| DP Level-Up Attacks: |
| 1 |
|
Tackle |
Damages the target. |
 |
Normal |
35 |
95% |
| 1 |
|
Conversion |
The user's type changes to match the type of one of its four attacks. This move fails if the user cannot change its type under this condition. |
 |
Normal |
N/A |
N/A |
| 1 |
|
Conversion 2 |
The user's type changes to one that resists the type of the last attack that hit the user. In double battles, this situation holds even when the user is last hit by an attack from its partner. |
 |
Normal |
N/A |
N/A |
| 1 |
|
Nasty Plot |
Raises the user's Special Attack by 2 stages. |
 |
Dark |
N/A |
N/A |
| 1 |
|
Trick Room |
Always goes last. Attacking order is reversed for all active Pokemon for five turns; the slowest Pokemon moves first and vice versa. Note that move order is still determined by the regular priority categories and the effects of Trick Room apply only when Pokemon have chosen moves with the same priority. Using Trick Room a second time reverses this effect. This effect is also ignored by Stall and held items that may affect the turn order: Full Incense, Lagging Tail and Quick Claw. |
 |
Psychic |
N/A |
N/A |
| 7 |
|
Psybeam |
Has a 10% chance to confuse the target. |
 |
Psychic |
65 |
100% |
| 12 |
|
Agility |
Raises the user's Speed by 2 stages. |
 |
Psychic |
N/A |
N/A |
| 18 |
|
Recover |
Restores 1/2 of the user's max HP. |
 |
Normal |
N/A |
N/A |
| 23 |
|
Magnet Rise |
The user receives immunity against Ground-type attacks for five turns. |
 |
Electric |
N/A |
N/A |
| 29 |
|
Signal Beam |
Has a 10% chance to confuse the target. |
 |
Bug |
75 |
100% |
| 34 |
|
Embargo |
Prevents the target from using its held item for five turns. During in-game battles, trainers also cannot use any items from their bag on a Pokemon under the effects of Embargo. |
 |
Dark |
N/A |
100% |
| 40 |
|
Discharge |
Has a 30% chance to paralyze the target. |
 |
Electric |
80 |
100% |
| 45 |
|
Lock-On |
This move ensures that the user's next attack will hit against its current target. This effect can be Baton Passed to another Pokemon. Lock-On fails against Pokemon in the middle of using Protect, Detect, Dig Fly, Bounce or Dive, as well as Pokemon behind a Substitute. If the target uses Protect or Detect during its next turn, the user's next move has a [100 - move's normal accuracy]% chance to hit through Protect or Detect. OHKO moves do not benefit from this trait. |
 |
Normal |
N/A |
N/A |
| 51 |
|
Tri Attack |
Has a 20% chance to burn, paralyze or freeze the target. |
 |
Normal |
80 |
100% |
| 56 |
|
Magic Coat |
Almost always goes first. Until the end of the turn, the user will reflect one disabling move back at its user (including teammates); these include status effect inducers, confusion inducers (including Flatter and Swagger), Attract, trapping moves that do not damage, Leech Seed, Worry Seed, Gastro Acid and negative stat modifiers (except Defog). In double battles, Magic Coat will only reflect the first applicable move performed against its user before wearing off. |
 |
Psychic |
N/A |
N/A |
| 62 |
|
Zap Cannon |
Paralyzes the target. |
 |
Electric |
120 |
50% |
| 67 |
|
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% |