By floating in the air, the Pokémon receives full immunity to all Ground-type moves.
The Pokémon’s heatproof body halves the damage taken from Fire-type moves.
Doubles the Pokémon’s weight.
# | 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 | Psybeam | Psychic | Special | 65 | 100 | 20 | normal | 0 | 10% chance to confuse the target. |
5 | Hyper Beam | Normal | Special | 150 | 90 | 5 | normal | 0 | User cannot move next turn. |
6 | Solar Beam | Grass | Special | 120 | 100 | 10 | normal | 0 | Charges turn 1. Hits turn 2. No charge in sunlight. |
7 | Earthquake | Ground | Physical | 100 | 100 | 10 | allAdjacent | 0 | Hits adjacent Pokemon. Double damage on Dig. |
8 | Confusion | Psychic | Special | 50 | 100 | 25 | normal | 0 | 10% chance to confuse the target. |
9 | Psychic | Psychic | Special | 90 | 100 | 10 | normal | 0 | 10% chance to lower the target's Sp. Def by 1. |
10 | Hypnosis | Psychic | Status | 0 | 60 | 20 | normal | 0 | Causes the target to fall asleep. |
11 | Night Shade | Ghost | Special | 0 | 100 | 15 | normal | 0 | Does damage equal to the user's level. |
12 | Confuse Ray | Ghost | Status | 0 | 100 | 10 | normal | 0 | Confuses the target. |
13 | Light Screen | Psychic | Status | 0 | 30 | allySide | 0 | For 5 turns, special damage to allies is halved. | |
14 | Reflect | Psychic | Status | 0 | 20 | allySide | 0 | For 5 turns, physical damage to allies is halved. | |
15 | Rest | Psychic | Status | 0 | 5 | self | 0 | User sleeps 2 turns and restores HP and status. | |
16 | Rock Slide | Rock | Physical | 75 | 90 | 10 | allAdjacentFoes | 0 | 30% chance to make the foe(s) flinch. |
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 | Sandstorm | Rock | Status | 0 | 10 | all | 0 | For 5 turns, a sandstorm rages. Rock: 1.5x SpD. | |
20 | Endure | Normal | Status | 0 | 10 | self | 4 | User survives attacks this turn with at least 1 HP. | |
21 | Sleep Talk | Normal | Status | 0 | 10 | self | 0 | User must be asleep. Uses another known move. | |
22 | Safeguard | Normal | Status | 0 | 25 | allySide | 0 | For 5 turns, protects user's party from status. | |
23 | Rain Dance | Water | Status | 0 | 5 | all | 0 | For 5 turns, heavy rain powers Water moves. | |
24 | Sunny Day | Fire | Status | 0 | 5 | all | 0 | For 5 turns, intense sunlight powers Fire moves. | |
25 | Shadow Ball | Ghost | Special | 80 | 100 | 15 | normal | 0 | 20% chance to lower the target's Sp. Def by 1. |
26 | Future Sight | Psychic | Special | 120 | 100 | 10 | normal | 0 | Hits two turns after being used. |
27 | Facade | Normal | Physical | 70 | 100 | 20 | normal | 0 | Power doubles if user is burn/poison/paralyzed. |
28 | Helping Hand | Normal | Status | 0 | 20 | adjacentAlly | 5 | One adjacent ally's move power is 1.5x this turn. | |
29 | Trick | Psychic | Status | 0 | 100 | 10 | normal | 0 | User switches its held item with the target's. |
30 | Skill Swap | Psychic | Status | 0 | 10 | normal | 0 | The user and the target trade Abilities. | |
31 | Imprison | Psychic | Status | 0 | 10 | self | 0 | No foe can use any move known by the user. | |
32 | Weather Ball | Normal | Special | 50 | 100 | 10 | normal | 0 | Power doubles and type varies in each weather. |
