List of moves that do damage: Difference between revisions

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'''Damage done to a Pokémon''' is the amount of [[HP]] taken away when a [[move]] is successful. The following moves all deal damage, meaning that no matter how high the defenses of the Pokémon, they will always lower its HP by at least 1, unless the target is either immune to the attack (this includes types deflected by {{a|Wonder Guard}}) or the target uses a move like {{m|Protect}}. This list does not account for moves such as {{m|Assist}}, {{m|Metronome}}, {{m|Mirror Move}} and {{m|Copycat}}, which can deal damage based on copying other moves.  
'''Damage done to a Pokémon''' is the amount of {{stat|HP}} taken away when a [[move]] is successful. The following moves all deal damage, meaning that no matter how high the defenses of the Pokémon, they will always lower its HP by at least 1, unless the target is either immune to the attack (this includes types deflected by {{a|Wonder Guard}}) or the target uses a move like {{m|Protect}}. This list does not include {{cat|moves that call other moves}}.


{| {{bluetable2|c sortable}} width="100%"
{| width="100%" style="margin:auto; background: #{{special color}}; {{roundy}}; border: 5px solid #{{physical color light}};"
|-
|
{| border=1 width="100%" class="sortable roundy" style="margin:auto; background: #FFFFFF; border:1px solid #{{special color}}; border-collapse:collapse;"
|-  
|-  
! style="text-align: left;" | Name
! Move
! width="9%" | [[Elemental type|Type]]
! width="15%" | [[Type]]
! width="9%" | [[Damage category|Category]]
! width="15%" | [[Damage category|Category]]
! width="9%" | [[Power]]
! [[Power]]
! width="9%" | [[Accuracy]]
! [[Accuracy]]
! width="50%" | Notes
! width="40%" | Notes
|-
|-
| class="l" | {{m|Absorb}}
| {{m|Absorb}}
{{typetable|Grass}}
{{typetable|Grass}}
{{statustable|Special}}
{{statustable|Special}}
| 20
| 20
| 100%
| 100%
| class="l" | Restores HP to the user equal to 1/4 the damage inflicted.
| Restores HP to the user equal to ¼ the damage inflicted.
|-
| {{m|Acid}}
{{typetable|Poison}}
{{statustable|Special}}
| 40
| 100%
| Has a 10% chance of lowering the target's {{stat|Defense}} by one stage.
|-
|-
| class="l" | {{m|Acid}}
| {{m|Acid Spray}}
{{typetable|Poison}}
{{typetable|Poison}}
{{statustable|Special}}
{{statustable|Special}}
| 40
| 40
| 100%
| 100%
| class="l" | Has a 10% chance of lowering the target's Defense by one stage.
| Lowers the target's {{stat|Special Defense}} by two stages.
|-
|-
| class="l" | {{m|Aerial Ace}}
| {{m|Acrobatics}}
{{typetable|Flying}}
{{statustable|Physical}}
| 55
| 100%
| Power is doubled if the user has no held item.
|-
| {{m|Aerial Ace}}
{{typetable|Flying}}
{{typetable|Flying}}
{{statustable|Physical}}
{{statustable|Physical}}
| 60
| 60
| -
| —
| class="l" | Never misses.
| Never misses.
|-
|-
| class="l" | {{m|Aeroblast}}
| {{m|Aeroblast}}
{{typetable|Flying}}
{{typetable|Flying}}
{{statustable|Special}}
{{statustable|Special}}
| 100
| 100
| 95%
| 95%
| class="l" | Has a high critical hit ratio.
| Has a high critical hit ratio.
|-
|-
| class="l" | {{m|Air Cutter}}
| {{m|Air Cutter}}
{{typetable|Flying}}
{{typetable|Flying}}
{{statustable|Special}}
{{statustable|Special}}
| 55
| {{tt|60|55 in Generations III-V}}
| 95%
| 95%
| class="l" | Has a high critical hit ratio.
| Has a high critical hit ratio.
|-
|-
| class="l" | {{m|Air Slash}}
| {{m|Air Slash}}
{{typetable|Flying}}
{{typetable|Flying}}
{{statustable|Special}}
{{statustable|Special}}
| 75
| 75
| 95%
| 95%
| class="l" | Has a 30% chance of [[List of moves that cause flinching|flinching]].
| Has a 30% chance of causing the target to {{status|flinch}}.
|-
|-
| class="l" | {{m|AncientPower}}
| {{m|Ancient Power}}
{{typetable|Rock}}
{{typetable|Rock}}
{{statustable|Special}}
{{statustable|Special}}
| 60
| 60
| 100%
| 100%
| class="l" | Has a 10% chance of raising all of the user's stats by one stage.
| Has a 10% chance of raising all of the user's [[stats]] by one stage.
|-
|-
| class="l" | {{m|Aqua Jet}}
| {{m|Aqua Jet}}
{{typetable|Water}}
{{typetable|Water}}
{{statustable|Physical}}
{{statustable|Physical}}
| 40
| 40
| 100%
| 100%
| class="l" | Always strikes first.
| Has a priority of +1.
|-
|-
| class="l" | {{m|Aqua Tail}}
| {{m|Aqua Tail}}
{{typetable|Water}}
{{typetable|Water}}
{{statustable|Physical}}
{{statustable|Physical}}
Line 73: Line 90:
|
|
|-
|-
| class="l" | {{m|Arm Thrust}}
| {{m|Arm Thrust}}
{{typetable|Fighting}}
{{typetable|Fighting}}
{{statustable|Physical}}
{{statustable|Physical}}
| 15
| 15
| 100%
| 100%
| class="l" | Strikes the target two to five times in a row.
| Strikes the target two to five times in a row.
|-
|-
| class="l" | {{m|Assurance}}
| {{m|Assurance}}
{{typetable|Dark}}
{{typetable|Dark}}
{{statustable|Physical}}
{{statustable|Physical}}
| 50
| {{tt|60|50 in Generations IV-V}}
| 100%
| 100%
| class="l" | Power doubles if user receives damage on the turn it is used.
| Power doubles if user receives damage on the turn it is used.
|-
|-
| class="l" | {{m|Astonish}}
| {{m|Astonish}}
{{typetable|Ghost}}
{{typetable|Ghost}}
{{statustable|Physical}}
{{statustable|Physical}}
| 30
| 30
| 100%
| 100%
| class="l" | Has a 30% chance of [[List of moves that cause flinching|flinching]].
