Regulation M-A: all the new changes in Pokémon Champions

Code: M-A
Start Date: April 08, 2026
Status: Inactive

Regulation M-A is a new format — every Pokémon, item, move and ability below is legal to use.

New Pokémon in Regulation M-A (277)

Venusaur
Venusaur
Grass Poison
Mega Venusaur
Mega Venusaur
Grass Poison
Charizard
Charizard
Fire Flying
Mega Charizard X
Mega Charizard X
Fire Dragon
Mega Charizard Y
Mega Charizard Y
Fire Flying
Blastoise
Blastoise
Water
Mega Blastoise
Mega Blastoise
Water
Beedrill
Beedrill
Bug Poison
Mega Beedrill
Mega Beedrill
Bug Poison
Pidgeot
Pidgeot
Normal Flying
Mega Pidgeot
Mega Pidgeot
Normal Flying
Arbok
Arbok
Poison
Pikachu
Pikachu
Electric
Raichu
Raichu
Electric
Raichu [Alolan Form]
Raichu [Alolan Form]
Electric Psychic
Clefable
Clefable
Fairy
Mega Clefable
Mega Clefable
Fairy Flying
Ninetales
Ninetales
Fire
Ninetales [Alolan Form]
Ninetales [Alolan Form]
Ice Fairy
Arcanine
Arcanine
Fire
Arcanine [Hisuian Form]
Arcanine [Hisuian Form]
Fire Rock
Alakazam
Alakazam
Psychic
Mega Alakazam
Mega Alakazam
Psychic
Machamp
Machamp
Fighting
Victreebel
Victreebel
Grass Poison
Mega Victreebel
Mega Victreebel
Grass Poison
Slowbro
Slowbro
Water Psychic
Slowbro [Galarian Form]
Slowbro [Galarian Form]
Poison Psychic
Mega Slowbro
Mega Slowbro
Water Psychic
Gengar
Gengar
Ghost Poison
Mega Gengar
Mega Gengar
Ghost Poison
Kangaskhan
Kangaskhan
Normal
Mega Kangaskhan
Mega Kangaskhan
Normal
Starmie
Starmie
Water Psychic
Mega Starmie
Mega Starmie
Water Psychic
Pinsir
Pinsir
Bug
Mega Pinsir
Mega Pinsir
Bug Flying
Tauros
Tauros
Normal
Tauros [Paldean Form (Aqua Breed)]
Tauros [Paldean Form (Aqua Breed)]
Fighting Water
Tauros [Paldean Form (Blaze Breed)]
Tauros [Paldean Form (Blaze Breed)]
Fighting Fire
Tauros [Paldean Form (Combat Breed)]
Tauros [Paldean Form (Combat Breed)]
Fighting
Gyarados
Gyarados
Water Flying
Mega Gyarados
Mega Gyarados
Water Dark
Ditto
Ditto
Normal
Vaporeon
Vaporeon
Water
Jolteon
Jolteon
Electric
Flareon
Flareon
Fire
Aerodactyl
Aerodactyl
Rock Flying
Mega Aerodactyl
Mega Aerodactyl
Rock Flying
Snorlax
Snorlax
Normal
Dragonite
Dragonite
Dragon Flying
Mega Dragonite
Mega Dragonite
Dragon Flying
Meganium
Meganium
Grass
Mega Meganium
Mega Meganium
Grass Fairy
Typhlosion
Typhlosion
Fire
Typhlosion [Hisuian Form]
Typhlosion [Hisuian Form]
Fire Ghost
Feraligatr
Feraligatr
Water
Mega Feraligatr
Mega Feraligatr
Water Dragon
Ariados
Ariados
Bug Poison
Ampharos
Ampharos
Electric
Mega Ampharos
Mega Ampharos
Electric Dragon
Azumarill
Azumarill
Water Fairy
Politoed
Politoed
Water
Espeon
Espeon
Psychic
Umbreon
Umbreon
Dark
Slowking
Slowking
Water Psychic
Slowking [Galarian Form]
Slowking [Galarian Form]
Poison Psychic
Forretress
Forretress
Bug Steel
Steelix
Steelix
Steel Ground
Mega Steelix
Mega Steelix
Steel Ground
Scizor
Scizor
Bug Steel
Mega Scizor
Mega Scizor
Bug Steel
Heracross
Heracross
Bug Fighting
Mega Heracross
Mega Heracross
Bug Fighting
Skarmory
Skarmory
Steel Flying
Mega Skarmory
Mega Skarmory
Steel Flying
Houndoom
Houndoom
Dark Fire
Mega Houndoom
Mega Houndoom
Dark Fire
Tyranitar
Tyranitar
Rock Dark
Mega Tyranitar
Mega Tyranitar
Rock Dark
Pelipper
Pelipper
Water Flying
Gardevoir
Gardevoir
Psychic Fairy
Mega Gardevoir
Mega Gardevoir
Psychic Fairy
Sableye
Sableye
Dark Ghost
Mega Sableye
Mega Sableye
Dark Ghost
Aggron
Aggron
Steel Rock
Mega Aggron
Mega Aggron
Steel
Medicham
Medicham
Fighting Psychic
Mega Medicham
Mega Medicham
Fighting Psychic
Manectric
Manectric
Electric
Mega Manectric
Mega Manectric
Electric
Sharpedo
Sharpedo
Water Dark
Mega Sharpedo
Mega Sharpedo
Water Dark
Camerupt
Camerupt
Fire Ground
Mega Camerupt
Mega Camerupt
Fire Ground
Torkoal
Torkoal
Fire
Altaria
Altaria
Dragon Flying
Mega Altaria
Mega Altaria
Dragon Fairy
Milotic
Milotic
Water
Castform
Castform
Normal
Castform [Rainy Form]
Castform [Rainy Form]
Water
Castform [Snowy Form]
Castform [Snowy Form]
Ice
Castform [Sunny Form]
Castform [Sunny Form]
Fire
Banette
Banette
Ghost
Mega Banette
Mega Banette
Ghost
Chimecho
Chimecho
Psychic
Mega Chimecho
Mega Chimecho
Psychic Steel
Absol
Absol
Dark
Mega Absol
Mega Absol
Dark
Glalie
Glalie
Ice
Mega Glalie
Mega Glalie
Ice
Torterra
Torterra
Grass Ground
Infernape
Infernape
Fire Fighting
Empoleon
Empoleon
Water Steel
Luxray
Luxray
Electric
Roserade
Roserade
Grass Poison
Rampardos
Rampardos
Rock
Bastiodon
Bastiodon
Rock Steel
Lopunny
Lopunny
Normal
Mega Lopunny
Mega Lopunny
Normal Fighting
Spiritomb
Spiritomb
Ghost Dark
Garchomp
Garchomp
Dragon Ground
Mega Garchomp
Mega Garchomp
Dragon Ground
Lucario
Lucario
Fighting Steel
Mega Lucario
Mega Lucario
Fighting Steel
Hippowdon
Hippowdon
Ground
Toxicroak
Toxicroak
Poison Fighting
Abomasnow
Abomasnow
Grass Ice
Mega Abomasnow
Mega Abomasnow
Grass Ice
Weavile
Weavile
Dark Ice
Rhyperior
Rhyperior
Ground Rock
Leafeon
Leafeon
Grass
Glaceon
Glaceon
Ice
Gliscor
Gliscor
Ground Flying
Mamoswine
Mamoswine
Ice Ground
Gallade
Gallade
Psychic Fighting
Mega Gallade
Mega Gallade
Psychic Fighting
Froslass
Froslass
Ice Ghost
Mega Froslass
Mega Froslass
Ice Ghost
Rotom
Rotom
Electric Ghost
Fan Rotom
Fan Rotom
Electric Flying
Frost Rotom
Frost Rotom
Electric Ice
Heat Rotom
Heat Rotom
Electric Fire
Mow Rotom
Mow Rotom
Electric Grass
Wash Rotom
Wash Rotom
Electric Water
Serperior
Serperior
Grass
Emboar
Emboar
Fire Fighting
Mega Emboar
Mega Emboar
Fire Fighting
Samurott
Samurott
Water
Samurott [Hisuian Form]
Samurott [Hisuian Form]
Water Dark
Watchog
Watchog
Normal
Liepard
Liepard
Dark
Simisage
Simisage
Grass
Simisear
Simisear
Fire
Simipour
Simipour
Water
Excadrill
Excadrill
Ground Steel
Mega Excadrill
Mega Excadrill
Ground Steel
Audino
Audino
Normal
Mega Audino
Mega Audino
Normal Fairy
Conkeldurr
Conkeldurr
Fighting
Whimsicott
Whimsicott
Grass Fairy
Krookodile
Krookodile
Ground Dark
Cofagrigus
Cofagrigus
Ghost
Garbodor
Garbodor
Poison
Zoroark
Zoroark
Dark
Zoroark [Hisuian Form]
Zoroark [Hisuian Form]
Normal Ghost
Reuniclus
Reuniclus
Psychic
Vanilluxe
Vanilluxe
Ice
Emolga
Emolga
Electric Flying
Chandelure
Chandelure
Ghost Fire
Mega Chandelure
Mega Chandelure
Ghost Fire
Beartic
Beartic
Ice
Stunfisk
Stunfisk
Ground Electric
Stunfisk [Galarian Form]
Stunfisk [Galarian Form]
Ground Steel
Golurk
Golurk
Ground Ghost
Mega Golurk
Mega Golurk
Ground Ghost
Hydreigon
Hydreigon
Dark Dragon
Volcarona
Volcarona
Bug Fire
Chesnaught
Chesnaught
Grass Fighting
Mega Chesnaught
Mega Chesnaught
Grass Fighting
Delphox
Delphox
Fire Psychic
Mega Delphox
Mega Delphox
Fire Psychic
Greninja
Greninja
Water Dark
Mega Greninja
Mega Greninja
Water Dark
Diggersby
Diggersby
Normal Ground
Talonflame
Talonflame
Fire Flying
Vivillon
Vivillon
Bug Flying
Floette
Floette
Fairy
Mega Floette
Mega Floette
Fairy
Florges
Florges
Fairy
Pangoro
Pangoro
Fighting Dark
Furfrou
Furfrou
Normal
Meowstic
Meowstic
Psychic
Meowstic [Female]
Meowstic [Female]
Psychic
Mega Meowstic
Mega Meowstic
Psychic
Aegislash
Aegislash
Steel Ghost
Aegislash [Blade Forme]
Aegislash [Blade Forme]
Steel Ghost
Aromatisse
Aromatisse
Fairy
Slurpuff
Slurpuff
Fairy
Clawitzer
Clawitzer
Water
Heliolisk
Heliolisk
Electric Normal
Tyrantrum
Tyrantrum
Rock Dragon
Aurorus
Aurorus
Rock Ice
Sylveon
Sylveon
Fairy
Hawlucha
Hawlucha
Fighting Flying
Mega Hawlucha
Mega Hawlucha
Fighting Flying
Dedenne
Dedenne
Electric Fairy
Goodra
Goodra
Dragon
Goodra [Hisuian Form]
Goodra [Hisuian Form]
Steel Dragon
Klefki
Klefki
Steel Fairy
Trevenant
Trevenant
Ghost Grass
Gourgeist
Gourgeist
Ghost Grass
Gourgeist [Jumbo Variety]
Gourgeist [Jumbo Variety]
Ghost Grass
Gourgeist [Large Variety]
Gourgeist [Large Variety]
Ghost Grass
Gourgeist [Small Variety]
Gourgeist [Small Variety]
Ghost Grass
Avalugg
Avalugg
Ice
Avalugg [Hisuian Form]
Avalugg [Hisuian Form]
Ice Rock
Noivern
Noivern
Flying Dragon
Decidueye
Decidueye
Grass Ghost
Decidueye [Hisuian Form]
Decidueye [Hisuian Form]
Grass Fighting
Incineroar
Incineroar
Fire Dark
Primarina
Primarina
Water Fairy
Toucannon
Toucannon
Normal Flying
Crabominable
Crabominable
Fighting Ice
Mega Crabominable
Mega Crabominable
Fighting Ice
Lycanroc
Lycanroc
Rock
Lycanroc [Dusk Form]
Lycanroc [Dusk Form]
Rock
Lycanroc [Midnight Form]
Lycanroc [Midnight Form]
Rock
Toxapex
Toxapex
Poison Water
Mudsdale
Mudsdale
Ground
Araquanid
Araquanid
Water Bug
Salazzle
Salazzle
Poison Fire
Tsareena
Tsareena
Grass
Oranguru
Oranguru
Normal Psychic
Passimian
Passimian
Fighting
Mimikyu
Mimikyu
Ghost Fairy
Drampa
Drampa
Normal Dragon
Mega Drampa
Mega Drampa
Normal Dragon
Kommo-o
Kommo-o
Dragon Fighting
Corviknight
Corviknight
Flying Steel
Flapple
Flapple
Grass Dragon
Appletun
Appletun
Grass Dragon
Sandaconda
Sandaconda
Ground
Polteageist
Polteageist
Ghost
Hatterene
Hatterene
Psychic Fairy
Mr. Rime
Mr. Rime
Ice Psychic
Runerigus
Runerigus
Ground Ghost
Alcremie
Alcremie
Fairy
Morpeko
Morpeko
Electric Dark
Dragapult
Dragapult
Dragon Ghost
Wyrdeer
Wyrdeer
Normal Psychic
Kleavor
Kleavor
Bug Rock
Basculegion
Basculegion
Water Ghost
Basculegion [Female]
Basculegion [Female]
Water Ghost
Sneasler
Sneasler
Fighting Poison
Meowscarada
Meowscarada
Grass Dark
Skeledirge
Skeledirge
Fire Ghost
Quaquaval
Quaquaval
Water Fighting
Maushold
Maushold
Normal
Garganacl
Garganacl
Rock
Armarouge
Armarouge
Fire Psychic
Ceruledge
Ceruledge
Fire Ghost
Bellibolt
Bellibolt
Electric
Scovillain
Scovillain
Grass Fire
Mega Scovillain
Mega Scovillain
Grass Fire
Espathra
Espathra
Psychic
Tinkaton
Tinkaton
Fairy Steel
Palafin
Palafin
Water
Palafin [Hero Form]
Palafin [Hero Form]
Water
Orthworm
Orthworm
Steel
Glimmora
Glimmora
Rock Poison
Mega Glimmora
Mega Glimmora
Rock Poison
Farigiraf
Farigiraf
Normal Psychic
Kingambit
Kingambit
Dark Steel
Sinistcha
Sinistcha
Grass Ghost
Archaludon
Archaludon
Steel Dragon
Hydrapple
Hydrapple
Grass Dragon

New Items in Regulation M-A (117)

Focus Sash
Focus Sash
If the holder has full HP and takes damage from a move that would knock it out in one hit, it will endure the hit with 1 HP. Disappears for the duration of the battle after a single use.
