
Related Pokemon
Prevents the Pokémon's stats from being lowered by other Pokémon's moves or Abilities.
The Pokémon's weight is halved.
* Based on Pokémon SV data, so it may be inaccurate
Type
Category
Target
Properties
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| Move | Type | Category | Power | Acc. | PP | Properties | Target | Effect |
|---|---|---|---|---|---|---|---|---|
| Ice Punch | Ice | Phys | 75 | 100 | 16 | ContactPunch | 1 Foe | Has a 10% chance to leave the target frozen. |
| Thunder Punch | Electric | Phys | 75 | 100 | 16 | ContactPunch | 1 Foe | Has a 10% chance of paralyzing the target. |
| Tackle | Normal | Phys | 40 | 100 | 35 | Contact | 1 Foe | An ordinary attacking move. |
| Body Slam | Normal | Phys | 85 | 100 | 16 | Contact | 1 Foe | Has a 30% chance of paralyzing the target. Against a target in the Minimize state, the power is doubled and the move always hits. |
| Take Down | Normal | Phys | 90 | 85 | 20 | Contact | 1 Foe | The user takes 1/4 of the damage it dealt to the target as recoil. |
| Double-Edge | Normal | Phys | 120 | 100 | 16 | Contact | 1 Foe | The user takes recoil damage equal to 1/3 of the damage dealt. |
| Hyper Beam | Normal | Spec | 150 | 90 | 8 | 1 Foe | On the turn after it is used, the user must recharge and cannot move. | |
| Earthquake | Ground | Phys | 100 | 100 | 12 | All | Deals double damage to targets in the semi-invulnerable underground state (e.g., from Dig). When Grassy Terrain is active, this move's power is halved. | |
| Confusion | Psychic | Spec | 50 | 100 | 25 | 1 Foe | Has a 10% chance to confuse the target for 1 to 4 turns. | |
| Psychic | Psychic | Spec | 90 | 100 | 12 | 1 Foe | Has a 10% chance of lowering the target's Sp. Def by 1 stage. | |
| Agility | Psychic | Stat | - | - | 20 | Self | Raises the user's Speed by 2 stages. | |
| Light Screen | Psychic | Stat | - | - | 20 | All Allies | Sets Light Screen on the user's side of the field for 5 turns. | |
| Reflect | Psychic | Stat | - | - | 20 | Ally Side | Puts the user's side of the field into the Reflect condition for 5 turns. | |
| Swift | Normal | Spec | 60 | - | 20 | All Foes | Always hits. | |
| Rest | Psychic | Stat | - | - | 8 | Self | Fully restores the user's HP and cures its status conditions. The user falls asleep for 2 turns. Fails if the user's HP is already full. | |
| Rock Slide | Rock | Phys | 75 | 90 | 12 | All Foes | Has a 30% chance to make the target flinch. | |
| Substitute | Normal | Stat | - | - | 12 | Self | Reduces the user's HP by 1/4 of its max HP to create a substitute. The substitute takes hits in the user's place. It disappears after taking damage equal to 1/4 of the user's max HP. | |
| Protect | Normal | Stat | - | - | 8 | Self | Protects the user from the opponent's moves during the turn it is used. If used in succession, its success rate becomes 1/3 of the previous use. | |
| Scary Face | Normal | Stat | - | 100 | 12 | 1 Foe | Lowers the target's Speed by 2 stages. | |
| Sludge Bomb | Poison | Spec | 90 | 100 | 12 | Ball | 1 Foe | Has a 30% chance of poisoning the target. |
| Icy Wind | Ice | Spec | 55 | 95 | 16 | Wind | All Foes | Lowers the target's Speed by 1 stage. |
| Sandstorm | Rock | Stat | - | - | 8 | Wind | Whole Field | Sets up a sandstorm for 5 turns. |
| Endure | Normal | Stat | - | - | 12 | Self | During the turn it is used, if the user takes damage from a move that would cause it to faint, it endures with 1 HP remaining. This move's success rate becomes 1/3 of the previous time's if used in succession. | |
| Sleep Talk | Normal | Stat | - | - | 12 | Self | Can be used only while the user is asleep. Uses one of the other moves the user knows at random. | |
| Metal Claw | Steel | Phys | 50 | 95 | 35 | Contact | 1 Foe | Has a 10% chance to raise the user's Attack by 1 stage. |
| Rain Dance | Water | Stat | - | - | 8 | Whole Field | Makes it rain for 5 turns. | |
| Sunny Day | Fire | Stat | - | - | 8 | Whole Field | Sets the weather to harsh sunlight for 5 turns. | |
| Psych Up | Normal | Stat | - | - | 12 | 1 Foe | Copies the stat changes affecting the target onto the user as well. | |
| Shadow Ball | Ghost | Spec | 80 | 100 | 16 | Ball | 1 Foe | Has a 20% chance to lower the target's Sp. Def by 1 stage. |
