| — | after you | NOR | — | — | The target makes its move right after the user. |
| — | body slam | NOR | 85 | 100 | 30% chance to paralyze the target. |
| — | brick break | FIG | 75 | 100 | Destroys screens, unless the target is immune. |
| — | bulldoze | GRD | 60 | 100 | 100% chance lower adjacent Pkmn Speed by 1. |
| — | calm mind | PSY | — | — | Raises the user's Sp. Atk and Sp. Def by 1. |
| — | charge beam | ELE | 50 | 90 | 70% chance to raise the user's Sp. Atk by 1. |
| — | chilling water | WAT | 50 | 100 | 100% chance to lower the target's Attack by 1. |
| — | earthquake | GRD | 100 | 100 | Hits adjacent Pokemon. Double damage on Dig. |
| — | encoreΔ | NOR | — | 100 | Target repeats its last move for its next 3 turns. |
| — | endeavor | NOR | — | 100 | Lowers the target's HP to the user's HP. |
| — | endure | NOR | — | — | User survives attacks this turn with at least 1 HP. |
| — | energy ball | GRA | 90 | 100 | 10% chance to lower the target's Sp. Def by 1. |
| — | expanding force | PSY | 80 | 100 | User on Psychic Terrain: 1.5× power, hits foes. |
| — | extrasensory | PSY | 80 | 100 | 10% chance to make the target flinch. |
| — | facade | NOR | 70 | 100 | Power doubles if user is burn/poison/paralyzed. |
| — | fling | DRK | — | 100 | Flings the user's item at the target. Power varies. |
| — | focus blast | FIG | 120 | 70 | 10% chance to lower the target's Sp. Def by 1. |
| — | foul play | DRK | 95 | 100 | Uses target's Attack stat in damage calculation. |
| — | future sight | PSY | 120 | 100 | Hits two turns after being used. |
| — | giga impact | NOR | 150 | 90 | User cannot move next turn. |
| — | gravity | PSY | — | — | 5 turns: no Ground immunities, 1.67× accuracy. |
| — | hyper beam | NOR | 150 | 90 | User cannot move next turn. |
| — | hyper voice | NOR | 90 | 100 | No additional effect. Hits adjacent foes. |
| — | imprison | PSY | — | — | No foe can use any move known by the user. |
| — | instruct | PSY | — | — | The target immediately uses its last used move. |
| — | knock off | DRK | 65 | 100 | 1.5× damage if foe holds an item. Removes item. |
| — | last resort | NOR | 140 | 100 | Fails unless each known move has been used. |
| — | light screenΔ | PSY | — | — | For 5 turns, special damage to allies is halved. |
| — | magic room | PSY | — | — | For 5 turns, all held items have no effect. |
| — | mega kick | NOR | 120 | 75 | No additional effect. |
| — | nasty plot | DRK | — | — | Raises the user's Sp. Atk by 2. |
| — | pain split | NOR | — | — | Shares HP of user and target equally. |
| — | payback | DRK | 50 | 100 | Power doubles if the user moves after the target. |
| — | protectΔ | NOR | — | — | Prevents moves from affecting the user this turn. |
| — | psych up | NOR | — | — | Copies the target's current stat stages. |
| — | psychic | PSY | 90 | 100 | 10% chance to lower the target's Sp. Def by 1. |
| — | psychic noise | PSY | 75 | 100 | For 2 turns, the target is prevented from healing. |
| — | psychic terrain | PSY | — | — | 5 turns. Grounded: +Psychic power, priority-safe. |
| — | psyshock | PSY | 80 | 100 | Damages target based on Defense, not Sp. Def. |
| — | quash | DRK | — | 100 | Forces the target to move last this turn. |
| — | rain dance | WAT | — | — | For 5 turns, heavy rain powers Water moves. |
| — | reflect | PSY | — | — | For 5 turns, physical damage to allies is halved. |
| — | rest | PSY | — | — | User sleeps 2 turns and restores HP and status. |
| — | rock slide | ROC | 75 | 90 | 30% chance to make the foe(s) flinch. |
| — | round | NOR | 60 | 100 | Power doubles if others used Round this turn. |
| — | safeguardΔ | NOR | — | — | For 5 turns, protects user's party from status. |
| — | scary face | NOR | — | 100 | Lowers the target's Speed by 2. |
| — | shadow ball | GHO | 80 | 100 | 20% chance to lower the target's Sp. Def by 1. |
| — | skill swap | PSY | — | — | The user and the target trade Abilities. |
| — | sleep talk | NOR | — | — | User must be asleep. Uses another known move. |
| — | snore | NOR | 50 | 100 | User must be asleep. 30% chance to flinch target. |
| — | stored power | PSY | 20 | 100 | + 20 power for each of the user's stat boosts. |
| — | substitute | NOR | — | — | User takes 1/4 its max HP to put in a substitute. |
| — | sunny day | FIR | — | — | For 5 turns, intense sunlight powers Fire moves. |
| — | taunt | DRK | — | 100 | Target can't use status moves its next 3 turns. |
| — | terrain pulse | NOR | 50 | 100 | User on terrain: power doubles, type varies. |
| — | thunder | ELE | 110 | 70 | 30% chance to paralyze. Can't miss in rain. |
| — | thunderbolt | ELE | 90 | 100 | 10% chance to paralyze the target. |
| — | trailblaze | GRA | 50 | 100 | 100% chance to raise the user's Speed by 1. |
| — | trick | PSY | — | 100 | User switches its held item with the target's. |
| — | trick room | PSY | — | — | Goes last. For 5 turns, turn order is reversed. |
| — | wonder room | PSY | — | — | For 5 turns, all Defense and Sp. Def stats switch. |
| — | yawn | NOR | — | — | Puts the target to sleep after 1 turn. |
| — | zen headbutt | PSY | 80 | 90 | 20% chance to make the target flinch. |