Standard Moves |
|
| Calm Mind |
 |
 |
-- |
101 |
20 |
-- |
| Boosts the user's Sp. Atk and Sp. Def stats by 1 stage. |
| Dazzling Gleam |
 |
 |
80 |
100 |
12 |
-- |
|
| Draining Kiss |
 |
 |
50 |
100 |
12 |
-- |
| The user's HP is restored by 3/4 of the damage dealt by this move. |
| 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. |
| Fairy Lock |
 |
 |
-- |
101 |
12 |
-- |
| Gives all Pokémon on the field the Fairy Locked status. |
| Flash Cannon |
 |
 |
80 |
100 |
12 |
10 |
| Has a 10% chance of lowering the target's Sp. Def stat by 1 stage. |
| Foul Play |
 |
 |
95 |
100 |
16 |
-- |
| The damage dealt by this move is calculated using the target's Attack stat instead of the user's Attack stat. |
| Future Sight |
 |
 |
120 |
100 |
12 |
-- |
| Gives the target's spot the Future Attack status. |
| Giga Impact |
 |
 |
150 |
90 |
8 |
-- |
| The user gains the Recharging status on the turn after this move is used. |
| 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. |
| Last Resort |
 |
 |
140 |
100 |
8 |
-- |
| This move fails unless the user has already used all the other moves it knows. |
| Light Screen |
 |
 |
-- |
101 |
20 |
-- |
| Gives the user's side the Light Screen status for 5 turns. |
| Magic Room |
 |
 |
-- |
101 |
12 |
-- |
| Gives the entire field the Magic Room status for 5 turns. |
| Magnet Rise |
 |
 |
-- |
101 |
12 |
-- |
| The user gains the Magnet Rise status. |
| Metal Sound |
 |
 |
-- |
85 |
20 |
-- |
| Lowers the target's Sp. Def stat by 2 stages. |
| Misty Terrain |
 |
 |
-- |
101 |
12 |
-- |
| Turns the entire field into Misty Terrain for 5 turns. |
| Play Rough |
 |
 |
90 |
90 |
12 |
10 |
| Has a 10% chance of lowering the target's Attack stat 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. |
| Psych Up |
 |
 |
-- |
101 |
12 |
-- |
| The user copies the target's stat changes. |
| Psychic |
 |
 |
90 |
100 |
12 |
10 |
| Has a 10% chance of lowering the target's Sp. Def stat by 1 stage. |
| Psyshock |
 |
 |
80 |
100 |
12 |
-- |
| This is a special move but the damage it deals is calculated using the target's Defense stat. |
| Rain Dance |
 |
 |
-- |
101 |
8 |
-- |
| Summons rain for 5 turns. |
| Recycle |
 |
 |
-- |
101 |
12 |
-- |
| Regenerates the last held item that the user consumed. The user then holds this item once more. |
| 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. |
| Safeguard |
 |
 |
-- |
101 |
20 |
-- |
| Gives the user's side the Safeguard status for 5 turns. |
| Sandstorm |
 |
 |
-- |
101 |
8 |
-- |
| Summons a sandstorm for 5 turns. |
| 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. |
| Spikes |
 |
 |
-- |
101 |
20 |
-- |
| Gives the opponent's side the Spikes status. |
| Steel Beam |
 |
 |
140 |
95 |
8 |
-- |
| After attacking the user takes damage equal to 1/2 of its max HP. |
| Stored Power |
 |
 |
20 |
100 |
12 |
-- |
| This move's power is increased by 20 for each stage that the user's stats have been boosted. |
| 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. |
| Switcheroo |
 |
 |
-- |
100 |
12 |
-- |
| The user and the target swap their held items. |
| Thief |
 |
 |
60 |
100 |
20 |
-- |
| If the user is not already holding an item it steals the target's held item. |
| Thunder Wave |
 |
 |
-- |
90 |
20 |
-- |
| Paralyzes the target. |
| Torment |
 |
 |
-- |
100 |
16 |
-- |
| Gives the target the Unable to Repeat status. |
| Trick Room |
 |
 |
-- |
101 |
8 |
-- |
| Gives the entire field the Trick Room status for 5 turns. |