| Future Sight | Psychic | Spec | 120 | 100 | 12 | 1 Foe | Sets the target's position to be attacked from the future (the attack lands later). | |
| Facade | Normal | Phys | 70 | 100 | 20 | Contact | 1 Foe | Power is doubled if the user is poisoned, badly poisoned, paralyzed, or burned. The halving of physical damage from being burned is ignored. |
| Focus Punch | Fighting | Phys | 150 | 100 | 20 | ContactPunch | 1 Foe | Fails if the user takes damage from the target's move before using this move on that turn. |
| Trick | Psychic | Stat | - | 100 | 12 | 1 Foe | Swaps the held items of the user and the target. | |
| Brick Break | Fighting | Phys | 75 | 100 | 16 | Contact | 1 Foe | Removes Light Screen, Reflect, and Aurora Veil from the target's side before attacking. |
| Meteor Mash | Steel | Phys | 90 | 90 | 12 | ContactPunch | 1 Foe | Has a 20% chance of raising the user's Attack by 1 stage. |
| Rock Tomb | Rock | Phys | 60 | 95 | 16 | 1 Foe | Lowers the target's Speed by 1 stage. | |
| Aerial Ace | Flying | Phys | 60 | - | 20 | ContactCut | 1 Foe | This move never misses. |
| Iron Defense | Steel | Stat | - | - | 16 | Self | Raises the user's Defense by 2 stages. | |
| Gravity | Psychic | Stat | - | - | 8 | Whole Field | Turns the entire field into a Gravity state for 5 turns. | |
| Gyro Ball | Steel | Phys | - | 100 | 8 | ContactBall | 1 Foe | The lower the user's Speed is compared to the target's, the greater this move's power. Power ranges from 1 to 150. |
| Magnet Rise | Electric | Stat | - | - | 12 | Self | The user enters the Magnet Rise (Telekinesis-immune levitation) state. | |
| Giga Impact | Normal | Phys | 150 | 90 | 8 | Contact | 1 Foe | On the turn after using this move, the user must recharge. |
| Bullet Punch | Steel | Phys | 40 | 100 | 20 | ContactPunch | 1 Foe | Always strikes first. (Priority +1) |
| Zen Headbutt | Psychic | Phys | 80 | 90 | 16 | Contact | 1 Foe | Has a 20% chance to make the target flinch. |
| Flash Cannon | Steel | Spec | 80 | 100 | 12 | 1 Foe | Has a 10% chance to lower the target's Sp. Def by 1 stage. | |
| Iron Head | Steel | Phys | 80 | 100 | 16 | Contact | 1 Foe | Has a 20% chance to make the target flinch. |
| Stealth Rock | Rock | Stat | - | - | 20 | Foe's Side | Puts the target's side into a Stealth Rock state. | |
| Grass Knot | Grass | Spec | - | 100 | 20 | Contact | 1 Foe | The heavier the target, the greater the move's power. Power 20-120. |
| Hone Claws | Dark | Stat | - | - | 15 | Self | Raises the user's Attack and accuracy by 1 stage each. | |
| Psyshock | Psychic | Spec | 80 | 100 | 12 | 1 Foe | Calculates damage using the target's Defense stat. | |
| Heavy Slam | Steel | Phys | - | 100 | 12 | Contact | 1 Foe | The more the user outweighs the target, the greater the power. Power is 120 if the target's weight is 1/5 or less of the user's, 100 if 1/4 or less, 80 if 1/3 or less, 60 if 1/2 or less, and 40 if more than 1/2. Against a target in the Minimize state, the power is doubled and the move always hits. |
| Bulldoze | Ground | Phys | 60 | 100 | 20 | All | Lowers the target's Speed by 1 stage. When Grassy Terrain is active, this move's power is halved. | |
| Steel Beam | Steel | Spec | 140 | 95 | 8 | 1 Foe | After attacking, the user takes damage equal to 1/2 of its maximum HP. | |
| Expanding Force | Psychic | Spec | 80 | 100 | 12 | 1 Foe | When under the effect of Psychic Terrain, its power becomes 1.5 times and it attacks all opponents. | |
| Meteor Beam | Rock | Spec | 120 | 90 | 12 | 1 Foe | On the turn it is used, the user charges, then attacks on the next turn. On the turn it is used, it raises the user's Sp. Atk by 1 stage. | |
| Tera Blast | Normal | Spec | 80 | 100 | 10 | 1 Foe | While Terastallized, this move becomes the same type as the user's Tera Type and deals damage using the higher of the user's Attack and Sp. Atk. | |
| Trailblaze | Grass | Phys | 50 | 100 | 20 | Contact | 1 Foe | Raises the user's Speed by 1 stage. |
| Hard Press | Steel | Phys | - | 100 | 12 | Contact | 1 Foe | The more HP the target has left, the greater the power. Power ranges from 1 to 100. |
| Psychic Noise | Psychic | Spec | 75 | 100 | 12 | Sound | 1 Foe | Leaves the target in the healing-blocked state for 2 turns, preventing it from recovering HP. |