| Has a 30% chance of causing the target to {{status|flinch}}.
|-
|-
| class="l" | {{m|Attack Order}}
| {{m|Attack Order}}
{{typetable|Bug}}
{{typetable|Bug}}
{{statustable|Physical}}
{{statustable|Physical}}
| 90
| 90
| 100%
| 100%
| class="l" | Has a high critical hit ratio.
| Has a high critical hit ratio.
|-
|-
| class="l" | {{m|Aura Sphere}}
| {{m|Aura Sphere}}
{{typetable|Fighting}}
{{typetable|Fighting}}
{{statustable|Special}}
{{statustable|Special}}
| 90
| {{tt|80|90 in Generations IV-V}}
| -
| —
| class="l" | Never misses.
| Never misses.
|-
|-
| class="l" | {{m|Aurora Beam}}
| {{m|Aurora Beam}}
{{typetable|Ice}}
{{typetable|Ice}}
{{statustable|Special}}
{{statustable|Special}}
| 65
| 65
| 100%
| 100%
| class="l" | Has a 10% chance of lowering the target's Attack by one stage.
| Has a 10% chance of lowering the target's {{stat|Attack}} by one stage.
|-
|-
| class="l" | {{m|Avalanche}}
| {{m|Avalanche}}
{{typetable|Ice}}
{{typetable|Ice}}
{{statustable|Physical}}
{{statustable|Physical}}
| 60
| 60
| 100%
| 100%
| class="l" | Power doubles if the user is attacked by the target on the turn it is used.
| Power doubles if the user is attacked by the target on the turn it is used.
|-
|-
| class="l" | {{m|Barrage}}
| {{m|Barrage}}
{{typetable|Normal}}
{{typetable|Normal}}
{{statustable|Physical}}
{{statustable|Physical}}
| 15
| 15
| 85%
| 85%
| class="l" | Strikes the target two to five times in a row.
| Strikes the target two to five times in a row.
|-
|-
| class="l" | {{m|Beat Up}}
| {{m|Beat Up}}
{{typetable|Dark}}
{{typetable|Dark}}
{{statustable|Physical}}
{{statustable|Physical}}
| 10
| {{tt|—|10 in Generations II-IV}}
| 100%
| 100%
| class="l" | Each member of the user's party attacks once.
| Each member of the user's party attacks once. Power based on user's {{stat|Attack}}.
|-
| {{m|Belch}}
{{typetable|Poison}}
{{statustable|Special}}
| 120
| 90%
| Requires the user to eat its held [[Berry]].
|-
| {{m|Bide}}
{{typetable|Normal}}
{{statustable|Physical}}
| —
| —
| Deals damage equal to 2× the damage taken by the user after two turns.
|-
|-
| class="l" | {{m|Bind}}
| {{m|Bind}}
{{typetable|Normal}}
{{typetable|Normal}}
{{statustable|Physical}}
{{statustable|Physical}}
| 15
| 15
| 75%
| {{tt|85%|75% in Generations I-IV}}
| class="l" | Traps the target and causes damage equal to 1/16 of the target's max HP for two to five turns.
| Traps the target and causes damage equal to 1/16 of the target's max HP for four to five turns.
|-
|-
| class="l" | {{m|Bite}}
| {{m|Bite}}
{{typetable|Dark}}
{{typetable|Dark}}
{{statustable|Physical}}
{{statustable|Physical}}
| 60
| 60
| 100%
| 100%
| class="l" | Has a 30% chance of [[List of moves that cause flinching|flinching]].
| Has a 30% chance of causing the target to {{status|flinch}}.
|-
|-
| class="l" | {{m|Blast Burn}}
| {{m|Blast Burn}}
{{typetable|Fire}}
{{typetable|Fire}}
{{statustable|Special}}
{{statustable|Special}}
| 150
| 150
| 90%
| 90%
| class="l" | User recharges on the second turn.
| User recharges on the second turn.
|-
|-
| class="l" | {{m|Blast Burn}}
| {{m|Blaze Kick}}
{{typetable|Fire}}
{{typetable|Fire}}
{{statustable|Physical}}
{{statustable|Physical}}
| 85
| 85
| 90%
| 90%
| class="l" | Has a 10% chance of [[List of moves that burn|burning]].
| Has a 10% chance of {{status|burn}}ing the target.
|-
|-
| class="l" | {{m|Blizzard}}
| {{m|Blizzard}}
{{typetable|Ice}}
{{typetable|Ice}}
{{statustable|Special}}
{{statustable|Special}}
| 120
| {{tt|110|120 in Generations I-V}}
| 70%
| {{tt|70%|90% in Generation I}}
| class="l" | Has a 10% chance of [[List of moves that freeze|freezing]].
| Has a 10% chance of {{status|freeze|freezing}} the target.
|-
|-
| class="l" | {{m|Body Slam}}
| {{m|Blue Flare}}
{{typetable|Fire}}
{{statustable|Special}}
| 130
| 85%
| Has a 20% chance of {{status|burn}}ing the target.
|-
| {{m|Body Slam}}
{{typetable|Normal}}
{{typetable|Normal}}
{{statustable|Physical}}
{{statustable|Physical}}
| 85
| 85
| 100%
| 100%
| class="l" | Has a 30% chance of [[List of moves that paralyze|paralyzing]].
| Has a 30% chance of {{status|paralysis|paralyzing}} the target.
|-
| {{m|Bolt Strike}}
{{typetable|Electric}}
{{statustable|Physical}}
| 130
| 85%
| Has a 30% chance of {{status|paralysis|paralyzing}} the target.
|-
|-
| class="l" | {{m|Bone Club}}
| {{m|Bone Club}}
{{typetable|Ground}}
{{typetable|Ground}}
{{statustable|Physical}}
{{statustable|Physical}}
| 65
| 65
| 85%
| 85%
| class="l" | Has a 10% chance of [[List of moves that cause flinching|flinching]].
| Has a 10% chance of causing the target to {{status|flinch}}.
|-
|-
| class="l" | {{m|Bone Rush}}
| {{m|Bone Rush}}
{{typetable|Ground}}
{{typetable|Ground}}
{{statustable|Physical}}
{{statustable|Physical}}
| 25
| 25
| 80%
| {{tt|90%|80% in Generations II-IV}}
| class="l" | Strikes the target two to five times in a row.
| Strikes the target two to five times in a row.
