| 2x ⦿ Super Effective |
Fairy
|
|---|---|
| 1x – Normal |
Fire
Water
Grass
Electric
Ice
Ground
Flying
Bug
Rock
Ghost
Dragon
Dark
Steel
|
| 0.5x △ Resists |
Poison
|
| 0x × Immune |
Normal
Fighting
Psychic
|
| Name | Type | Category | Power | PP | Description |
|---|---|---|---|---|---|
| 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. | |
| 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. | |
| Burning Jealousy | special | 70 | 8 | Burns targets if their stats were boosted during the turn this move is used. | |
| Calm Mind | status | - | 20 | Boosts the user's Sp. Atk and Sp.Def statsby 1 stage. | |
| Confuse Ray | status | - | 12 | Confuses the target. | |
| 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. | |
| 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. | |
| Disable | status | - | 20 | Gives the target the Move Disabled status for 4 turns, where the Pokémon cannot use whichever move it last used before getting 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. | |
| Foul Play | physical | 95 | 16 | The damage dealt by this move is calculated using the target's Attack stat instead of the user's Attack stat. | |
| 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. | |
| Helping Hand | status | - | 20 | Boosts the power of an ally’s move by 50% during the turn this move is used. | |
| 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. | |
| Hypnosis | status | - | 20 | Puts the target to sleep. | |
| Icy Wind | special | 55 | 16 | Lowers targets' Speed stats by 1 stage. | |
| Imprison | status | - | 12 | The user gains the Sealing Off status, where any moves known by the Pokémon that caused this status cannot be used by its opponents. | |
| Lash Out | physical | 75 | 8 | This move's power is doubled if the user's stats were lowered during the turn this move is used. | |
| Memento | status | - | 12 | Lowers the target's Attack and Sp. Atk stats by 2 stages. The user faints upon using this move. | |
| Nasty Plot | status | - | 20 | Boosts the user's Sp. Atk stat by 2 stages. | |
| Night Shade | special | - | 16 | Deals 50 HP of damage. | |
| 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. | |
| Poltergeist | physical | 110 | 8 | This move fails if the target isn't holding an item | |
| 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. | |
| 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. | |
| 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. | |
| Rock Tomb | physical | 60 | 16 | Lowers the target's Speed stat by 1 stage. | |
| 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. | |
| Scary Face | status | - | 12 | Lowers the target's Speed 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 Sneak | physical | 40 | 20 | — | |
| 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. | |
| Snarl | special | 55 | 16 | Lowers targets' Sp. Atk stats by 1 stage. | |
| 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. | |
| Stored Power | special | 20 | 12 | This move's power is increased by20 for each stage that the user's stats have been boosted. | |
| 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. | |
| Sucker Punch | physical | 70 | 8 | This move fails unless the target has chosen an attack and has not yet attacked during the turn this move is used. | |
| Sunny Day | status | - | 8 | Summons harsh sunlight for 5 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. | |
| Toxic | status | - | 12 | Badly poisons the target. If the user is a Poison type, this move will never miss. | |
| 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. | |
| Uproar | special | 90 | 12 | The user gains the Uproar status. For 3 turns, the Pokémon continues its attack and is unable to take any other actions. During this time, no Pokémon on the field can fall asleep. | |
| Will-O-Wisp | status | - | 16 | Burns the target. | |
| 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. |