If hit by an Electric-type move, the Pokémon has its HP restored instead of taking damage.
The Pokémon’s status conditions are cured when it switches out.
Powers up punching moves.
# | Moves | Type | Category | Power | Accuracy | PP | Target | Priority | Description |
---|---|---|---|---|---|---|---|---|---|
1 | Thunder Punch | Electric | Physical | 75 | 100 | 15 | normal | 0 | 10% chance to paralyze the target. |
2 | Scratch | Normal | Physical | 40 | 100 | 35 | normal | 0 | No additional effect. |
3 | Slam | Normal | Physical | 80 | 75 | 20 | normal | 0 | No additional effect. |
4 | Take Down | Normal | Physical | 90 | 85 | 20 | normal | 0 | Has 1/4 recoil. |
5 | Bite | Dark | Physical | 60 | 100 | 25 | normal | 0 | 30% chance to make the target flinch. |
6 | Growl | Normal | Status | 0 | 100 | 40 | allAdjacentFoes | 0 | Lowers the foe(s) Attack by 1. |
7 | Low Kick | Fighting | Physical | 0 | 100 | 20 | normal | 0 | More power the heavier the target. |
8 | Thunder Shock | Electric | Special | 40 | 100 | 30 | normal | 0 | 10% chance to paralyze the target. |
9 | Thunderbolt | Electric | Special | 90 | 100 | 15 | normal | 0 | 10% chance to paralyze the target. |
10 | Thunder Wave | Electric | Status | 0 | 90 | 20 | normal | 0 | Paralyzes the target. |
11 | Thunder | Electric | Special | 110 | 70 | 10 | normal | 0 | 30% chance to paralyze. Can't miss in rain. |
12 | Dig | Ground | Physical | 80 | 100 | 10 | normal | 0 | Digs underground turn 1, strikes turn 2. |
13 | Agility | Psychic | Status | 0 | 30 | self | 0 | Raises the user's Speed by 2. | |
14 | Quick Attack | Normal | Physical | 40 | 100 | 30 | normal | 1 | Usually goes first. |
15 | Swift | Normal | Special | 60 | 20 | allAdjacentFoes | 0 | This move does not check accuracy. Hits foes. | |
16 | Rest | Psychic | Status | 0 | 5 | self | 0 | User sleeps 2 turns and restores HP and status. | |
17 | Substitute | Normal | Status | 0 | 10 | self | 0 | User takes 1/4 its max HP to put in a substitute. | |
18 | Thief | Dark | Physical | 60 | 100 | 25 | normal | 0 | If the user has no item, it steals the target's. |
19 | Protect | Normal | Status | 0 | 10 | self | 4 | Prevents moves from affecting the user this turn. | |
20 | Endure | Normal | Status | 0 | 10 | self | 4 | User survives attacks this turn with at least 1 HP. | |
21 | Charm | Fairy | Status | 0 | 100 | 20 | normal | 0 | Lowers the target's Attack by 2. |
22 | Spark | Electric | Physical | 65 | 100 | 20 | normal | 0 | 30% chance to paralyze the target. |
23 | Sleep Talk | Normal | Status | 0 | 10 | self | 0 | User must be asleep. Uses another known move. | |
24 | Baton Pass | Normal | Status | 0 | 40 | self | 0 | User switches, passing stat changes and more. | |
25 | Encore | Normal | Status | 0 | 100 | 5 | normal | 0 | Target repeats its last move for its next 3 turns. |
26 | Metal Claw | Steel | Physical | 50 | 95 | 35 | normal | 0 | 10% chance to raise the user's Attack by 1. |
27 | Rain Dance | Water | Status | 0 | 5 | all | 0 | For 5 turns, heavy rain powers Water moves. | |
28 | Sunny Day | Fire | Status | 0 | 5 | all | 0 | For 5 turns, intense sunlight powers Fire moves. | |
29 | Crunch | Dark | Physical | 80 | 100 | 15 | normal | 0 | 20% chance to lower the target's Defense by 1. |
30 | Facade | Normal | Physical | 70 | 100 | 20 | normal | 0 | Power doubles if user is burn/poison/paralyzed. |
31 | Charge | Electric | Status | 0 | 20 | self | 0 | +1 SpD, user's Electric move next turn 2x power. | |
32 | Helping Hand | Normal | Status | 0 | 20 | adjacentAlly | 5 | One adjacent ally's move power is 1.5x this turn. | |
33 | Arm Thrust | Fighting | Physical | 15 | 100 | 20 | normal | 0 | Hits 2-5 times in one turn. |
34 | Fling | Dark | Physical | 0 | 100 | 10 | normal | 0 | Flings the user's item at the target. Power varies. |
35 | Thunder Fang | Electric | Physical | 65 | 95 | 15 | normal | 0 | 10% chance to paralyze. 10% chance to flinch. |
36 | Discharge | Electric | Special | 80 | 100 | 15 | allAdjacent | 0 | 30% chance to paralyze adjacent Pokemon. |
37 | Charge Beam | Electric | Special | 50 | 90 | 10 | normal | 0 | 70% chance to raise the user's Sp. Atk by 1. |
38 | Electro Ball | Electric | Special | 0 | 100 | 10 | normal | 0 | More power the faster the user is than the target. |
39 | Low Sweep | Fighting | Physical | 65 | 100 | 20 | normal | 0 | 100% chance to lower the target's Speed by 1. |
40 | Entrainment | Normal | Status | 0 | 100 | 15 | normal | 0 | The target's Ability changes to match the user's. |
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 | Play Rough | Fairy | Physical | 90 | 90 | 10 | normal | 0 | 10% chance to lower the target's Attack by 1. |
44 | Eerie Impulse | Electric | Status | 0 | 100 | 15 | normal | 0 | Lowers the target's Sp. Atk by 2. |
45 | Electric Terrain | Electric | Status | 0 | 10 | all | 0 | 5 turns. Grounded: +Electric power, can't sleep. | |
46 | Nuzzle | Electric | Physical | 20 | 100 | 20 | normal | 0 | 100% chance to paralyze the target. |
47 | Tera Blast | Normal | Special | 80 | 100 | 10 | normal | 0 | If Terastallized: Phys. if Atk > SpA & Type = Tera Type. |