Abomasnow: CC/OH
Absol: FO/FO, CC/OH
Aerodactyl: FO/FO, RS/RS
Aggron: CC/FO, CC/OH
Alakazam: SC/OH
If double PApe, SC (50% ohko)
If double SApe, SC
If split, SC if OH miss
Altaria: Leer/FO, RS/RS
Ambipom: CC/FO, CC/OH
Ampharos: CC/FO, CC same/OH, CC/OH
Arcanine: FO/FO, CC/RS until win
Armaldo: CC/FO, CC same/OH, CC/OH
Articuno: FO/FO, RS/RS in flying
FO/OH, CC/OH in ice
Azelf: FO/FO, SC/OH other, SC/SC
Banette: SC/OH other, SC/SC
Bastiodon: CC/FO, CC/OH
Bellossom: FO/OH, CC/OH
Blastoise: FO/NP, Sun/SB chipped, TP/SB
Blaziken: FO/FO, CC strong/NP, CC/OH
Blissey: CC/FO, CC
Breloom: FO/OH, CC/OH
Bronzong: FO/NP, CC chipped/OH other, CC/OH
Cacturne: FO/FO, CC/OH
Camerupt: FO/FO, CC stronger/NP, CC/OH
Carnivine: FO/OH, CC/OH
Chansey: CC/FO, CC
Charizard: FO/FO, RS/RS
Cherrim: FO/OH, CC/OH
Claydol: SC/FO, SC same/OH, SC/OH
Clefable: CC/FO, CC
Cloyster: FO/OH, CC/OH
Cradily: FO/FO, CC stronger/OH, CC/OH
Crawdaunt: CC/FO, CC/SB
Cresselia: FO/NP
If PApe attacked, SC/OH chipped, SC/NP, SC/OH
If SApe attacked, SC chipped/OH, SC/OH, SC/OH
Crobat: RS/OH
If double PApe, OH must KO, OH again
If double SApe, dead if RS didn’t crit
If split, RS/OH again (RS KO not guaranteed)
Dewgong: CC/FO, CC
Dodrio: FO/FO, CC/OH
Donphan: FO/OH, CC/OH (watch for protect/sand)
Dragonite: Leer/RS, RS/RS (73.4% if SApe)
Drapion: FO/OH, CC/OH
Drifblim: RS/OH, RS/OH in flying
SC/OH, SC/OH in ghost
Dugtrio: CC/FO, CC/OH
Dusclops: SC/OH same, SC/OH, SC/SC
Dusknoir: SC/OH same, SC/OH, SC/SC
Electabuzz: CC/OH
Electivire: FO/FO, CC/OH
Electrode: FO/OH, CC/OH
Empoleon: CC/FO, CC/OH (SB in water)
Entei: FO/FO, CC/OH same, CC/RS, CC/RS
Espeon: FO/FO, SC/OH
Exeggutor: FO/OH, SC (or CC)/OH
Exploud: CC/FO, CC/OH
Fearow: FO/FO, CC/OH
Feraligatr: Sun/FO, CC/SB chipped, CC/SB (CC does not put in Salac range from full)
Flareon: CC/FO, CC/RS until win
Floatzel: FO/FO, CC/SB, CC/SB
Flygon: FO/FO, CC/OH same stronger, CC/OH
Forretress: FO/OH, CC/OH
Froslass: SC/OH other, SC/SC (or OH)
Gallade: SC/OH same, SC/SC, SC/SC
Garchomp: FO/FO, CC stronger/OH
If PApe attacked, CC/NP, CC/OH
If SApe attacked, CC/OH, CC/OH
If Dig, CC/NP, CC/OH
If sand, CC/NP, CC/OH
Gardevoir: FO/FO, SC/SC same, SC/SC
Gastrodon: FO/FO, Sun/SB, CC/SB
Gengar: SC/OH other, SC/SC in ghost
Leer/OH, RS/OH, RS/RS in poison
Girafarig: CC/OH other, CC/OH
Glaceon: CC/FO, CC/OH
Glalie: CC/OH, CC/OH
Gliscor: FO/FO, Sun/OH, CC/OH in ground
FO/OH other (81.3% KO), CC/OH until win in flying
Golbat: RS/RS
Golduck: FO/FO, Sun/SB, CC/SB
Golem: FO/FO, CC/SB, CC/SB
Gorebyss: FO/FO, Sun/SB, CC/SB
Granbull: FO/FO, CC/OH, CC/OH
Grumpig: FO/FO, SC/SC same, SC/SC
Gyarados: FO/Leer in flying
If either attacked, RS/RS, RS/RS
If Bounce PApe, RS/RS
-if other lives and ko’s PApe, RS, OH
-if other dies, RS/RS, RS/RS
If Bounce SApe, RS/RS
-if other lives and ko’s SApe, RS, RS
Sun/FO, TP chipped/SB same, TP/SB, TP/SB in water
Hariyama: FO/FO, CC/OH
