| 2x ⦿ Super Effective |
Ghost
Steel
|
|---|---|
| 1x – Normal |
Fire
Water
Grass
Electric
Ice
Poison
Ground
Flying
Psychic
Rock
Dark
Fairy
|
| 0.25x ▼ Mostly Ineffective |
Bug
|
| 0x × Immune |
Normal
Fighting
Dragon
|
| Name | Type | Category | Power | PP | Description |
|---|---|---|---|---|---|
| Baby-Doll Eyes | status | - | 20 | Lowers the target's Attack stat by 1 stage. | |
| Beat Up | physical | - | 12 | The target is attacked as many times as the number of Pokémon in the user's party. Pokémon that have fainted or have a status condition are not counted. This move's power is calculated based on the Attack stats of the party Pokémon. | |
| Bulk Up | status | - | 20 | Boosts the user's Attack and Defense stats by 1 stage. | |
| Burning Jealousy | special | 70 | 8 | Burns targets if their stats were boosted during the turn this move is used. | |
| Charm | status | - | 20 | Lowers the target's Attack stat by 2 stages. | |
| Confuse Ray | status | - | 12 | Confuses the target. | |
| Copycat | status | - | 20 | The user mimics the move that was last used. This move fails if no other move has been used yet. | |
| Curse | status | - | 12 | Lowers the user's Speed stat by 1 stage and boosts its Attack and Defense stats by 1 stage. | |
| Dark Pulse | special | 80 | 16 | Has a 20% chance of making the target flinch. | |
| Dazzling Gleam | special | 80 | 12 | — | |
| 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. | |
| Double Team | status | - | 16 | Boosts the user's evasiveness by 1 stage. | |
| Drain Punch | physical | 75 | 12 | The user's HP is restored by 1/20f the damage dealt by this move. | |
| Draining Kiss | special | 50 | 12 | The user's HP is restored by 3/4 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. | |
| 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. | |
| 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. | |
| Hex | special | 65 | 12 | This move's power is doubled ifthe target has a status condition. | |
| 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. | |
| Leech Life | physical | 80 | 12 | The user's HP is restored by 1/2 of the damage dealt by this move. | |
| 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. | |
| Magic Room | status | - | 12 | Gives the entire field the Magic Room status for 5 turns, where most held items will not work. | |
| Misty Terrain | status | - | 12 | Turns the entire field into Misty Terrain for 5 turns. | |
| Night Shade | special | - | 16 | Deals 50 HP of damage. | |
| Night Slash | physical | 70 | 20 | This move has a 1 stage Critical-Hit Ratio Boost. | |
| Pain Split | status | - | 20 | The user adds its remaining HP to the target's remaining HP, then splits the total in half for them to share. | |
| Payback | physical | 50 | 12 | This move's power is double if the user attacks after the target. | |
| Phantom Force | physical | 90 | 12 | The user gains the Concealed status, where the Pokémon cannot be hit by moves and is unaffected by terrain, on the turn this move is used, then attacks on the following turn. This move can hit a target using a move such as Protect or Detect and removes the effects of those moves. | |
| Play Rough | physical | 90 | 12 | Has a 10% chance of lowering the target's Attack stat by 1 stage. | |
| Pounce | physical | 50 | 20 | Lowers the target's Speed stat by 1 stage. | |
| 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. | |
| Psych Up | status | - | 12 | The user copies the target's stat changes. | |
| Psychic | special | 90 | 12 | Has a 10% chance of lowering the target's Sp. Def stat by 1 stage. | |
| 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. | |
| 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. | |
| Screech | status | - | 20 | Lowers the target's Defense stat by 2 stages. | |
| Shadow Ball | special | 80 | 16 | Has a 20% chance of lowering the target's Sp. Def stat by 1 stage. | |
| Shadow Claw | physical | 70 | 16 | This move has a 1-stage Critical-Hit Ratio Boost. | |
| Shadow Sneak | physical | 40 | 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. | |
| Spite | status | - | 12 | Removes 4 PP from the move last used by the target. | |
| 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. | |
| Swords Dance | status | - | 20 | Boosts the user's Attack stat by 2 stages. | |
| 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. | |
| 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. | |
| Trailblaze | physical | 50 | 20 | Boosts the user's Speed stat by 1 stage. | |
| 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. | |
| Will-O-Wisp | status | - | 16 | Burns the target. | |
| Wood Hammer | physical | 120 | 16 | The user takes 1/3 of the damage dealt by this move. | |
| X-Scissor | physical | 80 | 16 | — |