| — | 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. |
| — | flash cannon | steel | 80 | 100 | Has a 10% chance to lower the target’s Special Defense by one stage. |
| — | gyro ball | steel | — | 100 | Power raises when the user has lower Speed, up to a maximum of 150. |
| — | iron defense | steel | — | — | Raises the user’s Defense by two stages. |
| — | protect | normal | — | — | Prevents any moves from hitting the user this turn. |
| — | rest | psychic | — | — | User sleeps for two turns, completely healing itself. |
| — | round | normal | 60 | 100 | Has double power if it’s used more than once per turn. |
| — | 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. |
| — | 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. |
| — | thunder wave | electric | — | 90 | Paralyzes the target. |
| — | thunderbolt | electric | 90 | 100 | Has a 10% chance to paralyze the target. |