| — | acrobatics | flying | 55 | 100 | Has double power if the user has no held item. |
| — | aerial ace | flying | 60 | — | Never misses. |
| — | agility | psychic | — | — | Raises the user’s Speed by two stages. |
| — | air cutter | flying | 60 | 95 | Has an increased chance for a critical hit. |
| — | air slash | flying | 75 | 95 | Has a 30% chance to make the target flinch. |
| — | avalanche | ice | 60 | 100 | Inflicts double damage if the user takes damage before attacking this turn. |
| — | baton pass | normal | — | — | Allows the trainer to switch out the user and pass effects along to its replacement. |
| — | blizzard | ice | 110 | 70 | Has a 10% chance to freeze the target. |
| — | body slam | normal | 85 | 100 | Has a 30% chance to paralyze the target. |
| — | brave bird | flying | 120 | 100 | User receives 1/3 the damage inflicted in recoil. |
| — | brick break | fighting | 75 | 100 | Destroys Reflect and Light Screen. |
| — | chilling water | water | 50 | 100 | |
| — | drill run | ground | 80 | 95 | Has an increased chance for a critical hit. |
| — | dual wingbeat | flying | 40 | 90 | Inflicts regular damage with no additional effect. |
| — | endeavor | normal | — | 100 | Lowers the target’s HP to equal the user’s. |
| — | endure | normal | — | — | Prevents the user’s HP from lowering below 1 this turn. |
| — | facade | normal | 70 | 100 | Power doubles if user is burned, paralyzed, or poisoned. |
| — | feather dance | flying | — | 100 | Lowers the target’s Attack by two stages. |
| — | fling | dark | — | 100 | Throws held item at the target; power depends on the item. |
| — | fly | flying | 90 | 95 | User flies high into the air, dodging all attacks, and hits next turn. |
| — | focus punch | fighting | 150 | 100 | If the user takes damage before attacking, the attack is canceled. |
| — | foul play | dark | 95 | 100 | Calculates damage with the target’s attacking stat. |
| — | giga impact | normal | 150 | 90 | User foregoes its next turn to recharge. |
| — | gunk shot | poison | 120 | 80 | Has a 30% chance to poison the target. |
| — | haze | ice | — | — | Resets all Pokémon’s stats, accuracy, and evasion. |
| — | helping hand | normal | — | — | Ally’s next move inflicts half more damage. |
| — | hyper beam | normal | 150 | 90 | User foregoes its next turn to recharge. |
| — | ice beam | ice | 90 | 100 | Has a 10% chance to freeze the target. |
| — | ice punch | ice | 75 | 100 | Has a 10% chance to freeze the target. |
| — | ice spinner | ice | 80 | 100 | |
| — | icicle spear | ice | 25 | 100 | Hits 2-5 times in one turn. |
| — | icy wind | ice | 55 | 95 | Has a 100% chance to lower the target’s Speed by one stage. |
| — | protect | normal | — | — | Prevents any moves from hitting the user this turn. |
| — | rain dance | water | — | — | Changes the weather to rain for five turns. |
| — | rest | psychic | — | — | User sleeps for two turns, completely healing itself. |
| — | reversal | fighting | — | 100 | Inflicts more damage when the user has less HP remaining, with a maximum of 200 power. |
| — | seed bomb | grass | 80 | 100 | Inflicts regular damage with no additional effect. |
| — | sleep talk | normal | — | — | Randomly uses one of the user’s other three moves. Only works if the user is sleeping. |
| — | snowscape | ice | 0 | — | |
| — | spikes | ground | — | — | Scatters Spikes, hurting opposing Pokémon that switch in. |
| — | substitute | normal | — | — | Transfers 1/4 of the user’s max HP into a doll, protecting the user from further damage or status changes until it breaks. |
| — | swift | normal | 60 | — | Never misses. |
| — | tailwind | flying | — | — | For three turns, friendly Pokémon have doubled Speed. |
| — | take down | normal | 90 | 85 | User receives 1/4 the damage it inflicts in recoil. |
| — | tera blast | normal | 80 | 100 | |
| — | thief | dark | 60 | 100 | Takes the target’s item. |
| — | trailblaze | grass | 50 | 100 | |
| — | triple axel | ice | 20 | 90 | Inflicts regular damage with no additional effect. |
| — | water pulse | water | 60 | 100 | Has a 20% chance to confuse the target. |
| — | weather ball | normal | 50 | 100 | If there be weather, this move has doubled power and the weather’s type. |