| 1 |
1 |
1 |
Leer |
Lowers the target's Defense by 1 stage. |
 |
Normal |
N/A |
100% |
| 1 |
1 |
1 |
Quick Attack |
Usually goes first. |
 |
Normal |
40 |
100% |
| 1 |
1 |
1 |
Fire Punch |
Has a 10% chance to burn the target. |
 |
Fire |
75 |
100% |
| 7 |
7 |
7 |
ThunderShock |
Has a 10% chance to paralyze the target. |
 |
Electric |
40 |
100% |
| 10 |
10 |
10 |
Low Kick |
Base power increases as the target's weight increases. |
 |
Fighting |
Var BP |
100% |
| 16 |
16 |
16 |
Swift |
Ignores Evasion and Accuracy modifiers and never misses except against Protect, Detect or a target in the middle of Dig, Fly, Dive or Bounce. |
 |
Normal |
60 |
100% |
| 19 |
19 |
19 |
Shock Wave |
Ignores Evasion and Accuracy modifiers and never misses except against Protect, Detect or a target in the middle of Dig, Fly, Dive or Bounce. |
 |
Electric |
60 |
100% |
| 25 |
25 |
25 |
Light Screen |
All Pokemon in the user's party receive 1/2 damage from Special attacks for 5 turns. Light Screen will be removed from the user's field if an opponent's Pokemon uses Brick Break. It will also last for eight turns if its user is holding Light Clay. In double battles, both Pokemon are shielded, but damage protection is reduced from 1/2 to 1/3. |
 |
Psychic |
N/A |
N/A |
| 28 |
28 |
28 |
ThunderPunch |
Has a 10% chance to paralyze the target. |
 |
Electric |
75 |
100% |
| 37 |
37 |
37 |
Discharge |
Has a 30% chance to paralyze the target. |
 |
Electric |
80 |
100% |
| 43 |
43 |
43 |
Thunderbolt |
Has a 10% chance to paralyze the target. |
 |
Electric |
95 |
100% |
| 52 |
52 |
52 |
Screech |
Lowers the target's Defense by 2 stages. |
 |
Normal |
N/A |
85% |
| 58 |
58 |
58 |
Thunder |
Has a 30% chance to paralyze the target. It also has normal accuracy against mid-air Pokemon who have used Fly or Bounce. During Sunny Day, this move has 50% accuracy. During Rain Dance, this move will never miss under normal circumstances and has a 30% chance to hit through a target's Protect or Detect. |
 |
Electric |
120 |
70% |
| 67 |
67 |
67 |
Giga Impact |
The user recharges during its next turn; as a result, until the end of the next turn, the user becomes uncontrollable. |
 |
Normal |
150 |
90% |