The Pokémon is oblivious, keeping it from being infatuated, falling for taunts, or being affected by Intimidate.
Cures the Pokémon’s status conditions in rain.
The Pokémon can sense an opposing Pokémon’s dangerous moves.
# | Moves | Type | Category | Power | Accuracy | PP | Target | Priority | Description |
---|---|---|---|---|---|---|---|---|---|
1 | Take Down | Normal | Physical | 90 | 85 | 20 | normal | 0 | Has 1/4 recoil. |
2 | Thrash | Normal | Physical | 120 | 100 | 10 | randomNormal | 0 | Lasts 2-3 turns. Confuses the user afterwards. |
3 | Water Gun | Water | Special | 40 | 100 | 25 | normal | 0 | No additional effect. |
4 | Hydro Pump | Water | Special | 110 | 80 | 5 | normal | 0 | No additional effect. |
5 | Surf | Water | Special | 90 | 100 | 15 | allAdjacent | 0 | Hits adjacent Pokemon. Double damage on Dive. |
6 | Ice Beam | Ice | Special | 90 | 100 | 10 | normal | 0 | 10% chance to freeze the target. |
7 | Blizzard | Ice | Special | 110 | 70 | 5 | allAdjacentFoes | 0 | 10% chance to freeze foe(s). Can't miss in hail. |
8 | Earthquake | Ground | Physical | 100 | 100 | 10 | allAdjacent | 0 | Hits adjacent Pokemon. Double damage on Dig. |
9 | Fissure | Ground | Physical | 0 | 30 | 5 | normal | 0 | OHKOs the target. Fails if user is a lower level. |
10 | Waterfall | Water | Physical | 80 | 100 | 15 | normal | 0 | 20% chance to make the target flinch. |
11 | Swift | Normal | Special | 60 | 20 | allAdjacentFoes | 0 | This move does not check accuracy. Hits foes. | |
12 | Amnesia | Psychic | Status | 0 | 20 | self | 0 | Raises the user's Sp. Def by 2. | |
13 | Rest | Psychic | Status | 0 | 5 | self | 0 | User sleeps 2 turns and restores HP and status. | |
14 | Rock Slide | Rock | Physical | 75 | 90 | 10 | allAdjacentFoes | 0 | 30% chance to make the foe(s) flinch. |
15 | Substitute | Normal | Status | 0 | 10 | self | 0 | User takes 1/4 its max HP to put in a substitute. | |
16 | Snore | Normal | Special | 50 | 100 | 15 | normal | 0 | User must be asleep. 30% chance to flinch target. |
17 | Flail | Normal | Physical | 0 | 100 | 15 | normal | 0 | More power the less HP the user has left. |
18 | Protect | Normal | Status | 0 | 10 | self | 4 | Prevents moves from affecting the user this turn. | |
19 | Mud-Slap | Ground | Special | 20 | 100 | 10 | normal | 0 | 100% chance to lower the target's accuracy by 1. |
20 | Icy Wind | Ice | Special | 55 | 95 | 15 | allAdjacentFoes | 0 | 100% chance to lower the foe(s) Speed by 1. |
21 | Outrage | Dragon | Physical | 120 | 100 | 10 | randomNormal | 0 | Lasts 2-3 turns. Confuses the user afterwards. |
22 | Sandstorm | Rock | Status | 0 | 10 | all | 0 | For 5 turns, a sandstorm rages. Rock: 1.5x SpD. | |
23 | Endure | Normal | Status | 0 | 10 | self | 4 | User survives attacks this turn with at least 1 HP. | |
24 | Spark | Electric | Physical | 65 | 100 | 20 | normal | 0 | 30% chance to paralyze the target. |
25 | Sleep Talk | Normal | Status | 0 | 10 | self | 0 | User must be asleep. Uses another known move. | |
26 | Rain Dance | Water | Status | 0 | 5 | all | 0 | For 5 turns, heavy rain powers Water moves. | |
27 | Sunny Day | Fire | Status | 0 | 5 | all | 0 | For 5 turns, intense sunlight powers Fire moves. | |
28 | Future Sight | Psychic | Special | 120 | 100 | 10 | normal | 0 | Hits two turns after being used. |
29 | Facade | Normal | Physical | 70 | 100 | 20 | normal | 0 | Power doubles if user is burn/poison/paralyzed. |
30 | Helping Hand | Normal | Status | 0 | 20 | adjacentAlly | 5 | One adjacent ally's move power is 1.5x this turn. | |
31 | Rock Tomb | Rock | Physical | 60 | 95 | 15 | normal | 0 | 100% chance to lower the target's Speed by 1. |
32 | Muddy Water | Water | Special | 90 | 85 | 10 | allAdjacentFoes | 0 | 30% chance to lower the foe(s) accuracy by 1. |
33 | Mud Shot | Ground | Special | 55 | 95 | 15 | normal | 0 | 100% chance to lower the target's Speed by 1. |
34 | Dragon Dance | Dragon | Status | 0 | 20 | self | 0 | Raises the user's Attack and Speed by 1. | |
35 | Water Pulse | Water | Special | 60 | 100 | 20 | any | 0 | 20% chance to confuse the target. |
36 | Aqua Tail | Water | Physical | 90 | 90 | 10 | normal | 0 | No additional effect. |
37 | Earth Power | Ground | Special | 90 | 100 | 10 | normal | 0 | 10% chance to lower the target's Sp. Def by 1. |
38 | Zen Headbutt | Psychic | Physical | 80 | 90 | 15 | normal | 0 | 20% chance to make the target flinch. |
39 | Stone Edge | Rock | Physical | 100 | 80 | 5 | normal | 0 | High critical hit ratio. |
40 | Stealth Rock | Rock | Status | 0 | 20 | foeSide | 0 | Hurts foes on switch-in. Factors Rock weakness. | |
41 | Bulldoze | Ground | Physical | 60 | 100 | 20 | allAdjacent | 0 | 100% chance lower adjacent Pkmn Speed by 1. |
42 | Stomping Tantrum | Ground | Physical | 75 | 100 | 10 | normal | 0 | Power doubles if the user's last move failed. |
43 | Liquidation | Water | Physical | 85 | 100 | 10 | normal | 0 | 20% chance to lower the target's Defense by 1. |
44 | Tera Blast | Normal | Special | 80 | 100 | 10 | normal | 0 | If Terastallized: Phys. if Atk > SpA & Type = Tera Type. |
45 | Chilling Water | Water | Special | 50 | 100 | 20 | normal | 0 | 100% chance to lower the target's Attack by 1. |