If PApe attacked, CC/NP, CC/OH
If SApe attacked, CC/OH, CC/OH
Heatran: CC/FO, CC/RS
Heracross: FO/OH, CC/OH
Hippowdon: Sun/OH, CC/OH
Hitmonchan: CC/FO same, CC/OH
Hitmonlee: CC/FO, CC/OH
Hitmontop: FO/OH same, CC/OH
Honchkrow: FO/CC, CC/OH
Houndoom: CC/FO, CC/RS
Huntail: Sun/FO, CC/SB chipped, CC/SB
Hypno: FO/FO, SC/SC same, SC/SC
Jolteon: CC/FO, CC/OH
Jumpluff: FO/OH, CC/OH
Jynx: FO/FO, CC/SC (or SC/SC or SC/OH or CC/OH)
Kabutops: CC/FO, CC/SB
Kangaskhan: CC/FO, CC/OH
Kecleon: CC/FO, CC/OH
Kingdra: FO/NP, Sun/SB chipped, CC/SB, CC/SB in water
FO/Leer, CC stronger/NP in dragon
If PApe dies, NP, OH
If SApe dies, CC
Kingler: FO/FO, Sun/SB, CC/SB
Lanturn: FO/NP, Sun/SB, CC/SB, CC/SB
Lapras: FO/FO, CC/SB (OH in ice), CC
Latias: Leer/FO in dragon
If PApe attacked, CC/RS (need 3.9% above all min rolls), NP, OH
If SApe attacked, CC/OH, CC, CC
FO/FO, SC/SC same, SC/SC in psychic
Latios: Leer/FO, CC chipped/RS, then same as Latias in dragon and psychic
Leafeon: FO/OH, CC/OH
Lickilicky: FO/OH same, CC/OH
Lopunny: FO/FO, CC/OH
Lucario: CC/OH
Ludicolo: FO/FO, Sun/NP, TP stronger/SB same, TP/SB if still in sun, otherwise Sun/SB, TP/SB in water
FO/OH, CC/OH in grass
Lumineon: Sun/FO, CC chipped/SB other
Lunatone: FO/FO, CC/SB, CC/SB in rock
FO/FO, CC/SC, CC/SC in psychic
Luxray: FO/OH, CC/OH
Machamp: FO/OH, CC/OH
Magmar: CC/FO, CC/RS
Magmortar: CC/FO, CC/RS
Magneton: CC/OH
Magnezone: FO/OH, CC/OH
Mamoswine: CC/FO, CC/OH
Manectric: FO/FO, CC/OH
Mantine: FO/FO, RS/RS in flying
TP/FO, TP in water
Marowak: FO/FO, CC/OH other, CC/OH
Medicham: FO/OH, SC (or CC)/OH
Meganium: FO/FO, CC/OH, CC/OH
Metagross: FO/OH, CC/OH
Milotic: Sun/FO, TP/SB same, TP/SB until win
Miltank: FO/FO, CC/OH same, CC/OH
Mismagius: SC/SC same, SC/SC
Moltres: FO/FO, RS/RS
Mr. Mime: FO/FO, SC weaker/OH other
Muk: FO/NP
If PApe attacked, RS/OH stronger, NP, OH
If SApe attacked, RS/OH stronger, fish for flinch with RS and CC
Nidoking: FO/NP, CC/OH stronger, CC/OH
Nidoqueen: FO/NP, CC/OH stronger, CC/OH, CC/OH
Ninetales: FO/FO, CC/RS, CC/RS
Ninjask: RS/RS
Noctowl: FO/FO, CC/RS, CC/RS
Octillery: Sun/SB, TP/SB
Omastar: Sun/SB, CC/SB
Persian: CC/FO, CC/OH
Pidgeot: FO/FO, RS/RS
Piloswine: FO/FO, CC/OH
Pinsir: FO/OH, RS/OH
Politoed: Sun/FO, TP/RP, SB, SB, SB
Poliwrath: FO/FO, Sun/SB weaker, CC/SB
Porygon-Z: CC/FO, CC/OH
Porygon2: CC/FO, CC/OH
Primeape: CC/FO, CC/OH
Probopass: CC/FO, CC/OH
Purugly: CC/FO, CC/OH
Raichu: CC/OH
Raikou: FO/FO, CC stronger/OH same
If PApe attacked, NP, OH
If SApe attacked, CC, CC
Rampardos: CC/FO, CC/OH
Rapidash: CC/FO, CC/RS
Regice: CC/FO, CC/OH
Regigigas: FO/NP, CC/OH, CC/OH
Regirock: Sun/FO, CC/SB same, CC/SB
Registeel: FO/OH, CC/OH
Relicanth: Sun/FO, CC/SB other, CC/SB
Rhydon: Sun/FO, CC/SB other, CC/SB
Rhyperior: Sun/FO, CC chipped/SB other, CC/SB
Roserade: FO/OH, CC/OH
Rotom: SC/OH other, SC/SC in ghost
RS/OH, RS/OH in electric
Salamence: FO/NP
