| 2x ⦿ Super Effective |
Fire
Ice
Poison
Flying
Bug
|
|---|---|
| 1x – Normal |
Normal
Fighting
Psychic
Rock
Ghost
Dragon
Dark
Steel
Fairy
|
| 0.5x △ Resists |
Water
Grass
Electric
Ground
|
| Name | Type | Category | Power | PP | Description |
|---|---|---|---|---|---|
| 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. | |
| 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. | |
| 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. | |
| Charm | status | - | 20 | Lowers the target's Attack stat by 2 stages. | |
| Counter | physical | - | 20 | The user retaliates to deal double the damage it took from an opponent’s physical move during the turn this move is used. | |
| Curse | status | - | 12 | Lowers the user's Speed stat by 1 stage and boosts its Attack and Defense stats by 1 stage. | |
| Dazzling Gleam | special | 80 | 12 | — | |
| Double-Edge | physical | 120 | 16 | The user takes 1/3 of the damage dealt by this move. | |
| Dragon Tail | physical | 60 | 12 | 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. | |
| 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. | |
| Encore | status | - | 8 | Gives the target the Encore status, where the Pokémon can only use whichever move it last used before gaining the status. | |
| 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. | |
| 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. | |
| 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). | |
| Frenzy Plant | 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. | |
| 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. | |
| Grassy Terrain | status | - | 12 | Turns the entire field into Grassy Terrain for 5 turns. | |
| Heal Pulse | status | - | 12 | Restores 1/2 of the target's max HP. | |
| 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. | |
| 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. | |
| Knock Off | physical | 65 | 20 | This move’s power is boosted by 50% if the target is holding an item. Causes the target to lose its held item. | |
| Leaf Blade | physical | 90 | 16 | This move has a 1-stage Critical-Hit Ratio Boost. | |
| 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. | |
| 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. | |
| 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. | |
| Petal Blizzard | physical | 90 | 16 | — | |
| Petal Dance | special | 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. | |
| Poison Powder | status | - | 20 | Poisons the target. | |
| Pollen Puff | special | 90 | 16 | When used on an ally, this move restores 1/2 of its max HP instead of dealing damage. | |
| 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. | |
| 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. | |
| Seed Bomb | physical | 80 | 16 | — | |
| 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. | |
| Solar Blade | physical | 125 | 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, 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. | |
| Sunny Day | status | - | 8 | Summons harsh sunlight for 5 turns. | |
| Sweet Scent | status | - | 20 | Lowers targets' evasiveness by 2 stages. | |
| Swords Dance | status | - | 20 | Boosts the user's Attack stat by 2 stages. | |
| Synthesis | status | - | 8 | Restores 1/2 of the user's max HP. In harsh sunlight, 2/3 of its max HP will be restored instead. In all other weather conditions, 1/4 of its max HP will be restored instead. | |
| Trailblaze | physical | 50 | 20 | Boosts the user's Speed stat by 1 stage. | |
| 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. | |
| Zen Headbutt | physical | 80 | 16 | Has a 20% chance of making the target flinch. |