Electric
Special

10,000,000 Volt Thunderbolt
Has a very high chance for a critical hit.
Grass
Special

Absorb
The user recovers 1/2 the HP lost by the target, rounded half up. If Big Root is held by the user, the HP recovered is 1.3x normal, rounded half down.
Rock
Physical

Accelerock
No additional effect.
Poison
Special

Acid
Has a 10% chance to lower the target's Special Defense by 1 stage.
Poison
Status

Acid Armor
Raises the user's Defense by 2 stages.
Poison
Physical

Acid Downpour
No description available.
Poison
Special

Acid Spray
Has a 100% chance to lower the target's Special Defense by 2 stages.
Flying
Physical

Acrobatics
No description available.
Normal
Status

Acupressure
Raises a random stat by 2 stages as long as the stat is not already at stage 6. The user can choose to use this move on itself or an adjacent ally. Fails if no stat stage can be raised or if used on an ally with a substitute.
Flying
Physical

Aerial Ace
No description available.
Flying
Special

Aeroblast
Has a higher chance for a critical hit.
Normal
Status

After You
The target makes its move immediately after the user this turn, no matter the priority of its selected move. Fails if the target would have moved next anyway, or if the target already moved this turn.
Psychic
Status

Agility
Raises the user's Speed by 2 stages.
Flying
Special

Air Cutter
Has a higher chance for a critical hit.
Flying
Special

Air Slash
Has a 30% chance to make the target flinch.
Fighting
Physical

All-Out Pummeling
No description available.
Fairy
Special

Alluring Voice
Has a 100% chance to confuse the target if it had a stat stage raised this turn.
Psychic
Status

Ally Switch
The user swaps positions with its ally. Fails if the user is the only Pokemon on its side. This move has a 1/X chance of being successful, where X starts at 1 and triples each time this move is successfully used. X resets to 1 if this move fails or if the user's last move used is not Ally Switch.
Psychic
Status

Amnesia
Raises the user's Special Defense by 2 stages.
Steel
Physical

Anchor Shot
Prevents the target from switching out. The target can still switch out if it is holding Shed Shell or uses Baton Pass, Flip Turn, Parting Shot, Teleport, U-turn, or Volt Switch. If the target leaves the field using Baton Pass, the replacement will remain trapped. The effect ends if the user leaves the field.
Rock
Special

Ancient Power
Has a 10% chance to raise the user's Attack, Defense, Special Attack, Special Defense, and Speed by 1 stage.
Grass
Special

Apple Acid
Has a 100% chance to lower the target's Special Defense by 1 stage.
Water
Physical

Aqua Cutter
Has a higher chance for a critical hit.
Water
Physical

Aqua Jet
No additional effect.
Water
Status

Aqua Ring
The user has 1/16 of its maximum HP, rounded down, restored at the end of each turn while it remains active. If Big Root is held by the user, the HP recovered is 1.3x normal, rounded half down. If the user uses Baton Pass, the replacement will receive the healing effect.
Water
Physical

Aqua Step
Has a 100% chance to raise the user's Speed by 1 stage.
Water
Physical

Aqua Tail
No description available.
Fire
Special

Armor Cannon
Lowers the user's Defense and Special Defense by 1 stage.
Fighting
Physical

Arm Thrust
Hits two to five times. Has a 35% chance to hit two or three times and a 15% chance to hit four or five times. If one of the hits breaks the target's substitute, it will take damage for the remaining hits. If the user has the Skill Link Ability, this move will always hit five times. If the user is holding Loaded Dice, this move will hit 4-5 times.
Grass
Status

Aromatherapy
Every Pokemon in the user's party is cured of its non-volatile status condition. Active Pokemon with the Sap Sipper Ability are not cured, unless they are the user.