| 1 |
1 |
1 |
Magnet Rise |
The user receives immunity against Ground-type attacks for five turns. |
 |
Electric |
N/A |
N/A |
| 1 |
1 |
1 |
Take Down |
The user receives 1/4 recoil damage. |
 |
Normal |
90 |
85% |
| 20 |
20 |
20 |
Metal Claw |
Has a 10% chance to raise the user's Attack by 1 stage. |
 |
Steel |
50 |
95% |
| 20 |
20 |
20 |
Confusion |
Has a 10% chance to confuse the target. |
 |
Psychic |
50 |
100% |
| 24 |
24 |
24 |
Scary Face |
Lowers the target's Speed by 2 stages. |
 |
Normal |
N/A |
90% |
| 28 |
28 |
28 |
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% |
| 32 |
32 |
32 |
Bullet Punch |
Usually goes first. |
 |
Steel |
40 |
100% |
| 36 |
36 |
36 |
Psychic |
Has a 10% chance to lower the target's Special Defense by 1 stage. |
 |
Psychic |
90 |
100% |
| 40 |
40 |
40 |
Iron Defense |
Raises the user's Defense by 2 stages. |
 |
Steel |
N/A |
N/A |
| 44 |
44 |
44 |
Agility |
Raises the user's Speed by 2 stages. |
 |
Psychic |
N/A |
N/A |
| 48 |
48 |
48 |
Meteor Mash |
Has a 20% chance to raise the user's Attack by 1 stage. |
 |
Steel |
100 |
85% |
| 52 |
52 |
52 |
Zen Headbutt |
Has a 20% chance to make the target flinch. |
 |
Psychic |
80 |
90% |
| 56 |
56 |
56 |
Hyper Beam |
The user recharges during its next turn; as a result, until the end of the next turn, the user becomes uncontrollable. |
 |
Normal |
150 |
90% |