| 2x ⦿ Super Effective |
Ground
Psychic
|
|---|---|
| 1x – Normal |
Normal
Fire
Water
Electric
Ice
Flying
Rock
Ghost
Dragon
Dark
Steel
|
| 0.5x △ Resists |
Grass
Fighting
Poison
Bug
Fairy
|
| Name | Type | Category | Power | PP | Description |
|---|---|---|---|---|---|
| Acid Spray | special | 40 | 20 | Lowers the target's Sp. Def stat by 2 stages. | |
| Amnesia | status | - | 20 | Boosts the user's Sp. Def stat by 2 stages. | |
| Ancient Power | special | 60 | 8 | Has a 10% chance of boosting the user's Attack, Defense, Sp. Atk, Sp. Def, and Speed stats by 1 stage. | |
| Attract | status | - | 16 | Gives the target the Infatuated status, where the Pokémon has a 50% chance of being unable to use moves while the Pokemon that gave the status is in the field. This move will fail against a target that is the same gender as the user or whose gender is unknown. | |
| Belch | special | 120 | 12 | This move fails unless the userhas eaten a Berry during the battle. | |
| Body Press | physical | 80 | 12 | The damage dealt by this move is calculated using the user's Defense stat instead of its Attack stat. | |
| Body Slam | physical | 85 | 16 | Has a 30% chance of paralyzing the target. If the target has the Minimized status, this move’s power is doubled and it will be sure to hit. | |
| Clear Smog | special | 50 | 16 | Removes all stat changes from the target. This move never misses. | |
| Corrosive Gas | status | - | 20 | Causes all other Pokémon on the field to lose their held items. | |
| Cross Poison | physical | 70 | 20 | Has a 10% chance of poisoning the target. This move has a 1-stage Critical-Hit Ratio Boost. | |
| Curse | status | - | 12 | Lowers the user's Speed stat by 1 stage and boosts its Attack and Defense stats by 1 stage. | |
| Dark Pulse | special | 80 | 16 | Has a 20% chance of making the target flinch. | |
| Drain Punch | physical | 75 | 12 | The user's HP is restored by 1/20f the damage dealt by this move. | |
| 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. | |
| Explosion | physical | 250 | 8 | The user faints upon using this move. | |
| 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. | |
| Fling | physical | - | 12 | This move's power and effects depend on the user's held item. The held item is lost after this move is used. | |
| Focus Blast | special | 120 | 8 | Has a 10% chance of lowering the target's Sp. Def stat by 1 stage. | |
| Giga Drain | special | 75 | 12 | The user's HP is restored by 1/2 of the damage dealt by this move. | |
| Giga Impact | physical | 150 | 8 | The user gains the Recharging status on the turn after this move is used, where the user cannot take any actions for 1 turn. | |
| Gunk Shot | physical | 120 | 8 | Has a 30% chance of poisoning the target. | |
| Haze | status | - | 20 | Eliminates every stat change on the entire field. | |
| Hyper Beam | special | 150 | 8 | The user gains the Recharging status on the turn after this move is used, where the user cannot take any actions for 1 turn. | |
| Mud Shot | special | 55 | 16 | Lowers the target's Speed stat by 1 stage. | |
| 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. | |
| Payback | physical | 50 | 12 | This move's power is double if the user attacks after the target. | |
| Poison Jab | physical | 80 | 20 | Has a 30% chance of poisoning the target. | |
| 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. | |
| Psychic | special | 90 | 12 | Has a 10% chance of lowering the target's Sp. Def stat by 1 stage. | |
| Rain Dance | status | - | 8 | Summons rain for 5 turns. | |
| Recycle | status | - | 12 | Regenerates the last held item that the user consumed. The user then holds this item once more. | |
| 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. | |
| Rock Blast | physical | 25 | 12 | The user attacks 2 to 5 times in a row. | |
| 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. | |
| Screech | status | - | 20 | Lowers the target's Defense stat by 2 stages. | |
| Seed Bomb | physical | 80 | 16 | — | |
| Self-Destruct | physical | 200 | 8 | The user faints upon using this move. | |
| 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. | |
| Sludge Bomb | special | 90 | 12 | Has a 30% chance of poisoning the target. | |
| Sludge Wave | special | 95 | 12 | Has a 10% chance of poisoning targets. | |
| Snore | special | 50 | 16 | Can be used only if the user is asleep. Has a 30% chance of making the target flinch. | |
| Solar Beam | special | 120 | 12 | The user gains the Charging status, where the Pokémon spends 1 turn charging before using a move, on the turn this move is used, then attacks on the following turn. In harsh sunlight, the user does not gain the Charging status and can attack immediately. This move’s power is halved in any other weather condition. | |
| Spikes | status | - | 20 | Gives the opponent's side the Spikes status, where Pokémon that are not Flying-types or have the Levitate ability that switch into battle will take damage equal to 1/8 of their max HP and will increase with each instance up to three times. | |
| Stockpile | status | - | 20 | Boosts the user's Defense and Sp. Def stats by 1 stage. Raises the user's Stockpiling level by 1. Can be used up to 3 times. | |
| Stomping Tantrum | physical | 75 | 12 | This move’s power is doubled if the user couldn’t act or its move missed or failed on the previous turn. | |
| 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. | |
| Swallow | status | - | 12 | The higher the user's Stockpiling level, the more HP the user restores. Level 1: 1/4 of the user's max HP is restored. Level 2: 1/2 of the user's max HP is restored. Level 3: The user's HP is fully restored. This move fails unless the user has the Stockpiling status. | |
| Thief | physical | 60 | 20 | If the user is not already holding an item, it steals the target's held item. | |
| Thunderbolt | special | 90 | 16 | Has a 10% chance of paralyzing the target. | |
| Toxic | status | - | 12 | Badly poisons the target. If the user is a Poison type, this move will never miss. | |
| Toxic Spikes | status | - | 20 | Gives the opponent's side the Toxic Spikes status, where Pokémon that are not Flying-types or have the Levitate ability that switch into battle will be poisoned or badly poisoned if there are two instances. | |
| Venoshock | special | 65 | 12 | This move's power is doubled if the target is poisoned or badly poisoned. |