Name
Type
Damage class
Accuracy
Power
PP
Effect
close combat
fighting
physical
100
120
5
Lowers the user's Defense and Special Defense by one stage after inflicting damage.
earth power
ground
special
100
90
10
Has a 10% chance to lower the target's Special Defense by one stage.
fire fang
fire
physical
95
65
15
Has a 10% chance to burn the target and a 10% chance to make the target flinch.
flash cannon
steel
special
100
80
10
Has a 10% chance to lower the target's Special Defense by one stage.
heavy slam
steel
physical
100
-
10
Power is higher when the user weighs more than the target, up to a maximum of 120.
ice fang
ice
physical
95
65
15
Has a 10% chance to freeze the target and a 10% chance to make the target flinch.
psyshock
psychic
special
100
80
10
Inflicts damage based on the target's Defense, not Special Defense.
rapid spin
normal
physical
100
50
40
Frees the user from binding moves, removes Leech Seed, and blows away Spikes.
reversal
fighting
physical
100
-
15
Inflicts more damage when the user has less HP remaining, with a maximum of 200 power.
rollout
rock
physical
90
30
20
Power doubles every turn this move is used in succession after the first, resetting after five turns.
sleep talk
normal
status
-
-
10
Randomly uses one of the user's other three moves. Only works if the user is sleeping.
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.
thunder fang
electric
physical
95
65
15
Has a 10% chance to paralyze the target and a 10% chance to make the target flinch.