Makes status moves more likely to miss the Pokémon.
The Pokémon’s strong jaw boosts the power of its biting moves.
The Pokémon dazzles its opponents, making them unable to use priority moves against the Pokémon or its allies.
# | Moves | Type | Category | Power | Accuracy | PP | Target | Priority | Description |
---|---|---|---|---|---|---|---|---|---|
1 | Swords Dance | Normal | Status | 0 | 20 | self | 0 | Raises the user's Attack by 2. | |
2 | Take Down | Normal | Physical | 90 | 85 | 20 | normal | 0 | Has 1/4 recoil. |
3 | Bite | Dark | Physical | 60 | 100 | 25 | normal | 0 | 30% chance to make the target flinch. |
4 | Disable | Normal | Status | 0 | 100 | 20 | normal | 0 | For 4 turns, disables the target's last move used. |
5 | Water Gun | Water | Special | 40 | 100 | 25 | normal | 0 | No additional effect. |
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 | Ice Beam | Ice | Special | 90 | 100 | 10 | normal | 0 | 10% chance to freeze the target. |
9 | Blizzard | Ice | Special | 110 | 70 | 5 | allAdjacentFoes | 0 | 10% chance to freeze foe(s). Can't miss in hail. |
10 | Hyper Beam | Normal | Special | 150 | 90 | 5 | normal | 0 | User cannot move next turn. |
11 | Confusion | Psychic | Special | 50 | 100 | 25 | normal | 0 | 10% chance to confuse the target. |
12 | Psychic | Psychic | Special | 90 | 100 | 10 | normal | 0 | 10% chance to lower the target's Sp. Def by 1. |
13 | Agility | Psychic | Status | 0 | 30 | self | 0 | Raises the user's Speed by 2. | |
14 | Screech | Normal | Status | 0 | 85 | 40 | normal | 0 | Lowers the target's Defense by 2. |
15 | Light Screen | Psychic | Status | 0 | 30 | allySide | 0 | For 5 turns, special damage to allies is halved. | |
16 | Reflect | Psychic | Status | 0 | 20 | allySide | 0 | For 5 turns, physical damage to allies is halved. | |
17 | Waterfall | Water | Physical | 80 | 100 | 15 | normal | 0 | 20% chance to make the target flinch. |
18 | Rest | Psychic | Status | 0 | 5 | self | 0 | User sleeps 2 turns and restores HP and status. | |
19 | Super Fang | Normal | Physical | 0 | 90 | 10 | normal | 0 | Does damage equal to 1/2 target's current HP. |
20 | Substitute | Normal | Status | 0 | 10 | self | 0 | User takes 1/4 its max HP to put in a substitute. | |
21 | Protect | Normal | Status | 0 | 10 | self | 4 | Prevents moves from affecting the user this turn. | |
22 | Scary Face | Normal | Status | 0 | 100 | 10 | normal | 0 | Lowers the target's Speed by 2. |
23 | Icy Wind | Ice | Special | 55 | 95 | 15 | allAdjacentFoes | 0 | 100% chance to lower the foe(s) Speed by 1. |
24 | Endure | Normal | Status | 0 | 10 | self | 4 | User survives attacks this turn with at least 1 HP. | |
25 | Sleep Talk | Normal | Status | 0 | 10 | self | 0 | User must be asleep. Uses another known move. | |
26 | Rain Dance | Water | Status | 0 | 5 | all | 0 | For 5 turns, heavy rain powers Water moves. | |
27 | Crunch | Dark | Physical | 80 | 100 | 15 | normal | 0 | 20% chance to lower the target's Defense by 1. |
28 | Facade | Normal | Physical | 70 | 100 | 20 | normal | 0 | Power doubles if user is burn/poison/paralyzed. |
29 | Taunt | Dark | Status | 0 | 100 | 20 | normal | 0 | Target can't use status moves its next 3 turns. |
30 | Poison Fang | Poison | Physical | 50 | 100 | 15 | normal | 0 | 50% chance to badly poison the target. |
31 | Astonish | Ghost | Physical | 30 | 100 | 15 | normal | 0 | 30% chance to make the target flinch. |
32 | Bulk Up | Fighting | Status | 0 | 20 | self | 0 | Raises the user's Attack and Defense by 1. | |
33 | Calm Mind | Psychic | Status | 0 | 20 | self | 0 | Raises the user's Sp. Atk and Sp. Def by 1. | |
34 | Water Pulse | Water | Special | 60 | 100 | 20 | any | 0 | 20% chance to confuse the target. |
35 | Aqua Tail | Water | Physical | 90 | 90 | 10 | normal | 0 | No additional effect. |
36 | Giga Impact | Normal | Physical | 150 | 90 | 5 | normal | 0 | User cannot move next turn. |
37 | Ice Fang | Ice | Physical | 65 | 95 | 15 | normal | 0 | 10% chance to freeze. 10% chance to flinch. |
38 | Trick Room | Psychic | Status | 0 | 5 | all | -7 | Goes last. For 5 turns, turn order is reversed. | |
39 | Aqua Jet | Water | Physical | 40 | 100 | 20 | normal | 1 | Usually goes first. |
40 | Psyshock | Psychic | Special | 80 | 100 | 10 | normal | 0 | Damages target based on Defense, not Sp. Def. |
41 | Venoshock | Poison | Special | 65 | 100 | 10 | normal | 0 | Power doubles if the target is poisoned. |
42 | Psychic Terrain | Psychic | Status | 0 | 10 | all | 0 | 5 turns. Grounded: +Psychic power, priority-safe. | |
43 | Psychic Fangs | Psychic | Physical | 85 | 100 | 10 | normal | 0 | Destroys screens, unless the target is immune. |
44 | Liquidation | Water | Physical | 85 | 100 | 10 | normal | 0 | 20% chance to lower the target's Defense by 1. |
45 | Wave Crash | Water | Physical | 120 | 100 | 10 | normal | 0 | Has 33% recoil. |
46 | Tera Blast | Normal | Special | 80 | 100 | 10 | normal | 0 | If Terastallized: Phys. if Atk > SpA & Type = Tera Type. |
47 | Chilling Water | Water | Special | 50 | 100 | 20 | normal | 0 | 100% chance to lower the target's Attack by 1. |