Sitrus Berry
Sitrus Berry
Restores 1/4 of the holder’s max HP when the holder’s HP drops to 1/2 or less of its max. Disappears for the duration of the battle after a single use.
Choice Scarf
Choice Scarf
Boosts the holder’s Speed stat by 50%. However, once the holder uses a move, it becomes unable to use any other move but that one until it switches out of battle.
Leftovers
Leftovers
Restores 1/16 of the holder’s max HP at the end of every turn.
Chople Berry
Chople Berry
Halves the damage taken when the holder is hit with a supereffective Fighting-type move. Disappears for the duration of the battle after a single use.
Charizardite Y
Charizardite Y
A held item that allows Charizard to Mega Evolve into Mega Charizard Y.
White Herb
White Herb
Restores the holder’s stats to their usual value when they are lowered. Disappears for the duration of the battle after a single use.
Floettite
Floettite
A held item that allows Eternal Flower Floette to Mega Evolve.
Fairy Feather
Fairy Feather
Boosts the power of the holder’s Fairy-type moves by 20%.
Black Glasses
Black Glasses
Boosts the power of the holder’s Dark-type moves by 20%.
Mystic Water
Mystic Water
Boosts the power of the holder’s Water-type moves by 20%.
Kasib Berry
Kasib Berry
Halves the damage taken when the holder is hit with a supereffective Ghost-type move. Disappears for the duration of the battle after a single use.
Roseli Berry
Roseli Berry
Halves the damage taken when the holder is hit with a supereffective Fairy-type move. Disappears for the duration of the battle after a single use.
Aerodactylite
Aerodactylite
A held item that allows Aerodactyl to Mega Evolve.
Froslassite
Froslassite
A held item that allows Froslass to Mega Evolve.
Dragoninite
Dragoninite
A held item that allows Dragonite to Mega Evolve.
Tyranitarite
Tyranitarite
A held item that allows Tyranitar to Mega Evolve.
Colbur Berry
Colbur Berry
Halves the damage taken when the holder is hit with a supereffective Dark-type move. Disappears for the duration of the battle after a single use.
Charcoal
Charcoal
Boosts the power of the holder’s Fire-type moves by 20%.
Venusaurite
Venusaurite
A held item that allows Venusaur to Mega Evolve.
Delphoxite
Delphoxite
A held item that allows Delphox to Mega Evolve.
Scovillainite
Scovillainite
A held item that allows Scovillain to Mega Evolve.
Passho Berry
Passho Berry
Halves the damage taken when the holder is hit with a supereffective Water-type move. Disappears for the duration of the battle after a single use.
Gengarite
Gengarite
A held item that allows Gengar to Mega Evolve.
Occa Berry
Occa Berry
Halves the damage taken when the holder is hit with a supereffective Fire-type move. Disappears for the duration of the battle after a single use.
Blastoisinite
Blastoisinite
A held item that allows Blastoise to Mega Evolve.
Kangaskhanite
Kangaskhanite
A held item that allows Kangaskhan to Mega Evolve.
Scizorite
Scizorite
A held item that allows Scizor to Mega Evolve.
Gardevoirite
Gardevoirite
A held item that allows Gardevoir to Mega Evolve.
Charizardite X
Charizardite X
A held item that allows Charizard to Mega Evolve into Mega Charizard X.
Glimmoranite
Glimmoranite
A held item that allows Glimmora to Mega Evolve.
Sharp Beak
Sharp Beak
Boosts the power of the holder’s Flying-type moves by 20%.
Dragon Fang
Dragon Fang
Boosts the power of the holder’s Dragon-type moves by 20%.
Lum Berry
Lum Berry
Cures any status condition or confusion. Disappears for the duration of the battle after a single use.
Soft Sand
Soft Sand
Boosts the power of the holder’s Ground-type moves by 20%.
Never-Melt Ice
Never-Melt Ice
Boosts the power of the holder’s Ice-type moves by 20%.
Shuca Berry
Shuca Berry
Halves the damage taken when the holder is hit with a supereffective Ground-type move. Disappears for the duration of the battle after a single use.
Mental Herb
Mental Herb
Cures the holder of the Infatuated, Taunted, Unable to Repeat, Move Disabled, Healing Prevented, and Encore statuses. Disappears for the duration of the battle after a single use.
Magnet
Magnet
Boosts the power of the holder’s Electric-type moves by 20%.
Haban Berry
Haban Berry
Halves the damage taken when the holder is hit with a supereffective Dragon-type move. Disappears for the duration of the battle after a single use.
Garchompite
Garchompite
A held item that allows Garchomp to Mega Evolve into Mega Garchomp.
Spell Tag
Spell Tag
Boosts the power of the holder’s Ghost-type moves by 20%.
Meganiumite
Meganiumite
A held item that allows Meganium to Mega Evolve.
Gyaradosite
Gyaradosite
A held item that allows Gyarados to Mega Evolve.
Skarmorite
Skarmorite
A held item that allows Skarmory to Mega Evolve.
Lopunnite
Lopunnite
A held item that allows Lopunny to Mega Evolve.
Coba Berry
Coba Berry
Halves the damage taken when the holder is hit with a supereffective Flying-type move. Disappears for the duration of the battle after a single use.
Cameruptite
Cameruptite
A held item that allows Camerupt to Mega Evolve.
Twisted Spoon
Twisted Spoon
Boosts the power of the holder’s Psychic-type moves by 20%.
Bright Powder
Bright Powder
Lowers the accuracy of moves used by opponents against the holder by 10%.
Metal Coat
Metal Coat
Boosts the power of the holder’s Steel-type moves by 20%.
Kebia Berry
Kebia Berry
Halves the damage taken when the holder is hit with a supereffective Poison-type move. Disappears for the duration of the battle after a single use.
Crabominite
Crabominite
A held item that allows Crabominable to Mega Evolve.
Starminite
Starminite
A held item that allows Starmie to Mega Evolve.
Miracle Seed
Miracle Seed
Boosts the power of the holder’s Grass-type moves by 20%.
Silk Scarf
Silk Scarf
Boosts the power of the holder’s Normal-type moves by 20%.
Aggronite
Aggronite
A held item that allows Aggron to Mega Evolve.
Quick Claw
Quick Claw
Gives the holder’s moves a 20% chance of going first among moves of the same priority.
Lucarionite
Lucarionite
A held item that allows Lucario to Mega Evolve into Mega Lucario.
Steelixite
Steelixite
A held item that allows Steelix to Mega Evolve.
Black Belt
Black Belt
Boosts the power of the holder’s Fighting-type moves by 20%.
Manectite
Manectite
A held item that allows Manectric to Mega Evolve.
Scope Lens
Scope Lens
Gives the holder a 1-stage Critical-Hit Ratio Boost.
Charti Berry
Charti Berry
Halves the damage taken when the holder is hit with a supereffective Rock-type move. Disappears for the duration of the battle after a single use.
Golurkite
Golurkite
A held item that allows Golurk to Mega Evolve.
Feraligite
Feraligite
A held item that allows Feraligatr to Mega Evolve.
Ampharosite
Ampharosite
A held item that allows Ampharos to Mega Evolve.
Babiri Berry
Babiri Berry
Halves the damage taken when the holder is hit with a supereffective Steel-type move. Disappears for the duration of the battle after a single use.
Chandelurite
Chandelurite
A held item that allows Chandelure to Mega Evolve.
Clefablite
Clefablite
A held item that allows Clefable to Mega Evolve.
Drampanite
Drampanite
A held item that allows Drampa to Mega Evolve.
Abomasite
Abomasite
A held item that allows Abomasnow to Mega Evolve.
Excadrite
Excadrite
A held item that allows Excadrill to Mega Evolve.
Galladite
Galladite
A held item that allows Gallade to Mega Evolve.
Heracronite
Heracronite
A held item that allows Heracross to Mega Evolve.
Rindo Berry
Rindo Berry
Halves the damage taken when the holder is hit with a supereffective Grass-type move. Disappears for the duration of the battle after a single use.
Altarianite
Altarianite
A held item that allows Altaria to Mega Evolve.
Chesnaughtite
Chesnaughtite
A held item that allows Chesnaught to Mega Evolve.
Hawluchanite
Hawluchanite
A held item that allows Hawlucha to Mega Evolve.
Shell Bell
Shell Bell
When the holder deals damage with its moves, its HP is restored by 1/8 of the damage dealt.
Hard Stone
Hard Stone
Boosts the power of the holder’s Rock-type moves by 20%.
Focus Band
Focus Band
If the holder takes damage from a move that would knock it out, there’s a 10% chance the holder will endure the hit with 1 HP.
Greninjite
Greninjite
A held item that allows Greninja to Mega Evolve.
Medichamite
Medichamite
A held item that allows Medicham to Mega Evolve.
Victreebelite
Victreebelite
A held item that allows Victreebel to Mega Evolve.
Alakazite
Alakazite
A held item that allows Alakazam to Mega Evolve.
Banettite
Banettite
A held item that allows Banette to Mega Evolve.
Chesto Berry
Chesto Berry
Cures being asleep. Disappears for the duration of the battle after a single use.
Emboarite
Emboarite
A held item that allows Emboar to Mega Evolve.
Glalitite
Glalitite
A held item that allows Glalie to Mega Evolve.
Poison Barb
Poison Barb
Boosts the power of the holder’s Poison-type moves by 20%.
Sharpedonite
Sharpedonite
A held item that allows Sharpedo to Mega Evolve.
Aspear Berry
Aspear Berry
Cures being frozen. Disappears for the duration of the battle after a single use.
Beedrillite
Beedrillite
A held item that allows Beedrill to Mega Evolve.
Light Ball
Light Ball
When held by a Pikachu, doubles the holder’s Attack and Sp. Atk.
Pecha Berry
Pecha Berry
Cures being poisoned or badly poisoned. Disappears for the duration of the battle after a single use.
Pinsirite
Pinsirite
A held item that allows Pinsir to Mega Evolve.
Slowbronite
Slowbronite
A held item that allows Slowbro to Mega Evolve. It has no effect on Galarian Slowbro.
Yache Berry
Yache Berry
Halves the damage taken when the holder is hit with a supereffective Ice-type move. Disappears for the duration of the battle after a single use.
Absolite
Absolite
A held item that allows Absol to Mega Evolve into Mega Absol.
Audinite
Audinite
A held item that allows Audino to Mega Evolve.
Cheri Berry
Cheri Berry
Cures being paralyzed. Disappears for the duration of the battle after a single use.
Chilan Berry
Chilan Berry
Halves the damage taken when the holder is hit with a Normal-type move. Disappears for the duration of the battle after a single use.
Chimechite
Chimechite
A held item that allows Chimecho to Mega Evolve.
Houndoominite
Houndoominite
A held item that allows Houndoom to Mega Evolve.
King's Rock
King's Rock
When the holder deals damage with its moves, there is a 10% chance that targets will flinch.
Leppa Berry
Leppa Berry
Restores 10 PP to a move when its PP is fully depleted. Disappears for the duration of the battle after a single use.
Meowsticite
Meowsticite
A held item that allows Meowstic to Mega Evolve.
Oran Berry
Oran Berry
Restores 10 HP to the holder when its HP drops to 1/2 or less of its max. Disappears for the duration of the battle after a single use.
Payapa Berry
Payapa Berry
Halves the damage taken when the holder is hit with a supereffective Psychic-type move. Disappears for the duration of the battle after a single use.
Persim Berry
Persim Berry
Cures being confused. Disappears for the duration of the battle after a single use.
Pidgeotite
Pidgeotite
A held item that allows Pidgeot to Mega Evolve.
Rawst Berry
Rawst Berry
Cures being burned. Disappears for the duration of the battle after a single use.
Sablenite
Sablenite
A held item that allows Sableye to Mega Evolve.
Silver Powder
Silver Powder
Boosts the power of the holder’s Bug-type moves by 20%.
Tanga Berry
Tanga Berry
Halves the damage taken when the holder is hit with a supereffective Bug-type move. Disappears for the duration of the battle after a single use.
Wacan Berry
Wacan Berry
Halves the damage taken when the holder is hit with a supereffective Electric-type move. Disappears for the duration of the battle after a single use.

New Moves in Regulation M-A (490)

Protect
The user protects itself from incoming moves for the turn. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before.
Status · 101% · 8 PP
Normal
Fake Out
Makes the target flinch. This move fails unless it is the first move used by the user after it enters a battle.
Physical 40 BP · 100% · 12 PP
Normal
Rock Slide
Has a 30% chance of making targets flinch.
Physical 75 BP · 90% · 12 PP
Rock
Tailwind
Gives the user’s side the Tailwind status for 4 turns.
Status · 101% · 16 PP
Flying
Moonblast
Has a 10% chance of lowering the target’s Sp. Atk stat by 1 stage.
Special 95 BP · 100% · 16 PP
Fairy
Close Combat
Lowers the user’s Defense and Sp. Def stats by 1 stage.
Physical 120 BP · 100% · 8 PP
Fighting
Weather Ball
When a weather condition is present, this move’s power is doubled and its type changes. Harsh sunlight: Fire type. Rain: Water type. Snow: Ice type. Sandstorm: Rock type.
