Boosts the Pokémon’s Speed stat in rain.
Ignores the effects of opposing Pokémon’s Abilities and moves that draw in moves.
# | Moves | Type | Category | Power | Accuracy | PP | Target | Priority | Description |
---|---|---|---|---|---|---|---|---|---|
1 | Fury Attack | Normal | Physical | 15 | 85 | 20 | normal | 0 | Hits 2-5 times in one turn. |
2 | Take Down | Normal | Physical | 90 | 85 | 20 | normal | 0 | Has 1/4 recoil. |
3 | Thrash | Normal | Physical | 120 | 100 | 10 | randomNormal | 0 | Lasts 2-3 turns. Confuses the user afterwards. |
4 | Double-Edge | Normal | Physical | 120 | 100 | 15 | normal | 0 | Has 33% recoil. |
5 | Bite | Dark | Physical | 60 | 100 | 25 | normal | 0 | 30% chance to make the target flinch. |
6 | Hydro Pump | Water | Special | 110 | 80 | 5 | normal | 0 | No additional effect. |
7 | Surf | Water | Special | 90 | 100 | 15 | allAdjacent | 0 | Hits adjacent Pokemon. Double damage on Dive. |
8 | Peck | Flying | Physical | 35 | 100 | 35 | any | 0 | No additional effect. |
9 | Agility | Psychic | Status | 0 | 30 | self | 0 | Raises the user's Speed by 2. | |
10 | Focus Energy | Normal | Status | 0 | 30 | self | 0 | Raises the user's critical hit ratio by 2. | |
11 | Waterfall | Water | Physical | 80 | 100 | 15 | normal | 0 | 20% chance to make the target flinch. |
12 | Swift | Normal | Special | 60 | 20 | allAdjacentFoes | 0 | This move does not check accuracy. Hits foes. | |
13 | Rest | Psychic | Status | 0 | 5 | self | 0 | User sleeps 2 turns and restores HP and status. | |
14 | Slash | Normal | Physical | 70 | 100 | 20 | normal | 0 | High critical hit ratio. |
15 | Substitute | Normal | Status | 0 | 10 | self | 0 | User takes 1/4 its max HP to put in a substitute. | |
16 | Protect | Normal | Status | 0 | 10 | self | 4 | Prevents moves from affecting the user this turn. | |
17 | Endure | Normal | Status | 0 | 10 | self | 4 | User survives attacks this turn with at least 1 HP. | |
18 | Sleep Talk | Normal | Status | 0 | 10 | self | 0 | User must be asleep. Uses another known move. | |
19 | Rain Dance | Water | Status | 0 | 5 | all | 0 | For 5 turns, heavy rain powers Water moves. | |
20 | Crunch | Dark | Physical | 80 | 100 | 15 | normal | 0 | 20% chance to lower the target's Defense by 1. |
21 | Facade | Normal | Physical | 70 | 100 | 20 | normal | 0 | Power doubles if user is burn/poison/paralyzed. |
22 | Brick Break | Fighting | Physical | 75 | 100 | 15 | normal | 0 | Destroys screens, unless the target is immune. |
23 | Dive | Water | Physical | 80 | 100 | 10 | normal | 0 | Dives underwater turn 1, strikes turn 2. |
24 | Water Pulse | Water | Special | 60 | 100 | 20 | any | 0 | 20% chance to confuse the target. |
25 | Acupressure | Normal | Status | 0 | 30 | adjacentAllyOrSelf | 0 | Raises a random stat of the user or an ally by 2. | |
26 | Close Combat | Fighting | Physical | 120 | 100 | 5 | normal | 0 | Lowers the user's Defense and Sp. Def by 1. |
27 | Night Slash | Dark | Physical | 70 | 100 | 15 | normal | 0 | High critical hit ratio. |
28 | Ice Fang | Ice | Physical | 65 | 95 | 15 | normal | 0 | 10% chance to freeze. 10% chance to flinch. |
29 | Aqua Jet | Water | Physical | 40 | 100 | 20 | normal | 1 | Usually goes first. |
30 | Drill Run | Ground | Physical | 80 | 95 | 10 | normal | 0 | High critical hit ratio. |
31 | Psychic Fangs | Psychic | Physical | 85 | 100 | 10 | normal | 0 | Destroys screens, unless the target is immune. |
32 | Liquidation | Water | Physical | 85 | 100 | 10 | normal | 0 | 20% chance to lower the target's Defense by 1. |
33 | Tera Blast | Normal | Special | 80 | 100 | 10 | normal | 0 | If Terastallized: Phys. if Atk > SpA & Type = Tera Type. |
34 | Chilling Water | Water | Special | 50 | 100 | 20 | normal | 0 | 100% chance to lower the target's Attack by 1. |