| 2x ⦿ Super Effective |
Fighting
Ground
|
|---|---|
| 1x – Normal |
Normal
Fire
Water
Grass
Ice
Poison
Psychic
Bug
Rock
Dragon
Dark
Fairy
|
| 0.5x △ Resists |
Electric
Flying
Steel
|
| 0x × Immune |
Ghost
|
| Name | Type | Category | Power | PP | Description |
|---|---|---|---|---|---|
| Agility | status | - | 20 | Boosts the user's Speed stat by 2 stages. | |
| Ally Switch | status | - | 16 | The user switches spots with one of its allies. With each consecutive use, this move's chance of success becomes 1/3 of what it was before. | |
| 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. | |
| Breaking Swipe | physical | 60 | 16 | Lowers targets' Attack stats by 1 stage. | |
| 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. | |
| 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. | |
| Dark Pulse | special | 80 | 16 | Has a 20% chance of making the target flinch. | |
| Dig | physical | 80 | 12 | The user gains the Underground status on the turn this move is used, then attacks on the following turn. | |
| Discharge | special | 80 | 16 | Has a 30% chance of paralyzing targets. | |
| 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. | |
| 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. | |
| Electrify | status | - | 20 | If this move hits the target before it uses a move, its move becomes Electric type for that turn. | |
| 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. | |
| Fire Punch | physical | 75 | 16 | Has a 10% chance of burning the target. | |
| Focus Blast | special | 120 | 8 | Has a 10% chance of lowering the target's Sp. Def stat by 1 stage. | |
| 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. | |
| Glare | status | - | 20 | Paralyzes the target. | |
| Grass Knot | special | - | 20 | The heavier the target, the greater this move’s power (ranging between 20 and 120). | |
| 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. | |
| Hyper Voice | special | 90 | 12 | — | |
| Iron Tail | physical | 100 | 16 | Has a 30% chance of lowering the target's Defense stat by 1 stage. | |
| 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. | |
| Low Kick | physical | - | 20 | The heavier the target, the greater this move's power (ranging between 20 and 120). | |
| Low Sweep | physical | 65 | 20 | Lowers the target's Speed stat by 1 stage. | |
| Mega Kick | physical | 120 | 8 | — | |
| Morning Sun | status | - | 8 | Restores 1/2 of the user's max HP. In harsh sunlight, 2/3 of its max HP will be restored instead. In all other weather conditions, 1/4 of its max HP will be restored instead. | |
| Mud-Slap | special | 20 | 12 | Lowers the target's Accuracy stat by 1 stage. | |
| Parabolic Charge | special | 65 | 20 | The user's HP is restored by 1/2 of the damage dealt by this move. | |
| Pounce | physical | 50 | 20 | Lowers the target's Speed stat by 1 stage. | |
| 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. | |
| Quick Attack | physical | 40 | 20 | — | |
| 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. | |
| Rising Voltage | special | 70 | 20 | This move's power is doubled if the target is under the effect of Electric Terrain. | |
| 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. | |
| 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. | |
| Shed Tail | status | - | 12 | The user loses 1/2 of its max HP to create a substitute, then switches out of battle to be replaced by another party Pokémon. The substitute will be hit by moves instead of that Pokémon, and it will vanish when it takes damage equal to 1/4 of the user's max HP. | |
| 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. | |
| 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. | |
| 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. | |
| 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 Punch | physical | 75 | 16 | Has a 10% chance of paralyzing the target. | |
| Thunder Wave | status | - | 20 | Paralyzes the target. | |
| Thunderbolt | special | 90 | 16 | Has a 10% chance of paralyzing the target. | |
| Trailblaze | physical | 50 | 20 | Boosts the user's Speed stat by 1 stage. | |
| U-turn | physical | 70 | 20 | After attacking, the user switchesout of battle to be replaced by another party Pokémon. | |
| Volt Switch | special | 70 | 20 | After attacking, the user switches out of battle to be replaced by another party Pokémon. | |
| Weather Ball | special | 50 | 12 | When a weather condition is present, this move’s power is doubled and its type changes. Harsh sunlight: Fire type. Rain: Water type. Snow: Ice type. Sandstorm: Rock type. | |
| Wild Charge | physical | 90 | 16 | The user takes 1/4 of the damage dealt by this move. |