Special 50 BP · 100% · 12 PP
Normal
Aqua Jet
Physical 40 BP · 100% · 20 PP
Water
Sucker Punch
This move fails unless the target has chosen an attack and has not yet attacked during the turn this move is used.
Physical 70 BP · 100% · 8 PP
Dark
Last Respects
This move’s power is increased by 50 for each time that a Pokémon in the user’s party has fainted.
Physical 50 BP · 100% · 12 PP
Ghost
Kowtow Cleave
This move never misses.
Physical 85 BP · 101% · 12 PP
Dark
Heat Wave
Has a 10% chance of burning targets.
Special 95 BP · 90% · 12 PP
Fire
Dragon Claw
Physical 80 BP · 100% · 16 PP
Dragon
Earthquake
This move’s power is doubled against targets that have the Underground status. When Grassy Terrain is active, this move’s power is halved.
Physical 100 BP · 100% · 12 PP
Ground
Flare Blitz
Has a 10% chance of burning the target. Cures the user of being frozen. The user also takes 1/3 of the damage dealt by this move.
Physical 120 BP · 100% · 16 PP
Fire
Iron Head
Has a 20% chance of making the target flinch.
Physical 80 BP · 100% · 16 PP
Steel
Wave Crash
The user takes 1/3 of the damage dealt by this move.
Physical 120 BP · 100% · 12 PP
Water
Trick Room
Gives the entire field the Trick Room status for 5 turns.
Status · 101% · 8 PP
Psychic
Rage Powder
The user redirects opponents’ moves toward itself. This effect works only on single-target moves.
Status · 101% · 20 PP
Bug
Encore
Gives the target the Encore status.
Status · 100% · 8 PP
Normal
Dire Claw
Has a 30% chance of leaving the target poisoned, paralyzed, or asleep.
Physical 80 BP · 100% · 16 PP
Poison
Parting Shot
Lowers the target’s Attack and Sp. Atk stats by 1 stage. The user then switches out of battle to be replaced by another party Pokémon.
Status · 100% · 20 PP
Dark
Solar Beam
The user gains the Charging status on the turn this move is used, then attacks on the following turn. In harsh sunlight, the user does not gain the Charging status and can attack immediately. This move’s power is halved in any other weather condition.
Special 120 BP · 100% · 12 PP
Grass
Dazzling Gleam
Special 80 BP · 100% · 12 PP
Fairy
Low Kick
The heavier the target, the greater this move’s power (ranging between 20 and 120).
Physical 1 BP · 100% · 20 PP
Fighting
Hyper Voice
Special 90 BP · 100% · 12 PP
Normal
Matcha Gotcha
Has a 20% chance of burning targets. The user’s HP is restored by 1/2 of the damage dealt by this move.
Special 80 BP · 90% · 16 PP
Grass
Sludge Bomb
Has a 30% chance of poisoning the target.
Special 90 BP · 100% · 12 PP
Poison
Calm Mind
Boosts the user’s Sp. Atk and Sp. Def stats by 1 stage.
Status · 101% · 20 PP
Psychic
Earth Power
Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage.
Special 90 BP · 100% · 12 PP
Ground
Flip Turn
After attacking, the user switches out of battle to be replaced by another party Pokémon.
Physical 60 BP · 100% · 20 PP
Water
Throat Chop
Gives the target the Throat Chopped status.
Physical 80 BP · 100% · 16 PP
Dark
Shadow Ball
Has a 20% chance of lowering the target’s Sp. Def stat by 1 stage.
Special 80 BP · 100% · 16 PP
Ghost
Hurricane
Has a 30% chance of confusing the target. This move never misses in rain and can hit a target that has the Sky-High status.
Special 110 BP · 70% · 12 PP
Flying
Helping Hand
Boosts the power of an ally’s move by 50% during the turn this move is used.
Status · 101% · 20 PP
Normal
Dragon Pulse
Special 85 BP · 100% · 12 PP
Dragon
Dual Wingbeat
The user attacks twice in a row.
Physical 40 BP · 90% · 12 PP
Flying
Swords Dance
Boosts the user’s Attack stat by 2 stages.
Status · 101% · 20 PP
Normal
Thunderbolt
Has a 10% chance of paralyzing the target.
Special 90 BP · 100% · 16 PP
Electric
Blizzard
Has a 10% chance of freezing targets. This move never misses in snow.
Special 110 BP · 70% · 8 PP
Ice
Stomping Tantrum
This move’s power is doubled if the user couldn’t act or its move missed or failed on the previous turn.
Physical 75 BP · 100% · 12 PP
Ground
Psychic
Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage.
Special 90 BP · 100% · 12 PP
Psychic
Wide Guard
During the turn this move is used, the user protects its side from moves that target all allies.
Status · 101% · 12 PP
Rock
Life Dew
Restores 1/4 of the max HP of the user and its allies.
Status · 101% · 12 PP
Water
Will-O-Wisp
Burns the target.
Status · 85% · 16 PP
Fire
Electro Shot
The user gains the Charging status on the turn this move is used, then attacks on the following turn. In rain, the user does not gain the Charging status and can attack immediately. The user’s Sp. Atk stat is boosted by 1 stage on the turn this move is used.
Special 130 BP · 100% · 12 PP
Electric
Flash Cannon
Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage.
Special 80 BP · 100% · 12 PP
Steel
Quick Attack
Physical 40 BP · 100% · 20 PP
Normal
Liquidation
Has a 20% chance of lowering the target’s Defense stat by 1 stage.
Physical 85 BP · 100% · 12 PP
Water
Rain Dance
Summons rain for 5 turns.
Status · 101% · 8 PP
Water
Knock Off
This move’s power is boosted by 50% if the target is holding an item. Causes the target to lose its held item.
Physical 65 BP · 100% · 20 PP
Dark
Light of Ruin
The user takes 1/2 of the damage dealt by this move.
Special 140 BP · 90% · 8 PP
Fairy
Aurora Veil
Gives the user’s side the Aurora Veil status for 5 turns. This move can be used only in snow.
Status · 101% · 20 PP
Ice
Brave Bird
The user takes 1/3 of the damage dealt by this move.
Physical 120 BP · 100% · 16 PP
Flying
Rock Tomb
Lowers the target’s Speed stat by 1 stage.
Physical 60 BP · 95% · 16 PP
Rock
Hyper Beam
The user gains the Recharging status on the turn after this move is used.
Special 150 BP · 90% · 8 PP
Normal
Detect
The user protects itself from incoming moves for the turn. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before.
Status · 101% · 8 PP
Fighting
Power Gem
Special 80 BP · 100% · 20 PP
Rock
Spiky Shield
The user protects itself from incoming moves for the turn. Any attackers that use contact moves against the user during this turn take damage equal to 1/8 of their max HP. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before.
Status · 101% · 8 PP
Grass
Poison Jab
Has a 30% chance of poisoning the target.
Physical 80 BP · 100% · 20 PP
Poison
Draining Kiss
The user’s HP is restored by 3/4 of the damage dealt by this move.
Special 50 BP · 100% · 12 PP
Fairy
Sleep Powder
Puts the target to sleep.
Status · 75% · 16 PP
Grass
Hydro Pump
Special 110 BP · 80% · 8 PP
Water
Giga Drain
The user’s HP is restored by 1/2 of the damage dealt by this move.
Special 75 BP · 100% · 12 PP
Grass
Draco Meteor
Lowers the user’s Sp. Atk stat by 2 stages.
Special 130 BP · 90% · 8 PP
Dragon
Overheat
Lowers the user’s Sp. Atk stat by 2 stages.
Special 130 BP · 90% · 8 PP
Fire
Aura Sphere
This move never misses.
Special 80 BP · 101% · 20 PP
Fighting
Darkest Lariat
This move ignores the target’s stat changes when dealing damage.
Physical 85 BP · 100% · 12 PP
Dark
Dragon Dance
Boosts the user’s Attack and Speed stats by 1 stage.
Status · 101% · 20 PP
Dragon
Dark Pulse
Has a 20% chance of making the target flinch.
Special 80 BP · 100% · 16 PP
Dark
Follow Me
The user redirects opponents’ moves toward itself. This effect works only on single-target moves.
Status · 101% · 20 PP
Normal
Psyshock
This is a special move, but the damage it deals is calculated using the target’s Defense stat.
Special 80 BP · 100% · 12 PP
Psychic
Shadow Sneak
Physical 40 BP · 100% · 20 PP
Ghost
Light Screen
Gives the user’s side the Light Screen status for 5 turns.
Status · 101% · 20 PP
Psychic
Bulk Up
Boosts the user’s Attack and Defense stats by 1 stage.
Status · 101% · 20 PP
Fighting
Super Fang
Deals damage to the target equal to 1/2 of its remaining HP. Deals 1 HP of damage to a target that has only 1 HP left.
Physical 1 BP · 90% · 12 PP
Normal
Bullet Punch
Physical 40 BP · 100% · 20 PP
Steel
Taunt
Gives the target the Taunted status.
Status · 100% · 20 PP
Dark
Coaching
Boosts allies’ Attack and Defense stats by 1 stage.
Status · 101% · 12 PP
Fighting
Perish Song
Gives all Pokémon on the field the Perishing status.
Status · 101% · 8 PP
Normal
Muddy Water
Has a 30% chance of lowering targets’ accuracy by 1 stage.
Special 90 BP · 85% · 12 PP
Water
Icy Wind
Lowers targets’ Speed stats by 1 stage.
Special 55 BP · 95% · 16 PP
Ice
Disable
Gives the target the Move Disabled status for 4 turns.
Status · 100% · 20 PP
Normal
Eruption
The less HP the user has left, the lower this move’s power (ranging between 1 and 150).
Special 150 BP · 100% · 8 PP
Fire
Flamethrower
Has a 10% chance of burning the target.
Special 90 BP · 100% · 16 PP
Fire
Double-Edge
The user takes 1/3 of the damage dealt by this move.
Physical 120 BP · 100% · 16 PP
Normal
Volt Switch
After attacking, the user switches out of battle to be replaced by another party Pokémon.
Special 70 BP · 100% · 20 PP
Electric
Extreme Speed
Physical 80 BP · 100% · 8 PP
Normal
Ice Punch
Has a 10% chance of freezing the target.
Physical 75 BP · 100% · 16 PP
Ice
Nasty Plot
Boosts the user’s Sp. Atk stat by 2 stages.
Status · 101% · 20 PP
Dark
Water Spout
The less HP the user has left, the lower this move’s power (ranging between 1 and 150).
Special 150 BP · 100% · 8 PP
Water
Bug Bite
If the target is holding a Berry, the user eats that Berry and gains its effect.
Physical 60 BP · 100% · 20 PP
Bug
Feint
This move can hit a target using a move such as Protect or Detect and removes the effects of those moves.
Physical 30 BP · 100% · 12 PP
Normal
Clanging Scales
Lowers the user’s Defense stat by 1 stage.
Special 110 BP · 100% · 8 PP
Dragon
Roost
Restores 1/2 of the user’s max HP. If the user is a Flying type, it will lose the Flying type for the turn.
Status · 101% · 8 PP
Flying
Clangorous Soul
The user loses 1/3 of its max HP to boost its Attack, Defense, Sp. Atk, Sp. Def, and Speed stats by 1 stage. This move fails if the user doesn’t have enough remaining HP.
Status · 101% · 8 PP
Dragon
Snarl
Lowers targets’ Sp. Atk stats by 1 stage.
Special 55 BP · 95% · 16 PP
Dark
Ice Beam
Has a 10% chance of freezing the target.
Special 90 BP · 100% · 12 PP
Ice
Poltergeist
This move fails if the target isn’t holding an item.
Physical 110 BP · 90% · 8 PP
Ghost
Leech Seed
Gives the target the Leech Seeded status.
Status · 90% · 12 PP
Grass
Gunk Shot
Has a 30% chance of poisoning the target.
Physical 120 BP · 80% · 8 PP
Poison
Hypnosis
Puts the target to sleep.
Status · 60% · 20 PP
Psychic
High Horsepower
Physical 95 BP · 95% · 12 PP
Ground
Body Press
The damage dealt by this move is calculated using the user’s Defense stat instead of its Attack stat.
Physical 80 BP · 100% · 12 PP
Fighting
Twin Beam
The user attacks twice in a row.
Special 40 BP · 100% · 12 PP
Psychic
Reflect
Gives the user’s side the Reflect status for 5 turns.
Status · 101% · 20 PP
Psychic
Electroweb
Lowers targets’ Speed stats by 1 stage.
Special 55 BP · 95% · 16 PP
Electric
Accelerock
Physical 40 BP · 100% · 20 PP
Rock
Stone Axe
Gives the opponent’s side the Stealth Rock status.
Physical 65 BP · 90% · 16 PP
Rock
Freeze-Dry
This move is also super effective against Water-type Pokémon.
Special 70 BP · 100% · 20 PP
Ice
Shell Smash
Lowers the user’s Defense and Sp. Def stats by 1 stage and boosts its Attack, Sp. Atk, and Speed stats by 2 stages.
Status · 101% · 16 PP
Normal
Triple Axel
The user attacks 3 times in a row—first with a power of 20, then with a power of 40, then with a power of 60. The attack ends if the user misses.
Physical 20 BP · 90% · 12 PP
Ice
Head Smash
The user takes 1/2 of the damage dealt by this move.
Physical 150 BP · 80% · 8 PP
Rock
Sunny Day
Summons harsh sunlight for 5 turns.
Status · 101% · 8 PP
Fire
U-turn
After attacking, the user switches out of battle to be replaced by another party Pokémon.
Physical 70 BP · 100% · 20 PP
Bug
Waterfall
Has a 20% chance of making the target flinch.
Physical 80 BP · 100% · 16 PP
Water
Coil
Boosts the user’s Attack and Defense stats as well as its accuracy by 1 stage.