|-
|-
| class="l" | {{m|Bonemerang}}
| {{m|Bonemerang}}
{{typetable|Ground}}
{{typetable|Ground}}
{{statustable|Physical}}
{{statustable|Physical}}
| 50
| 50
| 90%
| 90%
| class="l" | Strikes the target twice in a row.
| Strikes the target twice in a row.
|-
| {{m|Boomburst}}
{{typetable|Normal}}
{{statustable|Special}}
| 140
| 100%
|
|-
|-
| class="l" | {{m|Bounce}}
| {{m|Bounce}}
{{typetable|Flying}}
{{typetable|Flying}}
{{statustable|Physical}}
{{statustable|Physical}}
| 85
| 85
| 85%
| 85%
| class="l" | Has a 30% chance of [[List of moves that paralyze|paralyzing]].
| Has a 30% chance of {{status|paralysis|paralyzing}} the target.
|-
|-
| class="l" | {{m|Brave Bird}}
| {{m|Brave Bird}}
{{typetable|Flying}}
{{typetable|Flying}}
{{statustable|Physical}}
{{statustable|Physical}}
| 120
| 120
| 100%
| 100%
| class="l" | User receives 1/4 of damage dealt as recoil damage.
| User receives ¼ of damage dealt as [[recoil]] damage.
|-
|-
| class="l" | {{m|Brick Break}}
| {{m|Brick Break}}
{{typetable|Fighting}}
{{typetable|Fighting}}
{{statustable|Physical}}
{{statustable|Physical}}
| 75
| 75
| 100%
| 100%
| class="l" | Light Screen and Reflect are removed from the target.
| {{m|Light Screen}} and {{m|Reflect}} are removed from the target.
|-
|-
| class="l" | {{m|Brine}}
| {{m|Brine}}
{{typetable|Water}}
{{typetable|Water}}
{{statustable|Special}}
{{statustable|Special}}
| 65
| 65
| 100%
| 100%
| class="l" | Power is doubled if target's health is below 50%.
| Power is doubled if target's health is below 50%.
|-
|-
| class="l" | {{m|Bubble}}
| {{m|Bubble}}
{{typetable|Water}}
{{typetable|Water}}
{{statustable|Special}}
{{statustable|Special}}
| 20
| {{tt|40|20 in Generations I-V}}
| 100%
| 100%
| class="l" | Has a 10% chance of lowering the target's Speed by one stage.
| Has a 10% chance of lowering the target's {{stat|Speed}} by one stage.
|-
|-
| class="l" | {{m|BubbleBeam}}
| {{m|Bubble Beam}}
{{typetable|Water}}
{{typetable|Water}}
{{statustable|Special}}
{{statustable|Special}}
| 65
| 65
| 100%
| 100%
| class="l" | Has a 10% chance of lowering the target's Speed by one stage.
| Has a 10% chance of lowering the target's {{stat|Speed}} by one stage.
|-
|-
| class="l" | {{m|Bug Bite}}
| {{m|Bug Bite}}
{{typetable|Bug}}
{{typetable|Bug}}
{{statustable|Physical}}
{{statustable|Physical}}
| 60
| 60
| 100%
| 100%
| class="l" | Eats the target's held berry.
| Eats the target's held [[Berry]].
|-
|-
| class="l" | {{m|Bug Buzz}}
| {{m|Bug Buzz}}
{{typetable|Bug}}
{{typetable|Bug}}
{{statustable|Special}}
{{statustable|Special}}
| 90
| 90
| 100%
| 100%
| class="l" | Has a 10% chance of lowering the target's Special Defense by one stage.
| Has a 10% chance of lowering the target's {{stat|Special Defense}} by one stage.
|-
| {{m|Bulldoze}}
{{typetable|Ground}}
{{statustable|Physical}}
| 60
| 100%
| Lowers the target's {{stat|Speed}} by one stage.
|-
|-
| class="l" | {{m|Bullet Punch}}
| {{m|Bullet Punch}}
{{typetable|Steel}}
{{typetable|Steel}}
{{statustable|Physical}}
{{statustable|Physical}}
| 40
| 40
| 100%
| 100%
| class="l" | Always strikes first.
| Has a priority of +1.
|-
|-
| class="l" | {{m|Bullet Seed}}
| {{m|Bullet Seed}}
{{typetable|Grass}}
{{typetable|Grass}}
{{statustable|Physical}}
{{statustable|Physical}}
| 10
| {{tt|25|10 in Generations III-IV}}
| 100%
| 100%
| class="l" | Strikes the target two to five times in a row.
| Strikes the target two to five times in a row.
|-
|-
| class="l" | {{m|Charge Beam}}
| {{m|Charge Beam}}
{{typetable|Electric}}
{{typetable|Electric}}
{{statustable|Special}}
{{statustable|Special}}
| 50
| 50
| 90%
| 90%
| class="l" | Has a 70% chance of raising the user's Special Attack by one stage.
| Has a 70% chance of raising the user's {{stat|Special Attack}} by one stage.
|-
|-
| class="l" | {{m|Chatter}}
| {{m|Chatter}}
{{typetable|Flying}}
{{typetable|Flying}}
{{statustable|Special}}
{{statustable|Special}}
| 60
| {{tt|65|60 in Generations IV-V}}
| 100%
| 100%
| class="l" | Has a variable chance of [[list of moves that confuse|confusing the target]].
| Has a 100% chance of {{status|confusion|confusing}} the target.
|-
|-
| class="l" | {{m|Clamp}}
| {{m|Chip Away}}
{{typetable|Water}}
{{typetable|Normal}}
{{statustable|Physical}}
{{statustable|Physical}}
| 35
| 70
| 75%
| 100%
| class="l" | Traps the target and causes damage equal to 1/16 of the target's max HP for two to five turns.
| Ignores the target's changes in {{stat|Defense}} and {{stat|evasion}}.
|-
| {{m|Circle Throw}}
{{typetable|Fighting}}
{{statustable|Physical}}
| 60
| 90%
| Forces opposing Trainer to switch Pokémon and ends battles with wild Pokémon.
|-
| {{m|Clamp}}
{{typetable|Water}}
{{statustable|Physical}}
| 35
| {{tt|85%|75% in Generations I-IV}}
| Traps the target and causes damage equal to 1/16 of the target's max HP for four to five turns.
|-
| {{m|Clear Smog}}
{{typetable|Poison}}
{{statustable|Special}}
| 50
| —
| Resets all stat levels of the target to zero.
