| 2x ⦿ Super Effective |
Ground
|
|---|---|
| 1x – Normal |
Normal
Fire
Water
Grass
Ice
Fighting
Poison
Psychic
Bug
Rock
Ghost
Dragon
Dark
Fairy
|
| 0.5x △ Resists |
Electric
Flying
Steel
|
| Name | Type | Category | Power | PP | Description |
|---|---|---|---|---|---|
| Agility | status | - | 20 | Boosts the user's Speed stat by 2 stages. | |
| Alluring Voice | special | 80 | 12 | Confuses the target if its stats were boosted during the turn this move is used. | |
| Baby-Doll Eyes | status | - | 20 | Lowers the target's Attack stat by 1 stage. | |
| Baton Pass | status | - | 20 | The user switches out of battle to be replaced by another party Pokémon. If the user had any stat changes, a substitute, or other such effects, they will be passed on to the Pokémon switching in. | |
| 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. | |
| Calm Mind | status | - | 20 | Boosts the user's Sp. Atk and Sp.Def statsby 1 stage. | |
| 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. | |
| Charm | status | - | 20 | Lowers the target's Attack stat by 2 stages. | |
| Copycat | status | - | 20 | The user mimics the move that was last used. This move fails if no other move has been used yet. | |
| 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. | |
| Detect | 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. | |
| 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. | |
| Double-Edge | physical | 120 | 16 | The user takes 1/3 of the damage dealt by this move. | |
| 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. | |
| 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. | |
| Fake Tears | status | - | 20 | Lowers the target's Sp. Def stat by 2 stages. | |
| Flail | physical | - | 16 | The less HP the user has left, the greater this move's power (ranging between 20 and 200). | |
| Focus Energy | status | - | 20 | The user gains a 2-stage Critical-Hit Ratio Boost. | |
| 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. | |
| Hyper Voice | special | 90 | 12 | — | |
| Last Resort | physical | 140 | 8 | This move fails unless the user has already used all the other moves it knows. | |
| 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. | |
| Metal Sound | status | - | 20 | Lowers the target's Sp. Def stat by 2 stages. | |
| Mud-Slap | special | 20 | 12 | Lowers the target's Accuracy stat by 1 stage. | |
| Pin Missile | physical | 25 | 20 | The user attacks 2 to 5 times in a row. | |
| 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. | |
| 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. | |
| 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. | |
| 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. | |
| Stored Power | special | 20 | 12 | This move's power is increased by20 for each stage that the user's stats have been boosted. | |
| 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 | 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 Fang | physical | 65 | 16 | Has a 10% chance of paralyzing the target and a 10% chance of making the target flinch. | |
| Thunder Wave | status | - | 20 | Paralyzes the target. | |
| Thunderbolt | special | 90 | 16 | Has a 10% chance of paralyzing the target. | |
| Tickle | status | - | 20 | Lowers the target's Attack and Defense stats by 1 stage. | |
| Trailblaze | physical | 50 | 20 | Boosts the user's Speed stat by 1 stage. | |
| 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. | |
| Wish | status | - | 12 | Gives the user's spot the Wish status. At the end of the next turn after the Wish status is activated, the HP of the Pokémon in the affected spot will be restored by 1/2 of the max HP of the Pokémon that caused the status. | |
| Yawn | status | - | 12 | Makes the target drowsy. This move never misses. |