| — | calm mind | psychic | — | — | Raises the user’s Special Attack and Special Defense by one stage. |
| — | dark pulse | dark | 80 | 100 | Has a 20% chance to make the target flinch. |
| — | encore | normal | — | 100 | Forces the target to repeat its last used move every turn for 2 to 6 turns. |
| — | 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. |
| — | fire blast | fire | 110 | 85 | Has a 10% chance to burn the target. |
| — | fire punch | fire | 75 | 100 | Has a 10% chance to burn the target. |
| — | fire spin | fire | 35 | 85 | Prevents the target from fleeing and inflicts damage for 2-5 turns. |
| — | flamethrower | fire | 90 | 100 | Has a 10% chance to burn the target. |
| — | fling | dark | — | 100 | Throws held item at the target; power depends on the item. |
| — | foul play | dark | 95 | 100 | Calculates damage with the target’s attacking stat. |
| — | heat wave | fire | 95 | 90 | Has a 10% chance to burn the target. |
| — | hyper beam | normal | 150 | 90 | User foregoes its next turn to recharge. |
| — | light screen | psychic | — | — | Reduces damage from special attacks by 50% for five turns. |
| — | mystical fire | fire | 75 | 100 | Has a 100% chance to lower the target’s Special Attack by one stage. |
| — | overheat | fire | 130 | 90 | Lowers the user’s Special Attack by two stages after inflicting damage. |
| — | payback | dark | 50 | 100 | Power is doubled if the target has already moved this turn. |
| — | 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. |
| — | psyshock | psychic | 80 | 100 | Inflicts damage based on the target’s Defense, not Special Defense. |
| — | rest | psychic | — | — | User sleeps for two turns, completely healing itself. |
| — | rock blast | rock | 25 | 90 | Hits 2-5 times in one turn. |
| — | round | normal | 60 | 100 | Has double power if it’s used more than once per turn. |
| — | self destruct | normal | 200 | 100 | User faints. |
| — | 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. |
| — | 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. |
| — | stored power | psychic | 20 | 100 | Power is higher the more the user’s stats have been raised, to a maximum of 31×. |
| — | 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. |
| — | taunt | dark | — | 100 | For the next few turns, the target can only use damaging moves. |
| — | thief | dark | 60 | 100 | Takes the target’s item. |
| — | trick | psychic | — | 100 | User and target swap items. |
| — | uproar | normal | 90 | 100 | Forced to use this move for several turns. Pokémon cannot fall asleep in that time. |
| — | will o wisp | fire | — | 85 | Burns the target. |
| — | zen headbutt | psychic | 80 | 90 | Has a 20% chance to make the target flinch. |