Standard Moves |
|
| Body Press |
 |
 |
80 |
100 |
12 |
-- |
| The damage dealt by this move is calculated using the user's Defense stat instead of its Attack stat. |
| Body Slam |
 |
 |
85 |
100 |
16 |
30 |
| 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. |
| Bug Bite |
 |
 |
60 |
100 |
20 |
-- |
| If the target is holding a Berry the user eats that Berry and gains its effect. |
| Bug Buzz |
 |
 |
90 |
100 |
12 |
10 |
| Has a 10% chance of lowering the target's Sp. Def stat by 1 stage. |
| Bulldoze |
 |
 |
60 |
100 |
20 |
-- |
| Lowers targets' Speed stats by 1 stage. When Grassy Terrain is active this move's power is halved. |
| Counter |
 |
 |
?? |
100 |
20 |
-- |
| The user retaliates to deal double the damage it took from an opponent's physical move during the turn this move is used. |
| Curse |
 |
 |
-- |
101 |
12 |
-- |
Ghost-type: The user loses 1/2 of its max HP to give the target the Cursed status. Non-Ghost-type: Lowers the user's Speed stat by 1 stage and boosts its Attack and Defense stats by 1 stage. |
| Dig |
 |
 |
80 |
100 |
12 |
-- |
| The user gains the Underground status on the turn this move is used then attacks on the following turn. |
| Double-Edge |
 |
 |
120 |
100 |
16 |
-- |
| The user takes 1/3 of the damage dealt by this move. |
| Drill Run |
 |
 |
80 |
95 |
12 |
-- |
| This move has a 1-stage Critical-Hit Ratio Boost. |
| Earth Power |
 |
 |
90 |
100 |
12 |
10 |
| Has a 10% chance of lowering the target's Sp. Def stat by 1 stage. |
| Earthquake |
 |
 |
100 |
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. |
| Endure |
 |
 |
-- |
101 |
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. |
| Explosion |
 |
 |
250 |
100 |
8 |
-- |
| The user faints upon using this move. |
| Facade |
 |
 |
70 |
100 |
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. |
| Flail |
 |
 |
?? |
100 |
16 |
-- |
| The less HP the user has left the greater this move's power (ranging between 20 and 200). |
| Flash Cannon |
 |
 |
80 |
100 |
12 |
10 |
| Has a 10% chance of lowering the target's Sp. Def stat by 1 stage. |
| Giga Drain |
 |
 |
75 |
100 |
12 |
-- |
| The user's HP is restored by 1/2 of the damage dealt by this move. |
| Giga Impact |
 |
 |
150 |
90 |
8 |
-- |
| The user gains the Recharging status on the turn after this move is used. |
| Gravity |
 |
 |
-- |
101 |
8 |
-- |
| Gives the entire field the Gravity status for 5 turns. |
| Gyro Ball |
 |
 |
?? |
100 |
8 |
-- |
| The lower the user's Speed stat compared to the target's the greater this move's power (ranging between 1 and 150). |
| Hard Press |
 |
 |
?? |
100 |
12 |
-- |
| The more HP the target has left the greater this move's power (ranging between 1 and 100). |
| Heavy Slam |
 |
 |
?? |
100 |
12 |
-- |
| The more the user outweighs the target the greater this move's power (ranging between 40 and 120). If the target has the Minimized status this move's power is doubled and it will be sure to hit. |
| Helping Hand |
 |
 |
-- |
101 |
20 |
-- |
| Boosts the power of an ally's move by 50% during the turn this move is used. |
| Hyper Beam |
 |
 |
150 |
90 |
8 |
-- |
| The user gains the Recharging status on the turn after this move is used. |
| Ice Spinner |
 |
 |
80 |
100 |
16 |
-- |
| Removes any terrain. |
| Iron Defense |
 |
 |
-- |
101 |
16 |
-- |
| Boosts the user's Defense stat by 2 stages. |
| Iron Head |
 |
 |
80 |
100 |
16 |
20 |
| Has a 20% chance of making the target flinch. |
| Light Screen |
 |
 |
-- |
101 |
20 |
-- |
| Gives the user's side the Light Screen status for 5 turns. |
| Lunge |
 |
 |
80 |
100 |
16 |
-- |
| Lowers the target's Attack stat by 1 stage. |
| Magnet Rise |
 |
 |
-- |
101 |
12 |
-- |
| The user gains the Magnet Rise status. |
| Metal Sound |
 |
 |
-- |
85 |
20 |
-- |
| Lowers the target's Sp. Def stat by 2 stages. |
