| 2x ⦿ Super Effective |
Electric
Ground
Psychic
|
|---|---|
| 1x – Normal |
Normal
Grass
Flying
Rock
Ghost
Dragon
Dark
|
| 0.5x △ Resists |
Fire
Water
Ice
Fighting
Poison
Bug
Steel
Fairy
|
| Name | Type | Category | Power | PP | Description |
|---|---|---|---|---|---|
| Acid Spray | special | 40 | 20 | Lowers the target's Sp. Def stat by 2 stages. | |
| Baneful Bunker | status | - | 8 | The user protects itself from incoming moves for the turn. Any attackers that use contact moves against the user during this turn become poisoned. With each consecutive use, this move's chance of success becomes 1/3 of what it was before. | |
| Bite | physical | 60 | 20 | Has a 30% chance of making the target flinch. | |
| 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. | |
| Chilling Water | special | 50 | 20 | Lowers the target's Attack stat by 1 stage. | |
| Cross Poison | physical | 70 | 20 | Has a 10% chance of poisoning the target. This move has a 1-stage Critical-Hit Ratio Boost. | |
| 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. | |
| 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. | |
| Gunk Shot | physical | 120 | 8 | Has a 30% chance of poisoning the target. | |
| Haze | status | - | 20 | Eliminates every stat change on the entire field. | |
| Hex | special | 65 | 12 | This move's power is doubled ifthe target has a status condition. | |
| 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. | |
| Ice Spinner | physical | 80 | 16 | Removes any terrain. | |
| Icy Wind | special | 55 | 16 | Lowers targets' Speed stats by 1 stage. | |
| Infestation | special | 20 | 20 | 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. | |
| Iron Defense | status | - | 16 | Boosts the user's Defense stat by 2 stages. | |
| 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. | |
| Liquidation | physical | 85 | 12 | Has a 20% chance of lowering the target's Defense stat by 1 stage. | |
| Lunge | physical | 80 | 16 | Lowers the target's Attack stat by 1 stage. | |
| Mud Shot | special | 55 | 16 | Lowers the target's Speed stat by 1 stage. | |
| Muddy Water | special | 90 | 12 | Has a 30% chance of lowering targets' accuracy by 1 stage. | |
| 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. | |
| Pin Missile | physical | 25 | 20 | The user attacks 2 to 5 times in a row. | |
| Poison Jab | physical | 80 | 20 | Has a 30% chance of poisoning the target. | |
| 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. | |
| Rain Dance | status | - | 8 | Summons rain for 5 turns. | |
| Recover | status | - | 8 | Restores 1/2 of the user's max HP. | |
| 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. | |
| Scary Face | status | - | 12 | Lowers the target's Speed 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. | |
| Sludge Bomb | special | 90 | 12 | Has a 30% chance of poisoning the target. | |
| Sludge Wave | special | 95 | 12 | Has a 10% chance of poisoning targets. | |
| Smack Down | physical | 50 | 16 | If the target is off the ground, it gains the Landed status, where the Pokémon is now grounded and can be affected by Ground-type moves. This move can hit a target that has the Sky-High status. | |
| Snore | special | 50 | 16 | Can be used only if the user is asleep. Has a 30% chance of making the target flinch. | |
| Spit Up | special | - | 12 | The higher the user's Stockpiling level, the greater this move's power (ranging between 100 and 300). This move fails unless the user has the Stockpiling status. | |
| Stockpile | status | - | 20 | Boosts the user's Defense and Sp. Def stats by 1 stage. Raises the user's Stockpiling level by 1. Can be used up to 3 times. | |
| 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. | |
| Surf | special | 90 | 16 | This move's power is doubled against targets that have the Submerged status. | |
| Swallow | status | - | 12 | The higher the user's Stockpiling level, the more HP the user restores. Level 1: 1/4 of the user's max HP is restored. Level 2: 1/2 of the user's max HP is restored. Level 3: The user's HP is fully restored. This move fails unless the user has the Stockpiling status. | |
| Toxic | status | - | 12 | Badly poisons the target. If the user is a Poison type, this move will never miss. | |
| Toxic Spikes | status | - | 20 | Gives the opponent's side the Toxic Spikes status, where Pokémon that are not Flying-types or have the Levitate ability that switch into battle will be poisoned or badly poisoned if there are two instances. | |
| Venoshock | special | 65 | 12 | This move's power is doubled if the target is poisoned or badly poisoned. | |
| Water Pulse | special | 60 | 20 | Has a 20% chance of confusing the target. | |
| Wide Guard | status | - | 12 | During the turn this move is used, the user protects its side from moves that target all allies. |