| 4x ★ Extremely Effective |
Ice
|
|---|---|
| 2x ⦿ Super Effective |
Dragon
Fairy
|
| 1x – Normal |
Normal
Water
Grass
Fighting
Ground
Flying
Psychic
Bug
Ghost
Dark
Steel
|
| 0.5x △ Resists |
Fire
Poison
Rock
|
| 0x × Immune |
Electric
|
| Name | Type | Category | Power | PP | Description |
|---|---|---|---|---|---|
| Aerial Ace | physical | 60 | 20 | This move never misses. | |
| Bite | physical | 60 | 20 | Has a 30% chance of making the target flinch. | |
| 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. | |
| Breaking Swipe | physical | 60 | 16 | Lowers targets' Attack stats by 1 stage. | |
| Brick Break | physical | 75 | 16 | Removes the Light Screen, Reflect, and Aurora Veil statuses on the target’s side. | |
| Brutal Swing | physical | 60 | 20 | — | |
| Bulldoze | physical | 60 | 20 | Lowers targets’ Speed stats by 1 stage. When Grassy Terrain is active, this move’s power is halved. | |
| Crunch | physical | 80 | 16 | Has a 20% chance of lowering the target's Defense stat by 1 stage. | |
| Dig | physical | 80 | 12 | The user gains the Underground status on the turn this move is used, then attacks on the following turn. | |
| Double-Edge | physical | 120 | 16 | The user takes 1/3 of the damage dealt by this move. | |
| Draco Meteor | special | 130 | 8 | Lowers the user's Sp. Atk stat by 2 stages. | |
| Dragon Cheer | status | - | 16 | Gives allies a Critical-Hit Ratio Boost. Dragon types receive a 2-stage boost. All other types receive a 1-stage boost. | |
| Dragon Claw | physical | 80 | 16 | — | |
| Dragon Pulse | special | 85 | 12 | — | |
| Dragon Rush | physical | 100 | 12 | Has a 20% chance of making the target flinch. If the target has the Minimized status, this move's power is doubled and it will be sure to hit. | |
| Dragon Tail | physical | 60 | 12 | If there are other Pokémon in the target's party that can switch into battle, the target is forced to switch out of battle and is replaced by one of those Pokémon at random. | |
| Earth Power | special | 90 | 12 | Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage. | |
| Earthquake | physical | 100 | 12 | This move’s power is doubled against targets that have the Underground status. When Grassy Terrain is active, this move’s power is halved. | |
| 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. | |
| Fire Blast | special | 110 | 8 | Has a 10% chance of burning the target. | |
| Fire Fang | physical | 65 | 16 | Has a 10% chance of burning the target and a 10% chance of making the target flinch. | |
| Flamethrower | special | 90 | 16 | Has a 10% chance of burning the target. | |
| 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. | |
| 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. | |
| Helping Hand | status | - | 20 | Boosts the power of an ally’s move by 50% during the turn this move is used. | |
| 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. | |
| Iron Head | physical | 80 | 16 | Has a 20% chance of making the target flinch. | |
| Iron Tail | physical | 100 | 16 | Has a 30% chance of lowering the target's Defense stat by 1 stage. | |
| Liquidation | physical | 85 | 12 | Has a 20% chance of lowering the target's Defense stat by 1 stage. | |
| Mud Shot | special | 55 | 16 | Lowers the target's Speed stat by 1 stage. | |
| Outrage | physical | 120 | 12 | The user gains the Rampaging status, where for 2-3 turns the Pokémon continues its attack and is unable to take any other actions. After that, it becomes confused. | |
| Poison Jab | physical | 80 | 20 | Has a 30% chance of poisoning the target. | |
| Power Gem | special | 80 | 20 | — | |
| 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. | |
| 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 Slide | physical | 75 | 12 | Has a 30% chance of making targets flinch. | |
| Rock Tomb | physical | 60 | 16 | Lowers the target's Speed stat by 1 stage. | |
| 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. | |
| Sand Tomb | physical | 35 | 16 | Gives the target the Bound status, where the Pokémon takes 1/8 damage of its max HP at the end of every turn and it cannot switch out. | |
| Sandstorm | status | - | 8 | Summons a sandstorm for 5 turns. | |
| Scale Shot | physical | 25 | 20 | The user attacks 2 to 5 times in a row. This move lowers the user's Defense stat by 1 stage and boosts its Speed stat by 1 stage. | |
| Scary Face | status | - | 12 | Lowers the target's Speed stat by 2 stages. | |
| Scorching Sands | special | 70 | 12 | Has a 30% chance of burning the target. Cures the user and target of being frozen. | |
| Shadow Claw | physical | 70 | 16 | This move has a 1-stage Critical-Hit Ratio Boost. | |
| 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. | |
| 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. | |
| Stealth Rock | status | - | 20 | Gives the opponent's side the Stealth Rock status, where Pokémon that switch into battle will take damage equal to 1/8 of their max HP. This damage differs depending on the Pokémon's type matchup with the Rock type. | |
| 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. | |
| Stone Edge | physical | 100 | 8 | This move has a 1-stage Critical-Hit Ratio Boost. | |
| 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. | |
| Surf | special | 90 | 16 | This move's power is doubled against targets that have the Submerged status. | |
| Swords Dance | status | - | 20 | Boosts the user's Attack stat by 2 stages. | |
| Thrash | physical | 120 | 12 | The user gains the Rampaging status, where for 2-3 turns the Pokémon continues its attack and is unable to take any other actions. After that, it becomes confused. | |
| Thunder Fang | physical | 65 | 16 | Has a 10% chance of paralyzing the target and a 10% chance of making the target flinch. |