| Pain Split |
 |
 |
-- |
101 |
20 |
-- |
| The user adds its remaining HP to the target's remaining HP then splits the total in half for them to share. |
| Payback |
 |
 |
50 |
100 |
12 |
-- |
| This move's power is doubled if the user attacks after the target. |
| Pin Missile |
 |
 |
25 |
95 |
20 |
-- |
| The user attacks 2 to 5 times in a row. |
| Poison Jab |
 |
 |
80 |
100 |
20 |
30 |
| Has a 30% chance of poisoning the target. |
| Pounce |
 |
 |
50 |
100 |
20 |
-- |
| Lowers the target's Speed stat by 1 stage. |
| Power Trick |
 |
 |
-- |
101 |
12 |
-- |
| The user gains the Atk/Def Swapped status. |
| Protect |
 |
 |
-- |
101 |
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 |
 |
 |
-- |
101 |
8 |
-- |
| Summons rain for 5 turns. |
| Rapid Spin |
 |
 |
50 |
100 |
20 |
-- |
| Removes the Bound and Leech Seeded statuses from the user and removes the Sticky Web Stealth Rock Spikes and Toxic Spikes statuses from the user's side. Boosts the user's Speed stat by 1 stage. |
| Reflect |
 |
 |
-- |
101 |
20 |
-- |
| Gives the user's side the Reflect status for 5 turns. |
| Rest |
 |
 |
-- |
101 |
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 |
 |
 |
?? |
100 |
16 |
-- |
| The less HP the user has left the greater this move's power (ranging between 20 and 200). |
| Rock Blast |
 |
 |
25 |
90 |
12 |
-- |
| The user attacks 2 to 5 times in a row. |
| Rock Slide |
 |
 |
75 |
90 |
12 |
30 |
| Has a 30% chance of making targets flinch. |
| Rock Tomb |
 |
 |
60 |
95 |
16 |
-- |
| Lowers the target's Speed stat by 1 stage. |
| Round |
 |
 |
60 |
100 |
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 |
 |
 |
35 |
85 |
16 |
100 |
| Gives the target the Bound status. |
| Sandstorm |
 |
 |
-- |
101 |
8 |
-- |
| Summons a sandstorm for 5 turns. |
| Seed Bomb |
 |
 |
80 |
100 |
16 |
-- |
|
| Self-Destruct |
 |
 |
200 |
100 |
8 |
-- |
| The user faints upon using this move. |
| Sleep Talk |
 |
 |
-- |
101 |
12 |
-- |
| Can be used only if the user is asleep. The user uses one of the other moves it knows at random. |
| Smart Strike |
 |
 |
70 |
101 |
12 |
-- |
| This move never misses. |
| Snore |
 |
 |
50 |
100 |
16 |
30 |
| Can be used only if the user is asleep. Has a 30% chance of making the target flinch. |
| Solar Beam |
 |
 |
120 |
100 |
12 |
-- |
| The user gains the Charging status on the turn this move is used then attacks on the following turn. In harsh sunlight the user does not gain the Charging status and can attack immediately. This move's power is halved in any other weather condition. |
| Spikes |
 |
 |
-- |
101 |
20 |
-- |
| Gives the opponent's side the Spikes status. |
| Stealth Rock |
 |
 |
-- |
101 |
20 |
-- |
| Gives the opponent's side the Stealth Rock status. |
| Steel Beam |
 |
 |
140 |
95 |
8 |
-- |
| After attacking the user takes damage equal to 1/2 of its max HP. |
| Steel Roller |
 |
 |
130 |
100 |
8 |
-- |
| Removes any terrain. This move fails if there is no terrain on the field. |
| Stone Edge |
 |
 |
100 |
80 |
8 |
-- |
| This move has a 1-stage Critical-Hit Ratio Boost. |
| Struggle Bug |
 |
 |
50 |
100 |
20 |
-- |
| Lowers targets' Sp. Atk stats by 1 stage. |
| Substitute |
 |
 |
-- |
101 |
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 |
 |
 |
-- |
101 |
8 |
-- |
| Summons harsh sunlight for 5 turns. |
| Thunder Wave |
 |
 |
-- |
90 |
20 |
-- |
| Paralyzes the target. |
| Toxic Spikes |
 |
 |
-- |
101 |
20 |
-- |
| Gives the opponent's side the Toxic Spikes status. |
| Venoshock |
 |
 |
65 |
100 |
12 |
-- |
| This move's power is doubled if the target is poisoned or badly poisoned. |
| Volt Switch |
 |
 |
70 |
100 |
20 |
-- |
| After attacking the user switches out of battle to be replaced by another party Pokémon. |
| Zap Cannon |
 |
 |
120 |
50 |
8 |
100 |
| Paralyzes the target. |