| 2x ⦿ Super Effective |
Fire
Electric
|
|---|---|
| 1x – Normal |
Water
Ice
Fighting
Rock
Ghost
Dark
|
| 0.5x △ Resists |
Normal
Flying
Psychic
Dragon
Steel
Fairy
|
| 0.25x ▼ Mostly Ineffective |
Grass
Bug
|
| 0x × Immune |
Poison
Ground
|
| Name | Type | Category | Power | PP | Description |
|---|---|---|---|---|---|
| Aerial Ace | physical | 60 | 20 | This move never misses. | |
| Agility | status | - | 20 | Boosts the user's Speed stat by 2 stages. | |
| Air Cutter | special | 60 | 20 | This move has a1-stage Critical-Hit Ratio Boost. | |
| Air Slash | special | 75 | 16 | Has a 30% chance of making the target flinch. | |
| Assurance | physical | 60 | 12 | This move's power is doubled if the target has already taken damage during the turn this move is used. | |
| Body Press | physical | 80 | 12 | The damage dealt by this move is calculated using the user's Defense stat instead of its Attack stat. | |
| Brave Bird | physical | 120 | 16 | The user takes 1/3 of the damage dealt by this move. | |
| 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. | |
| Drill Peck | physical | 80 | 20 | — | |
| Drill Run | physical | 80 | 12 | This move has a 1-stage Critical-Hit Ratio Boost. | |
| Dual Wingbeat | physical | 40 | 12 | The user attacks twice in a row. | |
| 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. | |
| Feint | physical | 30 | 12 | This move can hit a target using a move such as Protect or Detect and removes the effects of those moves. | |
| Flash Cannon | special | 80 | 12 | Has a 10% chance of lowering the target's Sp. Def stat by 1 stage. | |
| Fly | physical | 90 | 16 | 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. | |
| 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. | |
| Hurricane | special | 110 | 12 | Has a 30% chance of confusing the target. This move never misses in rain and can hit a target that has the Sky-High status. | |
| 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. | |
| Icy Wind | special | 55 | 16 | Lowers targets' Speed stats by 1 stage. | |
| Iron Defense | status | - | 16 | Boosts the user's Defense stat by 2 stages. | |
| Iron Head | physical | 80 | 16 | Has a 20% chance of making the target flinch. | |
| Metal Sound | status | - | 20 | Lowers the target's Sp. Def stat by 2 stages. | |
| 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. | |
| 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. | |
| 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. | |
| Reversal | physical | - | 16 | The less HP the user has left, the greater this move's power (ranging between 20 and 200). | |
| Roar | status | - | 20 | 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. | |
| Rock Slide | physical | 75 | 12 | Has a 30% chance of making targets flinch. | |
| Rock Tomb | physical | 60 | 16 | Lowers the target's Speed stat by 1 stage. | |
| Roost | status | - | 8 | Restores 1/2 of the user's max HP. If the user is a Flying type, it will lose the Flying type for the turn. | |
| 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. | |
| Sand Tomb | physical | 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. | |
| Sandstorm | status | - | 8 | Summons a sandstorm for 5 turns. | |
| Sky Attack | physical | 140 | 8 | 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. This move has a 30% chance of making the target flinch, and it has a 1-stage Critical-Hit Ratio Boost. | |
| 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. | |
| Spikes | status | - | 20 | Gives the opponent's side the Spikes status, where Pokémon that are not Flying-types or have the Levitate ability that switch into battle will take damage equal to 1/8 of their max HP and will increase with each instance up to three times. | |
| Stealth Rock | status | - | 20 | Gives the opponent's side the Stealth Rock status, where Pokémon that switch into battle will take damage equal to 1/8 of their max HP. This damage differs depending on the Pokémon's type matchup with the Rock type. | |
| Steel Beam | special | 140 | 8 | After attacking, the user takes damage equal to 1/2 of its max HP. | |
| Steel Wing | physical | 70 | 20 | Has a 10% chance of boosting the user's Defense stat by 1 stage. | |
| 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. | |
| Tailwind | status | - | 16 | Gives the user's side the Tailwind status, where the Pokémon's Speed stat is doubled, for 4 turns. | |
| 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. | |
| Whirlwind | status | - | 20 | 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. | |
| X-Scissor | physical | 80 | 16 | — |