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 | Body Slam | Normal | Physical | 85 | 100 | 15 | normal | 0 | 30% chance to paralyze the target. |
6 | Take Down | Normal | Physical | 90 | 85 | 20 | normal | 0 | Has 1/4 recoil. |
7 | Pin Missile | Bug | Physical | 25 | 95 | 20 | normal | 0 | Hits 2-5 times in one turn. |
8 | Bite | Dark | Physical | 60 | 100 | 25 | normal | 0 | 30% chance to make the target flinch. |
9 | Flamethrower | Fire | Special | 90 | 100 | 15 | normal | 0 | 10% chance to burn the target. |
10 | Ice Beam | Ice | Special | 90 | 100 | 10 | normal | 0 | 10% chance to freeze the target. |
11 | Blizzard | Ice | Special | 110 | 70 | 5 | allAdjacentFoes | 0 | 10% chance to freeze foe(s). Can't miss in hail. |
12 | Hyper Beam | Normal | Special | 150 | 90 | 5 | normal | 0 | User cannot move next turn. |
13 | Low Kick | Fighting | Physical | 0 | 100 | 20 | normal | 0 | More power the heavier the target. |
14 | Thunderbolt | Electric | Special | 90 | 100 | 15 | normal | 0 | 10% chance to paralyze the target. |
15 | Thunder Wave | Electric | Status | 0 | 90 | 20 | normal | 0 | Paralyzes the target. |
16 | Thunder | Electric | Special | 110 | 70 | 10 | normal | 0 | 30% chance to paralyze. Can't miss in rain. |
17 | Rock Throw | Rock | Physical | 50 | 90 | 15 | normal | 0 | No additional effect. |
18 | Earthquake | Ground | Physical | 100 | 100 | 10 | allAdjacent | 0 | Hits adjacent Pokemon. Double damage on Dig. |
19 | Dig | Ground | Physical | 80 | 100 | 10 | normal | 0 | Digs underground turn 1, strikes turn 2. |
20 | Screech | Normal | Status | 0 | 85 | 40 | normal | 0 | Lowers the target's Defense by 2. |
21 | Fire Blast | Fire | Special | 110 | 85 | 5 | normal | 0 | 10% chance to burn the target. |
22 | Rest | Psychic | Status | 0 | 5 | self | 0 | User sleeps 2 turns and restores HP and status. | |
23 | Rock Slide | Rock | Physical | 75 | 90 | 10 | allAdjacentFoes | 0 | 30% chance to make the foe(s) flinch. |
24 | Substitute | Normal | Status | 0 | 10 | self | 0 | User takes 1/4 its max HP to put in a substitute. | |
25 | Protect | Normal | Status | 0 | 10 | self | 4 | Prevents moves from affecting the user this turn. | |
26 | Scary Face | Normal | Status | 0 | 100 | 10 | normal | 0 | Lowers the target's Speed by 2. |
27 | Spikes | Ground | Status | 0 | 20 | foeSide | 0 | Hurts grounded foes on switch-in. Max 3 layers. | |
28 | Sandstorm | Rock | Status | 0 | 10 | all | 0 | For 5 turns, a sandstorm rages. Rock: 1.5x SpD. | |
29 | Endure | Normal | Status | 0 | 10 | self | 4 | User survives attacks this turn with at least 1 HP. | |
30 | Metal Claw | Steel | Physical | 50 | 95 | 35 | normal | 0 | 10% chance to raise the user's Attack by 1. |
31 | Rain Dance | Water | Status | 0 | 5 | all | 0 | For 5 turns, heavy rain powers Water moves. | |
32 | Sunny Day | Fire | Status | 0 | 5 | all | 0 | For 5 turns, intense sunlight powers Fire moves. | |
33 | Crunch | Dark | Physical | 80 | 100 | 15 | normal | 0 | 20% chance to lower the target's Defense by 1. |
34 | Facade | Normal | Physical | 70 | 100 | 20 | normal | 0 | Power doubles if user is burn/poison/paralyzed. |
35 | Charge | Electric | Status | 0 | 20 | self | 0 | +1 SpD, user's Electric move next turn 2x power. | |
36 | Taunt | Dark | Status | 0 | 100 | 20 | normal | 0 | Target can't use status moves its next 3 turns. |
