Standard Moves |
|
| Acupressure |
 |
 |
-- |
101 |
|
-- |
| Boosts the Attack Defense Sp. Atk Sp. Def Speed accuracy or evasiveness of the user or an ally by 2 stages. |
| Aerial Ace |
 |
 |
60 |
101 |
|
-- |
| This move never misses. |
| Agility |
 |
 |
-- |
101 |
|
-- |
| Boosts the user's Speed stat by 2 stages. |
| Aura Sphere |
 |
 |
80 |
101 |
|
-- |
| This move never misses. |
| Axe Kick |
 |
 |
120 |
90 |
|
30 |
| Has a 30% chance of confusing the target. If this move misses or fails the user takes damage equal to 1/2 of its max HP. |
| Baton Pass |
 |
 |
-- |
101 |
|
-- |
| 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. |
| Blaze Kick |
 |
 |
85 |
90 |
|
10 |
| Has a 10% chance of burning the target. This move has a 1-stage Critical-Hit Ratio Boost. |
| Body Slam |
 |
 |
85 |
100 |
|
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. |
| Brick Break |
 |
 |
75 |
100 |
|
-- |
| Removes the Light Screen Reflect and Aurora Veil statuses on the target's side. |
| Bulk Up |
 |
 |
-- |
101 |
|
-- |
| Boosts the user's Attack and Defense stats by 1 stage. |
| Bullet Punch |
 |
 |
40 |
100 |
|
-- |
|
| Calm Mind |
 |
 |
-- |
101 |
|
-- |
| Boosts the user's Sp. Atk and Sp. Def stats by 1 stage. |
| Close Combat |
 |
 |
120 |
100 |
|
-- |
| Lowers the user's Defense and Sp. Def stats by 1 stage. |
| Coaching |
 |
 |
-- |
101 |
|
-- |
| Boosts allies' Attack and Defense stats by 1 stage. |
| Counter |
 |
 |
?? |
100 |
|
-- |
| The user retaliates to deal double the damage it took from an opponent's physical move during the turn this move is used. |
| Detect |
 |
 |
-- |
101 |
|
-- |
| 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. |
| Drain Punch |
 |
 |
75 |
100 |
|
-- |
| The user's HP is restored by 1/2 of the damage dealt by this move. |
| Dynamic Punch |
 |
 |
100 |
50 |
|
100 |
| Confuses the target. |
| Endure |
 |
 |
-- |
101 |
|
-- |
| 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. |
| Energy Ball |
 |
 |
90 |
100 |
|
10 |
| Has a 10% chance of lowering the target's Sp. Def stat by 1 stage. |
| Expanding Force |
 |
 |
80 |
100 |
|
-- |
| If the user is under the effect of Psychic Terrain this move's power is boosted by 50% and its range extends to all opponents. |
| Facade |
 |
 |
70 |
100 |
|
-- |
| 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 |
 |
 |
40 |
100 |
|
100 |
| Makes the target flinch. This move fails unless it is the first move used by the user after it enters a battle. |
| Feint |
 |
 |
30 |
100 |
|
-- |
| This move can hit a target using a move such as Protect or Detect and removes the effects of those moves. |
| Fire Punch |
 |
 |
75 |
100 |
|
10 |
| Has a 10% chance of burning the target. |
| Fling |
 |
 |
?? |
100 |
|
-- |
| 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 |
 |
 |
120 |
70 |
|
10 |
| Has a 10% chance of lowering the target's Sp. Def stat by 1 stage. |
| Focus Punch |
 |
 |
150 |
100 |
|
-- |
| This move fails if the user has already taken damage from a move in the same turn. |
| Giga Impact |
 |
 |
150 |
90 |
|
-- |
| The user gains the Recharging status on the turn after this move is used. |
| Grass Knot |
 |
 |
?? |
100 |
|
-- |
| The heavier the target the greater this move's power (ranging between 20 and 120). |
| Gravity |
 |
 |
-- |
101 |
|
-- |
| Gives the entire field the Gravity status for 5 turns. |
| Guard Swap |
 |
 |
-- |
101 |
|
-- |
| The user swaps the changes to its Defense and Sp. Def stats with the changes to the target's Defense and Sp. Def stats. |
| Helping Hand |
 |
 |
-- |
101 |
|
-- |
| Boosts the power of an ally's move by 50% during the turn this move is used. |
| High Jump Kick |
 |
 |
130 |
90 |
|
-- |
| If this move misses or fails the user takes damage equal to 1/2 of its max HP. |
| Hyper Beam |
 |
 |
150 |
90 |
|
-- |
| The user gains the Recharging status on the turn after this move is used. |
| Ice Punch |
 |
 |
75 |
100 |
|
10 |
| Has a 10% chance of freezing the target. |