Status · 101% · 20 PP
Poison
Recover
Restores 1/2 of the user’s max HP.
Status · 101% · 8 PP
Normal
Acrobatics
This move’s power is doubled if the user isn’t holding an item.
Physical 55 BP · 100% · 16 PP
Flying
Scald
Has a 30% chance of burning the target. Cures the user and target of being frozen.
Special 80 BP · 100% · 16 PP
Water
Foul Play
The damage dealt by this move is calculated using the target’s Attack stat instead of the user’s Attack stat.
Physical 95 BP · 100% · 16 PP
Dark
Play Rough
Has a 10% chance of lowering the target’s Attack stat by 1 stage.
Physical 90 BP · 90% · 12 PP
Fairy
Ancient Power
Has a 10% chance of boosting the user’s Attack, Defense, Sp. Atk, Sp. Def, and Speed stats by 1 stage.
Special 60 BP · 100% · 8 PP
Rock
Sacred Sword
This move ignores the target’s stat changes when dealing damage.
Physical 90 BP · 100% · 16 PP
Fighting
Bitter Blade
The user’s HP is restored by 1/2 of the damage dealt by this move.
Physical 90 BP · 100% · 12 PP
Fire
Lumina Crash
Lowers the target’s Sp. Def stat by 2 stages.
Special 80 BP · 100% · 12 PP
Psychic
Baton Pass
The user switches out of battle to be replaced by another party Pokémon. If the user had any stat changes, a substitute, or other such effects, they will be passed on to the Pokémon switching in.
Status · 101% · 20 PP
Normal
Drain Punch
The user’s HP is restored by 1/2 of the damage dealt by this move.
Physical 75 BP · 100% · 12 PP
Fighting
Scale Shot
The user attacks 2 to 5 times in a row. This move lowers the user’s Defense stat by 1 stage and boosts its Speed stat by 1 stage.
Physical 25 BP · 90% · 20 PP
Dragon
Jet Punch
Physical 60 BP · 100% · 16 PP
Water
Ice Fang
Has a 10% chance of freezing the target and a 10% chance of making the target flinch.
Physical 65 BP · 95% · 16 PP
Ice
Quick Guard
The user protects itself and its allies from priority moves for the turn.
Status · 101% · 16 PP
Fighting
Air Slash
Has a 30% chance of making the target flinch.
Special 75 BP · 95% · 16 PP
Flying
Substitute
The user loses 1/4 of its max HP to create a substitute. The substitute will be hit by moves instead of the user, and it will vanish when it takes damage equal to 1/4 of the user’s max HP.
Status · 101% · 12 PP
Normal
Crunch
Has a 20% chance of lowering the target’s Defense stat by 1 stage.
Physical 80 BP · 100% · 16 PP
Dark
Leaf Storm
Lowers the user’s Sp. Atk stat by 2 stages.
Special 130 BP · 90% · 8 PP
Grass
Gigaton Hammer
This move can’t be used twice in a row.
Physical 160 BP · 100% · 8 PP
Steel
Roar
If there are other Pokémon in the target’s party that can switch into battle, the target is forced to switch out of battle and is replaced by one of those Pokémon at random.
Status · 101% · 20 PP
Normal
X-Scissor
Physical 80 BP · 100% · 16 PP
Bug
Yawn
Makes the target drowsy. This move never misses.
Status · 101% · 12 PP
Normal
Pollen Puff
When used on an ally, this move restores 1/2 of its max HP instead of dealing damage.
Special 90 BP · 100% · 16 PP
Bug
Psycho Cut
This move has a 1-stage Critical-Hit Ratio Boost.
Physical 70 BP · 100% · 20 PP
Psychic
Energy Ball
Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage.
Special 90 BP · 100% · 12 PP
Grass
Lash Out
This move’s power is doubled if the user’s stats were lowered during the turn this move is used.
Physical 75 BP · 100% · 8 PP
Dark
Trop Kick
Lowers the target’s Attack stat by 1 stage.
Physical 85 BP · 100% · 16 PP
Grass
Heavy Slam
The more the user outweighs the target, the greater this move’s power (ranging between 40 and 120). If the target has the Minimized status, this move’s power is doubled and it will be sure to hit.
Physical 1 BP · 100% · 12 PP
Steel
Imprison
The user gains the Sealing Off status.
Status · 101% · 12 PP
Psychic
Shadow Claw
This move has a 1-stage Critical-Hit Ratio Boost.
Physical 70 BP · 100% · 16 PP
Ghost
Psychic Fangs
Removes the Light Screen, Reflect, and Aurora Veil statuses on the target’s side.
Physical 85 BP · 100% · 12 PP
Psychic
Iron Defense
Boosts the user’s Defense stat by 2 stages.
Status · 101% · 16 PP
Steel
Breaking Swipe
Lowers targets’ Attack stats by 1 stage.
Physical 60 BP · 100% · 16 PP
Dragon
Night Slash
This move has a 1-stage Critical-Hit Ratio Boost.
Physical 70 BP · 100% · 20 PP
Dark
Flower Trick
This move never misses and is always a critical hit.
Physical 70 BP · 101% · 12 PP
Grass
Quash
Causes the target to move last in the turn.
Status · 100% · 16 PP
Dark
Strength Sap
Restores the user’s HP by an amount equal to the target’s Attack stat. Lowers the target’s Attack stat by 1 stage.
Status · 100% · 12 PP
Grass
Ice Hammer
Lowers the user’s Speed stat by 1 stage.
Physical 100 BP · 90% · 12 PP
Ice
Mach Punch
Physical 40 BP · 100% · 20 PP
Fighting
Stone Edge
This move has a 1-stage Critical-Hit Ratio Boost.
Physical 100 BP · 80% · 8 PP
Rock
Hammer Arm
Lowers the user’s Speed stat by 1 stage.
Physical 100 BP · 90% · 12 PP
Fighting
Fake Tears
Lowers the target’s Sp. Def stat by 2 stages.
Status · 100% · 20 PP
Dark
Round
If multiple Pokémon use this move in the same turn, the second user onward will act immediately after the first, and the power of the second Round onward will be doubled.
Special 60 BP · 100% · 16 PP
Normal
Thunder Wave
Paralyzes the target.
Status · 90% · 20 PP
Electric
Trick
The user and the target swap their held items.
Status · 100% · 12 PP
Psychic
Vacuum Wave
Special 40 BP · 100% · 20 PP
Fighting
Ice Shard
Physical 40 BP · 100% · 20 PP
Ice
Icicle Crash
Has a 30% chance of making the target flinch.
Physical 85 BP · 90% · 12 PP
Ice
Instruct
The user makes the target reuse the last move it used.
Status · 101% · 16 PP
Psychic
Leaf Blade
This move has a 1-stage Critical-Hit Ratio Boost.
Physical 90 BP · 100% · 16 PP
Grass
Zen Headbutt
Has a 20% chance of making the target flinch.
Physical 80 BP · 90% · 16 PP
Psychic
Aqua Cutter
This move has a 1-stage Critical-Hit Ratio Boost.
Physical 70 BP · 100% · 20 PP
Water
Belly Drum
The user loses 1/2 of its max HP to boost its Attack stat to its sixth stage. This move fails if the user doesn’t have enough remaining HP.
Status · 101% · 12 PP
Normal
Infestation
Gives the target the Bound status.
Special 20 BP · 100% · 20 PP
Bug
Phantom Force
The user gains the Concealed status on the turn this move is used, then attacks on the following turn. This move can hit a target using a move such as Protect or Detect and removes the effects of those moves.
Physical 90 BP · 100% · 12 PP
Ghost
Toxic
Badly poisons the target. If the user is a Poison type, this move will never miss.
Status · 90% · 12 PP
Poison
Baneful Bunker
The user protects itself from incoming moves for the turn. Any attackers that use contact moves against the user during this turn become poisoned. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before.
Status · 101% · 8 PP
Poison
Last Resort
This move fails unless the user has already used all the other moves it knows.
Physical 140 BP · 100% · 8 PP
Normal
Psychic Noise
Gives the target the Healing Prevented status for 2 turns.
Special 75 BP · 100% · 12 PP
Psychic
Headlong Rush
Lowers the user’s Defense and Sp. Def stats by 1 stage.
Physical 120 BP · 100% · 8 PP
Ground
Temper Flare
This move’s power is doubled if the user couldn’t act or its move missed or failed on the previous turn.
Physical 75 BP · 100% · 12 PP
Fire
Thunder
Has a 30% chance of paralyzing the target. This move never misses in rain and can hit a target that has the Sky-High status.
Special 110 BP · 70% · 12 PP
Electric
Thunder Punch
Has a 10% chance of paralyzing the target.
Physical 75 BP · 100% · 16 PP
Electric
Ice Spinner
Removes any terrain.
Physical 80 BP · 100% · 16 PP
Ice
Dragon Darts
The user attacks twice in a row. If there are 2 opposing Pokémon, each of them is attacked once.
Physical 50 BP · 100% · 12 PP
Dragon
Eerie Impulse
Lowers the target’s Sp. Atk stat by 2 stages.
Status · 100% · 16 PP
Electric
Giga Impact
The user gains the Recharging status on the turn after this move is used.
Physical 150 BP · 90% · 8 PP
Normal
Mystical Fire
Lowers the target’s Sp. Atk stat by 1 stage.
Special 75 BP · 100% · 12 PP
Fire
Rock Blast
The user attacks 2 to 5 times in a row.
Physical 25 BP · 90% · 12 PP
Rock
Scorching Sands
Has a 30% chance of burning the target. Cures the user and target of being frozen.
Special 70 BP · 100% · 12 PP
Ground
Ally Switch
The user switches spots with one of its allies. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before.
Status · 101% · 16 PP
Psychic
Assurance
This move’s power is doubled if the target has already taken damage during the turn this move is used.
Physical 60 BP · 100% · 12 PP
Dark
Brick Break
Removes the Light Screen, Reflect, and Aurora Veil statuses on the target’s side.
Physical 75 BP · 100% · 16 PP
Fighting
Gravity
Gives the entire field the Gravity status for 5 turns.
Status · 101% · 8 PP
Psychic
Meteor Mash
Has a 20% chance of boosting the user’s Attack stat by 1 stage.
Physical 90 BP · 90% · 12 PP
Steel
Power Whip
Physical 120 BP · 85% · 12 PP
Grass
After You
Makes the target move immediately after the user.
Status · 101% · 16 PP
Normal
Endeavor
Deals damage to the target equal to its remaining HP minus the user’s remaining HP. This move fails if the target’s HP is the same as or lower than the user’s.
Physical 1 BP · 100% · 8 PP
Normal
Population Bomb
The user attacks 1 to 10 times in a row. The attack ends if the user misses.
Physical 20 BP · 90% · 12 PP
Normal
Psych Up
The user copies the target’s stat changes.
Status · 101% · 12 PP
Normal
Psyshield Bash
Boosts the user’s Defense stat by 1 stage.
Physical 90 BP · 90% · 12 PP
Psychic
Struggle Bug
Lowers targets’ Sp. Atk stats by 1 stage.
Special 50 BP · 100% · 20 PP
Bug
Water Pulse
Has a 20% chance of confusing the target.
Special 60 BP · 100% · 20 PP
Water
Wood Hammer
The user takes 1/3 of the damage dealt by this move.
Physical 120 BP · 100% · 16 PP
Grass
Acid Spray
Lowers the target’s Sp. Def stat by 2 stages.
Special 40 BP · 100% · 20 PP
Poison
Body Slam
Has a 30% chance of paralyzing the target. If the target has the Minimized status, this move’s power is doubled and it will be sure to hit.
Physical 85 BP · 100% · 16 PP
Normal
Discharge
Has a 30% chance of paralyzing targets.
Special 80 BP · 100% · 16 PP
Electric
Expanding Force
If the user is under the effect of Psychic Terrain, this move’s power is boosted by 50% and its range extends to all opponents.
Special 80 BP · 100% · 12 PP
Psychic
Focus Blast
Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage.
Special 120 BP · 70% · 8 PP
Fighting
Glare
Paralyzes the target.
Status · 100% · 20 PP
Normal
Haze
Eliminates every stat change on the entire field.
Status · 101% · 20 PP
Ice
Ceaseless Edge
Gives the opponent’s side the Spikes status.
Physical 65 BP · 90% · 16 PP
Dark
Chilly Reception
Summons snow for 5 turns. The user switches out of battle to be replaced by another party Pokémon.
Status · 101% · 12 PP
Ice
Fire Punch
Has a 10% chance of burning the target.
Physical 75 BP · 100% · 16 PP
Fire
Fissure
Knocks out the target. The accuracy of this move is fixed at 30%.
Physical 1 BP · 30% · 8 PP
Ground
Psychic Terrain
Turns the entire field into Psychic Terrain for 5 turns.
Status · 101% · 12 PP
Psychic
Transform
The user transforms into a copy of the target. It also copies all of the target’s stats apart from its HP.
Status · 101% · 12 PP
Normal
Bitter Malice
Lowers the target’s Attack stat by 1 stage.
Special 75 BP · 100% · 12 PP
Ghost
Icicle Spear
The user attacks 2 to 5 times in a row.
Physical 25 BP · 100% · 20 PP
Ice
Outrage
The user gains the Rampaging status.
Physical 120 BP · 100% · 12 PP
Dragon
Parabolic Charge
The user’s HP is restored by 1/2 of the damage dealt by this move.
Special 65 BP · 100% · 20 PP
Electric
Shed Tail
The user loses 1/2 of its max HP to create a substitute, then switches out of battle to be replaced by another party Pokémon. The substitute will be hit by moves instead of that Pokémon, and it will vanish when it takes damage equal to 1/4 of the user’s max HP.
Status · 101% · 12 PP
Normal
Skill Swap
The user and the target swap their Abilities.
Status · 101% · 12 PP
Psychic
Upper Hand
Makes the target flinch. This move fails if the target isn’t about to use a priority move.
Physical 65 BP · 100% · 16 PP
Fighting
Aerial Ace
This move never misses.
