| 2x ⦿ Super Effective |
Fire
Fighting
Ground
Rock
|
|---|---|
| 1x – Normal |
Normal
Water
Grass
Poison
Psychic
Bug
Ghost
Dragon
Dark
Steel
Fairy
|
| 0.5x △ Resists |
Electric
Ice
Flying
|
| Name | Type | Category | Power | PP | Description |
|---|---|---|---|---|---|
| Blizzard | special | 110 | 8 | Has a 10% chance of freezing the target. | |
| Charge | status | - | 20 | Boosts the user's Sp. Def stat by 1 stage. The user gains the Electric Boost status, where the power of the Pokémon's next Electric-type move will be doubled. | |
| Charge Beam | special | 50 | 12 | Has a 70% chance of boosting the user's Sp. Atk stat by 1 stage. | |
| Confuse Ray | status | - | 12 | Confuses the target. | |
| Dark Pulse | special | 80 | 16 | Has a 20% chance of making the target flinch. | |
| Discharge | special | 80 | 16 | Has a 30% chance of paralyzing targets. | |
| Double Team | status | - | 16 | Boosts the user's evasiveness by 1 stage. | |
| Eerie Impulse | status | - | 16 | Lowers the target's Sp. Atk stat by 2 stages. | |
| Electric Terrain | status | - | 12 | Turns the entire field into Electric Terrain for 5 turns. | |
| Electro Ball | special | - | 12 | The higher the user's Speed stat compared to the target's, the greater this move's power (ranging between 40 and 150). | |
| Electroweb | special | 55 | 16 | Lowers targets Speed stats by 1 stage. | |
| Endure | status | - | 12 | During the turn this move is used, if the user takes damage from a move that would knock it out, it will endure the hit with 1 HP. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before. | |
| Facade | physical | 70 | 20 | This move’s power is doubled if the user is poisoned, badly poisoned, burned, or paralyzed. Although this move is a physical move, the damage it deals is not halved when the user is burned. | |
| Foul Play | physical | 95 | 16 | The damage dealt by this move is calculated using the target's Attack stat instead of the user's Attack stat. | |
| Helping Hand | status | - | 20 | Boosts the power of an ally’s move by 50% during the turn this move is used. | |
| Hex | special | 65 | 12 | This move's power is doubled ifthe target has a status condition. | |
| Hyper Voice | special | 90 | 12 | — | |
| Light Screen | status | - | 20 | Gives the user’s side the Light Screen status for 5 turns, where damage taken from special moves are reduced by 1/2 in Singles and 1/3 in Doubles. | |
| Nasty Plot | status | - | 20 | Boosts the user's Sp. Atk stat by 2 stages. | |
| Night Shade | special | - | 16 | Deals 50 HP of damage. | |
| Pain Split | status | - | 20 | The user adds its remaining HP to the target's remaining HP, then splits the total in half for them to share. | |
| Poltergeist | physical | 110 | 8 | This move fails if the target isn't holding an item | |
| Protect | status | - | 8 | The user protects itself from incoming moves for the turn. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before. | |
| Rain Dance | status | - | 8 | Summons rain for 5 turns. | |
| Reflect | status | - | 20 | Gives the user's side the Reflect status for 5 turns, where damage taken from physical moves are reduced by 1/2 in Singles and 1/3 in Doubles. | |
| Rest | status | - | 8 | Fully restores the user's HP and cures any status conditions. The user falls asleep for 2 turns. This move fails if the user's HP is full. | |
| Rising Voltage | special | 70 | 20 | This move's power is doubled if the target is under the effect of Electric Terrain. | |
| Round | special | 60 | 16 | If multiple Pokémon use this move in the same turn, the second user onward will act immediately after the first, and the power of the second Round onward will be doubled. | |
| Shadow Ball | special | 80 | 16 | Has a 20% chance of lowering the target's Sp. Def stat by 1 stage. | |
| Sleep Talk | status | - | 12 | Can be used only if the user is asleep. The user uses one of the other moves it knows at random. | |
| Snore | special | 50 | 16 | Can be used only if the user is asleep. Has a 30% chance of making the target flinch. | |
| Spite | status | - | 12 | Removes 4 PP from the move last used by the target. | |
| Stored Power | special | 20 | 12 | This move's power is increased by20 for each stage that the user's stats have been boosted. | |
| Substitute | status | - | 12 | The user loses 1/4 of its max HP to create a substitute. The substitute will be hit by moves instead of the user, and it will vanish when it takes damage equal to 1/4 of the user's max HP. | |
| Sunny Day | status | - | 8 | Summons harsh sunlight for 5 turns. | |
| Thief | physical | 60 | 20 | If the user is not already holding an item, it steals the target's held item. | |
| Thunder | special | 110 | 12 | Has a 30% chance of paralyzing the target. This move never misses in rain and can hit a target that has the Sky-High status. | |
| Thunder Wave | status | - | 20 | Paralyzes the target. | |
| Thunderbolt | special | 90 | 16 | Has a 10% chance of paralyzing the target. | |
| Trick | status | - | 12 | The user and the target swap their held items. | |
| Uproar | special | 90 | 12 | The user gains the Uproar status. For 3 turns, the Pokémon continues its attack and is unable to take any other actions. During this time, no Pokémon on the field can fall asleep. | |
| Volt Switch | special | 70 | 20 | After attacking, the user switches out of battle to be replaced by another party Pokémon. | |
| Will-O-Wisp | status | - | 16 | Burns the target. |