|-
|-
| class="l" | {{m|Close Combat}}
| {{m|Close Combat}}
{{typetable|Fighting}}
{{typetable|Fighting}}
{{statustable|Physical}}
{{statustable|Physical}}
| 120
| 120
| 100%
| 100%
| class="l" | The user's Defense and Special Defense are decreased by one stage.
| The user's {{stat|Defense}} and {{stat|Special Defense}} are decreased by one stage.
|-
|-
| class="l" | {{m|Comet Punch}}
| {{m|Comet Punch}}
{{typetable|Normal}}
{{typetable|Normal}}
{{statustable|Physical}}
{{statustable|Physical}}
| 18
| 18
| 85%
| 85%
| class="l" | Strikes the target two to five times in a row.
| Strikes the target two to five times in a row.
|-
|-
| class="l" | {{m|Confusion}}
| {{m|Confusion}}
{{typetable|Psychic}}
{{typetable|Psychic}}
{{statustable|Special}}
{{statustable|Special}}
| 50
| 50
| 100%
| 100%
| class="l" | Has a 10% chance of [[list of moves that confuse|confusing the target]].
| Has a 10% chance of {{status|confusion|confusing}} the target.
|-
|-
| class="l" | {{m|Constrict}}
| {{m|Constrict}}
{{typetable|Normal}}
{{typetable|Normal}}
{{statustable|Physical}}
{{statustable|Physical}}
| 10
| 10
| 100%
| 100%
| class="l" | Has a 10% of lowering the target's speed by one stage.
| Has a 10% of lowering the target's {{stat|Speed}} by one stage.
|-
|-
| class="l" | {{m|Counter}}
| {{m|Counter}}
{{typetable|Fighting}}
{{typetable|Fighting}}
{{statustable|Physical}}
{{statustable|Physical}}
| -
| —
| 100%
| 100%
| class="l" | Deals back 2x damage inflicted if the user gets attacked by a Physical attack on the turn used.
| Deals back damage inflicted if the user gets attacked by a Physical attack on the turn used.
|-
|-
| class="l" | {{m|Covet}}
| {{m|Covet}}
{{typetable|Normal}}
{{typetable|Normal}}
{{statustable|Physical}}
{{statustable|Physical}}
| 40
| {{tt|60|40 in Generations III-IV}}
| 100%
| 100%
| class="l" | Steals the target's held item.
| Steals the target's held item.
|-
|-
| class="l" | {{m|Crabhammer}}
| {{m|Crabhammer}}
{{typetable|Water}}
{{typetable|Water}}
{{statustable|Physical}}
{{statustable|Physical}}
| 90
| {{tt|100|90 in Generations I-V}}
| 85%
| {{tt|90%|85% in Generations I-IV}}
| class="l" | Has a high critical hit ratio.
| Has a high critical hit ratio.
|-
|-
| class="l" | {{m|Cross Chop}}
| {{m|Cross Chop}}
{{typetable|Fighting}}
{{typetable|Fighting}}
{{statustable|Physical}}
{{statustable|Physical}}
| 100
| 100
| 80%
| 80%
| class="l" | Has a high critical hit ratio.
| Has a high critical hit ratio.
|-
|-
| class="l" | {{m|Cross Poison}}
| {{m|Cross Poison}}
{{typetable|Poison}}
{{typetable|Poison}}
{{statustable|Physical}}
{{statustable|Physical}}
| 70
| 70
| 100%
| 100%
| class="l" | Has a high critical hit ratio and 10% chance of [[list of moves that poison|poisoning]] the target.
| Has a high critical hit ratio and 10% chance of {{status|poison}}ing the target.
|-
|-
| class="l" | {{m|Crunch}}
| {{m|Crunch}}
{{typetable|Dark}}
{{typetable|Dark}}
{{statustable|Physical}}
{{statustable|Physical}}
| 80
| 80
| 100%
| 100%
| class="l" | Has a 20% chance of lowering the target's Defense by one stage.
| Has a 20% chance of lowering the target's {{stat|Defense}} by one stage.
|-
|-
| class="l" | {{m|Crush Claw}}
| {{m|Crush Claw}}
{{typetable|Normal}}
{{typetable|Normal}}
{{statustable|Physical}}
{{statustable|Physical}}
| 75
| 75
| 95%
| 95%
| class="l" | Has a 50% chance of lowering the target's Defense by one stage.
| Has a 50% chance of lowering the target's {{stat|Defense}} by one stage.
|-
|-
| class="l" | {{m|Crush Grip}}
| {{m|Crush Grip}}
{{typetable|Normal}}
{{typetable|Normal}}
{{statustable|Physical}}
{{statustable|Physical}}
| -
| —
| 100%
| 100%
| class="l" | Damage depends on the target's current HP; strongest when target's HP is highest.
| Damage depends on the target's current HP; strongest when target's HP is highest.
|-
|-
| class="l" | {{m|Cut}}
| {{m|Cut}}
{{typetable|Normal}}
{{typetable|Normal}}
{{statustable|Physical}}
{{statustable|Physical}}
Line 381: Line 461:
|  
|  
|-
|-
| class="l" | {{m|Dark Pulse}}
| {{m|Dark Pulse}}
{{typetable|Dark}}
{{typetable|Dark}}
{{statustable|Special}}
{{statustable|Special}}
| 80
| 80
| 100%
| 100%
| class="l" | Has a 20% chance of [[list of moves that cause flinching|flinching the target]].
| Has a 20% chance of causing the target to {{status|flinch}}.
|-
| class="l" | {{m|Dig}}
{{typetable|Ground}}
{{statustable|Physical}}
| 80
| 100%
| class="l" | User burrows underground on the first turn, attacks on the second.
|-
|-
| class="l" | {{m|Discharge}}
| {{m|Dazzling Gleam}}
{{typetable|Electric}}
{{typetable|Fairy}}
{{statustable|Special}}
{{statustable|Special}}
| 80
| 80
| 100%
| 100%
| class="l" | Has a 30% chance of [[list of moves that paralyze|paralyzing the target]].
|  
|-
|-
| class="l" | {{m|Dive}}
| {{m|Diamond Storm}}
{{typetable|Water}}
{{typetable|Rock}}
{{statustable|Physical}}
{{statustable|Physical}}
| 100
| 95%
| Has a 50% chance of raising the user's {{stat|Defense}} by one stage.