Physical 60 BP · 101% · 20 PP
Flying
Destiny Bond
The user gains the Destiny Bound status. This move fails if used in succession.
Status · 101% · 8 PP
Ghost
Entrainment
Changes the target’s Ability to be the same as the user’s.
Status · 100% · 16 PP
Normal
Howl
Boosts the Attack stats of the user and its allies by 1 stage.
Status · 101% · 20 PP
Normal
Sludge Wave
Has a 10% chance of poisoning targets.
Special 95 BP · 100% · 12 PP
Poison
Soak
Changes the target’s type to Water.
Status · 100% · 20 PP
Water
Stealth Rock
Gives the opponent’s side the Stealth Rock status.
Status · 101% · 20 PP
Rock
Superpower
Lowers the user’s Attack and Defense stats by 1 stage.
Physical 120 BP · 100% · 8 PP
Fighting
Aqua Step
Boosts the user’s Speed stat by 1 stage.
Physical 80 BP · 100% · 12 PP
Water
Bone Rush
The user attacks 2 to 5 times in a row.
Physical 30 BP · 90% · 12 PP
Ground
Bullet Seed
The user attacks 2 to 5 times in a row.
Physical 25 BP · 100% · 20 PP
Grass
Curse
The user loses 1/2 of its max HP to give the target the Cursed status.
Status · 101% · 12 PP
Ghost
Fiery Dance
Has a 50% chance of boosting the user’s Sp. Atk stat by 1 stage.
Special 80 BP · 100% · 12 PP
Fire
Growth
Boosts the user’s Attack and Sp. Atk stats by 1 stage. In harsh sunlight, these stats will be boosted by 2 stages instead.
Status · 101% · 20 PP
Grass
Leech Life
The user’s HP is restored by 1/2 of the damage dealt by this move.
Physical 80 BP · 100% · 12 PP
Bug
Low Sweep
Lowers the target’s Speed stat by 1 stage.
Physical 65 BP · 100% · 20 PP
Fighting
Metal Burst
The user retaliates to deal 150% of the damage it took from an opponent’s move during the turn this move is used.
Physical 1 BP · 100% · 12 PP
Steel
Mortal Spin
Removes the Bound and Leech Seeded statuses from the user and removes the Sticky Web, Stealth Rock, Spikes, and Toxic Spikes statuses from the user’s side. Poisons targets.
Physical 30 BP · 100% · 16 PP
Poison
Nuzzle
Paralyzes the target.
Physical 20 BP · 100% · 20 PP
Electric
Pin Missile
The user attacks 2 to 5 times in a row.
Physical 25 BP · 95% · 20 PP
Bug
Quiver Dance
Boosts the user’s Sp. Atk, Sp. Def, and Speed stats by 1 stage.
Status · 101% · 20 PP
Bug
Stockpile
Boosts the user’s Defense and Sp. Def stats by 1 stage. Raises the user’s Stockpiling level by 1. Can be used up to 3 times.
Status · 101% · 20 PP
Normal
Triple Arrows
Has a 50% chance of lowering the target’s Defense stat by 1 stage and has a 30% chance of making the target flinch. This move has a 1-stage Critical-Hit Ratio Boost.
Physical 90 BP · 100% · 12 PP
Fighting
Wild Charge
The user takes 1/4 of the damage dealt by this move.
Physical 90 BP · 100% · 16 PP
Electric
Armor Cannon
Lowers the user’s Defense and Sp. Def stats by 1 stage.
Special 120 BP · 100% · 8 PP
Fire
Dragon Tail
If there are other Pokémon in the target’s party that can switch into battle, the target is forced to switch out of battle and is replaced by one of those Pokémon at random.
Physical 60 BP · 90% · 12 PP
Dragon
Hex
This move’s power is doubled if the target has a status condition.
Special 65 BP · 100% · 12 PP
Ghost
Pain Split
The user adds its remaining HP to the target’s remaining HP, then splits the total in half for them to share.
Status · 101% · 20 PP
Normal
Raging Bull
Removes the Light Screen, Reflect, and Aurora Veil statuses on the target’s side. This move’s type depends on the user’s form.
Physical 90 BP · 100% · 12 PP
Normal
Razor Shell
Has a 50% chance of lowering the target’s Defense stat by 1 stage.
Physical 75 BP · 95% · 12 PP
Water
Safeguard
Gives the user’s side the Safeguard status for 5 turns.
Status · 101% · 20 PP
Normal
Seed Bomb
Physical 80 BP · 100% · 16 PP
Grass
Smack Down
If the target is off the ground, it gains the Landed status. This move can hit a target that has the Sky-High status.
Physical 50 BP · 100% · 16 PP
Rock
Spicy Extract
Lowers the target’s Defense stat by 2 stages and boosts its Attack stat by 2 stages.
Status · 101% · 16 PP
Grass
Stored Power
This move’s power is increased by 20 for each stage that the user’s stats have been boosted.
Special 20 BP · 100% · 12 PP
Psychic
Storm Throw
Always a critical hit.
Physical 60 BP · 100% · 12 PP
Fighting
Surf
This move’s power is doubled against targets that have the Submerged status.
Special 90 BP · 100% · 16 PP
Water
Synthesis
Restores 1/2 of the user’s max HP. In harsh sunlight, 2/3 of its max HP will be restored instead. In all other weather conditions, 1/4 of its max HP will be restored instead.
Status · 101% · 8 PP
Grass
Worry Seed
Changes the target’s Ability to Insomnia.
Status · 100% · 12 PP
Grass
Alluring Voice
Confuses the target if its stats were boosted during the turn this move is used.
Special 80 BP · 100% · 12 PP
Fairy
Beak Blast
If the user is hit by a contact move before it uses this move, the attacker will be burned.
Physical 120 BP · 100% · 8 PP
Flying
Bite
Has a 30% chance of making the target flinch.
Physical 60 BP · 100% · 20 PP
Dark
Blaze Kick
Has a 10% chance of burning the target. This move has a 1-stage Critical-Hit Ratio Boost.
Physical 85 BP · 90% · 12 PP
Fire
Bug Buzz
Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage.
Special 90 BP · 100% · 12 PP
Bug
Bulldoze
Lowers targets’ Speed stats by 1 stage. When Grassy Terrain is active, this move’s power is halved.
Physical 60 BP · 100% · 20 PP
Ground
Cotton Spore
Lowers targets’ Speed stats by 2 stages.
Status · 100% · 20 PP
Grass
Decorate
Boosts the target’s Attack and Sp. Atk stats by 2 stages.
Status · 101% · 16 PP
Fairy
Dragon Cheer
Gives allies a Critical-Hit Ratio Boost. Dragon types receive a 2-stage boost. All other types receive a 1-stage boost.
Status · 101% · 16 PP
Dragon
Drill Peck
Physical 80 BP · 100% · 20 PP
Flying
Drill Run
This move has a 1-stage Critical-Hit Ratio Boost.
Physical 80 BP · 95% · 12 PP
Ground
Explosion
The user faints upon using this move.
Physical 250 BP · 100% · 8 PP
Normal
Fire Blast
Has a 10% chance of burning the target.
Special 110 BP · 85% · 8 PP
Fire
Grass Knot
The heavier the target, the greater this move’s power (ranging between 20 and 120).
Special 1 BP · 100% · 20 PP
Grass
High Jump Kick
If this move misses or fails, the user takes damage equal to 1/2 of its max HP.
Physical 130 BP · 90% · 12 PP
Fighting
Lunge
Lowers the target’s Attack stat by 1 stage.
Physical 80 BP · 100% · 16 PP
Bug
Mega Kick
Physical 120 BP · 75% · 8 PP
Normal
Sheer Cold
Knocks out the target. This move does not affect Ice types. The accuracy of this move is fixed at 30%. If used by Pokémon other than Ice types, the accuracy of this move is 20%.
Special 1 BP · 30% · 8 PP
Ice
Shell Side Arm
Has a 20% chance of poisoning the target. Becomes a physical move if that will deal more damage.
Special 90 BP · 100% · 12 PP
Poison
Shelter
Boosts the user’s Defense stat by 2 stages.
Status · 101% · 12 PP
Steel
Solar Blade
The user gains the Charging status on the turn this move is used, then attacks on the following turn. In harsh sunlight, the user does not gain the Charging status and can attack immediately. This move’s power is halved in any other weather condition.
Physical 125 BP · 100% · 12 PP
Grass
Thunder Fang
Has a 10% chance of paralyzing the target and a 10% chance of making the target flinch.
Physical 65 BP · 95% · 16 PP
Electric
Tickle
Lowers the target’s Attack and Defense stats by 1 stage.
Status · 100% · 20 PP
Normal
Acid Armor
Boosts the user’s Defense stat by 2 stages.
Status · 101% · 20 PP
Poison
Agility
Boosts the user’s Speed stat by 2 stages.
Status · 101% · 20 PP
Psychic
Air Cutter
This move has a 1-stage Critical-Hit Ratio Boost.
Special 60 BP · 95% · 20 PP
Flying
Amnesia
Boosts the user’s Sp. Def stat by 2 stages.
Status · 101% · 20 PP
Psychic
Aqua Ring
The user gains the Aqua Ring status.
Status · 101% · 20 PP
Water
Aromatic Mist
Boosts an ally’s Sp. Def stat by 1 stage.
Status · 101% · 20 PP
Fairy
Aura Wheel
Boosts the user’s Speed stat by 1 stage. This move’s type depends on Morpeko’s form.
Physical 110 BP · 100% · 12 PP
Electric
Baby-Doll Eyes
Lowers the target’s Attack stat by 1 stage.
Status · 100% · 20 PP
Fairy
Boomburst
Special 140 BP · 100% · 12 PP
Normal
Burning Jealousy
Burns targets if their stats were boosted during the turn this move is used.
Special 70 BP · 100% · 8 PP
Fire
Charm
Lowers the target’s Attack stat by 2 stages.
Status · 100% · 20 PP
Fairy
Confuse Ray
Confuses the target.
Status · 100% · 12 PP
Ghost
Cotton Guard
Boosts the user’s Defense stat by 3 stages.
Status · 101% · 12 PP
Grass
Cross Chop
This move has a 1-stage Critical-Hit Ratio Boost.
Physical 100 BP · 80% · 8 PP
Fighting
Dragon Rush
Has a 20% chance of making the target flinch. If the target has the Minimized status, this move’s power is doubled and it will be sure to hit.
Physical 100 BP · 75% · 12 PP
Dragon
Dynamic Punch
Confuses the target.
Physical 100 BP · 50% · 8 PP
Fighting
Electro Ball
The higher the user’s Speed stat compared to the target’s, the greater this move’s power (ranging between 40 and 150).
Special 1 BP · 100% · 12 PP
Electric
Endure
During the turn this move is used, if the user takes damage from a move that would knock it out, it will endure the hit with 1 HP. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before.
Status · 101% · 12 PP
Normal
Extrasensory
Has a 10% chance of making the target flinch.
Special 80 BP · 100% · 20 PP
Psychic
Facade
This move’s power is doubled if the user is poisoned, badly poisoned, burned, or paralyzed. Although this move is a physical move, the damage it deals is not halved when the user is burned.
Physical 70 BP · 100% · 20 PP
Normal
Final Gambit
The user faints. This move deals damage to the target equal to the user’s remaining HP at the time this move was used.
Special 1 BP · 100% · 8 PP
Fighting
Fling
This move’s power and effects depend on the user’s held item. The held item is lost after this move is used.
Physical 1 BP · 100% · 12 PP
Dark
Focus Energy
The user gains a 2-stage Critical-Hit Ratio Boost.
Status · 101% · 20 PP
Normal
Grassy Terrain
Turns the entire field into Grassy Terrain for 5 turns.
Status · 101% · 12 PP
Grass
Heal Pulse
Restores 1/2 of the target’s max HP.
Status · 101% · 12 PP
Psychic
Healing Wish
The user faints. The Pokémon taking its place will have its HP fully restored and its status conditions cured.
Status · 101% · 12 PP
Psychic
Heat Crash
The more the user outweighs the target, the greater this move’s power (ranging between 40 and 120). If the target has the Minimized status, this move’s power is doubled and it will be sure to hit.
Physical 1 BP · 100% · 12 PP
Fire
Hydro Cannon
The user gains the Recharging status on the turn after this move is used.
Special 150 BP · 90% · 8 PP
Water
Infernal Parade
Has a 30% chance of burning the target. This move’s power is doubled if the target has a status condition.
Special 65 BP · 100% · 16 PP
Ghost
Iron Tail
Has a 30% chance of lowering the target’s Defense stat by 1 stage.
Physical 100 BP · 75% · 16 PP
Steel
Lava Plume
Has a 30% chance of burning targets.
Special 80 BP · 100% · 16 PP
Fire
Mean Look
Gives the target the Can’t Escape status.
Status · 101% · 8 PP
Normal
Megahorn
Physical 120 BP · 85% · 12 PP
Bug
Memento
Lowers the target’s Attack and Sp. Atk stats by 2 stages. The user faints upon using this move.
Status · 100% · 12 PP
Dark
Mirror Coat
The user retaliates to deal double the damage it took from an opponent’s special move during the turn this move is used.
Special 1 BP · 100% · 20 PP
Psychic
Morning Sun
Restores 1/2 of the user’s max HP. In harsh sunlight, 2/3 of its max HP will be restored instead. In all other weather conditions, 1/4 of its max HP will be restored instead.
Status · 101% · 8 PP
Normal
Mud Shot
Lowers the target’s Speed stat by 1 stage.
Special 55 BP · 95% · 16 PP
Ground
Night Shade
Deals 50 HP of damage.
Special 1 BP · 100% · 16 PP
Ghost
Petal Dance
The user gains the Rampaging status.
Special 120 BP · 100% · 12 PP
Grass
Rest
Fully restores the user’s HP and cures any status conditions. The user falls asleep for 2 turns. This move fails if the user’s HP is full.
