| 2x ⦿ Super Effective |
Grass
Electric
Fighting
Bug
Fairy
|
|---|---|
| 1x – Normal |
Normal
Poison
Ground
Flying
Rock
Dragon
|
| 0.5x △ Resists |
Fire
Water
Ice
Ghost
Dark
Steel
|
| 0x × Immune |
Psychic
|
| Name | Type | Category | Power | PP | Description |
|---|---|---|---|---|---|
| Agility | status | - | 20 | Boosts the user's Speed stat by 2 stages. | |
| 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. | |
| Aqua Jet | physical | 40 | 20 | — | |
| Assurance | physical | 60 | 12 | This move's power is doubled if the target has already taken damage during the turn this move is used. | |
| 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. | |
| 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. | |
| Bite | physical | 60 | 20 | Has a 30% chance of making the target flinch. | |
| Blizzard | special | 110 | 8 | Has a 10% chance of freezing the target. | |
| Bounce | physical | 85 | 8 | The user gains the Sky-High status on the turn this move is used, where the Pokémon cannot be hit my most moves and is unaffected by terrain, then attacks on the following turn. This move has a 30% chance of paralyzing the target. | |
| Bulldoze | physical | 60 | 20 | Lowers targets’ Speed stats by 1 stage. When Grassy Terrain is active, this move’s power is halved. | |
| Chilling Water | special | 50 | 20 | Lowers the target's Attack stat by 1 stage. | |
| Close Combat | physical | 120 | 8 | Lowers the user's Defense and Sp. Def stats by 1 stage. | |
| Crunch | physical | 80 | 16 | Has a 20% chance of lowering the target's Defense stat by 1 stage. | |
| Dark Pulse | special | 80 | 16 | Has a 20% chance of making the target flinch. | |
| Destiny Bond | status | - | 8 | The user gains the Destiny Bound status, where if the Pokémon is knocked out by an opponent, that opponent will also be knocked out. This move fails if used in succession. | |
| Dive | physical | 80 | 12 | The user gains the Submerged status on the turn this move is used, where the Pokémon cannot be hit by most moves and is unaffected by terrain, 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. | |
| 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. | |
| Flip Turn | physical | 60 | 20 | After attacking, the user switches out of battle to be replaced by another party Pokémon. | |
| 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. | |
| Hydro Pump | special | 110 | 8 | — | |
| 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 Fang | physical | 65 | 16 | Has a 10% chance of freezing the target and a 10% chance of making the target flinch. | |
| Icy Wind | special | 55 | 16 | Lowers targets' Speed stats by 1 stage. | |
| Liquidation | physical | 85 | 12 | Has a 20% chance of lowering the target's Defense stat by 1 stage. | |
| Night Slash | physical | 70 | 20 | This move has a 1 stage Critical-Hit Ratio Boost. | |
| Payback | physical | 50 | 12 | This move's power is double if the user attacks after the target. | |
| Poison Fang | physical | 50 | 16 | Has a 50% chance of badly poisoning the target. | |
| Poison Jab | physical | 80 | 20 | Has a 30% chance of poisoning the target. | |
| 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. | |
| Psychic Fangs | physical | 85 | 12 | Removes the Light Screen, Reflect, and Aurora Veil statuses on the target's side. | |
| 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 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. | |
| Scald | special | 80 | 16 | Has a 30% chance of burning the target. Cures the user and target of being frozen. | |
| 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. | |
| Scary Face | status | - | 12 | Lowers the target's Speed stat by 2 stages. | |
| Screech | status | - | 20 | Lowers the target's Defense stat by 2 stages. | |
| 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. | |
| Snarl | special | 55 | 16 | Lowers targets' Sp. Atk stats by 1 stage. | |
| Snore | special | 50 | 16 | Can be used only if the user is asleep. Has a 30% chance of making the target flinch. | |
| 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. | |
| Surf | special | 90 | 16 | This move's power is doubled against targets that have the Submerged status. | |
| Swagger | status | - | 16 | Boosts the target's Attack stat by 2 stages and confuses it. | |
| Taunt | status | - | 20 | Gives the target the Taunted status, where the Pokémon can only use attacks. | |
| Thief | physical | 60 | 20 | If the user is not already holding an item, it steals the target's held item. | |
| Thrash | 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. | |
| Uproar | special | 90 | 12 | The user gains the Uproar status. For 3 turns, the Pokémon continues its attack and is unable to take any other actions. During this time, no Pokémon on the field can fall asleep. | |
| Water Pulse | special | 60 | 20 | Has a 20% chance of confusing the target. | |
| Waterfall | physical | 80 | 16 | Has a 20% chance of making the target flinch. | |
| Whirlpool | 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. This move's power is doubled if the target has the Submerged status. | |
| Zen Headbutt | physical | 80 | 16 | Has a 20% chance of making the target flinch. |