| DPP Tutored Moves: |
| Platinum |
Fire Punch |
Has a 10% chance to burn the target. |
 |
Fire |
75 |
100% |
| Platinum |
Fury Cutter |
The base power of this move doubles with each consecutive hit; however, power is capped at a maximum 160 BP and remains there for any subsequent uses. If this move misses, base power will be reset to 10 BP on the next turn. The user can also select other attacks without resetting this move's power; it will continue to double after each use until it either misses or reaches the 160 BP cap. |
 |
Bug |
10 |
95% |
| Platinum |
Helping Hand |
Always goes first. In double battles, the power of the user's partner's attacks is increased by 1.5x for that turn; does nothing in single battles. |
 |
Normal |
N/A |
N/A |
| Platinum |
Ice Punch |
Has a 10% chance to freeze the target. |
 |
Ice |
75 |
100% |
| Platinum |
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% |
| Platinum |
Mud-Slap |
Lowers the target's Accuracy by 1 stage. |
 |
Ground |
20 |
100% |
| Platinum |
Signal Beam |
Has a 10% chance to confuse the target. |
 |
Bug |
75 |
100% |
| Platinum |
Snore |
Has a 30% chance to make the target flinch; fails if user is awake. |
 |
Normal |
40 |
100% |
| Platinum |
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% |
| Platinum |
ThunderPunch |
Has a 10% chance to paralyze the target. |
 |
Electric |
75 |
100% |
| Platinum |
Trick |
Exchanges items with the target unless it has Sticky Hold or Multitype. Items lost to this move cannot be recovered by using Recycle. |
 |
Psychic |
N/A |
100% |
| Platinum |
Vacuum Wave |
Usually goes first. |
 |
Fighting |
40 |
100% |
| Platinum |
Zen Headbutt |
Has a 20% chance to make the target flinch. |
 |
Psychic |
80 |
90% |