Status · 101% · 8 PP
Psychic
Rock Polish
Boosts the user’s Speed stat by 2 stages.
Status · 101% · 20 PP
Rock
Salt Cure
Gives the target the Salt Cured status.
Physical 40 BP · 100% · 16 PP
Rock
Sandstorm
Summons a sandstorm for 5 turns.
Status · 101% · 8 PP
Rock
Slack Off
Restores 1/2 of the user’s max HP.
Status · 101% · 8 PP
Normal
Snowscape
Summons snow for 5 turns.
Status · 101% · 8 PP
Ice
Speed Swap
The user and the target swap their Speed stats.
Status · 101% · 12 PP
Psychic
Steel Beam
After attacking, the user takes damage equal to 1/2 of its max HP.
Special 140 BP · 95% · 8 PP
Steel
String Shot
Lowers targets’ Speed stats by 2 stages.
Status · 95% · 20 PP
Bug
Stun Spore
Paralyzes the target.
Status · 75% · 20 PP
Grass
Swagger
Boosts the target’s Attack stat by 2 stages and confuses it.
Status · 85% · 16 PP
Normal
Whirlwind
If there are other Pokémon in the target’s party that can switch into battle, the target is forced to switch out of battle and is replaced by one of those Pokémon at random.
Status · 101% · 20 PP
Normal
Wish
Gives the user’s spot the Wish status.
Status · 101% · 12 PP
Normal
Wonder Room
Gives the entire field the Wonder Room status for 5 turns.
Status · 101% · 12 PP
Psychic
Acupressure
Boosts the Attack, Defense, Sp. Atk, Sp. Def, Speed, accuracy, or evasiveness of the user or an ally by 2 stages.
Status · 101% · 20 PP
Normal
Apple Acid
Lowers the target’s Sp. Def stat by 1 stage.
Special 90 BP · 100% · 12 PP
Grass
Aqua Tail
Physical 90 BP · 90% · 12 PP
Water
Attract
Gives the target the Infatuated status. This move will fail against a target that is the same gender as the user or whose gender is unknown.
Status · 100% · 16 PP
Normal
Avalanche
This move’s power is doubled if the target has already dealt damage to the user with a move in the same turn.
Physical 60 BP · 100% · 12 PP
Ice
Axe Kick
Has a 30% chance of confusing the target. If this move misses or fails, the user takes damage equal to 1/2 of its max HP.
Physical 120 BP · 90% · 12 PP
Fighting
Beat Up
The target is attacked as many times as the number of Pokémon in the user’s party. Pokémon that have fainted or have a status condition are not counted. This move’s power is calculated based on the Attack stats of the party Pokémon.
Physical 1 BP · 100% · 12 PP
Dark
Belch
This move fails unless the user has eaten a Berry during the battle.
Special 120 BP · 90% · 12 PP
Poison
Bind
Gives the target the Bound status.
Physical 15 BP · 85% · 20 PP
Normal
Blast Burn
The user gains the Recharging status on the turn after this move is used.
Special 150 BP · 90% · 8 PP
Fire
Block
Gives the target the Can’t Escape status.
Status · 101% · 8 PP
Normal
Bounce
The user gains the Sky-High status on the turn this move is used, then attacks on the following turn. This move has a 30% chance of paralyzing the target.
Physical 85 BP · 85% · 8 PP
Flying
Brutal Swing
Physical 60 BP · 100% · 20 PP
Dark
Burn Up
The user loses the Fire type. Cures the user of being frozen. This move fails unless it is used by a Fire type.
Special 130 BP · 100% · 8 PP
Fire
Charge
Boosts the user’s Sp. Def stat by 1 stage. The user gains the Electric Boost status.
Status · 101% · 20 PP
Electric
Charge Beam
Has a 70% chance of boosting the user’s Sp. Atk stat by 1 stage.
Special 50 BP · 90% · 12 PP
Electric
Chilling Water
Lowers the target’s Attack stat by 1 stage.
Special 50 BP · 100% · 20 PP
Water
Circle Throw
If there are other Pokémon in the target’s party that can switch into battle, the target is forced to switch out of battle and is replaced by one of those Pokémon at random.
Physical 60 BP · 90% · 12 PP
Fighting
Clear Smog
Removes all stat changes from the target. This move never misses.
Special 50 BP · 101% · 16 PP
Poison
Comeuppance
The user retaliates to deal 150% of the damage it took from an opponent’s move during the turn this move is used.
Physical 1 BP · 100% · 12 PP
Dark
Copycat
The user mimics the move that was last used. This move fails if no other move has been used yet.
Status · 101% · 20 PP
Normal
Corrosive Gas
Causes all other Pokémon on the field to lose their held items.
Status · 100% · 20 PP
Poison
Cosmic Power
Boosts the user’s Defense and Sp. Def stats by 1 stage.
Status · 101% · 20 PP
Psychic
Counter
The user retaliates to deal double the damage it took from an opponent’s physical move during the turn this move is used.
Physical 1 BP · 100% · 20 PP
Fighting
Covet
If the user is not already holding an item, it steals the target’s held item.
Physical 60 BP · 100% · 20 PP
Normal
Crabhammer
This move has a 1-stage Critical-Hit Ratio Boost.
Physical 100 BP · 95% · 12 PP
Water
Cross Poison
Has a 10% chance of poisoning the target. This move has a 1-stage Critical-Hit Ratio Boost.
Physical 70 BP · 100% · 20 PP
Poison
Crush Claw
Has a 50% chance of lowering the target’s Defense stat by 1 stage.
Physical 75 BP · 95% · 12 PP
Normal
Defog
Lowers the target’s evasiveness by 1 stage. Removes statuses such as Reflect, Spikes, and Safeguard, as well as any terrain.
Status · 101% · 16 PP
Flying
Dig
The user gains the Underground status on the turn this move is used, then attacks on the following turn.
Physical 80 BP · 100% · 12 PP
Ground
Dive
The user gains the Submerged status on the turn this move is used, then attacks on the following turn.
Physical 80 BP · 100% · 12 PP
Water
Double Hit
The user attacks twice in a row.
Physical 35 BP · 90% · 12 PP
Normal
Double Team
Boosts the user’s evasiveness by 1 stage.
Status · 101% · 16 PP
Normal
Eerie Spell
Removes 3 PP from the move last used by the target.
Special 80 BP · 100% · 8 PP
Psychic
Electric Terrain
Turns the entire field into Electric Terrain for 5 turns.
Status · 101% · 12 PP
Electric
Electrify
If this move hits the target before it uses a move, its move becomes Electric type for that turn.
Status · 101% · 20 PP
Electric
Fairy Lock
Gives all Pokémon on the field the Fairy Locked status.
Status · 101% · 12 PP
Fairy
Feather Dance
Lowers the target’s Attack stat by 2 stages.
Status · 100% · 16 PP
Flying
Fell Stinger
Boosts the user’s Attack stat by 3 stages if this move knocks out the target.
Physical 50 BP · 100% · 20 PP
Bug
Fickle Beam
This move has a 30% chance of its power being doubled.
Special 80 BP · 100% · 8 PP
Dragon
Fire Fang
Has a 10% chance of burning the target and a 10% chance of making the target flinch.
Physical 65 BP · 95% · 16 PP
Fire
Fire Lash
Lowers the target’s Defense stat by 1 stage.
Physical 90 BP · 100% · 16 PP
Fire
Fire Spin
Gives the target the Bound status.
Special 35 BP · 85% · 16 PP
Fire
First Impression
This move fails unless it is the first move used by the user after it enters a battle.
Physical 100 BP · 100% · 12 PP
Bug
Flail
The less HP the user has left, the greater this move’s power (ranging between 20 and 200).
Physical 1 BP · 100% · 16 PP
Normal
Flame Charge
Boosts the user’s Speed stat by 1 stage.
Physical 50 BP · 100% · 20 PP
Fire
Flatter
Boosts the target’s Sp. Atk stat by 1 stage and confuses it.
Status · 100% · 16 PP
Dark
Fly
The user gains the Sky-High status on the turn this move is used, then attacks on the following turn.
Physical 90 BP · 95% · 16 PP
Flying
Flying Press
The damage dealt by this move is calculated by combining the effectiveness of the move’s own type with that of the Flying type. If the target has the Minimized status, this move’s power is doubled and it will be sure to hit.
Physical 100 BP · 95% · 12 PP
Fighting
Focus Punch
This move fails if the user has already taken damage from a move in the same turn.
Physical 150 BP · 100% · 20 PP
Fighting
Forest's Curse
Gives the target the Forest Cursed status.
Status · 100% · 20 PP
Grass
Frenzy Plant
The user gains the Recharging status on the turn after this move is used.
Special 150 BP · 90% · 8 PP
Grass
Frost Breath
Always a critical hit.
Special 60 BP · 90% · 12 PP
Ice
Future Sight
Gives the target’s spot the Future Attack status.
Special 120 BP · 100% · 12 PP
Psychic
Gastro Acid
Gives the target the No Ability status.
Status · 100% · 12 PP
Poison
Grassy Glide
If the user is under the effect of Grassy Terrain, this move’s priority becomes +1.
Physical 55 BP · 100% · 20 PP
Grass
Grav Apple
Lowers the target’s Defense stat by 1 stage. This move’s power is boosted by 50% when the Gravity status is active.
Physical 90 BP · 100% · 12 PP
Grass
Guard Split
The user adds its Defense stat to the target’s Defense stat, then splits the total in half for them to share. It does the same with each of their Sp. Def stats.
Status · 101% · 12 PP
Psychic
Guard Swap
The user swaps the changes to its Defense and Sp. Def stats with the changes to the target’s Defense and Sp. Def stats.
Status · 101% · 12 PP
Psychic
Guillotine
Knocks out the target. The accuracy of this move is fixed at 30%.
Physical 1 BP · 30% · 8 PP
Normal
Gyro Ball
The lower the user’s Speed stat compared to the target’s, the greater this move’s power (ranging between 1 and 150).
Physical 1 BP · 100% · 8 PP
Steel
Hard Press
The more HP the target has left, the greater this move’s power (ranging between 1 and 100).
Physical 1 BP · 100% · 12 PP
Steel
Heal Bell
The user cures the status conditions of all the Pokémon in its party, including itself, as well as its allies.
Status · 101% · 8 PP
Normal
Horn Drill
Knocks out the target. The accuracy of this move is fixed at 30%.
Physical 1 BP · 30% · 8 PP
Normal
Horn Leech
The user’s HP is restored by 1/2 of the damage dealt by this move.
Physical 75 BP · 100% · 12 PP
Grass
Inferno
Burns the target.
Special 100 BP · 50% · 8 PP
Fire
Ingrain
The user gains the Ingrained status.
Status · 101% · 20 PP
Grass
King's Shield
The user protects itself from incoming attacks for the turn and changes into its Shield Forme. Any attackers that use contact moves against the user during this turn will have their Attack stats lowered by 1 stage. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before.
Status · 101% · 8 PP
Steel
Lock-On
The user gains the Locked On status.
Status · 101% · 8 PP
Normal
Magic Powder
Changes the target’s type to Psychic.
Status · 100% · 20 PP
Psychic
Magic Room
Gives the entire field the Magic Room status for 5 turns.
Status · 101% · 12 PP
Psychic
Magnet Rise
The user gains the Magnet Rise status.
Status · 101% · 12 PP
Electric
Magnetic Flux
If the user or its allies have the Plus Ability or the Minus Ability, their Defense and Sp. Def stats are boosted by 1 stage.
Status · 101% · 20 PP
Electric
Metal Sound
Lowers the target’s Sp. Def stat by 2 stages.
Status · 85% · 20 PP
Steel
Meteor Beam
The user gains the Charging status on the turn this move is used, then attacks on the following turn. The user’s Sp. Atk stat is boosted by 1 stage on the turn this move is used.
Special 120 BP · 90% · 12 PP
Rock
Minimize
Boosts the user’s evasiveness by 2 stages. The user gains the Minimized status.
Status · 101% · 12 PP
Normal
Misty Explosion
If the user is under the effect of Misty Terrain, this move’s power is boosted by 50%. The user faints upon using this move.
Special 100 BP · 100% · 8 PP
Fairy
Misty Terrain
Turns the entire field into Misty Terrain for 5 turns.
Status · 101% · 12 PP
Fairy
Moonlight
Restores 1/2 of the user’s max HP. In harsh sunlight, 2/3 of its max HP will be restored instead. In all other weather conditions, 1/4 of its max HP will be restored instead.
Status · 101% · 8 PP
Fairy
Mountain Gale
Has a 30% chance of making the target flinch.
Physical 120 BP · 85% · 12 PP
Ice
Mud-Slap
Lowers the target’s accuracy by 1 stage.
Special 20 BP · 100% · 12 PP
Ground
Night Daze
Has a 40% chance of lowering the target’s accuracy by 1 stage.
Special 90 BP · 95% · 12 PP
Dark
Noble Roar
Lowers the target’s Attack and Sp. Atk stats by 1 stage.
Status · 100% · 20 PP
Normal
Payback
This move’s power is doubled if the user attacks after the target.
Physical 50 BP · 100% · 12 PP
Dark
Petal Blizzard
Physical 90 BP · 100% · 16 PP
Grass
Pluck
If the target is holding a Berry, the user eats that Berry and gains its effect.
Physical 60 BP · 100% · 20 PP
Flying
Poison Fang
Has a 50% chance of badly poisoning the target.
Physical 50 BP · 100% · 16 PP
Poison
Poison Powder
Poisons the target.
Status · 75% · 20 PP
Poison
Pounce
Lowers the target’s Speed stat by 1 stage.
Physical 50 BP · 100% · 20 PP
Bug
Pound
Physical 40 BP · 100% · 20 PP
Normal
Power Split
The user adds its Attack stat to the target’s Attack stat, then splits the total in half for them to share. It does the same with each of their Sp. Atk stats.
Status · 101% · 12 PP
Psychic
Power Swap
The user swaps the changes to its Attack and Sp. Atk stats with the changes to the target’s Attack and Sp. Atk stats.
