Standard Moves |
|
| After You |
 |
 |
-- |
101 |
16 |
-- |
| Makes the target move immediately after the user. |
| 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. |
| Brick Break |
 |
 |
75 |
100 |
16 |
-- |
| Removes the Light Screen Reflect and Aurora Veil statuses on the target's side. |
| Bulldoze |
 |
 |
60 |
100 |
20 |
-- |
| Lowers targets' Speed stats by 1 stage. When Grassy Terrain is active this move's power is halved. |
| Calm Mind |
 |
 |
-- |
101 |
20 |
-- |
| Boosts the user's Sp. Atk and Sp. Def stats by 1 stage. |
| Charge Beam |
 |
 |
50 |
90 |
12 |
70 |
| Has a 70% chance of boosting the user's Sp. Atk stat by 1 stage. |
| Chilling Water |
 |
 |
50 |
100 |
20 |
-- |
| Lowers the target's Attack 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. |
| Encore |
 |
 |
-- |
100 |
8 |
-- |
| Gives the target the Encore status. |
| Endeavor |
 |
 |
?? |
100 |
8 |
-- |
| Deals damage to the target equal to its remaining HP minus the user's remaining HP. This move fails if the target's HP is the same as or lower than the user's. |
| 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. |
| Energy Ball |
 |
 |
90 |
100 |
12 |
10 |
| Has a 10% chance of lowering the target's Sp. Def stat by 1 stage. |
| Expanding Force |
 |
 |
80 |
100 |
12 |
-- |
| 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. |
| Extrasensory |
 |
 |
80 |
100 |
20 |
10 |
| Has a 10% chance of making the target flinch. |
| 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. |
| Fling |
 |
 |
?? |
100 |
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 |
 |
 |
120 |
70 |
8 |
10 |
| Has a 10% chance of lowering the target's Sp. Def stat by 1 stage. |
| Foul Play |
 |
 |
95 |
100 |
16 |
-- |
| The damage dealt by this move is calculated using the target's Attack stat instead of the user's Attack stat. |
| Future Sight |
 |
 |
120 |
100 |
12 |
-- |
| Gives the target's spot the Future Attack status. |
| 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. |
| Hyper Beam |
 |
 |
150 |
90 |
8 |
-- |
| The user gains the Recharging status on the turn after this move is used. |
| Hyper Voice |
 |
 |
90 |
100 |
12 |
-- |
|
| Imprison |
 |
 |
-- |
101 |
12 |
-- |
| The user gains the Sealing Off status. |
| Instruct |
 |
 |
-- |
101 |
16 |
-- |
| The user makes the target reuse the last move it used. |
| Knock Off |
 |
 |
65 |
100 |
20 |
-- |
| This move's power is boosted by 50% if the target is holding an item. Causes the target to lose its held item. |
| Last Resort |
 |
 |
140 |
100 |
8 |
-- |
| This move fails unless the user has already used all the other moves it knows. |
| Light Screen |
 |
 |
-- |
101 |
20 |
-- |
| Gives the user's side the Light Screen status for 5 turns. |
| Magic Room |
 |
 |
-- |
101 |
12 |
-- |
| Gives the entire field the Magic Room status for 5 turns. |
| Mega Kick |
 |
 |
120 |
75 |
8 |
-- |
|
| Nasty Plot |
 |
 |
-- |
101 |
20 |
-- |
| Boosts the user's Sp. Atk 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. |
| 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. |
| Psych Up |
 |
 |
-- |
101 |
12 |
-- |
| The user copies the target's stat changes. |
| Psychic |
 |
 |
90 |
100 |
12 |
10 |
| Has a 10% chance of lowering the target's Sp. Def stat by 1 stage. |
| Psychic Noise |
 |
 |
75 |
100 |
12 |
100 |
| Gives the target the Healing Prevented status for 2 turns. |
| Psychic Terrain |
 |
 |
-- |
101 |
12 |
-- |
| Turns the entire field into Psychic Terrain for 5 turns. |
| Psyshock |
 |
 |
80 |
100 |
12 |
-- |
| This is a special move but the damage it deals is calculated using the target's Defense stat. |
| Quash |
 |
 |
-- |
100 |
16 |
-- |
| Causes the target to move last in the turn. |
| Rain Dance |
 |
 |
-- |
101 |
8 |
-- |
| Summons rain for 5 turns. |
| 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. |
| Rock Slide |
 |
 |
75 |
90 |
12 |
30 |
| Has a 30% chance of making targets flinch. |
| 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. |
| Safeguard |
 |
 |
-- |
101 |
20 |
-- |
| Gives the user's side the Safeguard status for 5 turns. |
| Scary Face |
 |
 |
-- |
100 |
12 |
-- |
| Lowers the target's Speed stat by 2 stages. |
| Shadow Ball |
 |
 |
80 |
100 |
16 |
20 |
| Has a 20% chance of lowering the target's Sp. Def stat by 1 stage. |
| Skill Swap |
 |
 |
-- |
101 |
12 |
-- |
| The user and the target swap their Abilities. |
| 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. |
| Snore |
 |
 |
50 |
100 |
16 |
30 |
| Can be used only if the user is asleep. Has a 30% chance of making the target flinch. |
| Stored Power |
 |
 |
20 |
100 |
12 |
-- |
| This move's power is increased by 20 for each stage that the user's stats have been boosted. |
| 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. |
| Taunt |
 |
 |
-- |
100 |
20 |
-- |
| Gives the target the Taunted status. |
| Terrain Pulse |
 |
 |
50 |
100 |
12 |
-- |
| This move's power is doubled if the user is under the effect of a terrain. This move's type depends on the terrain. |
| Thunder |
 |
 |
110 |
70 |
12 |
30 |
| Has a 30% chance of paralyzing the target. This move never misses in rain and can hit a target that has the Sky-High status. |
| Thunderbolt |
 |
 |
90 |
100 |
16 |
10 |
| Has a 10% chance of paralyzing the target. |
| Trailblaze |
 |
 |
50 |
100 |
20 |
-- |
| Boosts the user's Speed stat by 1 stage. |
| Trick |
 |
 |
-- |
100 |
12 |
-- |
| The user and the target swap their held items. |
| Trick Room |
 |
 |
-- |
101 |
8 |
-- |
| Gives the entire field the Trick Room status for 5 turns. |
| Wonder Room |
 |
 |
-- |
101 |
12 |
-- |
| Gives the entire field the Wonder Room status for 5 turns. |
| Yawn |
 |
 |
-- |
101 |
12 |
-- |
| Makes the target drowsy. This move never misses. |
| Zen Headbutt |
 |
 |
80 |
90 |
16 |
20 |
| Has a 20% chance of making the target flinch. |