| 2x ⦿ Super Effective |
Water
Grass
Fighting
Ground
Steel
|
|---|---|
| 1x – Normal |
Electric
Ice
Psychic
Bug
Rock
Ghost
Dragon
Dark
Fairy
|
| 0.5x △ Resists |
Normal
Fire
Poison
Flying
|
| Name | Type | Category | Power | PP | Description |
|---|---|---|---|---|---|
| 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. | |
| Avalanche | physical | 60 | 12 | This move's power is doubled if the target has already dealt damage to the user with a move in the same turn. | |
| Block | status | - | 8 | Gives the target the Can't Escape status, where the Pokémon cannot be switched out. | |
| 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. | |
| Brick Break | physical | 75 | 16 | Removes the Light Screen, Reflect, and Aurora Veil statuses on the target’s side. | |
| Bulldoze | physical | 60 | 20 | Lowers targets’ Speed stats by 1 stage. When Grassy Terrain is active, this move’s power is halved. | |
| Curse | status | - | 12 | Lowers the user's Speed stat by 1 stage and boosts its Attack and Defense stats 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. | |
| Dynamic Punch | physical | 100 | 8 | Confuses the target. | |
| 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. | |
| 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. | |
| Fire Punch | physical | 75 | 16 | Has a 10% chance of burning the target. | |
| Fissure | physical | - | 8 | Knocks out the target. The accuracy of this move is fixed at 30%. | |
| Flash Cannon | special | 80 | 12 | Has a 10% chance of lowering the target's Sp. Def stat by 1 stage. | |
| 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 Punch | physical | 150 | 20 | This move fails if the user has already taken damage from a move in the same turn. | |
| 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. | |
| Gravity | status | - | 8 | Gives the entire field the Gravity status for 5 turns. Gravity boosts the accuracy of moves by 67%, Pokémon such as Flying types or ones with the Levitate ability become grounded, and moves that involve flying or leaping cannot be used. | |
| Hammer Arm | physical | 100 | 12 | Lowers the user's Speed stat by 1 stage. | |
| Hard Press | physical | - | 12 | The more HP the target has left, the greater this move's power (ranging between 1 and 100). | |
| Heavy Slam | physical | - | 12 | The more the user outweighs the target, the greater this move's power (ranging between 40 and 120). If the target has the Minimized status, this move's power is doubled and it will be sure to hit. | |
| 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. | |
| Ice Punch | physical | 75 | 16 | Has a 10% chance of freezing the target. | |
| Iron Defense | status | - | 16 | Boosts the user's Defense stat by 2 stages. | |
| Iron Head | physical | 80 | 16 | Has a 20% chance of making the target flinch. | |
| Meteor 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. The user's Sp. Atk stat is boosted by 1 stage on the turn this move is used. | |
| Mud Shot | special | 55 | 16 | Lowers the target's Speed stat by 1 stage. | |
| 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. | |
| Recover | status | - | 8 | Restores 1/2 of the user's max HP. | |
| 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. | |
| Rock Polish | status | - | 20 | Boosts the user's Speed stat by 2 stages. | |
| 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. | |
| Salt Cure | physical | 40 | 16 | Gives the target the Salt Cured status, where the Pokémon takes damage equal to 1/16 of its max HP at the end of every turn. If the Pokémon is a Steel type or Water type, it takes damage equal to 1/8 of its max HP instead. | |
| Sandstorm | status | - | 8 | Summons a sandstorm for 5 turns. | |
| 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. | |
| Smack Down | physical | 50 | 16 | If the target is off the ground, it gains the Landed status, where the Pokémon is now grounded and can be affected by Ground-type moves. This move can hit a target that has the Sky-High status. | |
| 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. | |
| Thunder Punch | physical | 75 | 16 | Has a 10% chance of paralyzing the target. | |
| Wide Guard | status | - | 12 | During the turn this move is used, the user protects its side from moves that target all allies. | |
| Zen Headbutt | physical | 80 | 16 | Has a 20% chance of making the target flinch. |