Standard Moves |
|
| Ally Switch |
 |
 |
-- |
101 |
16 |
-- |
| The user switches spots with one of its allies. With each consecutive use this move's chance of success becomes 1/3 of what it was before. |
| 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. |
| Body Press |
 |
 |
80 |
100 |
12 |
-- |
| The damage dealt by this move is calculated using the user's Defense stat instead of its Attack stat. |
| Calm Mind |
 |
 |
-- |
101 |
20 |
-- |
| Boosts the user's Sp. Atk and Sp. Def stats by 1 stage. |
| Confuse Ray |
 |
 |
-- |
100 |
12 |
-- |
| Confuses the target. |
| 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. |
| Dark Pulse |
 |
 |
80 |
100 |
16 |
20 |
| Has a 20% chance of making the target flinch. |
| Destiny Bond |
 |
 |
-- |
101 |
8 |
-- |
| The user gains the Destiny Bound status. This move fails if used in succession. |
| Disable |
 |
 |
-- |
100 |
20 |
-- |
| Gives the target the Move Disabled status for 4 turns. |
| 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. |
| Fake Tears |
 |
 |
-- |
100 |
20 |
-- |
| Lowers the target's Sp. Def stat by 2 stages. |
| 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. |
| Grass Knot |
 |
 |
?? |
100 |
20 |
-- |
| The heavier the target the greater this move's power (ranging between 20 and 120). |
| Guard Split |
 |
 |
-- |
101 |
12 |
-- |
| The user adds its Defense stat to the target's Defense stat then splits the total in half for them to share. It does the same with each of their Sp. Def stats. |
| 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. |
| Haze |
 |
 |
-- |
101 |
20 |
-- |
| Eliminates every stat change on the entire field. |
| Hex |
 |
 |
65 |
100 |
12 |
-- |
| This move's power is doubled if the target has a status condition. |
| Hyper Beam |
 |
 |
150 |
90 |
8 |
-- |
| The user gains the Recharging status on the turn after this move is used. |
| Imprison |
 |
 |
-- |
101 |
12 |
-- |
| The user gains the Sealing Off status. |
| Iron Defense |
 |
 |
-- |
101 |
16 |
-- |
| Boosts the user's Defense stat by 2 stages. |
| Mean Look |
 |
 |
-- |
101 |
8 |
-- |
| Gives the target the Can't Escape status. |
| Memento |
 |
 |
-- |
100 |
12 |
-- |
| Lowers the target's Attack and Sp. Atk stats by 2 stages. The user faints upon using this move. |
| Nasty Plot |
 |
 |
-- |
101 |
20 |
-- |
| Boosts the user's Sp. Atk stat by 2 stages. |
| Night Shade |
 |
 |
?? |
100 |
16 |
-- |
| Deals 50 HP of damage. |
| Payback |
 |
 |
50 |
100 |
12 |
-- |
| This move's power is doubled if the user attacks after the target. |
| Phantom Force |
 |
 |
90 |
100 |
12 |
-- |
| The user gains the Concealed status on the turn this move is used then attacks on the following turn. This move can hit a target using a move such as Protect or Detect and removes the effects of those moves. |
| Poltergeist |
 |
 |
110 |
90 |
8 |
-- |
| This move fails if the target isn't holding an item. |
| 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. |
| Power Swap |
 |
 |
-- |
101 |
12 |
-- |
| The user swaps the changes to its Attack and Sp. Atk stats with the changes to the target's Attack and 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. |
| Psychic |
 |
 |
90 |
100 |
12 |
10 |
| Has a 10% chance of lowering the target's Sp. Def stat by 1 stage. |
| 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. |
| 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. |
| Self-Destruct |
 |
 |
200 |
100 |
8 |
-- |
| The user faints upon using this move. |
| Shadow Ball |
 |
 |
80 |
100 |
16 |
20 |
| Has a 20% chance of lowering the target's Sp. Def stat by 1 stage. |
| Shadow Claw |
 |
 |
70 |
100 |
16 |
-- |
| This move has a 1-stage Critical-Hit Ratio Boost. |
| Shadow Punch |
 |
 |
60 |
101 |
20 |
-- |
| This move never misses. |
| 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. |
| 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. |
| Thief |
 |
 |
60 |
100 |
20 |
-- |
| If the user is not already holding an item it steals the target's held item. |
| Toxic Spikes |
 |
 |
-- |
101 |
20 |
-- |
| Gives the opponent's side the Toxic Spikes status. |
| 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. |
| Will-O-Wisp |
 |
 |
-- |
85 |
16 |
-- |
| Burns the target. |
| Wonder Room |
 |
 |
-- |
101 |
12 |
-- |
| Gives the entire field the Wonder Room status for 5 turns. |
| Zen Headbutt |
 |
 |
80 |
90 |
16 |
20 |
| Has a 20% chance of making the target flinch. |