The Pokémon’s insomnia prevents it from falling asleep.
When it enters a battle, the Pokémon can check an opposing Pokémon’s held item.
May disable a move that has dealt damage to the Pokémon.
# | Moves | Type | Category | Power | Accuracy | PP | Target | Priority | Description |
---|---|---|---|---|---|---|---|---|---|
1 | Disable | Normal | Status | 0 | 100 | 20 | normal | 0 | For 4 turns, disables the target's last move used. |
2 | Psybeam | Psychic | Special | 65 | 100 | 20 | normal | 0 | 10% chance to confuse the target. |
3 | Thunderbolt | Electric | Special | 90 | 100 | 15 | normal | 0 | 10% chance to paralyze the target. |
4 | Thunder Wave | Electric | Status | 0 | 90 | 20 | normal | 0 | Paralyzes the target. |
5 | Thunder | Electric | Special | 110 | 70 | 10 | normal | 0 | 30% chance to paralyze. Can't miss in rain. |
6 | Psychic | Psychic | Special | 90 | 100 | 10 | normal | 0 | 10% chance to lower the target's Sp. Def by 1. |
7 | Night Shade | Ghost | Special | 0 | 100 | 15 | normal | 0 | Does damage equal to the user's level. |
8 | Screech | Normal | Status | 0 | 85 | 40 | normal | 0 | Lowers the target's Defense by 2. |
9 | Confuse Ray | Ghost | Status | 0 | 100 | 10 | normal | 0 | Confuses the target. |
10 | Metronome | Normal | Status | 0 | 10 | self | 0 | Picks a random move. | |
11 | Rest | Psychic | Status | 0 | 5 | self | 0 | User sleeps 2 turns and restores HP and status. | |
12 | Substitute | Normal | Status | 0 | 10 | self | 0 | User takes 1/4 its max HP to put in a substitute. | |
13 | Thief | Dark | Physical | 60 | 100 | 25 | normal | 0 | If the user has no item, it steals the target's. |
14 | Curse | Ghost | Status | 0 | 10 | randomNormal | 0 | Curses if Ghost, else -1 Spe, +1 Atk, +1 Def. | |
15 | Spite | Ghost | Status | 0 | 100 | 10 | normal | 0 | Lowers the PP of the target's last move by 4. |
16 | Protect | Normal | Status | 0 | 10 | self | 4 | Prevents moves from affecting the user this turn. | |
17 | Scary Face | Normal | Status | 0 | 100 | 10 | normal | 0 | Lowers the target's Speed by 2. |
18 | Destiny Bond | Ghost | Status | 0 | 5 | self | 0 | If an opponent knocks out the user, it also faints. | |
19 | Icy Wind | Ice | Special | 55 | 95 | 15 | allAdjacentFoes | 0 | 100% chance to lower the foe(s) Speed by 1. |
20 | Endure | Normal | Status | 0 | 10 | self | 4 | User survives attacks this turn with at least 1 HP. | |
21 | Sleep Talk | Normal | Status | 0 | 10 | self | 0 | User must be asleep. Uses another known move. | |
22 | Encore | Normal | Status | 0 | 100 | 5 | normal | 0 | Target repeats its last move for its next 3 turns. |
23 | Rain Dance | Water | Status | 0 | 5 | all | 0 | For 5 turns, heavy rain powers Water moves. | |
24 | Sunny Day | Fire | Status | 0 | 5 | all | 0 | For 5 turns, intense sunlight powers Fire moves. | |
25 | Shadow Ball | Ghost | Special | 80 | 100 | 15 | normal | 0 | 20% chance to lower the target's Sp. Def by 1. |
26 | Will-O-Wisp | Fire | Status | 0 | 85 | 15 | normal | 0 | Burns the target. |
27 | Facade | Normal | Physical | 70 | 100 | 20 | normal | 0 | Power doubles if user is burn/poison/paralyzed. |
28 | Taunt | Dark | Status | 0 | 100 | 20 | normal | 0 | Target can't use status moves its next 3 turns. |
29 | Helping Hand | Normal | Status | 0 | 20 | adjacentAlly | 5 | One adjacent ally's move power is 1.5x this turn. | |
30 | Trick | Psychic | Status | 0 | 100 | 10 | normal | 0 | User switches its held item with the target's. |
31 | Role Play | Psychic | Status | 0 | 10 | normal | 0 | User replaces its Ability with the target's. | |
32 | Skill Swap | Psychic | Status | 0 | 10 | normal | 0 | The user and the target trade Abilities. | |
33 | Imprison | Psychic | Status | 0 | 10 | self | 0 | No foe can use any move known by the user. | |
34 | Astonish | Ghost | Physical | 30 | 100 | 15 | normal | 0 | 30% chance to make the target flinch. |
35 | Calm Mind | Psychic | Status | 0 | 20 | self | 0 | Raises the user's Sp. Atk and Sp. Def by 1. | |
36 | Sucker Punch | Dark | Physical | 70 | 100 | 5 | normal | 1 | Usually goes first. Fails if target is not attacking. |
37 | Dark Pulse | Dark | Special | 80 | 100 | 15 | any | 0 | 20% chance to make the target flinch. |
38 | Nasty Plot | Dark | Status | 0 | 20 | self | 0 | Raises the user's Sp. Atk by 2. | |
39 | Shadow Sneak | Ghost | Physical | 40 | 100 | 30 | normal | 1 | Usually goes first. |
40 | Trick Room | Psychic | Status | 0 | 5 | all | -7 | Goes last. For 5 turns, turn order is reversed. | |
41 | Gunk Shot | Poison | Physical | 120 | 80 | 5 | normal | 0 | 30% chance to poison the target. |
42 | Charge Beam | Electric | Special | 50 | 90 | 10 | normal | 0 | 70% chance to raise the user's Sp. Atk by 1. |
43 | Foul Play | Dark | Physical | 95 | 100 | 15 | normal | 0 | Uses target's Attack stat in damage calculation. |
44 | Hex | Ghost | Special | 65 | 100 | 10 | normal | 0 | Power doubles if the target has a status ailment. |
45 | Phantom Force | Ghost | Physical | 90 | 100 | 10 | normal | 0 | Disappears turn 1. Hits turn 2. Breaks protection. |
46 | Dazzling Gleam | Fairy | Special | 80 | 100 | 10 | allAdjacentFoes | 0 | No additional effect. Hits adjacent foes. |
47 | Tera Blast | Normal | Special | 80 | 100 | 10 | normal | 0 | If Terastallized: Phys. if Atk > SpA & Type = Tera Type. |
48 | Pounce | Bug | Physical | 50 | 100 | 20 | normal | 0 | 100% chance to lower the target's Speed by 1. |