Boosts the Pokémon’s most proficient stat on Electric Terrain or if the Pokémon is holding Booster Energy.
# | Moves | Type | Category | Power | Accuracy | PP | Target | Priority | Description |
---|---|---|---|---|---|---|---|---|---|
1 | Fire Punch | Fire | Physical | 75 | 100 | 15 | normal | 0 | 10% chance to burn the target. |
2 | Ice Punch | Ice | Physical | 75 | 100 | 15 | normal | 0 | 10% chance to freeze the target. |
3 | Thunder Punch | Electric | Physical | 75 | 100 | 15 | normal | 0 | 10% chance to paralyze the target. |
4 | Swords Dance | Normal | Status | 0 | 20 | self | 0 | Raises the user's Attack by 2. | |
5 | Whirlwind | Normal | Status | 0 | 20 | normal | -6 | Forces the target to switch to a random ally. | |
6 | Slam | Normal | Physical | 80 | 75 | 20 | normal | 0 | No additional effect. |
7 | Sand Attack | Ground | Status | 0 | 100 | 15 | normal | 0 | Lowers the target's accuracy by 1. |
8 | Tackle | Normal | Physical | 40 | 100 | 35 | normal | 0 | No additional effect. |
9 | Body Slam | Normal | Physical | 85 | 100 | 15 | normal | 0 | 30% chance to paralyze the target. |
10 | Take Down | Normal | Physical | 90 | 85 | 20 | normal | 0 | Has 1/4 recoil. |
11 | Hyper Beam | Normal | Special | 150 | 90 | 5 | normal | 0 | User cannot move next turn. |
12 | Low Kick | Fighting | Physical | 0 | 100 | 20 | normal | 0 | More power the heavier the target. |
13 | Seismic Toss | Fighting | Physical | 0 | 100 | 20 | normal | 0 | Does damage equal to the user's level. |
14 | Thunderbolt | Electric | Special | 90 | 100 | 15 | normal | 0 | 10% chance to paralyze the target. |
15 | Thunder | Electric | Special | 110 | 70 | 10 | normal | 0 | 30% chance to paralyze. Can't miss in rain. |
16 | Earthquake | Ground | Physical | 100 | 100 | 10 | allAdjacent | 0 | Hits adjacent Pokemon. Double damage on Dig. |
17 | Focus Energy | Normal | Status | 0 | 30 | self | 0 | Raises the user's critical hit ratio by 2. | |
18 | Metronome | Normal | Status | 0 | 10 | self | 0 | Picks a random move. | |
19 | Rest | Psychic | Status | 0 | 5 | self | 0 | User sleeps 2 turns and restores HP and status. | |
20 | Rock Slide | Rock | Physical | 75 | 90 | 10 | allAdjacentFoes | 0 | 30% chance to make the foe(s) flinch. |
21 | Substitute | Normal | Status | 0 | 10 | self | 0 | User takes 1/4 its max HP to put in a substitute. | |
22 | Reversal | Fighting | Physical | 0 | 100 | 15 | normal | 0 | More power the less HP the user has left. |
23 | Protect | Normal | Status | 0 | 10 | self | 4 | Prevents moves from affecting the user this turn. | |
24 | Scary Face | Normal | Status | 0 | 100 | 10 | normal | 0 | Lowers the target's Speed by 2. |
25 | Belly Drum | Normal | Status | 0 | 10 | self | 0 | User loses 50% max HP. Maximizes Attack. | |
26 | Detect | Fighting | Status | 0 | 5 | self | 4 | Prevents moves from affecting the user this turn. | |
27 | Endure | Normal | Status | 0 | 10 | self | 4 | User survives attacks this turn with at least 1 HP. | |
28 | Sleep Talk | Normal | Status | 0 | 10 | self | 0 | User must be asleep. Uses another known move. | |
29 | Fake Out | Normal | Physical | 40 | 100 | 10 | normal | 3 | Hits first. First turn out only. 100% flinch chance. |
30 | Facade | Normal | Physical | 70 | 100 | 20 | normal | 0 | Power doubles if user is burn/poison/paralyzed. |
31 | Focus Punch | Fighting | Physical | 150 | 100 | 20 | normal | -3 | Fails if the user takes damage before it hits. |
32 | Charge | Electric | Status | 0 | 20 | self | 0 | +1 SpD, user's Electric move next turn 2x power. | |
33 | Brick Break | Fighting | Physical | 75 | 100 | 15 | normal | 0 | Destroys screens, unless the target is immune. |
34 | Arm Thrust | Fighting | Physical | 15 | 100 | 20 | normal | 0 | Hits 2-5 times in one turn. |
35 | Rock Tomb | Rock | Physical | 60 | 95 | 15 | normal | 0 | 100% chance to lower the target's Speed by 1. |
36 | Iron Defense | Steel | Status | 0 | 15 | self | 0 | Raises the user's Defense by 2. | |
37 | Close Combat | Fighting | Physical | 120 | 100 | 5 | normal | 0 | Lowers the user's Defense and Sp. Def by 1. |
38 | Fling | Dark | Physical | 0 | 100 | 10 | normal | 0 | Flings the user's item at the target. Power varies. |
39 | Force Palm | Fighting | Physical | 60 | 100 | 10 | normal | 0 | 30% chance to paralyze the target. |
40 | Drain Punch | Fighting | Physical | 75 | 100 | 10 | normal | 0 | User recovers 50% of the damage dealt. |
41 | Focus Blast | Fighting | Special | 120 | 70 | 5 | normal | 0 | 10% chance to lower the target's Sp. Def by 1. |
42 | Giga Impact | Normal | Physical | 150 | 90 | 5 | normal | 0 | User cannot move next turn. |
43 | Iron Head | Steel | Physical | 80 | 100 | 15 | normal | 0 | 30% chance to make the target flinch. |
44 | Heavy Slam | Steel | Physical | 0 | 100 | 10 | normal | 0 | More power the heavier the user than the target. |
45 | Low Sweep | Fighting | Physical | 65 | 100 | 20 | normal | 0 | 100% chance to lower the target's Speed by 1. |
46 | Volt Switch | Electric | Special | 70 | 100 | 20 | normal | 0 | User switches out after damaging the target. |
47 | Bulldoze | Ground | Physical | 60 | 100 | 20 | allAdjacent | 0 | 100% chance lower adjacent Pkmn Speed by 1. |
48 | Wild Charge | Electric | Physical | 90 | 100 | 15 | normal | 0 | Has 1/4 recoil. |
49 | Play Rough | Fairy | Physical | 90 | 90 | 10 | normal | 0 | 10% chance to lower the target's Attack by 1. |
50 | Electric Terrain | Electric | Status | 0 | 10 | all | 0 | 5 turns. Grounded: +Electric power, can't sleep. | |
51 | Stomping Tantrum | Ground | Physical | 75 | 100 | 10 | normal | 0 | Power doubles if the user's last move failed. |
52 | Body Press | Fighting | Physical | 80 | 100 | 10 | normal | 0 | Uses user's Def stat as Atk in damage calculation. |
53 | Tera Blast | Normal | Special | 80 | 100 | 10 | normal | 0 | If Terastallized: Phys. if Atk > SpA & Type = Tera Type. |