| 4x ★ Extremely Effective |
Fighting
|
|---|---|
| 2x ⦿ Super Effective |
Fire
Bug
Rock
Steel
Fairy
|
| 1x – Normal |
Normal
Water
Grass
Electric
Poison
Ground
Flying
Dragon
|
| 0.5x △ Resists |
Ice
Ghost
Dark
|
| 0.25x ▼ Mostly Ineffective |
Psychic
|
| 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. | |
| 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. | |
| 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. | |
| Beat Up | physical | - | 12 | The target is attacked as many times as the number of Pokémon in the user's party. Pokémon that have fainted or have a status condition are not counted. This move's power is calculated based on the Attack stats of the party Pokémon. | |
| 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. | |
| Brick Break | physical | 75 | 16 | Removes the Light Screen, Reflect, and Aurora Veil statuses on the target’s side. | |
| Calm Mind | status | - | 20 | Boosts the user's Sp. Atk and Sp.Def statsby 1 stage. | |
| Chilling Water | special | 50 | 20 | Lowers the target's Attack stat by 1 stage. | |
| 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. | |
| 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. | |
| Double Hit | physical | 35 | 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. | |
| 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. | |
| Fake Tears | status | - | 20 | Lowers the target's Sp. Def stat by 2 stages. | |
| 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. | |
| 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. | |
| 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 Beam | special | 90 | 12 | Has a 10% chance of freezing the target. | |
| Ice Punch | physical | 75 | 16 | Has a 10% chance of freezing the target. | |
| Ice Shard | physical | 40 | 20 | — | |
| Ice Spinner | physical | 80 | 16 | Removes any terrain. | |
| Icicle Crash | physical | 85 | 12 | Has a 30% chance of making the target flinch. | |
| Icicle Spear | physical | 25 | 20 | The user attacks 2 to 5 times in a row. | |
| 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 | — | |
| Nasty Plot | status | - | 20 | Boosts the user's Sp. Atk 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. | |
| 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. | |
| Psycho Cut | physical | 70 | 20 | This move has a 1-stage Critical-Hit Ratio Boost. | |
| Quick Attack | physical | 40 | 20 | — | |
| Rain Dance | status | - | 8 | Summons rain for 5 turns. | |
| Reflect | status | - | 20 | Gives the user's side the Reflect status for 5 turns, where damage taken from physical moves are reduced by 1/2 in Singles and 1/3 in Doubles. | |
| 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). | |
| 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. | |
| 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. | |
| Snowscape | status | - | 8 | Summons snow for 5 turns. | |
| Spite | status | - | 12 | Removes 4 PP from the move last used by the target. | |
| 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. | |
| Surf | special | 90 | 16 | This move's power is doubled against targets that have the Submerged status. | |
| 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. | |
| Trailblaze | physical | 50 | 20 | Boosts the user's Speed stat by 1 stage. | |
| Triple Axel | physical | 20 | 12 | The user attacks 3 times in a row-first with a power of 20, then with a power of 40, then with a power of 60. The attack ends if the user misses. | |
| Upper Hand | physical | 65 | 16 | Makes the target flinch. This move fails if the target isn't about to use a priority move. | |
| Water Pulse | special | 60 | 20 | Has a 20% chance of confusing the target. | |
| X-Scissor | physical | 80 | 16 | — |