| — | body press | fighting | 80 | 100 | |
| — | body slam | normal | 85 | 100 | Has a 30% chance to paralyze the target. |
| — | bullet seed | grass | 25 | 100 | Hits 2-5 times in one turn. |
| — | close combat | fighting | 120 | 100 | Lowers the user’s Defense and Special Defense by one stage after inflicting damage. |
| — | confuse ray | ghost | — | 100 | Confuses the target. |
| — | crunch | dark | 80 | 100 | Has a 20% chance to lower the target’s Defense by one stage. |
| — | dark pulse | dark | 80 | 100 | Has a 20% chance to make the target flinch. |
| — | double edge | normal | 120 | 100 | User receives 1/3 the damage inflicted in recoil. |
| — | earth power | ground | 90 | 100 | Has a 10% chance to lower the target’s Special Defense by one stage. |
| — | 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. |
| — | 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. |
| — | grassy terrain | grass | — | — | For five turns, heals all Pokémon on the ground for 1/16 max HP each turn and strengthens their grass moves to 1.5× their power. |
| — | hex | ghost | 65 | 100 | Has double power if the target has a major status ailment. |
| — | hyper beam | normal | 150 | 90 | User foregoes its next turn to recharge. |
| — | lash out | dark | 75 | 100 | Inflicts regular damage with no additional effect. |
| — | leaf storm | grass | 130 | 90 | Lowers the user’s Special Attack by two stages after inflicting damage. |
| — | magical leaf | grass | 60 | — | Never misses. |
| — | outrage | dragon | 120 | 100 | Hits every turn for 2-3 turns, then confuses the user. |
| — | pollen puff | bug | 90 | 100 | Damages opponents, but heals allies for 50% of their max HP. |
| — | protect | normal | — | — | Prevents any moves from hitting the user this turn. |
| — | rest | psychic | — | — | User sleeps for two turns, completely healing itself. |
| — | scary face | normal | — | 100 | Lowers the target’s Speed by two stages. |
| — | seed bomb | grass | 80 | 100 | Inflicts regular damage with no additional effect. |
| — | sleep talk | normal | — | — | Randomly uses one of the user’s other three moves. 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. |
| — | 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. |
| — | tera blast | normal | 80 | 100 | |
| — | thief | dark | 60 | 100 | Takes the target’s item. |
| — | trailblaze | grass | 50 | 100 | |
| — | venoshock | poison | 65 | 100 | Inflicts double damage if the target is Poisoned. |
| — | zen headbutt | psychic | 80 | 90 | Has a 20% chance to make the target flinch. |