The Pokémon cannot be knocked out by a single hit as long as its HP is full. One-hit KO moves will also fail to knock it out.
Prevents Steel-type Pokémon from fleeing by pulling them in with magnetism.
Boosts the power of the Pokémon’s move if it is the last to act that turn.
# | Moves | Type | Category | Power | Accuracy | PP | Target | Priority | Description |
---|---|---|---|---|---|---|---|---|---|
1 | Tackle | Normal | Physical | 40 | 100 | 35 | normal | 0 | No additional effect. |
2 | Body Slam | Normal | Physical | 85 | 100 | 15 | normal | 0 | 30% chance to paralyze the target. |
3 | Take Down | Normal | Physical | 90 | 85 | 20 | normal | 0 | Has 1/4 recoil. |
4 | Supersonic | Normal | Status | 0 | 55 | 20 | normal | 0 | Causes the target to become confused. |
5 | Hyper Beam | Normal | Special | 150 | 90 | 5 | normal | 0 | User cannot move next turn. |
6 | Thunder Shock | Electric | Special | 40 | 100 | 30 | normal | 0 | 10% chance to paralyze the target. |
7 | Thunderbolt | Electric | Special | 90 | 100 | 15 | normal | 0 | 10% chance to paralyze the target. |
8 | Thunder Wave | Electric | Status | 0 | 90 | 20 | normal | 0 | Paralyzes the target. |
9 | Thunder | Electric | Special | 110 | 70 | 10 | normal | 0 | 30% chance to paralyze. Can't miss in rain. |
10 | Screech | Normal | Status | 0 | 85 | 40 | normal | 0 | Lowers the target's Defense by 2. |
11 | Confuse Ray | Ghost | Status | 0 | 100 | 10 | normal | 0 | Confuses the target. |
12 | Light Screen | Psychic | Status | 0 | 30 | allySide | 0 | For 5 turns, special damage to allies is halved. | |
13 | Reflect | Psychic | Status | 0 | 20 | allySide | 0 | For 5 turns, physical damage to allies is halved. | |
14 | Swift | Normal | Special | 60 | 20 | allAdjacentFoes | 0 | This move does not check accuracy. Hits foes. | |
15 | Rest | Psychic | Status | 0 | 5 | self | 0 | User sleeps 2 turns and restores HP and status. | |
16 | Tri Attack | Normal | Special | 80 | 100 | 10 | normal | 0 | 20% chance to paralyze or burn or freeze target. |
17 | Substitute | Normal | Status | 0 | 10 | self | 0 | User takes 1/4 its max HP to put in a substitute. | |
18 | Protect | Normal | Status | 0 | 10 | self | 4 | Prevents moves from affecting the user this turn. | |
19 | Zap Cannon | Electric | Special | 120 | 50 | 5 | normal | 0 | 100% chance to paralyze the target. |
20 | Lock-On | Normal | Status | 0 | 5 | normal | 0 | User's next move will not miss the target. | |
21 | Sandstorm | Rock | Status | 0 | 10 | all | 0 | For 5 turns, a sandstorm rages. Rock: 1.5x SpD. | |
22 | Endure | Normal | Status | 0 | 10 | self | 4 | User survives attacks this turn with at least 1 HP. | |
23 | Spark | Electric | Physical | 65 | 100 | 20 | normal | 0 | 30% chance to paralyze the target. |
24 | Sleep Talk | Normal | Status | 0 | 10 | self | 0 | User must be asleep. Uses another known move. | |
25 | Rain Dance | Water | Status | 0 | 5 | all | 0 | For 5 turns, heavy rain powers Water moves. | |
26 | Sunny Day | Fire | Status | 0 | 5 | all | 0 | For 5 turns, intense sunlight powers Fire moves. | |
27 | Mirror Coat | Psychic | Special | 0 | 100 | 20 | scripted | -5 | If hit by special attack, returns double damage. |
28 | Facade | Normal | Physical | 70 | 100 | 20 | normal | 0 | Power doubles if user is burn/poison/paralyzed. |
29 | Helping Hand | Normal | Status | 0 | 20 | adjacentAlly | 5 | One adjacent ally's move power is 1.5x this turn. | |
30 | Metal Sound | Steel | Status | 0 | 85 | 40 | normal | 0 | Lowers the target's Sp. Def by 2. |
31 | Iron Defense | Steel | Status | 0 | 15 | self | 0 | Raises the user's Defense by 2. | |
32 | Gyro Ball | Steel | Physical | 0 | 100 | 5 | normal | 0 | More power the slower the user than the target. |
33 | Magnet Rise | Electric | Status | 0 | 10 | self | 0 | For 5 turns, the user has immunity to Ground. | |
34 | Giga Impact | Normal | Physical | 150 | 90 | 5 | normal | 0 | User cannot move next turn. |
35 | Flash Cannon | Steel | Special | 80 | 100 | 10 | normal | 0 | 10% chance to lower the target's Sp. Def by 1. |
36 | Discharge | Electric | Special | 80 | 100 | 15 | allAdjacent | 0 | 30% chance to paralyze adjacent Pokemon. |
37 | Iron Head | Steel | Physical | 80 | 100 | 15 | normal | 0 | 30% chance to make the target flinch. |
38 | Charge Beam | Electric | Special | 50 | 90 | 10 | normal | 0 | 70% chance to raise the user's Sp. Atk by 1. |
39 | Heavy Slam | Steel | Physical | 0 | 100 | 10 | normal | 0 | More power the heavier the user than the target. |
40 | Electro Ball | Electric | Special | 0 | 100 | 10 | normal | 0 | More power the faster the user is than the target. |
41 | Volt Switch | Electric | Special | 70 | 100 | 20 | normal | 0 | User switches out after damaging the target. |
42 | Wild Charge | Electric | Physical | 90 | 100 | 15 | normal | 0 | Has 1/4 recoil. |
43 | Eerie Impulse | Electric | Status | 0 | 100 | 15 | normal | 0 | Lowers the target's Sp. Atk by 2. |
44 | Magnetic Flux | Electric | Status | 0 | 20 | allySide | 0 | Raises Def, Sp. Def of allies with Plus/Minus by 1. | |
45 | Electric Terrain | Electric | Status | 0 | 10 | all | 0 | 5 turns. Grounded: +Electric power, can't sleep. | |
46 | Body Press | Fighting | Physical | 80 | 100 | 10 | normal | 0 | Uses user's Def stat as Atk in damage calculation. |
47 | Steel Beam | Steel | Special | 140 | 95 | 5 | normal | 0 | User loses 50% max HP. |
48 | Tera Blast | Normal | Special | 80 | 100 | 10 | normal | 0 | If Terastallized: Phys. if Atk > SpA & Type = Tera Type. |