| Standard Level Up | 
|
				| — | Wrap |  |  | 15 | 90 | 20 | 100 | 
				| A long body, vines, or the like are used to wrap and squeeze the target for four to five turns. | 
				| — | Thunder Shock |  |  | 40 | 100 | 30 | 10 | 
				| A jolt of electricity crashes down on the target to inflict damage. This may also leave the target with paralysis. | 
				| 5 | Charge |  |  | -- | 101 | 20 | -- | 
				| The user boosts the power of the Electric move it uses on the next turn. This also raises the user's Sp. Def stat. | 
				| 10 | Thunder Wave |  |  | -- | 90 | 20 | -- | 
				| The user launches a weak jolt of electricity that paralyzes the target. | 
				| 15 | Ingrain |  |  | -- | 101 | 20 | -- | 
				| The user lays roots that restore its HP on every turn. Because it's rooted, it can't switch out. | 
				| 20 | Spark |  |  | 65 | 100 | 20 | 30 | 
				| The user throws an electrically charged tackle at the target. This may also leave the target with paralysis. | 
				| 25 | Shock Wave |  |  | 60 | 101 | 20 | -- | 
				| The user strikes the target with a quick jolt of electricity. This attack never misses. | 
				| 30 | Hypnosis |  |  | -- | 60 | 20 | -- | 
				| The user employs hypnotic suggestion to make the target fall into a deep sleep. | 
				| 35 | Eerie Impulse |  |  | -- | 100 | 15 | -- | 
				| The user's body generates an eerie impulse. Exposing the target to it harshly lowers the target's Sp. Atk stat. | 
				| 40 | Thunder Punch |  |  | 75 | 100 | 15 | 10 | 
				| The target is punched with an electrified fist. This may also leave the target with paralysis. | 
				| 45 | Discharge |  |  | 80 | 100 | 15 | 30 | 
				| The user strikes everything around it by letting loose a flare of electricity. This may also cause paralysis. | 
				| 50 | Magnet Rise |  |  | -- | 101 | 10 | -- | 
				| The user levitates using electrically generated magnetism for five turns. | 
				| 55 | Thunderbolt |  |  | 90 | 100 | 15 | 10 | 
				| A strong electric blast crashes down on the target. This may also leave the target with paralysis. | 
				| 60 | Electric Terrain |  |  | -- | 101 | 10 | -- | 
				| The user electrifies the ground for five turns, powering up Electric-type moves. Pokémon on the ground no longer fall asleep. | 
				| 65 | Power Whip |  |  | 120 | 85 | 10 | -- | 
				| The user violently whirls its vines, tentacles, or the like to harshly lash the target. | 
				| 70 | Zap Cannon |  |  | 120 | 50 | 5 | 100 | 
				| The user fires an electric blast like a cannon to inflict damage and cause paralysis. | 
| Technical Machine Attacks | 
|
| TM05 | Thunder Punch |  |  | 75 | 100 | 15 | 10 | 
					| The target is punched with an electrified fist. This may also leave the target with paralysis. | 
| TM08 | Hyper Beam |  |  | 150 | 90 | 5 | -- | 
					| The target is attacked with a powerful beam. The user can't move on the next turn. | 
| TM09 | Giga Impact |  |  | 150 | 90 | 5 | -- | 
					| The user charges at the target using every bit of its power. The user can't move on the next turn. | 
| TM11 | Solar Beam |  |  | 120 | 100 | 10 | -- | 
					| In this two-turn attack, the user gathers light, then blasts a bundled beam on the next turn. | 
| TM14 | Thunder Wave |  |  | -- | 90 | 20 | -- | 
					| The user launches a weak jolt of electricity that paralyzes the target. | 
| TM17 | Light Screen |  |  | -- | 101 | 30 | -- | 
					| A wondrous wall of light is put up to reduce damage from special attacks for five turns. | 
| TM18 | Reflect |  |  | -- | 101 | 20 | -- | 
					| A wondrous wall of light is put up to reduce damage from physical attacks for five turns. | 
| TM21 | Rest |  |  | -- | 101 | 10 | -- | 
					| The user goes to sleep for two turns. This fully restores the user's HP and heals any status conditions. | 
| TM24 | Snore |  |  | 50 | 100 | 15 | 30 | 
					| This attack can be used only if the user is asleep. The harsh noise may also make the target flinch. | 
| TM25 | Protect |  |  | -- | 101 | 10 | -- | 
					| This move enables the user to protect itself from all attacks. Its chance of failing rises if it is used in succession. | 
| TM33 | Rain Dance |  |  | -- | 101 | 5 | -- | 
					| The user summons a heavy rain that falls for five turns, powering up Water-type moves. It lowers the power of Fire-type moves. | 
| TM34 | Sunny Day |  |  | -- | 101 | 5 | -- | 
					| The user intensifies the sun for five turns, powering up Fire-type moves. It lowers the power of Water-type moves. | 
| TM39 | Facade |  |  | 70 | 100 | 20 | -- | 
					| This attack move doubles its power if the user is poisoned, burned, or paralyzed. | 
| TM59 | Fling |  |  | ?? | 100 | 10 | -- | 
