| — | 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. |
| — | amnesia | psychic | — | — | Raises the user’s Special Defense by two stages. |
| — | blizzard | ice | 110 | 70 | Has a 10% chance to freeze the target. |
| — | brave bird | flying | 120 | 100 | User receives 1/3 the damage inflicted in recoil. |
| — | chilling water | water | 50 | 100 | |
| — | 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. |
| — | fly | flying | 90 | 95 | User flies high into the air, dodging all attacks, and hits next turn. |
| — | giga impact | normal | 150 | 90 | User foregoes its next turn to recharge. |
| — | hurricane | flying | 110 | 70 | Has a 30% chance to confuse the target. |
| — | hydro pump | water | 110 | 80 | Inflicts regular damage with no additional effect. |
| — | 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. |
| — | icy wind | ice | 55 | 95 | Has a 100% chance to lower the target’s Speed by one stage. |
| — | liquidation | water | 85 | 100 | Has a 20% chance to lower the target’s Defense by one stage. |
| — | pounce | bug | 50 | 100 | |
| — | 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. |
| — | sleep talk | normal | — | — | Randomly uses one of the user’s other three moves. 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. |
| — | surf | water | 90 | 100 | Inflicts regular damage and can hit Dive users. |
| — | 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. |
| — | throat chop | dark | 80 | 100 | Prevents the target from using sound-based moves for two turns. |
| — | uproar | normal | 90 | 100 | Forced to use this move for several turns. Pokémon cannot fall asleep in that time. |
| — | 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. |
| — | whirlpool | water | 35 | 85 | Prevents the target from leaving battle and inflicts 1/16 its max HP in damage for 2-5 turns. |