33 | Rock Tomb | Rock | Physical | 60 | 95 | 15 | normal | 0 | 100% chance to lower the target's Speed by 1. |
34 | Metal Sound | Steel | Status | 0 | 85 | 40 | normal | 0 | Lowers the target's Sp. Def by 2. |
35 | Extrasensory | Psychic | Special | 80 | 100 | 20 | normal | 0 | 10% chance to make the target flinch. |
36 | Iron Defense | Steel | Status | 0 | 15 | self | 0 | Raises the user's Defense by 2. | |
37 | Block | Normal | Status | 0 | 5 | normal | 0 | Prevents the target from switching out. | |
38 | Calm Mind | Psychic | Status | 0 | 20 | self | 0 | Raises the user's Sp. Atk and Sp. Def by 1. | |
39 | Rock Blast | Rock | Physical | 25 | 90 | 10 | normal | 0 | Hits 2-5 times in one turn. |
40 | Gyro Ball | Steel | Physical | 0 | 100 | 5 | normal | 0 | More power the slower the user than the target. |
41 | Payback | Dark | Physical | 50 | 100 | 10 | normal | 0 | Power doubles if the user moves after the target. |
42 | Power Gem | Rock | Special | 80 | 100 | 20 | normal | 0 | No additional effect. |
43 | Giga Impact | Normal | Physical | 150 | 90 | 5 | normal | 0 | User cannot move next turn. |
44 | Zen Headbutt | Psychic | Physical | 80 | 90 | 15 | normal | 0 | 20% chance to make the target flinch. |
45 | Flash Cannon | Steel | Special | 80 | 100 | 10 | normal | 0 | 10% chance to lower the target's Sp. Def by 1. |
46 | Trick Room | Psychic | Status | 0 | 5 | all | -7 | Goes last. For 5 turns, turn order is reversed. | |
47 | Iron Head | Steel | Physical | 80 | 100 | 15 | normal | 0 | 30% chance to make the target flinch. |
48 | Stealth Rock | Rock | Status | 0 | 20 | foeSide | 0 | Hurts foes on switch-in. Factors Rock weakness. | |
49 | Grass Knot | Grass | Special | 0 | 100 | 20 | normal | 0 | More power the heavier the target. |
50 | Charge Beam | Electric | Special | 50 | 90 | 10 | normal | 0 | 70% chance to raise the user's Sp. Atk by 1. |
51 | Psyshock | Psychic | Special | 80 | 100 | 10 | normal | 0 | Damages target based on Defense, not Sp. Def. |
52 | Heavy Slam | Steel | Physical | 0 | 100 | 10 | normal | 0 | More power the heavier the user than the target. |
53 | Stored Power | Psychic | Special | 20 | 100 | 10 | normal | 0 | + 20 power for each of the user's stat boosts. |
54 | Hex | Ghost | Special | 65 | 100 | 10 | normal | 0 | Power doubles if the target has a status ailment. |
55 | Bulldoze | Ground | Physical | 60 | 100 | 20 | allAdjacent | 0 | 100% chance lower adjacent Pkmn Speed by 1. |
56 | Psychic Terrain | Psychic | Status | 0 | 10 | all | 0 | 5 turns. Grounded: +Psychic power, priority-safe. | |
57 | Stomping Tantrum | Ground | Physical | 75 | 100 | 10 | normal | 0 | Power doubles if the user's last move failed. |
58 | Body Press | Fighting | Physical | 80 | 100 | 10 | normal | 0 | Uses user's Def stat as Atk in damage calculation. |
59 | Steel Beam | Steel | Special | 140 | 95 | 5 | normal | 0 | User loses 50% max HP. |
60 | Tera Blast | Normal | Special | 80 | 100 | 10 | normal | 0 | If Terastallized: Phys. if Atk > SpA & Type = Tera Type. |
61 | Ice Spinner | Ice | Physical | 80 | 100 | 15 | normal | 0 | Ends the effects of terrain. |