|-
| {{m|Dig}}
{{typetable|Ground}}
{{statustable|Physical}}
| {{tt|80|100 in Generation I, 60 in Generations II-III}}
| 100%
| User burrows underground on the first turn, attacks on the second.
|-
| {{m|Disarming Voice}}
{{typetable|Fairy}}
{{statustable|Special}}
| 40
| —
| Never misses.
|-
| {{m|Discharge}}
{{typetable|Electric}}
{{statustable|Special}}
| 80
| 80
| 100%
| 100%
| class="l" | User dive underwater on the first turn, attacks on the second.
| Has a 30% chance of {{status|paralysis|paralyzing}} the target.
|-
| {{m|Dive}}
{{typetable|Water}}
{{statustable|Physical}}
| {{tt|80|60 in Generation III}}
| 100%
| User dive underwater on the first turn, attacks on the second.
|-
|-
| class="l" | {{m|Dizzy Punch}}
| {{m|Dizzy Punch}}
{{typetable|Normal}}
{{typetable|Normal}}
{{statustable|Physical}}
{{statustable|Physical}}
| 70
| 70
| 100%
| 100%
| class="l" | Has a 20% chance of [[list of moves that confuse|confusing the target]].
| Has a 20% chance of {{status|confusion|confusing}} the target.
|-
|-
| class="l" | {{m|Doom Desire}}
| {{m|Doom Desire}}
{{typetable|Steel}}
{{typetable|Steel}}
{{statustable|Physical}}
{{statustable|Physical}}
| 120
| {{tt|140|120 in Generations III-IV}}
| 85%
| {{tt|100%|85% in Generations III-IV}}
| class="l" | Deals damage two turns after usage.
| Deals damage two turns after usage.
|-
|-
| class="l" | {{m|Double Hit}}
| {{m|Double Hit}}
{{typetable|Normal}}
{{typetable|Normal}}
{{statustable|Physical}}
{{statustable|Physical}}
| 35
| 35
| 90%
| 90%
| class="l" | Strikes the target twice in a row.
| Strikes the target twice in a row.
|-
|-
| class="l" | {{m|Double Kick}}
| {{m|Double Kick}}
{{typetable|Fighting}}
{{typetable|Fighting}}
{{statustable|Physical}}
{{statustable|Physical}}
| 30
| 30
| 100%
| 100%
| class="l" | Strikes the target twice in a row.
| Strikes the target twice in a row.
|-
|-
| class="l" | {{m|Double-Edge}}
| {{m|Double-Edge}}
{{typetable|Normal}}
{{typetable|Normal}}
{{statustable|Physical}}
{{statustable|Physical}}
| 120
| {{tt|120|100 in Generation I}}
| 100%
| 100%
| class="l" | User receives 1/4 of damage dealt as recoil damage.
| User receives ¼ of damage dealt as [[recoil]] damage.
|-
|-
| class="l" | {{m|DoubleSlap}}
| {{m|Double Slap}}
{{typetable|Normal}}
{{typetable|Normal}}
{{statustable|Physical}}
{{statustable|Physical}}
| 15
| 15
| 85%
| 85%
| class="l" | Strikes the target two to five times in a row.
| Strikes the target two to five times in a row.
|-
|-
| class="l" | {{m|Draco Meteor}}
| {{m|Draco Meteor}}
{{typetable|Dragon}}
{{typetable|Dragon}}
{{statustable|Special}}
{{statustable|Special}}
| 140
| {{tt|130|140 in Generations IV-V}}
| 90%
| 90%
| class="l" | Lowers the user's Special Attack by two stages after usage.
| Lowers the user's {{stat|Special Attack}} by two stages after usage.
|-
| {{m|Dragon Ascent}}
{{typetable|Flying}}
{{statustable|Physical}}
| 120
| 100%
| Lowers the user's {{stat|Defense}} and {{stat|Special Defense}} by one stage after usage.
|-
|-
| class="l" | {{m|Dragon Claw}}
| {{m|Dragon Claw}}
{{typetable|Dragon}}
{{typetable|Dragon}}
{{statustable|Physical}}
{{statustable|Physical}}
Line 465: Line 573:
|  
|  
|-
|-
| class="l" | {{m|Dragon Pulse}}
| {{m|Dragon Pulse}}
{{typetable|Dragon}}
{{typetable|Dragon}}
{{statustable|Special}}
{{statustable|Special}}
| 90
| {{tt|85|90 in Generations IV-V}}
| 100%
| 100%
|  
|  
|-
|-
| class="l" | {{m|Dragon Rage}}
| {{m|Dragon Rage}}
{{typetable|Dragon}}
{{typetable|Dragon}}
{{statustable|Special}}
{{statustable|Special}}
| -
| —
| 100%
| 100%
| class="l" | Always deals 40 HP of damage.
| Always deals 40 HP of damage.
|-
|-
| class="l" | {{m|Dragon Rush}}
| {{m|Dragon Rush}}
{{typetable|Dragon}}
{{typetable|Dragon}}
{{statustable|Physical}}
{{statustable|Physical}}
| 100
| 100
| 75%
| 75%
| class="l" | Has a 20% chance of [[list of moves that cause flinching|flinching]].
| Has a 20% chance of causing the target to {{status|flinch}}; double damage and never misses against {{m|Minimize}}d targets.
|-
|-
| class="l" | {{m|DragonBreath}}
| {{m|Dragon Tail}}
{{typetable|Dragon}}
{{typetable|Dragon}}
{{statustable|Special}}
{{statustable|Physical}}
| 60
| 90%
| Forces opposing Trainer to switch Pokémon and ends battles with wild Pokémon.
|-
| {{m|Dragon Breath}}
{{typetable|Dragon}}
{{statustable|Special}}
| 60
| 60
| 100%
| 100%
| class="l" | Has a 30% chance of [[list of moves that paralyze|paralyzing]].
| Has a 30% chance of {{status|paralysis|paralyzing}} the target.
|-
|-
| class="l" | {{m|Drain Punch}}
| {{m|Drain Punch}}
{{typetable|Fighting}}
{{typetable|Fighting}}
{{statustable|Physical}}
{{statustable|Physical}}
| 60
| {{tt|75|60 in Generation IV}}
| 100%
| Restores HP to the user equal to 1/2 the damage inflicted.
|-
| {{m|Draining Kiss}}
{{typetable|Fairy}}
{{statustable|Special}}
| 50
| 100%
| 100%
| class="l" | Restores HP to the user equal to 1/2 the damage inflicted.