| Imprison |
 |
 |
-- |
101 |
|
-- |
| The user gains the Sealing Off status. |
| Light Screen |
 |
 |
-- |
101 |
|
-- |
| Gives the user's side the Light Screen status for 5 turns. |
| Low Kick |
 |
 |
?? |
100 |
|
-- |
| The heavier the target the greater this move's power (ranging between 20 and 120). |
| Low Sweep |
 |
 |
65 |
100 |
|
-- |
| Lowers the target's Speed stat by 1 stage. |
| Mega Kick |
 |
 |
120 |
75 |
|
-- |
|
| Night Shade |
 |
 |
?? |
100 |
|
-- |
| Deals 50 HP of damage. |
| Pain Split |
 |
 |
-- |
101 |
|
-- |
| The user adds its remaining HP to the target's remaining HP then splits the total in half for them to share. |
| Poison Jab |
 |
 |
80 |
100 |
|
30 |
| Has a 30% chance of poisoning the target. |
| Power Swap |
 |
 |
-- |
101 |
|
-- |
| The user swaps the changes to its Attack and Sp. Atk stats with the changes to the target's Attack and Sp. Atk stats. |
| Power Trick |
 |
 |
-- |
101 |
|
-- |
| The user gains the Atk/Def Swapped status. |
| Protect |
 |
 |
-- |
101 |
|
-- |
| 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. |
| Psych Up |
 |
 |
-- |
101 |
|
-- |
| The user copies the target's stat changes. |
| Psychic |
 |
 |
90 |
100 |
|
10 |
| Has a 10% chance of lowering the target's Sp. Def stat by 1 stage. |
| Psychic Terrain |
 |
 |
-- |
101 |
|
-- |
| Turns the entire field into Psychic Terrain for 5 turns. |
| Psycho Cut |
 |
 |
70 |
100 |
|
-- |
| This move has a 1-stage Critical-Hit Ratio Boost. |
| Psyshock |
 |
 |
80 |
100 |
|
-- |
| This is a special move but the damage it deals is calculated using the target's Defense stat. |
| Quick Guard |
 |
 |
-- |
101 |
|
-- |
| The user protects itself and its allies from priority moves for the turn. |
| Rain Dance |
 |
 |
-- |
101 |
|
-- |
| Summons rain for 5 turns. |
| Recover |
 |
 |
-- |
101 |
|
-- |
| Restores 1/2 of the user's max HP. |
| Reflect |
 |
 |
-- |
101 |
|
-- |
| Gives the user's side the Reflect status for 5 turns. |
| Rest |
 |
 |
-- |
101 |
|
-- |
| 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 |
|
-- |
| The less HP the user has left the greater this move's power (ranging between 20 and 200). |
| Rock Slide |
 |
 |
75 |
90 |
|
30 |
| Has a 30% chance of making targets flinch. |
| Rock Tomb |
 |
 |
60 |
95 |
|
-- |
| Lowers the target's Speed stat by 1 stage. |
| Round |
 |
 |
60 |
100 |
|
-- |
| 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. |
| Shadow Ball |
 |
 |
80 |
100 |
|
20 |
| Has a 20% chance of lowering the target's Sp. Def stat by 1 stage. |
| Skill Swap |
 |
 |
-- |
101 |
|
-- |
| The user and the target swap their Abilities. |
| Sleep Talk |
 |
 |
-- |
101 |
|
-- |
| Can be used only if the user is asleep. The user uses one of the other moves it knows at random. |
| Snore |
 |
 |
50 |
100 |
|
30 |
| Can be used only if the user is asleep. Has a 30% chance of making the target flinch. |
| Stored Power |
 |
 |
20 |
100 |
|
-- |
| This move's power is increased by 20 for each stage that the user's stats have been boosted. |
| Substitute |
 |
 |
-- |
101 |
|
-- |
| 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 |
|
-- |
| Summons harsh sunlight for 5 turns. |
| Taunt |
 |
 |
-- |
100 |
|
-- |
| Gives the target the Taunted status. |
| Thief |
 |
 |
60 |
100 |
|
-- |
| If the user is not already holding an item it steals the target's held item. |
| Thunder Punch |
 |
 |
75 |
100 |
|
10 |
| Has a 10% chance of paralyzing the target. |
| Trailblaze |
 |
 |
50 |
100 |
|
-- |
| Boosts the user's Speed stat by 1 stage. |
| Trick |
 |
 |
-- |
100 |
|
-- |
| The user and the target swap their held items. |
| Trick Room |
 |
 |
-- |
101 |
|
-- |
| Gives the entire field the Trick Room status for 5 turns. |
| Upper Hand |
 |
 |
65 |
100 |
|
-- |
| Makes the target flinch. This move fails if the target isn't about to use a priority move. |
| Vacuum Wave |
 |
 |
40 |
100 |
|
-- |
|
| Zen Headbutt |
 |
 |
80 |
90 |
|
20 |
| Has a 20% chance of making the target flinch. |