| 2x ⦿ Super Effective |
Grass
Electric
Bug
Ghost
Dark
|
|---|---|
| 1x – Normal |
Normal
Poison
Ground
Flying
Rock
Dragon
Fairy
|
| 0.5x △ Resists |
Fire
Water
Ice
Fighting
Psychic
Steel
|
| 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. | |
| 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 | — | |
| 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. | |
| Bulk Up | status | - | 20 | Boosts the user's Attack and Defense stats by 1 stage. | |
| Charge Beam | special | 50 | 12 | Has a 70% chance of boosting the user's Sp. Atk stat by 1 stage. | |
| Chilling Water | special | 50 | 20 | Lowers the target's Attack stat by 1 stage. | |
| Confuse Ray | status | - | 12 | Confuses the target. | |
| Cosmic Power | status | - | 20 | Boosts the user's Defense and Sp. Def stats by 1 stage. | |
| Dazzling Gleam | special | 80 | 12 | — | |
| 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. | |
| 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. | |
| Expanding Force | special | 80 | 12 | If the user is under the effect of Psychic Terrain, this move's power is boosted by 50% and its range extends to all opponents. | |
| 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. | |
| Flash Cannon | special | 80 | 12 | Has a 10% chance of lowering the target's Sp. Def stat by 1 stage. | |
| Flip Turn | physical | 60 | 20 | After attacking, the user switches out of battle to be replaced by another party Pokémon. | |
| 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). | |
| Gravity | status | - | 8 | Gives the entire field the Gravity status for 5 turns. Gravity boosts the accuracy of moves by 67%, Pokémon such as Flying types or ones with the Levitate ability become grounded, and moves that involve flying or leaping cannot be used. | |
| 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). | |
| 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 Spinner | physical | 80 | 16 | Removes any terrain. | |
| Icy Wind | special | 55 | 16 | Lowers targets' Speed stats 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. | |
| Liquidation | physical | 85 | 12 | Has a 20% chance of lowering the target's Defense stat by 1 stage. | |
| Meteor 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. The user's Sp. Atk stat is boosted by 1 stage on the turn this move is used. | |
| Minimize | status | - | 12 | Boosts the user's evasiveness by 2 stages. The user gains the Minimized status, where moves such as Supercell Slam, Body Slam, Dragon Rush, Flying Press, Heat Crash, and Heavy Slam will not miss the Pokémon and will deal double damage. | |
| Power Gem | special | 80 | 20 | — | |
| 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 | special | 90 | 12 | Has a 10% chance of lowering the target's Sp. Def stat by 1 stage. | |
| Psycho Cut | physical | 70 | 20 | This move has a 1-stage Critical-Hit Ratio Boost. | |
| Psyshock | special | 80 | 12 | This is a special move, but the damage it deals is calculated using the target's Defense stat. | |
| Rain Dance | status | - | 8 | Summons rain for 5 turns. | |
| Rapid Spin | physical | 20 | 20 | Removes the Bound and Leech Seeded statuses from the user and removes the Sticky Web, Stealth Rock, Spikes, and Toxic Spikes statuses from the user's side. Boosts the user's Speed stat by 1 stage. | |
| Recover | status | - | 8 | Restores 1/2 of the user's max HP. | |
| Reflect | status | - | 20 | Gives the user's side the Reflect status for 5 turns, where damage taken from physical moves are reduced by 1/2 in Singles and 1/3 in Doubles. | |
| 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. | |
| 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. | |
| Safeguard | status | - | 20 | Gives the user's side the Safeguard status for 5 turns, where the Pokémon is immune to status conditions and cannot become confused. | |
| Scald | special | 80 | 16 | Has a 30% chance of burning the target. Cures the user and target of being frozen. | |
| Self-Destruct | physical | 200 | 8 | The user faints upon using this move. | |
| Skill Swap | status | - | 12 | The user and the target swap their Abilities. | |
| 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. | |
| 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. | |
| 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 Wave | status | - | 20 | Paralyzes the target. | |
| Thunderbolt | special | 90 | 16 | Has a 10% chance of paralyzing the target. | |
| Tri Attack | special | 80 | 12 | Has a 20% chance of leaving the target burned, frozen, or paralyzed. | |
| Trick | status | - | 12 | The user and the target swap their held items. | |
| Trick Room | status | - | 8 | Gives the entire field the Trick Room status, where Pokémon with lower Speed stats move first, for 5 turns. | |
| 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. | |
| Wonder Room | status | - | 12 | Gives the entire field the Wonder Room status, where Pokémon's Defense and Sp. Def stats are swapped, for 5 turns. | |
| Zen Headbutt | physical | 80 | 16 | Has a 20% chance of making the target flinch. |