| Restores HP to the user more than 1/2 of the damage inflicted.
|-
|-
| class="l" | {{m|Dream Eater}}
| {{m|Dream Eater}}
{{typetable|Psychic}}
{{typetable|Psychic}}
{{statustable|Special}}
{{statustable|Special}}
| 100
| 100
| 100%
| 100%
| class="l" | Target must be asleep; restores HP to the user equal to 1/2 the damage inflicted.
| Target must be {{status|sleep|asleep}}; restores HP to the user equal to 1/2 the damage inflicted.
|-
|-
| class="l" | {{m|Drill Peck}}
| {{m|Drill Peck}}
{{typetable|Flying}}
{{typetable|Flying}}
{{statustable|Physical}}
{{statustable|Physical}}
Line 514: Line 636:
|  
|  
|-
|-
| class="l" | {{m|DynamicPunch}}
| {{m|Drill Run}}
{{typetable|Ground}}
{{statustable|Physical}}
| 80
| 95%
| Has a high critical hit ratio.
|-
| {{m|Dual Chop}}
{{typetable|Dragon}}
{{statustable|Physical}}
| 40
| 90%
| Strikes the target twice in a row.
|-
| {{m|Dynamic Punch}}
{{typetable|Fighting}}
{{typetable|Fighting}}
{{statustable|Physical}}
{{statustable|Physical}}
| 100
| 100
| 50%
| 50%
| class="l" | Also [[list of moves that confuse|confuses the target]].
| Also {{status|Confusion|confuses}} the target.
|-
|-
| class="l" | {{m|Earth Power}}
| {{m|Earth Power}}
{{typetable|Ground}}
{{typetable|Ground}}
{{statustable|Special}}
{{statustable|Special}}
| 90
| 90
| 100%
| 100%
| class="l" | Has a 10% chance of lowering the target's Special Defense by one stage.
| Has a 10% chance of lowering the target's {{stat|Special Defense}} by one stage.
|-
|-
| class="l" | {{m|Earthquake}}
| {{m|Earthquake}}
{{typetable|Ground}}
{{typetable|Ground}}
{{statustable|Physical}}
{{statustable|Physical}}
| 100
| 100
| 100%
| 100%
| class="l" | Deals double damage against targets using {{m|Dig}}.
| Deals double damage against targets using {{m|Dig}}.
|-
| {{m|Echoed Voice}}
{{typetable|Normal}}
{{statustable|Special}}
| 40
| 100%
| Base power increases by 40 each consecutive turn it is used.
|-
|-
| class="l" | {{m|Egg Bomb}}
| {{m|Egg Bomb}}
{{typetable|Normal}}
{{typetable|Normal}}
{{statustable|Physical}}
{{statustable|Physical}}
Line 542: Line 685:
|  
|  
|-
|-
| class="l" | {{m|Ember}}
| {{m|Electro Ball}}
{{typetable|Fire}}
{{typetable|Electric}}
{{statustable|Special}}
{{statustable|Special}}
| 40
| —
| 100%
| 100%
| class="l" | Has a 10% chance of [[list of moves that burn|burning the target]].
| Inflicts more damage the faster the user is compared to the target.
|-
|-
| class="l" | {{m|Endeavor}}
| {{m|Electroweb}}
{{typetable|Electric}}
{{statustable|Special}}
| 55
| 95%
| Lowers the target's {{stat|Speed}} by one stage.
|-
| {{m|Ember}}
{{typetable|Fire}}
{{statustable|Special}}
| 40
| 100%
| Has a 10% chance of {{status|burn}}ing the target.
|-
| {{m|Endeavor}}
{{typetable|Normal}}
{{typetable|Normal}}
{{statustable|Physical}}
{{statustable|Physical}}
| -
| —
| 100%
| 100%
| class="l" | Deals damages so that the target is left with HP equal to the user's.
| Deals damages so that the target is left with HP equal to the user's.
|-
|-
| class="l" | {{m|Energy Ball}}
| {{m|Energy Ball}}
{{typetable|Grass}}
{{typetable|Grass}}
{{statustable|Special}}
{{statustable|Special}}
| 80
| {{tt|90|80 in Generations IV-V}}
| 100%
| 100%
| class="l" | Has a 10% chance of lowering the target's Special Defense by one stage.
| Has a 10% chance of lowering the target's {{stat|Special Defense}} by one stage.
|-
|-
| class="l" | {{m|Eruption}}
| {{m|Eruption}}
{{typetable|Fire}}
{{typetable|Fire}}
{{statustable|Special}}
{{statustable|Special}}
| 150
| 150
| 100%
| 100%
| class="l" | Damage is based on the user's current HP; strongest when HP is highest.
| Damage is based on the user's current HP; strongest when HP is highest.
|-
|-
| class="l" | {{m|Explosion}}
| {{m|Explosion}}
{{typetable|Normal}}
{{typetable|Normal}}
{{statustable|Physical}}
{{statustable|Physical}}
| 250
| {{tt|250|170 in Generation I}}
| 100%
| 100%
| class="l" | Target's defense is halved; user faints.
| User faints.
|-
|-
| class="l" | {{m|Extrasensory}}
| {{m|Extrasensory}}
{{typetable|Psychic}}
{{typetable|Psychic}}
{{statustable|Special}}
{{statustable|Special}}
| 80
| 80
| 100%
| 100%
| class="l" | Has a 10% chance of [[list of moves that cause flinching|flinching]].
| Has a 10% chance of causing the target to {{status|flinch}}.
|-
|-
| class="l" | {{m|ExtremeSpeed}}
| {{m|Extreme Speed}}
{{typetable|Normal}}
{{typetable|Normal}}
{{statustable|Physical}}
{{statustable|Physical}}
| 80
| 80
| 100%
| 100%
| class="l" | Always strikes first.
| Has a priority of +2.
|-
|-
| class="l" | {{m|Facade}}
| {{m|Facade}}
{{typetable|Normal}}
{{typetable|Normal}}
{{statustable|Physical}}
{{statustable|Physical}}
| 70
| 70
| 100%
| 100%
| class="l" | Power doubles if user is burned, paralyzed or poisoned.
| Power doubles if user is {{status|burned}}, {{status|paralyzed}}, or {{status|poisoned}}.
