Type defenses
Abilities
switches out: becomes Hero Form
Learnable moves
30% chance: paralysis
Power85Acc.100PP16ContactStompmust recharge next turn
Power150Acc.90PP8user's crit stage +2 (50%)
Power—Acc.—PP20HP −1/4 (of max HP) · fails if HP below 1/4 · creates a substitute
Power—Acc.—PP12[Priority +4] blocks moves this turn · 1/3 success if used in succession
Power—Acc.—PP8[Priority +4] survives this turn with 1 HP · 1/3 success in succession
Power—Acc.—PP12usable only while asleep · uses one of its other moves at random
Power—Acc.—PP12target repeats its last move for 3 turns
Power—Acc.100PP8copies the target's stat changes
Power—Acc.Sure-hitPP12poisoned/paralyzed/burned: power ×2
Power70Acc.100PP20Contact[Priority +5] ally's move this turn: power ×1.5
Power—Acc.—PP20cuts the target's HP down to the user's HP
Power—Acc.100PP8Contact- Power90Acc.100PP12Sound
target's Attack/Defense −1
Power—Acc.100PP20must recharge next turn
Power150Acc.90PP8Contacthits 2 times
Power35Acc.90PP12Contact- Power140Acc.100PP12Sound
- Power110Acc.80PP8
also hits targets underwater
Power90Acc.100PP1620% chance: flinch
Power80Acc.100PP16Contactrain for 5 turns
Power—Acc.—PP8traps 4–5 turns · loses 1/8 of max HP each turn
Power35Acc.85PP16turn 1: dives underwater, evades · turn 2: attacks
Power80Acc.100PP12Contact20% chance: confusion
Power60Acc.100PP20Pulse- Power90Acc.90PP12Contact
[Priority +1]
Power40Acc.100PP20Contact20% chance: target's Defense −1
Power85Acc.100PP12Contactuser switches out after attacking
Power60Acc.100PP20Contactrecoil 1/3 of damage dealt
Power120Acc.100PP12Contact[Priority +1]
Power60Acc.100PP16ContactPunchtarget's Attack −1
Power50Acc.100PP20more power the heavier the target (max 120)
Power—Acc.100PP20Contact10% chance: freeze
Power75Acc.100PP16ContactPunch10% chance: freeze
Power90Acc.100PP1210% chance: freeze · never misses in snow
Power110Acc.70PP8Windresets every Pokémon's stat changes
Power—Acc.—PP20target's Speed −1
Power55Acc.95PP16Wind[Priority -5] returns 2× physical damage taken · fails if not hit physically
Power—Acc.100PP20Contactmore power the less HP the user has (max 200)
Power—Acc.100PP16Contact[Priority -3] fails if the user takes damage this turn
Power150Acc.100PP20ContactPunchuser's Attack/Defense +1
Power—Acc.—PP20user's Defense/Sp. Def −1
Power120Acc.100PP8Contact- Power80Acc.Sure-hitPP20Ball & bombPulse
restores 1/2 of damage dealt
Power75Acc.100PP12ContactPunch10% chance: target's Sp. Def −1
Power120Acc.70PP8Ball & bomb30% chance: paralysis · turn 1: flies up, evades · turn 2: attacks
Power85Acc.85PP8ContactAirborneno held item: power ×2
Power55Acc.100PP16Contactuser's Speed +2
Power—Acc.—PP20sleeps 2 turns · fully restores HP and status
Power—Acc.—PP820% chance: flinch
Power80Acc.90PP16Contactattacks 2-3 turns, then user is confused
Power120Acc.100PP12Contacttarget can use only damaging moves for 3 turns
Power—Acc.100PP20throws the held item · power and effect depend on the item
Power—Acc.100PP12target can't use sound moves for 2 turns
Power80Acc.100PP16Contact- !
30%→20%↓ chance: flinch
Power80Acc.100PP16Contact more power the more HP the target has (max 100)
Power—Acc.100PP12Contacttarget's Attack −2
Power—Acc.100PP20restores 3/4 of damage dealt
Power50Acc.100PP12Contact