| 1 |
1 |
1 |
Tail Whip |
Lowers the target's Defense by 1 stage. |
 |
Normal |
N/A |
100% |
| 1 |
1 |
1 |
Swords Dance |
Raises the user's Attack by 2 stages. |
 |
Normal |
N/A |
N/A |
| 1 |
1 |
1 |
Tackle |
Damages the target. |
 |
Normal |
35 |
95% |
| 4 |
4 |
4 |
Quick Attack |
Usually goes first. |
 |
Normal |
40 |
100% |
| 7 |
7 |
7 |
Focus Energy |
Raises the user's chance for a Critical Hit by two domains. |
 |
Normal |
N/A |
N/A |
| 10 |
10 |
10 |
Bite |
Has a 30% chance to make the target flinch. |
 |
Dark |
60 |
100% |
| 13 |
13 |
13 |
Pursuit |
If the target switches out on the current turn, this move strikes with doubled power before the switch. Baton Passers still escape safely. When a faster Pokemon uses Pursuit against a U-Turner, the U-Turner is hit for normal damage; when a slower Pokemon uses Pursuit against a U-Turner, the U-Turner makes its attack, then is hit by Pursuit for double power, and switches out. |
 |
Dark |
40 |
100% |
| 16 |
16 |
16 |
Hyper Fang |
Has a 10% chance to make the target flinch. |
 |
Normal |
80 |
90% |
| 19 |
19 |
19 |
Sucker Punch |
Almost always goes first, but fails if the target doesn't select a move that will damage the user. The move also fails if the target uses an attack with higher priority or if the target is faster and uses an attack with the same priority. |
 |
Dark |
80 |
100% |
| 20 |
20 |
20 |
Scary Face |
Lowers the target's Speed by 2 stages. |
 |
Normal |
N/A |
90% |
| 24 |
24 |
24 |
Crunch |
Has a 20% chance to lower the target's Defense by 1 stage. |
 |
Dark |
80 |
100% |
| 29 |
29 |
29 |
Assurance |
Base power doubles if, since the beginning of the current turn, the target has taken residual damage from any factors such as recoil, Spikes, Stealth Rock or the effects of holding Life Orb. |
 |
Dark |
50 |
100% |
| 34 |
34 |
34 |
Super Fang |
This move halves the target's current HP. |
 |
Normal |
Var Dmg |
90% |
| 39 |
39 |
39 |
Double-edge |
The user receives 1/3 recoil damage. |
 |
Normal |
120 |
100% |
| 44 |
44 |
44 |
Endeavor |
Inflicts damage equal to the target's current HP - the user's current HP. |
 |
Normal |
Var Dmg |
100% |