Common Moves
For a list of commonly used support moves, look at the following page: Common Support Moves
Reliable moves (80~100 BP, 100 Accuracy)
These moves are used often, being reasonably powerful while retaining perfect accuracy. A mainstay if you don't like risking those pesky misses.
Special
- Aeroblast - 90BP - Wind - +2 crit
- Dark Pulse - 80BP - Dark - Flinch
- Discharge - 80BP - Wind - Paralyze target
- Earth Power - 90BP - Earth - SDef drop
- Energy Light - 80BP - Nature - SDef drop
- Flamethrower - 90BP - Fire - Burn target
- Hyper Voice - 95BP - Dream - Nothing
- Ice Beam - 90BP - Ice - Freeze
- Lava Plume - 80BP - Fire - Burn target
- Mana Burst - 90BP - Reason - SDef drop
- Nature Sound - 95BP - Nature - Nothing
- Poison Bomb - 95BP - Miasma - Poison target
- Shadow Ball - 90BP - Ghost - SDef drop
- Signal Beam - 90BP - Heart - Confuse target
- Sonicboom - 80BP - Steel - SDef drop
- Surf - 95BP - Water - Nothing
- Thunderbolt - 90BP - Wind - Paralyze target
- Tri-Attack - 80BP - Heart - Para/Freeze/Burn target
Physical
- Body Slam - 85BP - Heart - Paralyze
- Crunch - 80BP - Beast - Def drop
- Drawn Line - 80BP - Steel - +2 crit
- Earthquake - 100BP - Earth - 2x damage on Dig
- Force Palm - 80BP - Faith - Paralyze
- Heart Break - 80BP - Dark - Nothing
- Ice Ball - 90BP - Ice - Def drop
- Leaf Blade - 90BP - Nature - +2 crit
- Poison Jab - 80BP - Miasma - Poison target
- Return - 102BP - Illusion - Nothing (Only use if you have nothing else to use)
- Sculpture - 95BP - Steel - Never misses, Bypasses Detect
- Slash - 90BP - Beast - +2 crit
- Soar - 90BP - Flying - Can hit through Fly/Bounce
- Submission - 85BP - Dream - Nothing
- Strength - 80BP - Dream - Raise Attack
- Vital Throw - 80BP - Heart - -1 priority, remove held item
- Waterfall - 80BP - Water - Flinch
Powerful moves (100~120 BP, 70~90 Accuracy)
These moves pack quite an oomph behind them and will usually do some big numbers, possibly netting more 2HKOs than the above moves do. You gotta risk missing if you decide to use them, though. Moves here with 100 BP have perks which make them viable, such as their secondary effect, coverage, or simply being the best in their class.
Special
- Ancientpower - 120/80 - Earth - Raise Defense
- Blizzard - 120/75 - Ice - Freeze target
- Energy Ball - 120/75 - Dream - SDef drop
- Fire Blast - 120/80 - Fire - Burn target
- Heat Wave - 100/90 - Fire - Burn target
- Hydro Pump - 120/85 - Water - Nothing
- Hyper Beam - 120/80 - Dark - SDef drop
- LUNATIC - 120/80 - Steel - SAtk drop
- Luster Purge - 120/80 - Reason - SDef drop
- Mist Ball - 120/80 - Heart - Acc drop
- Silver Wind - 120/80 - Faith - Speed drop
- Thunder - 120/70* - Wind - Paralyze target, 100% acc in rain
Physical
- Battle Chant - 100/85 - Steel - Raise Attack
- Braver - 120/80 - Steel - Def Drop
- Cross Chop - 100/85 - Dream - +2 crit
- Dynamicpunch - 120/80 - Dream - Confuse
- Gunk Shot - 120/75 - Miasma - Poison target
- Killing Bite - 100/80 - Beast - Flinch
- Meteor Mash - 120/80 - Steel - Speed drop
- Outrage - 120/80 - Dark - Flinch
- Power Whip - 120/85 - Nature - Nothing
- Rock Wrecker - 120/80 - Earth - Raise Defense
- Sacred Fire - 100/85 - Faith - Raise Attack
- Steel Fist - 100/85 - Steel - Defense drop
Priority moves
Need to plink that last 15% off that foe with +3 Tailwind? These moves probably have your back. Aside from Feint and Extremespeed, all the moves below are 40 BP.
Physical
- Aqua Jet - Water - +1
- Blade Flash - Steel - +1
- Extremespeed - Illusion - +1 (80 BP)
- Feint - Illusion - +2 (30 BP, bypasses Detect)
- Ice Shard - Ice - +1
- Mach Punch - Dream - +1
- Quick Attack - Flying - +1
- Rock Bullet - Earth - +1
Special
- Gale - Flying - +1
Recoil moves
Powerful and accurate, but cause the user to suffer some recoil damage if they don't have Rock Head. All of these moves are physical.
- Brave Bird - 120/90 - Flying
- Double Edge - 120/90 - Beast
- Flare Blitz - 120/90 - Fire
- Head Smash - 120/90 - Earth
- Volt Tackle - 120/90 - Wind
Overheat moves
140 BP and 90 Accuracy, but lower the user's Special Attack by two stages. They hurt when used properly. All of these moves are special.
- Blast Burn - Fire
- Draco Meteor - Illusion
- Hydro Cannon - Water
- Frenzy Plant - Nature
- Psycho Boost - Reason
HP based moves
150BP at full HP, all available users gain STAB. Very threatening when used by fast puppets. All of these moves are special.
- Eruption - Fire
- Aqua Shower - Water
Recover moves
75 BP, but half of the damage done is used to heal the user. Useful for bulky attackers.
Physical
- Drain Punch - Dream
Special
- Giga Drain - Nature
- Dream Eater - Dark
Fixed damage moves
Useful for walls.
- Night Shade - Ghost
- Seismic Toss - Earth
Misc, Physical
- Jump Kick - 85/95 - Dream - Damages user if misses
- High Jump Kick - 110/95 - Dream - Damages user if misses
- Giga Impact - 130/85 - Dark - Damages user if misses
- Blaze Kick - 90/90 - Fire - +2 crit, burn target
- Superpower - 120/100 - Dream - User Atk & Def drop
- Thrash - 100/100 - Dark - User Def drop