Standard Moves |
|
| Acupressure |
 |
 |
-- |
101 |
20 |
-- |
| Boosts the Attack Defense Sp. Atk Sp. Def Speed accuracy or evasiveness of the user or an ally by 2 stages. |
| Assurance |
 |
 |
60 |
100 |
12 |
-- |
| This move's power is doubled if the target has already taken damage during the turn this move is used. |
| 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. |
| Charge |
 |
 |
-- |
101 |
20 |
-- |
| Boosts the user's Sp. Def stat by 1 stage. The user gains the Electric Boost status. |
| 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. |
| 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. |
| Discharge |
 |
 |
80 |
100 |
16 |
30 |
| Has a 30% chance of paralyzing targets. |
| Electric Terrain |
 |
 |
-- |
101 |
12 |
-- |
| Turns the entire field into Electric Terrain for 5 turns. |
| Electro Ball |
 |
 |
?? |
100 |
12 |
-- |
| The higher the user's Speed stat compared to the target's the greater this move's power (ranging between 40 and 150). |
| Electroweb |
 |
 |
55 |
95 |
16 |
-- |
| Lowers targets' Speed stats by 1 stage. |
| 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. |
| 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. |
| Giga Impact |
 |
 |
150 |
90 |
8 |
-- |
| The user gains the Recharging status on the turn after this move is used. |
| Hex |
 |
 |
65 |
100 |
12 |
-- |
| This move's power is doubled if the target has a status condition. |
| Hydro Pump |
 |
 |
110 |
80 |
8 |
-- |
|
| Hyper Beam |
 |
 |
150 |
90 |
8 |
-- |
| The user gains the Recharging status on the turn after this move is used. |
| Liquidation |
 |
 |
85 |
100 |
12 |
20 |
| Has a 20% chance of lowering the target's Defense stat by 1 stage. |
| Memento |
 |
 |
-- |
100 |
12 |
-- |
| Lowers the target's Attack and Sp. Atk stats by 2 stages. The user faints upon using this move. |
| Muddy Water |
 |
 |
90 |
85 |
12 |
30 |
| Has a 30% chance of lowering targets' accuracy by 1 stage. |
| 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. |
| 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. |
| Recover |
 |
 |
-- |
101 |
8 |
-- |
| Restores 1/2 of the user's max HP. |
| 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). |
| Rising Voltage |
 |
 |
70 |
100 |
20 |
-- |
| This move's power is doubled if the target is under the effect of Electric Terrain. |
| 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. |
| Scald |
 |
 |
80 |
100 |
16 |
30 |
| Has a 30% chance of burning the target. Cures the user and target of being frozen. |
| 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. |
| Snore |
 |
 |
50 |
100 |
16 |
30 |
| Can be used only if the user is asleep. Has a 30% chance of making the target flinch. |
| Spikes |
 |
 |
-- |
101 |
20 |
-- |
| Gives the opponent's side the Spikes status. |
| 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. |
| Sucker Punch |
 |
 |
70 |
100 |
8 |
-- |
| This move fails unless the target has chosen an attack and has not yet attacked during the turn this move is used. |
| Supercell Slam |
 |
 |
100 |
95 |
16 |
-- |
| If this move misses or fails the user takes damage equal to 1/2 of its max HP. If the target has the Minimized status this move's power is doubled and it will be sure to hit. |
| Surf |
 |
 |
90 |
100 |
16 |
-- |
| This move's power is doubled against targets that have the Submerged status. |
| Throat Chop |
 |
 |
80 |
100 |
16 |
100 |
| Gives the target the Throat Chopped status. |
| 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. |
| Thunder Wave |
 |
 |
-- |
90 |
20 |
-- |
| Paralyzes the target. |
| Thunderbolt |
 |
 |
90 |
100 |
16 |
10 |
| Has a 10% chance of paralyzing 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. |
| Wild Charge |
 |
 |
90 |
100 |
16 |
-- |
| The user takes 1/4 of the damage dealt by this move. |
| Zing Zap |
 |
 |
80 |
100 |
12 |
30 |
| Has a 30% chance of making the target flinch. |