Type defenses
Abilities
* Hidden ability
Learnable moves
disables the target's last move · for 4 turns
Power—Acc.100PP20must recharge next turn
Power150Acc.90PP8user faints
Power200Acc.100PP8user faints
Power250Acc.100PP8HP −1/4 (of max HP) · fails if HP below 1/4 · creates a substitute
Power—Acc.—PP1230% chance: flinch
Power50Acc.100PP16Sound[Priority +4] blocks moves this turn · 1/3 success if used in succession
Power—Acc.—PP8target's Speed −2
Power—Acc.100PP12[Priority +4] survives this turn with 1 HP · 1/3 success in succession
Power—Acc.—PP12infatuation
Power—Acc.100PP16usable only while asleep · uses one of its other moves at random
Power—Acc.—PP12prevents status conditions on the user's side for 5 turns
Power—Acc.—PP20averages HP with the target
Power—Acc.Sure-hitPP20poisoned/paralyzed/burned: power ×2
Power70Acc.100PP20Contactmust recharge next turn
Power150Acc.90PP8Contactused right after another Round this turn: power ×2
Power60Acc.100PP16Sound10% chance: burn
Power90Acc.100PP1610% chance: burn
Power110Acc.85PP8sun for 5 turns
Power—Acc.—PP8burn
Power—Acc.85PP16target's Sp. Atk −1
Power75Acc.100PP12seeds the target, drains 1/8 max HP each turn
Power—Acc.90PP12charges one turn, fires the next · instant in sun
Power120Acc.100PP12restores 1/2 of damage dealt
Power75Acc.100PP12hits 2–5 times
Power25Acc.100PP20Ball & bombchanges the target's Ability to Insomnia
Power—Acc.100PP12- Power80Acc.100PP16Ball & bomb
10% chance: target's Sp. Def −1
Power90Acc.100PP12Ball & bomb- Power120Acc.85PP12Contact
more power the heavier the target (max 120)
Power—Acc.100PP20ContactPriority +1 on Grassy Terrain
Power55Acc.100PP20Contact10% chance: target's Sp. Def −1
Power120Acc.70PP8Ball & bomb30% chance: poison
Power90Acc.100PP12Ball & bomb10% chance: target's Sp. Def −1
Power90Acc.100PP12sleep
Power—Acc.60PP205 turns · special damage ×1/2 (Singles) ×2/3 (Doubles)
Power—Acc.—PP20sleeps 2 turns · fully restores HP and status
Power—Acc.—PP8swaps held items with the target
Power—Acc.100PP12swaps Abilities with the target
Power—Acc.Sure-hitPP12foes can't use moves the user knows
Power—Acc.—PP12[Priority -7] slower Pokémon move first for 5 turns
Power—Acc.—PP8[Priority +2] swaps places with an ally
Power—Acc.—PP16target's Sp. Atk −1
Power70Acc.90PP12Contact30% chance: flinch
Power75Acc.90PP12confusion
Power—Acc.100PP12Ghost type: pays 1/2 max HP to make the target lose 1/4 max HP each turn · others: Speed −1, Attack/Defense +1
Power—Acc.—PP12if the user faints this turn, the attacker faints too
Power—Acc.—PP820% chance: target's Sp. Def −1
Power80Acc.100PP16Ball & bomb[Priority +1]
Power40Acc.100PP20Contactpower ×2 vs a target with a status condition
Power65Acc.100PP12turn 1: evades · turn 2: attacks · hits through protection
Power90Acc.100PP12Contactadds Ghost type to the target
Power—Acc.100PP20fails if the target holds no item
Power110Acc.90PP8steals the target's item · not if the user holds one
Power60Acc.100PP20Contact20% chance: flinch
Power80Acc.100PP16Pulseuser's Sp. Atk +2
Power—Acc.—PP20uses the target's Attack for damage
Power95Acc.100PP16Contact- Power60Acc.100PP20Contact
more power the slower the user is than the target (max 150)
Power—Acc.100PP8ContactBall & bomb- !
30%→10%↓ chance: target's Sp. Atk −1
Power95Acc.100PP16