					| The user flings its held item at the target to attack. This move's power and effects depend on the item. | 
| TM76 | Round |  |  | 60 | 100 | 15 | -- | 
					| The user attacks the target with a song. Others can join in the Round to increase the power of the attack. | 
| TM80 | Volt Switch |  |  | 70 | 100 | 20 | -- | 
					| After making its attack, the user rushes back to switch places with a party Pokémon in waiting. | 
| TM82 | Electroweb |  |  | 55 | 95 | 15 | 100 | 
					| The user attacks and captures opposing Pokémon using an electric net. This lowers their Speed stats. | 
| TM90 | Electric Terrain |  |  | -- | 101 | 10 | -- | 
					| The user electrifies the ground for five turns, powering up Electric-type moves. Pokémon on the ground no longer fall asleep. | 
| TM93 | Eerie Impulse |  |  | -- | 100 | 15 | -- | 
					| The user's body generates an eerie impulse. Exposing the target to it harshly lowers the target's Sp. Atk stat. | 
| TM97 | Brutal Swing |  |  | 60 | 100 | 20 | -- | 
					| The user swings its body around violently to inflict damage on everything in its vicinity. | 
| Technical Record Attacks | 
|
| TR08 | Thunderbolt |  |  | 90 | 100 | 15 | 10 | 
					| A strong electric blast crashes down on the target. This may also leave the target with paralysis. | 
| TR09 | Thunder |  |  | 110 | 70 | 10 | 30 | 
					| A wicked thunderbolt is dropped on the target to inflict damage. This may also leave the target with paralysis. | 
| TR20 | Substitute |  |  | -- | 101 | 10 | -- | 
					| The user creates a substitute for itself using some of its HP. The substitute serves as the user's decoy. | 
| TR26 | Endure |  |  | -- | 101 | 10 | -- | 
					| The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession. | 
| TR27 | Sleep Talk |  |  | -- | 101 | 10 | -- | 
					| While it is asleep, the user randomly uses one of the moves it knows. | 
| TR49 | Calm Mind |  |  | -- | 101 | 20 | -- | 
					| The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats. | 
| TR65 | Energy Ball |  |  | 90 | 100 | 10 | 10 | 
					| The user draws power from nature and fires it at the target. This may also lower the target's Sp. Def stat. | 
| TR72 | Power Whip |  |  | 120 | 85 | 10 | -- | 
					| The user violently whirls its vines, tentacles, or the like to harshly lash the target. | 
| TR77 | Grass Knot |  |  | ?? | 100 | 20 | -- | 
					| The user snares the target with grass and trips it. The heavier the target, the greater the move's power. | 
| TR80 | Electro Ball |  |  | ?? | 100 | 10 | -- | 
					| The user hurls an electric orb at the target. The faster the user is than the target, the greater the move's power. | 
| TR86 | Wild Charge |  |  | 90 | 100 | 15 | -- | 
					| The user shrouds itself in electricity and smashes into its target. This also damages the user a little. | 
| TR92 | Dazzling Gleam |  |  | 80 | 100 | 10 | -- | 
					| The user damages opposing Pokémon by emitting a powerful flash. | 
| Transfer Only Moves (Details) | 
|
| Tail Glow |  |  | -- | 101 | 20 | -- | SM Lv. 1 | USM Lv. 1 | 
				| The user stares at flashing lights to focus its mind, drastically raising its Sp. Atk stat. | 
| Toxic |  |  | -- | 90 | 10 | -- | Gen VII TM06 | 
				| A move that leaves the target badly poisoned. Its poison damage worsens every turn. | 
| Double Team |  |  | -- | 101 | 15 | -- | Gen VII TM32 | 
				| By moving rapidly, the user makes illusory copies of itself to raise its evasiveness. | 
| Charge Beam |  |  | 50 | 90 | 10 | 70 | Gen VII TM57 | 
				| The user attacks the target with an electric charge. The user may use any remaining electricity to raise its Sp. Atk stat. | 
| Swagger |  |  | -- | 85 | 15 | -- | Gen VII TM87 | 
				| The user enrages and confuses the target. However, this also sharply raises the target's Attack stat. | 
| Nature Power |  |  | -- | 101 | 20 | -- | Gen VII TM96 | 
				| This attack makes use of nature's power. Its effects vary depending on the user's environment. | 
| Confide |  |  | -- | 101 | 20 | 100 | Gen VII TM100 | 
				| The user tells the target a secret, and the target loses its ability to concentrate. This lowers the target's Sp. Atk stat. | 
| Magic Coat |  |  | -- | 101 | 15 | -- | Move Tutor - USM | 
				| Moves like Leech Seed and moves that inflict status conditions are blocked by a barrier and reflected back to the user of those moves. | 
| Gravity |  |  | -- | 101 | 5 | -- | Move Tutor - USM | 
				| This move enables Flying-type Pokémon or Pokémon with the Levitate Ability to be hit by Ground-type moves. Moves that involve flying can't be used. | 
| Bind |  |  | 15 | 85 | 20 | 100 | Move Tutor - USM | 
				| Things such as long bodies or tentacles are used to bind and squeeze the target for four to five turns. |