| 1 |
1 |
1 |
Focus Energy |
Raises the user's chance for a Critical Hit by two domains. |
 |
Normal |
N/A |
N/A |
| 1 |
1 |
1 |
Tackle |
Damages the target. |
 |
Normal |
35 |
95% |
| 1 |
1 |
1 |
Brine |
Base power doubles if the target is at least 50% below full health. |
 |
Water |
65 |
100% |
| 4 |
4 |
4 |
Sand-Attack |
Lowers the target's Accuracy by 1 stage. |
 |
Ground |
N/A |
100% |
| 7 |
7 |
7 |
Arm Thrust |
Attacks 2-5 times in one turn; if one of these attacks breaks a target's Substitute, the target will take damage for the rest of the hits. This move has a 3/8 chance to hit twice, a 3/8 chance to hit three times, a 1/8 chance to hit four times and a 1/8 chance to hit five times. If the user of this move has Skill Link, this move will always strike five times. |
 |
Fighting |
15 |
100% |
| 10 |
10 |
10 |
Vital Throw |
This move usually goes last. It ignores Evasion and Accuracy modifiers and never misses except against Protect, Detect or a target in the middle of Dig, Fly, Dive or Bounce. |
 |
Fighting |
70 |
100% |
| 13 |
13 |
13 |
Fake Out |
If this is the user's first move after being sent or switched into battle, the target flinches; this move fails otherwise and against targets with Inner Focus. |
 |
Normal |
40 |
100% |
| 16 |
16 |
16 |
Whirlwind |
Almost always goes last; in trainer battles, the target is switched out for a random member of its team. Escapes from wild battles. Has no effect if the target has Suction Cups or used Ingrain. |
 |
Normal |
N/A |
100% |
| 19 |
19 |
19 |
Knock Off |
Disables the target's held item unless it has Sticky Hold or Multitype. Items lost to this move cannot be recovered by using Recycle. |
 |
Dark |
20 |
100% |
| 22 |
22 |
22 |
SmellingSalt |
If the target is paralyzed, power is doubled but the target will be cured. |
 |
Normal |
60 |
100% |
| 27 |
27 |
27 |
Belly Drum |
The user maximizes its Attack but sacrifices 50% of its max HP. |
 |
Normal |
N/A |
N/A |
| 32 |
32 |
32 |
Force Palm |
Has a 30% chance to paralyze the target. |
 |
Fighting |
60 |
100% |
| 37 |
37 |
37 |
Seismic Toss |
Does damage equal to user's level. |
 |
Fighting |
Var Dmg |
100% |
| 42 |
42 |
42 |
Wake-Up Slap |
If the target is asleep, power is doubled but the target will awaken. |
 |
Fighting |
60 |
100% |
| 47 |
47 |
47 |
Endure |
Almost always goes first. The user is left with at least 1 HP following any attacks for one turn, but the move's success rate halves with each consecutive use of Protect, Detect or Endure. |
 |
Normal |
N/A |
N/A |
| 52 |
52 |
52 |
Close Combat |
Lowers the user's Defense and Special Defense by 1 stage. |
 |
Fighting |
120 |
100% |
| 57 |
57 |
57 |
Reversal |
Base power increases as the user's HP decreases. |
 |
Fighting |
Var BP |
100% |