37 | Brick Break | Fighting | Physical | 75 | 100 | 15 | normal | 0 | Destroys screens, unless the target is immune. |
38 | Rock Tomb | Rock | Physical | 60 | 95 | 15 | normal | 0 | 100% chance to lower the target's Speed by 1. |
39 | Iron Defense | Steel | Status | 0 | 15 | self | 0 | Raises the user's Defense by 2. | |
40 | Dragon Claw | Dragon | Physical | 80 | 100 | 15 | normal | 0 | No additional effect. |
41 | Dragon Dance | Dragon | Status | 0 | 20 | self | 0 | Raises the user's Attack and Speed by 1. | |
42 | Rock Blast | Rock | Physical | 25 | 90 | 10 | normal | 0 | Hits 2-5 times in one turn. |
43 | Fling | Dark | Physical | 0 | 100 | 10 | normal | 0 | Flings the user's item at the target. Power varies. |
44 | Power Gem | Rock | Special | 80 | 100 | 20 | normal | 0 | No additional effect. |
45 | Focus Blast | Fighting | Special | 120 | 70 | 5 | normal | 0 | 10% chance to lower the target's Sp. Def by 1. |
46 | Earth Power | Ground | Special | 90 | 100 | 10 | normal | 0 | 10% chance to lower the target's Sp. Def by 1. |
47 | Giga Impact | Normal | Physical | 150 | 90 | 5 | normal | 0 | User cannot move next turn. |
48 | Thunder Fang | Electric | Physical | 65 | 95 | 15 | normal | 0 | 10% chance to paralyze. 10% chance to flinch. |
49 | Ice Fang | Ice | Physical | 65 | 95 | 15 | normal | 0 | 10% chance to freeze. 10% chance to flinch. |
50 | Fire Fang | Fire | Physical | 65 | 95 | 15 | normal | 0 | 10% chance to burn. 10% chance to flinch. |
51 | Iron Head | Steel | Physical | 80 | 100 | 15 | normal | 0 | 30% chance to make the target flinch. |
52 | Stone Edge | Rock | Physical | 100 | 80 | 5 | normal | 0 | High critical hit ratio. |
53 | Stealth Rock | Rock | Status | 0 | 20 | foeSide | 0 | Hurts foes on switch-in. Factors Rock weakness. | |
54 | Charge Beam | Electric | Special | 50 | 90 | 10 | normal | 0 | 70% chance to raise the user's Sp. Atk by 1. |
55 | Heavy Slam | Steel | Physical | 0 | 100 | 10 | normal | 0 | More power the heavier the user than the target. |
56 | Electro Ball | Electric | Special | 0 | 100 | 10 | normal | 0 | More power the faster the user is than the target. |
57 | Volt Switch | Electric | Special | 70 | 100 | 20 | normal | 0 | User switches out after damaging the target. |
58 | Bulldoze | Ground | Physical | 60 | 100 | 20 | allAdjacent | 0 | 100% chance lower adjacent Pkmn Speed by 1. |
59 | Dragon Tail | Dragon | Physical | 60 | 90 | 10 | normal | -6 | Forces the target to switch to a random ally. |
60 | Wild Charge | Electric | Physical | 90 | 100 | 15 | normal | 0 | Has 1/4 recoil. |
61 | Snarl | Dark | Special | 55 | 95 | 15 | allAdjacentFoes | 0 | 100% chance to lower the foe(s) Sp. Atk by 1. |
62 | Eerie Impulse | Electric | Status | 0 | 100 | 15 | normal | 0 | Lowers the target's Sp. Atk by 2. |
63 | Electric Terrain | Electric | Status | 0 | 10 | all | 0 | 5 turns. Grounded: +Electric power, can't sleep. | |
64 | Stomping Tantrum | Ground | Physical | 75 | 100 | 10 | normal | 0 | Power doubles if the user's last move failed. |
65 | Body Press | Fighting | Physical | 80 | 100 | 10 | normal | 0 | Uses user's Def stat as Atk in damage calculation. |
66 | Tera Blast | Normal | Special | 80 | 100 | 10 | normal | 0 | If Terastallized: Phys. if Atk > SpA & Type = Tera Type. |