If PApe attacked, RS/OH stronger, NP, OH
If SApe attacked, Leer/OH stronger, RS until dead or win (need 1 of 2 possible flinches)
Sandslash: FO/OH, CC/OH (or sun and sb)
Sceptile: FO/OH, CC/OH
Scizor: FO/FO, CC/OH, CC/OH
Scyther: FO/FO, RS/OH
Seadra: Sun/SB, TP/SB
Seaking: Sun/FO, CC chipped/SB other
Seviper: FO/OH, CC/OH
Sharpedo: FO/FO, CC/OH
Shiftry: CC/FO, CC/OH
Shuckle: FO/NP, CC/OH, CC/OH, CC/OH
Skarmory: FO/OH, CC/OH
Skuntank: FO/OH, CC/OH
Slaking: FO/FO, CC/OH same, CC/OH
Slowbro: FO/NP, Sun/SB, TP/SB, dead if SApe attacked in water
Leer/FO in psychic
If PApe attacked, SC stronger/SC same, SC, OH
If SApe attacked, SC stronger/OH same, SC, SC
Slowking: FO/FO, SC stronger/SC same, SC/SC in psychic
Sun/FO, TP/SB same, TP/SB, TP/SB in water
Snorlax: FO/FO, CC/OH same, CC/OH
Solrock: FO/FO, Sun/SB, CC/SB in rock
FO/FO, CC/SC same, CC/SC in psychic
Spiritomb: SC/NP, SC/OH other, SC/OH
Stantler: FO/FO, CC/OH
Staraptor: FO/OH, CC/OH
Starmie: Sun/SB, TP/SB
Steelix: FO/OH, CC/OH
Suicune: FO/NP
If PApe attacked, Sun/SB, SB
If SApe attacked, Sun/SB, TP until win or (more likely) dead
Swalot: FO/FO, CC stronger/OH same, CC/NP, CC/OH
Swampert: Sun/SB, CC/SB
Swellow: CC/FO, CC/OH
Tangrowth: FO/OH, CC/OH
Tauros: FO/OH, CC/OH
Tentacruel: Leer/FO, CC/RS, CC other/RS in poison
FO/FO, TP weaker/SB same, TP/SB, TP/SB in water
If dive, Sun/SB, TP/SB
Togekiss: FO/FO, CC/RS, CC/OH
Torkoal: FO/NP, CC/OH other, CC/OH
Torterra: FO/OH, CC/OH
Toxicroak: FO/OH, CC/OH, CC/OH
Tropius: FO/OH, RS/OH
Typhlosion: FO/FO, CC/RS, CC/RS
Tyranitar: CC/FO, CC/SB
Umbreon: FO/FO, CC/OH, CC/OH
Ursaring: CC/FO, CC/OH
Uxie: FO/NP, SC/OH other, SC/OH
Vaporeon: FO/RP, Sun/NP, SB, SB
Venomoth: FO/OH, RS/OH
Venusaur: FO/FO, CC/OH, CC/OH
Vespiquen: FO/RS, RS/RS
Victreebel: FO/OH, CC/OH
Vigoroth: CC/FO, CC/OH
Vileplume: FO/OH, CC/OH
Wailord: FO/FO, Sun/SB weaker, TP/SB
Walrein: CC/FO same, CC/SB in water CC/OH in ice
Weavile: FO/FO, CC/OH
Weezing: FO/NP, CC/OH other, CC/OH
Whiscash: Sun/SB, CC/SB
Xatu: FO/OH, RS/OH in flying
FO/OH, SC/SC in psychic
Yanmega: RS/RS
Zangoose: CC/FO, CC/OH
Zapdos: FO/FO, RS/OH, RS/RS
Parentheses are types where that move can be brought but isn't necessary
Fake Out: all
Close Combat: all
Overheat: all but water
Nasty Plot: psychic, fire, poison, water, dragon, flying, electric, ground, normal
Shadow Claw: psychic, ghost, fighting (normal, dark, grass, bug, ice, steel)
Rock Slide: dragon, flying, fire, bug, poison, electric (normal, grass, dark, ghost, ice, steel)
Thunder Punch: water (ice, steel, normal, grass, bug, dark, fire, electric, rock)
Solar Beam: water, ground, rock (normal, steel, dark, grass, ice, electric, bug)
Sunny Day: water, ground, rock (normal, grass, bug, steel, fighting, ice, electric, fire, dark)
Leer: dragon, flying, poison, psychic (ice, steel, grass, fighting, ghost, dark, normal, fire, bug)
Role Play: water