| 2x ⦿ Super Effective |
Grass
Electric
|
|---|---|
| 1x – Normal |
Normal
Fighting
Poison
Ground
Flying
Psychic
Bug
Rock
Ghost
Dragon
Dark
Fairy
|
| 0.5x △ Resists |
Fire
Water
Ice
Steel
|
| Name | Type | Category | Power | PP | Description |
|---|---|---|---|---|---|
| Aerial Ace | physical | 60 | 20 | This move never misses. | |
| Air Slash | special | 75 | 16 | Has a 30% chance of making the target flinch. | |
| Aqua Cutter | physical | 70 | 20 | This move has a 1-stage Critical-Hit Ratio Boost. | |
| Aqua Jet | physical | 40 | 20 | — | |
| Aqua Tail | physical | 90 | 12 | — | |
| Assurance | physical | 60 | 12 | This move's power is doubled if the target has already taken damage during the turn this move is used. | |
| 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 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. | |
| Chilling Water | special | 50 | 20 | Lowers the target's Attack stat by 1 stage. | |
| Copycat | status | - | 20 | The user mimics the move that was last used. This move fails if no other move has been used yet. | |
| Detect | 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. | |
| Dig | physical | 80 | 12 | The user gains the Underground status on the turn this move is used, then attacks on the following turn. | |
| 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. | |
| Drill Run | physical | 80 | 12 | This move has a 1-stage Critical-Hit Ratio Boost. | |
| Encore | status | - | 8 | Gives the target the Encore status, where the Pokémon can only use whichever move it last used before gaining the status. | |
| 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. | |
| 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. | |
| Grass Knot | special | - | 20 | The heavier the target, the greater this move’s power (ranging between 20 and 120). | |
| Hydro Cannon | 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. | |
| 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. | |
| Icy Wind | special | 55 | 16 | Lowers targets' Speed stats by 1 stage. | |
| 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. | |
| Liquidation | physical | 85 | 12 | Has a 20% chance of lowering the target's Defense stat by 1 stage. | |
| Megahorn | physical | 120 | 12 | — | |
| Night Slash | physical | 70 | 20 | This move has a 1 stage Critical-Hit Ratio Boost. | |
| 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. | |
| Razor Shell | physical | 75 | 12 | Has a 50% chance of lowering the target's Defense stat by 1 stage. | |
| 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. | |
| Sacred Sword | physical | 90 | 16 | This move ignores the target's stat changes when dealing damage. | |
| 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. | |
| Smart Strike | physical | 70 | 12 | This move never misses. | |
| 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. | |
| Soak | status | - | 20 | Changes the target's type to Water. | |
| 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. | |
| Superpower | physical | 120 | 8 | Lowers the user's Attack and Defense stats by 1 stage. | |
| 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. | |
| Upper Hand | physical | 65 | 16 | Makes the target flinch. This move fails if the target isn't about to use a priority move. | |
| Vacuum Wave | special | 40 | 20 | — | |
| 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. | |
| X-Scissor | physical | 80 | 16 | — |