|-
|-
| class="l" | {{m|Faint Attack}}
| {{m|Fairy Wind}}
{{typetable|Dark}}
{{typetable|Fairy}}
{{statustable|Physical}}
{{statustable|Special}}
| 60
| 40
| 100%
| 100%
| class="l" | Never misses.
|  
|-
|-
| class="l" | {{m|Fake Out}}
| {{m|Fake Out}}
{{typetable|Normal}}
{{typetable|Normal}}
{{statustable|Physical}}
{{statustable|Physical}}
| 40
| 40
| 100%
| 100%
| class="l" | Only works on the first turn after the user enters battle; makes the target [[list of moves that cause flinching|flinch]].
| Only works on the first turn after the user enters battle; makes the target {{status|flinch}}.
|-
|-
| class="l" | {{m|False Swipe}}
| {{m|False Swipe}}
{{typetable|Normal}}
{{typetable|Normal}}
{{statustable|Physical}}
{{statustable|Physical}}
| 40
| 40
| 100%
| 100%
| class="l" | Will always leave the target with at least one HP.
| Will always leave the target with at least one HP.
|-
|-
| class="l" | {{m|Feint}}
| {{m|Feint}}
{{typetable|Normal}}
{{typetable|Normal}}
{{statustable|Physical}}
{{statustable|Physical}}
| 50
| {{tt|30|50 in Generation IV}}
| 100%
| 100%
| class="l" | Fails unless the target has used Protect or Detect.
| Breaks {{cat|protection moves}}.
|-
|-
| class="l" | {{m|Fire Blast}}
| {{m|Feint Attack}}
{{typetable|Fire}}
{{typetable|Dark}}
{{statustable|Special}}
{{statustable|Physical}}
| 120
| 60
| 85%
| —
| class="l" | Has a 10% chance of [[list of moves that burn|burning the target]].
| Never misses.
|-
|-
| class="l" | {{m|Fire Fang}}
| {{m|Fell Stinger}}
{{typetable|Fire}}
{{typetable|Bug}}
{{statustable|Physical}}
{{statustable|Physical}}
| 65
| 30
| 95%
| 100%
| class="l" | Has a 10% chance of [[list of moves that burn|burning]] or [[list of moves that cause flinching|making the target flinch]].
| Raises the user's {{stat|Attack}} two stages if it knocks out another Pokémon with this move.
|-
|-
| class="l" | {{m|Fire Punch}}
| {{m|Fiery Dance}}
{{typetable|Fire}}
{{typetable|Fire}}
{{statustable|Physical}}
{{statustable|Special}}
| 75
| 80
| 100%
| Has a 50% chance of raising the user's {{stat|Special Attack}}.
|-
| {{m|Final Gambit}}
{{typetable|Fighting}}
{{statustable|Special}}
| —
| 100%
| 100%
| class="l" | Has a 10% chance of [[list of moves that burn|burning the target]].
| The target takes damage equal to the user's HP; user faints.
|-
|-
| class="l" | {{m|Fire Spin}}
| {{m|Fire Blast}}
{{typetable|Fire}}
{{typetable|Fire}}
{{statustable|Special}}
{{statustable|Special}}
| 15
| {{tt|110|120 in Generations I-V}}
| 70%
| 85%
| class="l" | Traps the target and causes damage equal to 1/16 of the target's max HP for two to five turns.
| Has a 10% chance of {{status|burn}}ing the target.
|-
|-
| class="l" | {{m|Flail}}
| {{m|Fire Fang}}
{{typetable|Normal}}
{{typetable|Fire}}
{{statustable|Physical}}
{{statustable|Physical}}
| -
| 65
| 95%
| Has a 10% chance of {{status|burn}}ing or causing the target to {{status|flinch}}.
|-
| {{m|Fire Pledge}}
{{typetable|Fire}}
{{statustable|Special}}
| {{tt|80|50 in Generation V}}
| 100%
| 100%
| class="l" | Damage is based on the user's current HP; strongest when HP is lowest.
| Deals double damage when used with {{m|Grass Pledge}} or {{m|Water Pledge}} in double or triple battles.
|-
|-
| class="l" | {{m|Flame Wheel}}
| {{m|Fire Punch}}
{{typetable|Fire}}
{{typetable|Fire}}
{{statustable|Physical}}
{{statustable|Physical}}
| 60
| 75
| 100%
| 100%
| class="l" | Has a 10% chance of [[list of moves that burn|burning the target]]; thaws frozen users.
| Has a 10% chance of {{status|burn}}ing the target.
|-
|-
| class="l" | {{m|Flamethrower}}
| {{m|Fire Spin}}
{{typetable|Fire}}
{{typetable|Fire}}
{{statustable|Special}}
{{statustable|Special}}
| 95
| {{tt|35|15 in Generations I-IV}}
| 100%
| {{tt|85%|70% in Generations I-IV}}
| class="l" | Has a 10% chance of [[list of moves that burn|burning the target]].
| Traps the target and causes damage equal to 1/16 of the target's max HP for four to five turns.
|-
|-
| class="l" | {{m|Flare Blitz}}
| {{m|Flail}}
{{typetable|Fire}}
{{typetable|Normal}}
{{statustable|Physical}}
{{statustable|Physical}}
| 120
| —
| 100%
| 100%
| class="l" | Has a 10% chance of [[list of moves that burn|burning the target]]; user receives 1/3 of damage dealt as recoil damage.
| Damage is based on the user's current HP; strongest when HP is lowest.
|-
|-
| class="l" | {{m|Flash Cannon}}
| {{m|Flame Burst}}
{{typetable|Steel}}
{{typetable|Fire}}
{{statustable|Special}}
{{statustable|Special}}
| 80
| 70
| 100%
| 100%
| class="l" | Has a 10% chance of lowering the target's Special Defense by one stage.
|
|-
|-
| class="l" | {{m|Fling}}
| {{m|Flame Charge}}
{{typetable|Dark}}
{{typetable|Fire}}
{{statustable|Physical}}
{{statustable|Physical}}
| -
| 50
| 100%
| 100%
| class="l" | User inflicts various damage by losing its held item.
| Raises the user's {{stat|Speed}} by one stage.
|-
|-
| class="l" | {{m|Fly}}
| {{m|Flame Wheel}}
{{typetable|Flying}}
{{typetable|Fire}}
{{statustable|Physical}}
{{statustable|Physical}}
| 90
| 60
| 95%
| 100%
| class="l" | User flies up on the first turn, attacks on the second.
