| 4x ★ Extremely Effective |
Fire
|
|---|---|
| 2x ⦿ Super Effective |
Fighting
Poison
Flying
Bug
Rock
Steel
|
| 1x – Normal |
Normal
Ice
Psychic
Ghost
Dragon
Dark
Fairy
|
| 0.5x △ Resists |
Water
Grass
Electric
Ground
|
| Name | Type | Category | Power | PP | Description |
|---|---|---|---|---|---|
| Aurora Veil | status | - | 20 | Gives the user's side the Aurora Veil status for 5 turns, where damage from physical and special moves are reduced by 1/2 in Singles or 1/3 in Doubles. This move can be used only in snow. | |
| 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. | |
| Blizzard | special | 110 | 8 | Has a 10% chance of freezing the target. | |
| 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. | |
| Bullet Seed | physical | 25 | 20 | The user attacks 2 to 5 times in a row. | |
| Chilling Water | special | 50 | 20 | Lowers the target's Attack stat by 1 stage. | |
| Curse | status | - | 12 | Lowers the user's Speed stat by 1 stage and boosts its Attack and Defense stats by 1 stage. | |
| Double-Edge | physical | 120 | 16 | The user takes 1/3 of the damage dealt by this move. | |
| 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. | |
| Energy Ball | special | 90 | l | Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage. | |
| 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. | |
| 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 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. | |
| Frost Breath | special | 60 | 12 | Always a critical hit. | |
| Giga Drain | special | 75 | 12 | The user's HP is restored by 1/2 of the damage dealt by this move. | |
| 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. | |
| Grass Knot | special | - | 20 | The heavier the target, the greater this move’s power (ranging between 20 and 120). | |
| Grassy Glide | physical | 55 | 20 | If the user is under the effect of Grassy Terrain, this move’s priority becomes +1. | |
| Growth | status | - | 20 | Boosts the user's Attack and Sp. Atk stats by 1 stage. In harsh sunlight, these stats will be boosted by 2 stages instead. | |
| Hard Press | physical | - | 12 | The more HP the target has left, the greater this move's power (ranging between 1 and 100). | |
| 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 Beam | special | 90 | 12 | Has a 10% chance of freezing the target. | |
| Ice Hammer | physical | 100 | 12 | Lowers the user's Speed stat by 1 stage. | |
| Ice Punch | physical | 75 | 16 | Has a 10% chance of freezing the target. | |
| Ice Shard | physical | 40 | 20 | — | |
| Ice Spinner | physical | 80 | 16 | Removes any terrain. | |
| Icicle Spear | physical | 25 | 20 | The user attacks 2 to 5 times in a row. | |
| Icy Wind | special | 55 | 16 | Lowers targets' Speed stats by 1 stage. | |
| Ingrain | status | - | 20 | The user gains the Ingrained status, where the Pokémon has 1/16 of its max HP restored at the end of every turn and becomes grounded and cannot be switched out of battle. | |
| Iron Tail | physical | 100 | 16 | Has a 30% chance of lowering the target's Defense stat by 1 stage. | |
| Leaf Storm | special | 130 | 8 | Lowers the user's Sp. Atk stat by 2 stages. | |
| Leech Seed | status | - | 12 | Gives the target the Leech Seeded status, where Pokémon takes damage equal to 1/16 of its max HP at the end of every turn. Whichever Pokémon is in the spot of the Pokémon that caused the status has its HP restored by the same amount. | |
| Low Kick | physical | - | 20 | The heavier the target, the greater this move's power (ranging between 20 and 120). | |
| Mega Kick | physical | 120 | 8 | — | |
| Mud-Slap | special | 20 | 12 | Lowers the target's Accuracy 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. | |
| 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. | |
| Scary Face | status | - | 12 | Lowers the target's Speed stat by 2 stages. | |
| Seed Bomb | physical | 80 | 16 | — | |
| Shadow Ball | special | 80 | 16 | Has a 20% chance of lowering the target's Sp. Def stat by 1 stage. | |
| Sheer Cold | special | - | 8 | Knocks out the target. This move does not affect Ice types. The accuracy of this move is fixed at 30%. If used by Pokémon other than Ice types, the accuracy of this move is 20%. | |
| 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. | |
| Snowscape | status | - | 8 | Summons snow for 5 turns. | |
| 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. | |
| 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. | |
| Swagger | status | - | 16 | Boosts the target's Attack stat by 2 stages and confuses it. | |
| Swords Dance | status | - | 20 | Boosts the user's Attack stat by 2 stages. | |
| Trailblaze | physical | 50 | 20 | Boosts the user's Speed stat by 1 stage. | |
| Water Pulse | special | 60 | 20 | Has a 20% chance of confusing the target. | |
| 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. | |
| Wood Hammer | physical | 120 | 16 | The user takes 1/3 of the damage dealt by this move. |