| 2x ⦿ Super Effective |
Water
Ground
Rock
Ghost
Dark
|
|---|---|
| 1x – Normal |
Electric
Flying
Psychic
Dragon
|
| 0.5x △ Resists |
Fire
Grass
Ice
Poison
Steel
Fairy
|
| 0.25x ▼ Mostly Ineffective |
Bug
|
| 0x × Immune |
Normal
Fighting
|
| Name | Type | Category | Power | PP | Description |
|---|---|---|---|---|---|
| Aerial Ace | physical | 60 | 20 | This move never misses. | |
| Blast Burn | 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. | |
| 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. | |
| Burn Up | special | 130 | 8 | The user loses the Fire type. Cures the user of being frozen. This move fails unless it is used by a Fire type. | |
| Burning Jealousy | special | 70 | 8 | Burns targets if their stats were boosted during the turn this move is used. | |
| Calm Mind | status | - | 20 | Boosts the user's Sp. Atk and Sp.Def statsby 1 stage. | |
| Confuse Ray | status | - | 12 | Confuses the target. | |
| Covet | physical | 60 | 20 | f the user is not already holding an item, it steals the target's held item. | |
| 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. | |
| 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. | |
| Endeavor | physical | - | 8 | Deals damage to the target equal to its remaining HP minus the user's remaining HP. This move fails if the target's HP is the same as or lower than the user's. | |
| 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. | |
| Eruption | special | 150 | 8 | The less HP the user has left, the lower this move's power (ranging between 1 and 150). | |
| Extrasensory | special | 80 | 20 | Has a 10% chance of making the target flinch. | |
| 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. | |
| Fire Punch | physical | 75 | 16 | Has a 10% chance of burning the target. | |
| Fire Spin | special | 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. | |
| Flame Charge | physical | 50 | 20 | Boosts the user's Speed stat by 1 stage. | |
| Flamethrower | special | 90 | 16 | Has a 10% chance of burning the target. | |
| Flare Blitz | physical | 120 | 16 | Has a 10% chance of burning the target. Cures the user of being frozen. The user also takes 1/3 of the damage dealt by this move. | |
| Focus Blast | special | 120 | 8 | Has a 10% chance of lowering the target's Sp. Def stat by 1 stage. | |
| 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. | |
| Gyro Ball | physical | - | 8 | The lower the user's Speed stat compared to the target's, the greater this move's power (ranging between 1 and 150). | |
| Heat Wave | special | 95 | 12 | Has a 10% chance of burning targets. | |
| Hex | special | 65 | 12 | This move's power is doubled ifthe target has a status condition. | |
| Howl | status | - | 20 | Boosts the Attack stats of the user and its allies by 1 stage. | |
| 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. | |
| Infernal Parade | special | 65 | 16 | Has a 30% chance of burning the target. This move's power is doubled if the target has a status condition. | |
| Inferno | special | 100 | 8 | Burns the target. | |
| Iron Head | physical | 80 | 16 | Has a 20% chance of making the target flinch. | |
| Lava Plume | special | 80 | 16 | Has a 30% chance of burning targets. | |
| Low Kick | physical | - | 20 | The heavier the target, the greater this move's power (ranging between 20 and 120). | |
| Mega Kick | physical | 120 | 8 | — | |
| Mystical Fire | special | 75 | 12 | Lowers the target's Sp. Atk stat by 1 stage. | |
| Night Shade | special | - | 16 | Deals 50 HP of damage. | |
| Overheat | special | 130 | 8 | Lowers the user's Sp. Atk stat by 2 stages. | |
| Play Rough | physical | 90 | 12 | Has a 10% chance of lowering the target's Attack stat by 1 stage. | |
| 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. | |
| Quick Attack | physical | 40 | 20 | — | |
| 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. | |
| Reversal | physical | - | 16 | The less HP the user has left, the greater this move's power (ranging between 20 and 200). | |
| Roar | status | - | 20 | 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. | |
| Rock Slide | physical | 75 | 12 | Has a 30% chance of making targets flinch. | |
| 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. | |
| 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. | |
| 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. | |
| Spite | status | - | 12 | Removes 4 PP from the move last used by the target. | |
| 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. | |
| Temper Flare | 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. | |
| Thunder Punch | physical | 75 | 16 | Has a 10% chance of paralyzing the target. | |
| Wild Charge | physical | 90 | 16 | The user takes 1/4 of the damage dealt by this move. | |
| Will-O-Wisp | status | - | 16 | Burns the target. | |
| Zen Headbutt | physical | 80 | 16 | Has a 20% chance of making the target flinch. |