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.
charge
electric
status
-
-
20
Raises the user's Special Defense by one stage. User's Electric moves have doubled power next turn.
charge beam
electric
special
90
50
10
Has a 70% chance to raise the user's Special Attack by one stage.
electric terrain
electric
status
-
-
10
For five turns, prevents all Pokémon on the ground from sleeping and strengthens their electric moves to 1.5× their power.
electro ball
electric
special
100
-
10
Power is higher when the user has greater Speed than the target, up to a maximum of 150.
encore
normal
status
100
-
5
Forces the target to repeat its last used move every turn for 2 to 6 turns.
fake out
normal
physical
100
40
10
Can only be used as the first move after the user enters battle. Causes the target to flinch.
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.