| — | acrobatics | flying | 55 | 100 | Has double power if the user has no held item. |
| — | air slash | flying | 75 | 95 | Has a 30% chance to make the target flinch. |
| — | body slam | normal | 85 | 100 | Has a 30% chance to paralyze the target. |
| — | dark pulse | dark | 80 | 100 | Has a 20% chance to make the target flinch. |
| — | dragon claw | dragon | 80 | 100 | Inflicts regular damage with no additional effect. |
| — | 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. |
| — | fly | flying | 90 | 95 | User flies high into the air, dodging all attacks, and hits next turn. |
| — | focus blast | fighting | 120 | 70 | Has a 10% chance to lower the target’s Special Defense by one stage. |
| — | 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. |
| — | heat wave | fire | 95 | 90 | Has a 10% chance to burn the target. |
| — | hurricane | flying | 110 | 70 | Has a 30% chance to confuse the target. |
| — | hyper beam | normal | 150 | 90 | User foregoes its next turn to recharge. |
| — | hyper voice | normal | 90 | 100 | Inflicts regular damage with no additional effect. |
| — | payback | dark | 50 | 100 | Power is doubled if the target has already moved this turn. |
| — | phantom force | ghost | 90 | 100 | User vanishes, dodging all attacks, and hits next turn. Hits through Protect and Detect. |
| — | protect | normal | — | — | Prevents any moves from hitting the user this turn. |
| — | psychic | psychic | 90 | 100 | Has a 10% chance to lower the target’s Special Defense by one stage. |
| — | rain dance | water | — | — | Changes the weather to rain for five turns. |
| — | rest | psychic | — | — | User sleeps for two turns, completely healing itself. |
| — | rock slide | rock | 75 | 90 | Has a 30% chance to make the target flinch. |
| — | round | normal | 60 | 100 | Has double power if it’s used more than once per turn. |
| — | shadow ball | ghost | 80 | 100 | Has a 20% chance to lower the target’s Special Defense by one stage. |
| — | shadow claw | ghost | 70 | 100 | Has an increased chance for a critical hit. |
| — | sleep talk | normal | — | — | Randomly uses one of the user’s other three moves. Only works if the user is sleeping. |
| — | snarl | dark | 55 | 95 | Has a 100% chance to lower the target’s Special Attack by one stage. |
| — | snore | normal | 50 | 100 | Has a 30% chance to make the target flinch. Only works if the user is sleeping. |
| — | steel wing | steel | 70 | 90 | Has a 10% chance to raise the user’s Defense by one stage. |
| — | 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. |
| — | sunny day | fire | — | — | Changes the weather to sunny for five turns. |
| — | swift | normal | 60 | — | Never misses. |
| — | taunt | dark | — | 100 | For the next few turns, the target can only use damaging moves. |
| — | thief | dark | 60 | 100 | Takes the target’s item. |
| — | u turn | bug | 70 | 100 | User must switch out after attacking. |
| — | zen headbutt | psychic | 80 | 90 | Has a 20% chance to make the target flinch. |