Status · 101% · 12 PP
Psychic
Power Trick
The user gains the Atk/Def Swapped status.
Status · 101% · 12 PP
Psychic
Power Trip
This move’s power is increased by 20 for each stage that the user’s stats have been boosted.
Physical 20 BP · 100% · 12 PP
Dark
Raging Fury
The user gains the Rampaging status.
Physical 120 BP · 100% · 12 PP
Fire
Rapid Spin
Removes the Bound and Leech Seeded statuses from the user and removes the Sticky Web, Stealth Rock, Spikes, and Toxic Spikes statuses from the user’s side. Boosts the user’s Speed stat by 1 stage.
Physical 50 BP · 100% · 20 PP
Normal
Recycle
Regenerates the last held item that the user consumed. The user then holds this item once more.
Status · 101% · 12 PP
Normal
Reflect Type
The user becomes the same type or types as the target.
Status · 101% · 16 PP
Normal
Reversal
The less HP the user has left, the greater this move’s power (ranging between 20 and 200).
Physical 1 BP · 100% · 16 PP
Fighting
Rising Voltage
This move’s power is doubled if the target is under the effect of Electric Terrain.
Special 70 BP · 100% · 20 PP
Electric
Rock Wrecker
The user gains the Recharging status on the turn after this move is used.
Physical 150 BP · 90% · 8 PP
Rock
Role Play
Changes the user’s Ability to be the same as the target’s.
Status · 101% · 12 PP
Psychic
Sand Tomb
Gives the target the Bound status.
Physical 35 BP · 85% · 16 PP
Ground
Scary Face
Lowers the target’s Speed stat by 2 stages.
Status · 100% · 12 PP
Normal
Screech
Lowers the target’s Defense stat by 2 stages.
Status · 85% · 20 PP
Normal
Seismic Toss
Deals 50 HP of damage.
Physical 1 BP · 100% · 20 PP
Fighting
Self-Destruct
The user faints upon using this move.
Physical 200 BP · 100% · 8 PP
Normal
Shadow Punch
This move never misses.
Physical 60 BP · 101% · 20 PP
Ghost
Simple Beam
Changes the target’s Ability to Simple.
Status · 100% · 16 PP
Normal
Sing
Puts the target to sleep.
Status · 55% · 16 PP
Normal
Skitter Smack
Lowers the target’s Sp. Atk stat by 1 stage.
Physical 70 BP · 90% · 12 PP
Bug
Sky Attack
The user gains the Charging status on the turn this move is used, then attacks on the following turn. This move has a 30% chance of making the target flinch, and it has a 1-stage Critical-Hit Ratio Boost.
Physical 140 BP · 90% · 8 PP
Flying
Sleep Talk
Can be used only if the user is asleep. The user uses one of the other moves it knows at random.
Status · 101% · 12 PP
Normal
Smart Strike
This move never misses.
Physical 70 BP · 101% · 12 PP
Steel
Snap Trap
Gives the target the Bound status.
Physical 35 BP · 100% · 16 PP
Steel
Snore
Can be used only if the user is asleep. Has a 30% chance of making the target flinch.
Special 50 BP · 100% · 16 PP
Normal
Sparkling Aria
Cures targets of their burns.
Special 90 BP · 100% · 12 PP
Water
Spikes
Gives the opponent’s side the Spikes status.
Status · 101% · 20 PP
Ground
Spirit Shackle
Gives the target the Can’t Escape status.
Physical 90 BP · 100% · 12 PP
Ghost
Spit Up
The higher the user’s Stockpiling level, the greater this move’s power (ranging between 100 and 300). This move fails unless the user has the Stockpiling status.
Special 1 BP · 100% · 12 PP
Normal
Spite
Removes 4 PP from the move last used by the target.
Status · 100% · 12 PP
Ghost
Steel Roller
Removes any terrain. This move fails if there is no terrain on the field.
Physical 130 BP · 100% · 8 PP
Steel
Steel Wing
Has a 10% chance of boosting the user’s Defense stat by 1 stage.
Physical 70 BP · 90% · 20 PP
Steel
Sticky Web
Gives the opponent’s side the Sticky Web status.
Status · 101% · 20 PP
Bug
Stuff Cheeks
The user eats its held Berry and boosts its Defense stat by 2 stages. This move can’t be used if the user is not holding a Berry.
Status · 101% · 12 PP
Normal
Supercell Slam
If this move misses or fails, the user takes damage equal to 1/2 of its max HP. If the target has the Minimized status, this move’s power is doubled and it will be sure to hit.
Physical 100 BP · 95% · 16 PP
Electric
Swallow
The higher the user’s Stockpiling level, the more HP the user restores. Level 1: 1/4 of the user’s max HP is restored. Level 2: 1/2 of the user’s max HP is restored. Level 3: The user’s HP is fully restored. This move fails unless the user has the Stockpiling status.
Status · 101% · 12 PP
Normal
Sweet Kiss
Confuses the target.
Status · 75% · 12 PP
Fairy
Sweet Scent
Lowers targets’ evasiveness by 2 stages.
Status · 100% · 20 PP
Normal
Switcheroo
The user and the target swap their held items.
Status · 100% · 12 PP
Dark
Syrup Bomb
Gives the target the Syrupy status for 3 turns.
Special 60 BP · 90% · 12 PP
Grass
Tail Slap
The user attacks 2 to 5 times in a row.
Physical 25 BP · 85% · 12 PP
Normal
Tearful Look
Lowers the target’s Attack and Sp. Atk stats by 1 stage. This move ignores the target’s evasiveness and can hit a target using a move such as Protect.
Status · 101% · 20 PP
Normal
Teatime
Causes all Pokémon on the field to eat their held Berries.
Status · 101% · 12 PP
Normal
Teeter Dance
Confuses all other Pokémon on the field.
Status · 100% · 20 PP
Normal
Terrain Pulse
This move’s power is doubled if the user is under the effect of a terrain. This move’s type depends on the terrain.
Special 50 BP · 100% · 12 PP
Normal
Thief
If the user is not already holding an item, it steals the target’s held item.
Physical 60 BP · 100% · 20 PP
Dark
Thrash
The user gains the Rampaging status.
Physical 120 BP · 100% · 12 PP
Normal
Tidy Up
Removes the Sticky Web, Stealth Rock, Substitute, Spikes, and Toxic Spikes statuses from the entire field. Boosts the user’s Attack and Speed stats by 1 stage.
Status · 101% · 12 PP
Normal
Torch Song
Boosts the user’s Sp. Atk stat by 1 stage.
Special 80 BP · 100% · 12 PP
Fire
Torment
Gives the target the Unable to Repeat status.
Status · 100% · 16 PP
Dark
Toxic Spikes
Gives the opponent’s side the Toxic Spikes status.
Status · 101% · 20 PP
Poison
Toxic Thread
Lowers the target’s Speed stat by 2 stages and poisons it.
Status · 100% · 20 PP
Poison
Trailblaze
Boosts the user’s Speed stat by 1 stage.
Physical 50 BP · 100% · 20 PP
Grass
Tri Attack
Has a 20% chance of leaving the target burned, frozen, or paralyzed.
Special 80 BP · 100% · 12 PP
Normal
Trick-or-Treat
Gives the target the Trick-or-Treating status.
Status · 100% · 20 PP
Ghost
Uproar
The user gains the Uproar status.
Special 90 BP · 100% · 12 PP
Normal
Venoshock
This move’s power is doubled if the target is poisoned or badly poisoned.
Special 65 BP · 100% · 12 PP
Poison
Volt Tackle
Has a 10% chance of paralyzing the target. The user also takes 1/3 of the damage dealt by this move.
Physical 120 BP · 100% · 16 PP
Electric
Water Shuriken
The user attacks 2 to 5 times in a row.
Special 15 BP · 100% · 20 PP
Water
Whirlpool
Gives the target the Bound status. This move’s power is doubled if the target has the Submerged status.
Special 35 BP · 85% · 16 PP
Water
Wrap
Gives the target the Bound status.
Physical 15 BP · 90% · 20 PP
Normal
Zap Cannon
Paralyzes the target.
Special 120 BP · 50% · 8 PP
Electric

New Abilities in Regulation M-A (193)

Adaptability
Boosts the power of moves of the same type as the Pokémon by 100% instead of 50%.
Defiant
When the Pokémon has any of its stats lowered by an opponent, its Attack stat is boosted by 2 stages.
Rough Skin
When the Pokémon is hit by a contact move, the attacker takes damage equal to 1/8 of its max HP.
Intimidate
When the Pokémon enters a battle, it lowers the Attack stats of opponents by 1 stage.
Blaze
Boosts the power of the Pokémon’s Fire-type moves by 50% when its HP drops to 1/3 or less of its max.
Unburden
Doubles the Pokémon’s Speed stat when its held item is consumed or lost.
Flower Veil
Grass-type allies are immune to status conditions and cannot have their stats lowered.
Prankster
Increases the priority of the Pokémon’s status moves by 1 stage.
Hospitality
When the Pokémon enters a battle, it restores 1/4 of its ally’s max HP.
Unnerve
Makes opponents unable to eat Berries.
Cursed Body
When the Pokémon takes damage from a move, the attacker has a 30% chance of gaining the Move Disabled status for 4 turns.
Drizzle
Summons rain for 5 turns when the Pokémon enters a battle.
Levitate
The Pokémon floats off the ground, making it immune to Ground-type moves, as well as the Spikes, Toxic Spikes, and Sticky Web statuses.
Pixilate
The Pokémon’s Normal-type moves become Fairy-type moves and their power is boosted by 20%.
Armor Tail
Opponents are unable to use priority moves against the Pokémon or its allies.
Stamina
When the Pokémon takes damage from a move, its Defense stat is boosted by 1 stage.
Chlorophyll
Doubles the Pokémon’s Speed stat in harsh sunlight.
Toxic Debris
When the Pokémon takes damage from a physical move, it gives the opponent’s side the Toxic Spikes status.
Sand Stream
Summons a sandstorm for 5 turns when the Pokémon enters a battle.
Multiscale
Halves the damage the Pokémon takes while its HP is full.
Solar Power
In harsh sunlight, the Pokémon’s Sp. Atk stat is boosted by 50%, but it loses 1/8 of its max HP at the end of every turn.
Friend Guard
Reduces the damage allies take by 25%.
Gale Wings
Increases the priority of the Pokémon’s Flying-type moves by 1 stage while its HP is full.
Mirror Armor
Instead of being affected by stat-lowering effects, the Pokémon bounces them back at whichever Pokémon caused them.
Moody
At the end of every turn, one of the Pokémon’s stats will be boosted by 2 stages, but another will be lowered by 1 stage.
Technician
Boosts the power of the Pokémon’s moves by 50% if their power is 60 or less.
Poison Touch
When the Pokémon hits a target with a contact move, the target has a 30% chance of being poisoned.
Compound Eyes
Boosts the accuracy of the Pokémon’s moves by 30%.
Competitive
When the Pokémon has any of its stats lowered by an opponent, its Sp. Atk stat is boosted by 2 stages.
Scrappy
The Pokémon can hit Ghost types with Normal- and Fighting-type moves. It is also unaffected by Intimidate.
Snow Warning
Summons snow for 5 turns when the Pokémon enters a battle.
Sharpness
Boosts the power of the Pokémon’s slicing moves by 50%.
Drought
Summons harsh sunlight for 5 turns when the Pokémon enters a battle.
Sand Rush
Doubles the Pokémon’s Speed stat in a sandstorm.
Soundproof
The Pokémon is immune to sound-based moves.
Rain Dish
The Pokémon has 1/16 of its max HP restored at the end of every turn in rain.
Stance Change
The Pokémon changes into its Blade Forme when it attacks and changes into its Shield Forme when it uses the move King’s Shield.
Inner Focus
The Pokémon never flinches when attacked and is unaffected by Intimidate.
Sturdy
If the Pokémon has full HP and takes damage from a move that would knock it out in one hit, it will endure the hit with 1 HP. The Pokémon is also immune to one-hit KO moves.
Tough Claws
Boosts the power of the Pokémon’s contact moves by 30%.
Trace
When the Pokémon enters a battle, it changes its Ability to match that of an opponent.
Rock Head
The Pokémon will not lose HP due to recoil damage from its moves.
Flash Fire
Fire-type moves do not work on the Pokémon. Instead, they give the Pokémon the Flash Fire status.
Speed Boost
Boosts the Pokémon’s Speed stat by 1 stage at the end of every turn.
Zero to Hero
The Pokémon changes into its Hero Form when it switches out of battle.
Liquid Voice
The Pokémon’s sound-based moves become Water-type moves.
Swift Swim
Doubles the Pokémon’s Speed stat in rain.
Queenly Majesty
Opponents are unable to use priority moves against the Pokémon or its allies.
Solid Rock
Reduces the damage the Pokémon takes from supereffective moves by 25%.
Overgrow
Boosts the power of the Pokémon’s Grass-type moves by 50% when its HP drops to 1/3 or less of its max.
Mold Breaker
The Pokémon’s moves are unaffected by the Ability of the target (with certain exceptions).
Disguise
When the Pokémon is in its Disguised Form and would take damage from a move, it loses 1/8 of its max HP instead of taking the damage, then changes into its Busted Form.
Illusion
The Pokémon enters battle disguised as the last Pokémon in its party. It reverts to its usual appearance when it takes damage from a move.
Telepathy
The Pokémon dodges attacks from its allies.
Torrent
Boosts the power of the Pokémon’s Water-type moves by 50% when its HP drops to 1/3 or less of its max.
Cute Charm
When the Pokémon is hit by a contact move, the attacker has a 30% chance of gaining the Infatuated status if the attacker and the Pokémon are of opposite genders.
Hyper Cutter
The Pokémon’s Attack stat cannot be lowered by other Pokémon’s moves or Abilities.
Regenerator
The Pokémon has 1/3 of its max HP restored when it switches out of battle.
