Standard Moves |
|
| Amnesia |
 |
 |
-- |
101 |
20 |
-- |
| Boosts the user's Sp. Def stat by 2 stages. |
| 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. |
| Avalanche |
 |
 |
60 |
100 |
12 |
-- |
| This move's power is doubled if the target has already dealt damage to the user with a move in the same turn. |
| 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. |
| Chilling Water |
 |
 |
50 |
100 |
20 |
-- |
| Lowers the target's Attack stat by 1 stage. |
| Cosmic Power |
 |
 |
-- |
101 |
20 |
-- |
| Boosts the user's Defense and Sp. Def 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. |
| Energy Ball |
 |
 |
90 |
100 |
12 |
10 |
| Has a 10% chance of lowering the target's Sp. Def stat by 1 stage. |
| 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. |
| Fire Blast |
 |
 |
110 |
85 |
8 |
10 |
| Has a 10% chance of burning the target. |
| Flamethrower |
 |
 |
90 |
100 |
16 |
10 |
| Has a 10% chance of burning the target. |
| Future Sight |
 |
 |
120 |
100 |
12 |
-- |
| Gives the target's spot the Future Attack status. |
| Guard Swap |
 |
 |
-- |
101 |
12 |
-- |
| The user swaps the changes to its Defense and Sp. Def stats with the changes to the target's Defense and Sp. Def stats. |
| Hex |
 |
 |
65 |
100 |
12 |
-- |
| This move's power is doubled if the target has a status condition. |
| Hurricane |
 |
 |
110 |
70 |
12 |
30 |
| Has a 30% chance of confusing the target. This move never misses in rain and can hit a target that has the Sky-High status. |
| Hydro Pump |
 |
 |
110 |
80 |
8 |
-- |
|
| 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. |
| 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. |
| 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. |
| Sandstorm |
 |
 |
-- |
101 |
8 |
-- |
| Summons a sandstorm for 5 turns. |
| Scald |
 |
 |
80 |
100 |
16 |
30 |
| Has a 30% chance of burning the target. Cures the user and target of being frozen. |
| Shadow Ball |
 |
 |
80 |
100 |
16 |
20 |
| Has a 20% chance of lowering the target's Sp. Def 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. |
| Snowscape |
 |
 |
-- |
101 |
8 |
-- |
| Summons snow for 5 turns. |
| Solar Beam |
 |
 |
120 |
100 |
12 |
-- |
| The user gains the Charging status on the turn this move is used then attacks on the following turn. In harsh sunlight the user does not gain the Charging status and can attack immediately. This move's power is halved in any other weather condition. |
| 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. |
| Thief |
 |
 |
60 |
100 |
20 |
-- |
| If the user is not already holding an item it steals the target's held item. |
| 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. |
| Weather Ball |
 |
 |
50 |
100 |
12 |
-- |
When a weather condition is present this move's power is doubled and its type changes. Harsh sunlight Fire type. Rain Water type. Snow Ice type. Sandstorm Rock type.
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