| 4x ★ Extremely Effective |
Psychic
|
|---|---|
| 2x ⦿ Super Effective |
Ground
Flying
|
| 1x – Normal |
Normal
Fire
Water
Electric
Ice
Ghost
Dragon
Steel
Fairy
|
| 0.5x △ Resists |
Grass
Fighting
Poison
Rock
Dark
|
| 0.25x ▼ Mostly Ineffective |
Bug
|
| Name | Type | Category | Power | PP | Description |
|---|---|---|---|---|---|
| Acid Spray | special | 40 | 20 | Lowers the target's Sp. Def stat by 2 stages. | |
| Aerial Ace | physical | 60 | 20 | This move never misses. | |
| Assurance | physical | 60 | 12 | This move's power is doubled if the target has already taken damage during the turn this move is used. | |
| Baton Pass | status | - | 20 | The user switches out of battle to be replaced by another party Pokémon. If the user had any stat changes, a substitute, or other such effects, they will be passed on to the Pokémon switching in. | |
| Belch | special | 120 | 12 | This move fails unless the userhas eaten a Berry during the battle. | |
| Bounce | physical | 85 | 8 | 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. This move has a 30% chance of paralyzing the target. | |
| Brick Break | physical | 75 | 16 | Removes the Light Screen, Reflect, and Aurora Veil statuses on the target’s side. | |
| Bulk Up | status | - | 20 | Boosts the user's Attack and Defense stats by 1 stage. | |
| Bulldoze | physical | 60 | 20 | Lowers targets’ Speed stats by 1 stage. When Grassy Terrain is active, this move’s power is halved. | |
| Bullet Punch | physical | 40 | 20 | — | |
| Chilling Water | special | 50 | 20 | Lowers the target's Attack stat by 1 stage. | |
| Close Combat | physical | 120 | 8 | Lowers the user's Defense and Sp. Def stats by 1 stage. | |
| Coaching | status | - | 12 | Boosts allies' Attack and Defense stats by 1 stage. | |
| Corrosive Gas | status | - | 20 | Causes all other Pokémon on the field to lose their held items. | |
| Counter | physical | - | 20 | The user retaliates to deal double the damage it took from an opponent’s physical move during the turn this move is used. | |
| Cross Chop | physical | 100 | 8 | This move has a 1-stage Critical-Hit Ratio Boost. | |
| Cross Poison | physical | 70 | 20 | Has a 10% chance of poisoning the target. This move has a 1-stage Critical-Hit Ratio Boost. | |
| Dark Pulse | special | 80 | 16 | Has a 20% chance of making the target flinch. | |
| Dig | physical | 80 | 12 | The user gains the Underground status on the turn this move is used, then attacks on the following turn. | |
| Drain Punch | physical | 75 | 12 | The user's HP is restored by 1/20f the damage dealt by this move. | |
| Dynamic Punch | physical | 100 | 8 | Confuses the target. | |
| Earthquake | physical | 100 | 12 | This move’s power is doubled against targets that have the Underground status. When Grassy Terrain is active, this move’s power is halved. | |
| 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. | |
| Fake Out | physical | 40 | 12 | Makes the target flinch. This move fails unless it is the first move used by the user after it enters a battle. | |
| Flatter | status | - | 16 | Boosts the target's Sp. Atk statbyl stage and confuses it. | |
| 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. | |
| Focus Blast | special | 120 | 8 | Has a 10% chance of lowering the target's Sp. Def stat by 1 stage. | |
| Focus Punch | physical | 150 | 20 | This move fails if the user has already taken damage from a move in the same turn. | |
| 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. | |
| Gunk Shot | physical | 120 | 8 | Has a 30% chance of poisoning the target. | |
| Helping Hand | status | - | 20 | Boosts the power of an ally’s move by 50% during the turn this move is used. | |
| 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 Punch | physical | 75 | 16 | Has a 10% chance of freezing the target. | |
| Icy Wind | special | 55 | 16 | Lowers targets' Speed stats 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. | |
| 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. | |
| Low Kick | physical | - | 20 | The heavier the target, the greater this move's power (ranging between 20 and 120). | |
| Low Sweep | physical | 65 | 20 | Lowers the target's Speed stat by 1 stage. | |
| Mega Kick | physical | 120 | 8 | — | |
| Mud Shot | special | 55 | 16 | Lowers the target's Speed stat by 1 stage. | |
| Mud-Slap | special | 20 | 12 | Lowers the target's Accuracy stat by 1 stage. | |
| Nasty Plot | status | - | 20 | Boosts the user's Sp. Atk stat by 2 stages. | |
| Payback | physical | 50 | 12 | This move's power is double if the user attacks after the target. | |
| Poison Jab | physical | 80 | 20 | Has a 30% chance of poisoning 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. | |
| Quick Guard | status | - | 16 | The user protects itself and its allies from priority moves for the turn. | |
| 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. | |
| Reversal | physical | - | 16 | The less HP the user has left, the greater this move's power (ranging between 20 and 200). | |
| 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. | |
| 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. | |
| 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. | |
| 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. | |
| 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. | |
| Stone Edge | physical | 100 | 8 | This move has a 1-stage Critical-Hit Ratio Boost. | |
| 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. | |
| Super Fang | physical | - | 12 | Deals damage to the target equal to 1/2 of its remaining HP. Deals 1 HP of damage to a target that has only 1 HP left. | |
| Swagger | status | - | 16 | Boosts the target's Attack stat by 2 stages and confuses it. | |
| 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. | |
| Throat Chop | physical | 80 | 16 | Gives the target the Throat Chopped status, where the Pokémon cannot use any sound-based moves for 2 turns. | |
| Thunder Punch | physical | 75 | 16 | Has a 10% chance of paralyzing the target. | |
| Toxic | status | - | 12 | Badly poisons the target. If the user is a Poison type, this move will never miss. | |
| 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 | — | |
| Venoshock | special | 65 | 12 | This move's power is doubled if the target is poisoned or badly poisoned. | |
| X-Scissor | physical | 80 | 16 | — |