Lightning Rod
The Pokémon draws in all Electric-type moves. These moves do not work on the Pokémon. Instead, they boost its Sp. Atk stat by 1 stage.
Snow Cloak
Boosts the Pokémon’s evasiveness by 25% in snow.
Oblivious
The Pokémon cannot gain the Infatuated or Taunted statuses and is unaffected by Intimidate.
Protean
Changes the Pokémon’s type to the type of the move it’s about to use. This works only once per time the Pokémon enters battle.
Flame Body
When the Pokémon is hit by a contact move, the attacker has a 30% chance of being burned.
Leaf Guard
The Pokémon is immune to status conditions in harsh sunlight.
Limber
The Pokémon cannot be paralyzed.
Clear Body
The Pokémon’s stats cannot be lowered by other Pokémon’s moves or Abilities.
Huge Power
Doubles the power of the Pokémon’s physical moves.
Unaware
The Pokémon ignores the target’s stat changes when attacking, and ignores the attacker’s stat changes when being attacked. It cannot ignore changes to the Speed stat, however.
Natural Cure
The Pokémon’s status conditions are cured when it switches out of battle.
Sand Veil
Boosts the Pokémon’s evasiveness by 25% in a sandstorm.
Magic Bounce
Instead of being affected by other Pokémon’s status moves, the Pokémon bounces them back at the user.
Cloud Nine
Eliminates the effects of weather.
Iron Fist
Boosts the power of the Pokémon’s punching moves by 20%.
Overcoat
The Pokémon takes no damage from sandstorms and is immune to moves and Abilities involving powder.
Synchronize
If the Pokémon is burned, paralyzed, poisoned, or badly poisoned by another Pokémon’s move or Ability, that Pokémon will also be inflicted with the same status condition.
Bulletproof
The Pokémon is immune to ball and bomb moves.
Moxie
When the Pokémon knocks out a target with an attack, its Attack stat is boosted by 1 stage.
Water Bubble
Halves the damage the Pokémon takes from Fire-type moves and doubles the power of its Water-type moves. The Pokémon cannot be burned.
Contrary
Reverses any stat changes affecting the Pokémon so that attempts to boost its stats instead lower them—and attempts to lower its stats will boost them.
Sheer Force
The Pokémon’s moves lose their additional effects, but the power of those moves will be boosted by 30%.
Thick Fat
Halves the damage the Pokémon takes from Fire- and Ice-type moves.
Pickpocket
When the Pokémon is hit by a contact move, it will steal the held item of the attacker if it is not already holding an item.
Weak Armor
When the Pokémon takes damage from a physical move, its Defense stat is lowered by 1 stage, but its Speed stat is boosted by 2 stages.
Imposter
The Pokémon transforms into the Pokémon in front of it. It also copies all of that Pokémon’s stats apart from its HP.
Own Tempo
The Pokémon cannot become confused and is unaffected by Intimidate.
Static
When the Pokémon is hit by a contact move, the attacker has a 30% chance of being paralyzed.
Supreme Overlord
When the Pokémon enters a battle, the power of its moves is boosted by 10% for each Pokémon in its party that has been defeated in the battle already. The maximum boost is 50%.
Symbiosis
When an ally consumes an item, the Pokémon gives its own held item to that ally.
Infiltrator
When using its moves, the Pokémon ignores the effects of targets’ Light Screen, Reflect, Aurora Veil, Safeguard, and substitutes.
Insomnia
The Pokémon cannot become drowsy or be put to sleep.
Pressure
Causes opponents to expend 1 more PP when using moves against the Pokémon.
Shell Armor
Attacks landed on the Pokémon will never be critical hits.
Berserk
Boosts the Pokémon’s Sp. Atk stat by 1 stage when an attack causes its HP to drop to 1/2 or less of its max.
Fairy Aura
Boosts the power of the Fairy-type moves of all Pokémon on the field by 33%.
Heatproof
Halves the damage the Pokémon takes from Fire-type moves and from being burned.
Mummy
When the Pokémon is hit by a contact move, the attacker has its Ability changed to Mummy.
Pure Power
Doubles the power of the Pokémon’s physical moves.
Dry Skin
Water-type moves do not work on the Pokémon. Instead, they restore 1/4 of its max HP. However, the Pokémon takes 25% more damage from Fire-type moves. The Pokémon has 1/8 of its max HP restored at the end of every turn in rain, but it loses 1/8 of its max HP at the end of every turn in harsh sunlight.
Electromorphosis
When the Pokémon takes damage from a move, it gains the Electric Boost status.
Magician
If the Pokémon is not already holding an item, it will steal the held item from targets it deals damage to with its moves.
Sap Sipper
Grass-type moves do not work on the Pokémon. Instead, they boost its Attack stat by 1 stage.
Guts
When the Pokémon has a status condition, its Attack stat is boosted by 50%. Being burned does not halve the damage dealt by the Pokémon’s physical moves.
Klutz
Items do not work when held by the Pokémon.
Magic Guard
The Pokémon takes damage only from attacks.
No Guard
The accuracy of moves used both by and against the Pokémon becomes 100%.
Super Luck
The Pokémon has a 1-stage Critical-Hit Ratio Boost.
Surge Surfer
Doubles the Pokémon’s Speed stat on Electric Terrain.
Aroma Veil
The Pokémon and its allies cannot gain the Infatuated, Taunted, Unable to Repeat, Move Disabled, Healing Prevented, or Encore statuses.
Earth Eater
Ground-type moves do not work on the Pokémon. Instead, they restore 1/4 of its max HP.
Heavy Metal
Doubles the Pokémon’s weight.
Illuminate
The Pokémon ignores changes to targets’ evasiveness and its accuracy cannot be lowered.
Keen Eye
The Pokémon ignores changes to targets’ evasiveness and its accuracy cannot be lowered.
Quick Draw
The Pokémon’s moves have a 30% chance of going first among moves of the same priority.
Reckless
Boosts the power of the Pokémon’s moves by 20% if they have recoil or crash damage.
Sand Force
Boosts the power of the Pokémon’s Rock-, Ground-, and Steel-type moves by 30% in a sandstorm.
Screen Cleaner
When the Pokémon enters a battle, it removes the Light Screen, Reflect, and Aurora Veil statuses.
Skill Link
The Pokémon’s multistrike moves always hit the maximum number of times.
Stalwart
The Pokémon ignores the effects of Abilities and moves that draw in moves.
Volt Absorb
Electric-type moves do not work on the Pokémon. Instead, they restore 1/4 of its max HP.
Frisk
When the Pokémon enters a battle, it identifies opponents’ held items.
Fur Coat
Halves the damage the Pokémon takes from physical moves.
Hunger Switch
The Pokémon changes its form, alternating between its Full Belly Mode and Hangry Mode at the end of every turn.
Ice Body
The Pokémon has 1/16 of its max HP restored at the end of every turn in snow.
Justified
When the Pokémon takes damage from a Dark-type move, its Attack stat is boosted by 1 stage.
Mega Sol
Even when the sunlight has not turned harsh, the Pokémon can use its moves as if the weather were harsh sunlight.
Motor Drive
Electric-type moves do not work on the Pokémon. Instead, they boost its Speed stat by 1 stage.
Poison Point
When the Pokémon is hit by a contact move, the attacker has a 30% chance of being poisoned.
Purifying Salt
Halves the damage the Pokémon takes from Ghost-type moves. The Pokémon is immune to status conditions.
Sniper
Boosts the power of the Pokémon’s critical hits by 125% instead of 50%.
Spicy Spray
When the Pokémon takes damage from a move, it burns the attacker.
Sweet Veil
The Pokémon and its allies cannot become drowsy or be put to sleep.
Unseen Fist
When the Pokémon uses contact moves, it can hit even targets that are protecting themselves, dealing 1/4 of the damage that the move would otherwise deal. Everything aside from the target’s protective effects is still triggered.
Wandering Spirit
When the Pokémon is hit by a contact move, it swaps Abilities with the attacker.
Water Absorb
Water-type moves do not work on the Pokémon. Instead, they restore 1/4 of its max HP.
Aerilate
The Pokémon’s Normal-type moves become Flying-type moves and their power is boosted by 20%.
Aftermath
Attackers that knock out the Pokémon with a contact move take damage equal to 1/4 of their max HP.
Analytic
Boosts the power of the Pokémon’s moves by 30% when the Pokémon is the last to move that turn.
Anger Point
Boosts the Pokémon’s Attack stat to its sixth stage when the Pokémon takes a critical hit.
Anticipation
When the Pokémon enters a battle, it senses whether the opponents know any one-hit KO moves or moves that are super effective against it.
Battle Armor
Attacks landed on the Pokémon will never be critical hits.
Big Pecks
The Pokémon’s Defense stat cannot be lowered by other Pokémon’s moves or Abilities.
Cheek Pouch
The Pokémon has 1/3 of its max HP restored when it eats a Berry, in addition to the Berry’s usual effect.
Corrosion
The Pokémon can poison or badly poison targets even if they’re Steel or Poison types.
Cud Chew
If the Pokémon eats a Berry, it will eat that same Berry once more at the end of the next turn.
Curious Medicine
When the Pokémon enters a battle, it removes all stat changes from its allies.
Damp
All Pokémon become unable to use explosive moves. Explosive Abilities also fail to trigger.
Dragonize
The Pokémon’s Normal-type moves become Dragon-type moves and their power is boosted by 20%.
Early Bird
The Pokémon awakens from sleep twice as fast as other Pokémon.
Filter
Reduces the damage the Pokémon takes from supereffective moves by 25%.
Forecast
The Pokémon transforms with the weather to change its type to Water, Fire, or Ice.
Gluttony
If the Pokémon is holding a Berry to be eaten when its HP drops to 1/4 or less of its max, it will instead eat the Berry when its HP drops to 1/2 or less of its max.
Gooey
When the Pokémon is hit by a contact move, the attacker’s Speed stat is lowered by 1 stage.
Harvest
If the Pokémon has used a Berry, it has a 50% chance of creating another one at the end of every turn. In harsh sunlight, the Pokémon will definitely create a Berry.
Healer
The Pokémon has a 50% chance of curing the status conditions of its allies at the end of every turn.
Hustle
When the Pokémon uses physical moves, its Attack stat is boosted by 50%, but its accuracy is lowered by 20%.
Hydration
Cures the Pokémon’s status conditions at the end of every turn in rain.
Immunity
The Pokémon cannot be poisoned or badly poisoned.
Innards Out
When the Pokémon takes damage from a move that knocks it out, it deals the same amount of damage to the attacker.
Light Metal
Halves the Pokémon’s weight.
Long Reach
None of the moves used by the Pokémon are considered contact moves.
Magma Armor
The Pokémon cannot be frozen.
Marvel Scale
When the Pokémon has a status condition, its Defense stat is boosted by 50%.
Mega Launcher
Boosts the power of the Pokémon’s pulse moves by 50%.
Merciless
The Pokémon’s attacks become critical hits if the target is poisoned or badly poisoned.
Mimicry
The Pokémon’s type changes depending on the terrain.
Minus
Boosts the Pokémon’s Sp. Atk stat by 50% if an ally with the Plus or Minus Ability is also in battle.
Opportunist
When an opponent’s stats are boosted, the Pokémon boosts its own stats in the exact same way.
Parental Bond
The parent and child attack one after the other. The power of the child’s attacks is 1/4 of those of the parent.
Pickup
If the Pokémon is not already holding an item, at the end of the turn it will pick up an item that was consumed by another Pokémon.
Piercing Drill
When the Pokémon uses contact moves, it can hit even targets that are protecting themselves, dealing 1/4 of the damage that the move would otherwise deal. Everything aside from the target’s protective effects is still triggered.
Plus
Boosts the Pokémon’s Sp. Atk stat by 50% if an ally with the Plus or Minus Ability is also in battle.
Poison Heal
If poisoned or badly poisoned, the Pokémon has 1/8 of its max HP restored at the end of every turn instead of losing HP.
Quick Feet
When the Pokémon has a status condition, its Speed stat is boosted by 50%. Being paralyzed does not lower the Pokémon’s Speed stat.
Receiver
The Pokémon changes its Ability to match that of a defeated ally.
Refrigerate
The Pokémon’s Normal-type moves become Ice-type moves and their power is boosted by 20%.
Ripen
Doubles the effects of Berries eaten by the Pokémon.
Rivalry
Boosts the power of the Pokémon’s moves by 25% against targets of the same gender, and lowers it by 25% against targets of the opposite gender. The power remains the same as usual if either Pokémon’s gender is unknown.
Sand Spit
Summons a sandstorm for 5 turns when the Pokémon takes damage from moves.
Shadow Tag
Opponents cannot be switched out of battle.
Shed Skin
The Pokémon has a 30% chance of curing its own status conditions at the end of every turn.
Shield Dust
The Pokémon is immune to additional effects from attacks.
Slush Rush
Doubles the Pokémon’s Speed stat in snow.
Stall
The Pokémon’s moves go last among moves of the same priority.
Steadfast
When the Pokémon flinches, its Speed stat is boosted by 1 stage.
Stench
When the Pokémon deals damage with its moves, there is a 10% chance that targets will flinch.
Sticky Hold
The Pokémon’s held item cannot be stolen or removed by other Pokémon.
Strong Jaw
Boosts the power of the Pokémon’s biting moves by 50%.
Suction Cups
The Pokémon is unaffected by the moves and held items of other Pokémon that would force it to switch out of battle.
Supersweet Syrup
When the Pokémon enters a battle, opponents’ evasiveness is lowered by 1 stage. This Ability is triggered only once per battle.
Swarm
Boosts the power of the Pokémon’s Bug-type moves by 50% when its HP drops to 1/3 or less of its max.
Tangled Feet
Doubles the Pokémon’s evasiveness if it is confused.
Vital Spirit
The Pokémon cannot become drowsy or be put to sleep.
White Smoke
The Pokémon’s stats cannot be lowered by other Pokémon’s moves or Abilities.
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