Name
Type
Damage class
Accuracy
Power
PP
Effect
baton pass
normal
status
-
-
40
Allows the trainer to switch out the user and pass effects along to its replacement.
diamond storm
rock
physical
95
100
5
Has a 50% chance to raise the user's Defense by two stages for each target hit.
earth power
ground
special
100
90
10
Has a 10% chance to lower the target's Special Defense by one stage.
encore
normal
status
100
-
5
Forces the target to repeat its last used move every turn for 2 to 6 turns.
flail
normal
physical
100
-
15
Inflicts more damage when the user has less HP remaining, with a maximum of 200 power.
flash cannon
steel
special
100
80
10
Has a 10% chance to lower the target's Special Defense by one stage.
frustration
normal
physical
100
-
20
Power increases as happiness decreases, up to a maximum of 102.
gravity
psychic
status
-
-
5
Disables moves and immunities that involve flying or levitating for five turns.
gyro ball
steel
physical
100
-
5
Power raises when the user has lower Speed, up to a maximum of 150.
hidden power
normal
special
100
60
15
Power and type depend upon user's IVs. Power can range from 30 to 70.
last resort
normal
physical
100
140
5
Can only be used after all of the user's other moves have been used.
moonblast
fairy
special
100
95
15
Has a 30% chance to lower the target's Special Attack by one stage.
mystical fire
fire
special
100
75
10
Has a 100% chance to lower the target's Special Attack by one stage.
psychic
psychic
special
100
90
10
Has a 10% chance to lower the target's Special Defense by one stage.
psyshock
psychic
special
100
80
10
Inflicts damage based on the target's Defense, not Special Defense.
safeguard
normal
status
-
-
25
Protects the user's field from major status ailments and confusion for five turns.
sand tomb
ground
physical
85
35
15
Prevents the target from fleeing and inflicts damage for 2-5 turns.
secret power
normal
physical
100
70
20
Has a 30% chance to inflict a status effect which depends upon the terrain.
sleep talk
normal
status
-
-
10
Randomly uses one of the user's other three moves. Only works if the user is sleeping.
snore
normal
special
100
50
15
Has a 30% chance to make the target flinch. Only works if the user is sleeping.
stored power
psychic
special
100
20
10
Power is higher the more the user's stats have been raised, to a maximum of 31×.
substitute
normal
status
-
-
10
Transfers 1/4 of the user's max HP into a doll, protecting the user from further damage or status changes until it breaks.
wonder room
psychic
status
-
-
10
All Pokémon's Defense and Special Defense are swapped for 5 turns.