| — | 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. |
| — | brutal swing | dark | 60 | 100 | Inflicts regular damage with no additional effect. |
| — | bulldoze | ground | 60 | 100 | Has a 100% chance to lower the target’s Speed by one stage. |
| — | earthquake | ground | 100 | 100 | Inflicts regular damage and can hit Dig users. |
| — | endure | normal | — | — | Prevents the user’s HP from lowering below 1 this turn. |
| — | energy ball | grass | 90 | 100 | Has a 10% chance to lower the target’s Special Defense by one stage. |
| — | facade | normal | 70 | 100 | Power doubles if user is burned, paralyzed, or poisoned. |
| — | fire blast | fire | 110 | 85 | Has a 10% chance to burn the target. |
| — | flamethrower | fire | 90 | 100 | Has a 10% chance to burn the target. |
| — | flash cannon | steel | 80 | 100 | Has a 10% chance to lower the target’s Special Defense by one stage. |
| — | fly | flying | 90 | 95 | User flies high into the air, dodging all attacks, and hits next turn. |
| — | giga drain | grass | 75 | 100 | Drains half the damage inflicted to heal the user. |
| — | giga impact | normal | 150 | 90 | User foregoes its next turn to recharge. |
| — | grass knot | grass | — | 100 | Inflicts more damage to heavier targets, with a maximum of 120 power. |
| — | gyro ball | steel | — | 100 | Power raises when the user has lower Speed, up to a maximum of 150. |
| — | heavy slam | steel | — | 100 | Power is higher when the user weighs more than the target, up to a maximum of 120. |
| — | hyper beam | normal | 150 | 90 | User foregoes its next turn to recharge. |
| — | iron defense | steel | — | — | Raises the user’s Defense by two stages. |
| — | iron head | steel | 80 | 100 | Has a 30% chance to make the target flinch. |
| — | megahorn | bug | 120 | 85 | Inflicts regular damage with no additional effect. |
| — | protect | normal | — | — | Prevents any moves from hitting the user this turn. |
| — | 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. |
| — | seed bomb | grass | 80 | 100 | Inflicts regular damage with no additional effect. |
| — | self destruct | normal | 200 | 100 | User faints. |
| — | sleep talk | normal | — | — | Randomly uses one of the user’s other three moves. Only works if the user is sleeping. |
| — | smart strike | steel | 70 | — | Never misses. |
| — | snore | normal | 50 | 100 | Has a 30% chance to make the target flinch. Only works if the user is sleeping. |
| — | solar beam | grass | 120 | 100 | Requires a turn to charge before attacking. |
| — | stomping tantrum | ground | 75 | 100 | Has double power if the user’s last move failed. |
| — | stone edge | rock | 100 | 80 | Has an increased chance for a critical hit. |
| — | 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. |
| — | superpower | fighting | 120 | 100 | Lowers the user’s Attack and Defense by one stage after inflicting damage. |
| — | zen headbutt | psychic | 80 | 90 | Has a 20% chance to make the target flinch. |