Standard Moves |
|
| Aqua Ring |
 |
 |
-- |
101 |
20 |
-- |
| The user gains the Aqua Ring status. |
| Attract |
 |
 |
-- |
100 |
16 |
-- |
| Gives the target the Infatuated status. This move will fail against a target that is the same gender as the user or whose gender is unknown. |
| Bite |
 |
 |
60 |
100 |
20 |
30 |
| Has a 30% chance of making the target flinch. |
| Blizzard |
 |
 |
110 |
70 |
8 |
10 |
| Has a 10% chance of freezing targets. This move never misses in snow. |
| 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. |
| Chilling Water |
 |
 |
50 |
100 |
20 |
-- |
| Lowers the target's Attack stat by 1 stage. |
| Crunch |
 |
 |
80 |
100 |
16 |
20 |
| Has a 20% chance of lowering the target's Defense stat by 1 stage. |
| Dive |
 |
 |
80 |
100 |
12 |
-- |
| The user gains the Submerged status on the turn this move is used then attacks on the following turn. |
| 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. |
| Entrainment |
 |
 |
-- |
100 |
16 |
-- |
| Changes the target's Ability to be the same as the user's. |
| 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 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. |
| Hydro Pump |
 |
 |
110 |
80 |
8 |
-- |
|
| Hyper Beam |
 |
 |
150 |
90 |
8 |
-- |
| The user gains the Recharging status on the turn after this move is used. |
| Ice Beam |
 |
 |
90 |
100 |
12 |
10 |
| Has a 10% chance of freezing the target. |
| Icy Wind |
 |
 |
55 |
95 |
16 |
-- |
| Lowers targets' Speed stats by 1 stage. |
| Infestation |
 |
 |
20 |
100 |
20 |
100 |
| Gives the target the Bound status. |
| Iron Defense |
 |
 |
-- |
101 |
16 |
-- |
| Boosts the user's Defense stat by 2 stages. |
| Leech Life |
 |
 |
80 |
100 |
12 |
-- |
| The user's HP is restored by 1/2 of the damage dealt by this move. |
| Liquidation |
 |
 |
85 |
100 |
12 |
20 |
| Has a 20% chance of lowering the target's Defense stat by 1 stage. |
| Lunge |
 |
 |
80 |
100 |
16 |
-- |
| Lowers the target's Attack stat by 1 stage. |
| Magic Room |
 |
 |
-- |
101 |
12 |
-- |
| Gives the entire field the Magic Room status for 5 turns. |
| Mirror Coat |
 |
 |
?? |
100 |
20 |
-- |
| The user retaliates to deal double the damage it took from an opponent's special move during the turn this move is used. |
| 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 Split |
 |
 |
-- |
101 |
12 |
-- |
| The user adds its Attack stat to the target's Attack stat then splits the total in half for them to share. It does the same with each of their Sp. Atk stats. |
| 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. |
| 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. |
| 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. |
| Scary Face |
 |
 |
-- |
100 |
12 |
-- |
| Lowers the target's Speed stat by 2 stages. |
| Skitter Smack |
 |
 |
70 |
90 |
12 |
-- |
| Lowers the target's Sp. Atk stat by 1 stage. |
| 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. |
| Soak |
 |
 |
-- |
100 |
20 |
-- |
| Changes the target's type to Water. |
| Spit Up |
 |
 |
?? |
100 |
12 |
-- |
| The higher the user's Stockpiling level the greater this move's power (ranging between 100 and 300). This move fails unless the user has the Stockpiling status. |
| Sticky Web |
 |
 |
-- |
101 |
20 |
-- |
| Gives the opponent's side the Sticky Web status. |
| Stockpile |
 |
 |
-- |
101 |
20 |
-- |
| Boosts the user's Defense and Sp. Def stats by 1 stage. Raises the user's Stockpiling level by 1. Can be used up to 3 times. |
| 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. |
| Surf |
 |
 |
90 |
100 |
16 |
-- |
| This move's power is doubled against targets that have the Submerged status. |
| Trailblaze |
 |
 |
50 |
100 |
20 |
-- |
| Boosts the user's Speed stat by 1 stage. |
| Water Pulse |
 |
 |
60 |
100 |
20 |
20 |
| Has a 20% chance of confusing the target. |
| Waterfall |
 |
 |
80 |
100 |
16 |
20 |
| Has a 20% chance of making the target flinch. |
| Wide Guard |
 |
 |
-- |
101 |
12 |
-- |
| During the turn this move is used the user protects its side from moves that target all allies. |
| Wonder Room |
 |
 |
-- |
101 |
12 |
-- |
| Gives the entire field the Wonder Room status for 5 turns. |
| X-Scissor |
 |
 |
80 |
100 |
16 |
-- |
|