| Has a 10% chance of {{status|burn}}ing the target; thaws {{status|frozen}} users.
|-
|-
| class="l" | {{m|Focus Blast}}
| {{m|Flamethrower}}
{{typetable|Fighting}}
{{typetable|Fire}}
{{statustable|Special}}
{{statustable|Special}}
| 120
| {{tt|90|95 in Generations I-V}}
| 70%
| class="l" | Has a 10% chance of lowering the target's Special Defense by one stage.
|-
| class="l" | {{m|Focus Punch}}
{{typetable|Fighting}}
{{statustable|Physical}}
| 150
| 100%
| 100%
| class="l" | Attacks at the end of the round if the user is not hit by an attack.
| Has a 10% chance of {{status|burn}}ing the target.
|-
|-
| class="l" | {{m|Force Palm}}
| {{m|Flare Blitz}}
{{typetable|Fighting}}
{{typetable|Fire}}
{{statustable|Physical}}
{{statustable|Physical}}
| 60
| 120
| 100%
| 100%
| class="l" | Has a 30% chance of [[List of moves that paralyze|paralyzing]].
| Has a 10% chance of {{status|burn}}ing the target; user receives 1/3 of damage dealt as [[recoil]] damage.
|-
|-
| class="l" | {{m|Frenzy Plant}}
| {{m|Flash Cannon}}
{{typetable|Grass}}
{{typetable|Steel}}
{{statustable|Special}}
{{statustable|Special}}
| 150
| 80
| 90%
| 100%
| class="l" | User recharges on the second turn.
| Has a 10% chance of lowering the target's {{stat|Special Defense}} by one stage.
|-
|-
| class="l" | {{m|Frustration}}
| {{m|Fling}}
{{typetable|Normal}}
{{typetable|Dark}}
{{statustable|Physical}}
{{statustable|Physical}}
| -
| —
| 100%
| 100%
| class="l" | Damage depends on user's happiness level.
| User inflicts various damage by losing its held item.
|-
|-
| class="l" | {{m|Fury Attack}}
| {{m|Fly}}
{{typetable|Normal}}
{{typetable|Flying}}
{{statustable|Physical}}
{{statustable|Physical}}
| 15
| {{tt|90|70 in Generations I-III}}
| 85%
| class="l" | Strikes the target two to five times in a row.
|-
| class="l" | {{m|Fury Cutter}}
{{typetable|Bug}}
{{statustable|Physical}}
| 10
| 95%
| 95%
| class="l" | Doubles power with each consecutive hit.
| User flies up on the first turn, attacks on the second.
|-
|-
| class="l" | {{m|Fury Swipes}}
| {{m|Flying Press}}
{{typetable|Normal}}
{{typetable|Fighting}}
{{statustable|Physical}}
{{statustable|Physical}}
| 10
| 80%
| class="l" | Strikes the target two to five times in a row.
|-
| class="l" | {{m|Future Sight}}
{{typetable|Psychic}}
{{statustable|Special}}
| 80
| 80
| 90%
| 95%
| class="l" | Deals damage two turns after usage.
| Does {{type|Fighting}} and {{type|Flying}} damage.
|-
|-
| class="l" | {{m|Giga Drain}}
| {{m|Focus Blast}}
{{typetable|Grass}}
{{typetable|Fighting}}
{{statustable|Special}}
{{statustable|Special}}
| 60
| 120
| 100%
| 70%
| class="l" | Restores HP to the user equal to 1/2 the damage inflicted.
| Has a 10% chance of lowering the target's {{stat|Special Defense}} by one stage.
|-
|-
| class="l" | {{m|Giga Impact}}
| {{m|Focus Punch}}
{{typetable|Normal}}
{{typetable|Fighting}}
{{statustable|Physical}}
{{statustable|Physical}}
| 150
| 150
| 90%
| 100%
| class="l" | User recharges on the second turn.
| Attacks at the end of the round if the user is not hit by an attack.
|-
|-
| class="l" | {{m|Grass Knot}}
| {{m|Force Palm}}
{{typetable|Grass}}
{{typetable|Fighting}}
{{statustable|Special}}
{{statustable|Physical}}
| -
| 60
| 100%
| 100%
| class="l" | Deals damage based on the target's weight.
| Has a 30% chance of {{status|paralysis|paralyzing}} the target.
|-
|-
| class="l" | {{m|Gunk Shot}}
| {{m|Foul Play}}
{{typetable|Poison}}
{{typetable|Dark}}
{{statustable|Physical}}
{{statustable|Physical}}
| 120
| 95
| 70%
| 100%
| class="l" | Has a 30% chance of [[list of moves that poison|poisoning the target]].
| Damage is calculated using the target's {{stat|Attack}}.
|-
|-
| class="l" | {{m|Gust}}
| {{m|Freeze-Dry}}
{{typetable|Flying}}
{{typetable|Ice}}
{{statustable|Special}}
{{statustable|Special}}
| 40
| 70
| 100%
| 100%
| class="l" | Deals double damage against targets using {{m|Fly}}.
| Has a 10% chance of {{status|freeze|freezing}} the target; does {{DL|Damage modification|super effective}} damage against {{type|Water}}s.
|-
|-
| class="l" | {{m|Gyro Ball}}
| {{m|Freeze Shock}}
{{typetable|Steel}}
{{typetable|Ice}}
{{statustable|Physical}}
{{statustable|Physical}}
| -
| 140
| 100%
| class="l" | Deals damage based on the user's Speed compared to the target's Speed.
|-
| class="l" | {{m|Hammer Arm}}
{{typetable|Fighting}}
{{statustable|Physical}}
| 100
| 90%
| 90%
| class="l" | Lowers the user's Speed by one stage.
| User charges on the first, attacks on the second; has a 30% chance of {{status|paralysis|paralyzing}} the target.
|-
|-
| class="l" | {{m|Head Smash}}
| {{m|Frenzy Plant}}
{{typetable|Rock}}
{{typetable|Grass}}
{{statustable|Physical}}
{{statustable|Special}}
| 150
| 150
| 80%
| 90%
| class="l" | User receives 1/2 of damage dealt as recoil damage.
| User recharges on the second turn.
|-
|-
| class="l" | {{m|Headbutt}}
| {{m|Frost Breath}}
{{typetable|Normal}}
{{typetable|Ice}}
{{statustable|Physical}}
| 70
| 100%
| class="l" | Has a 30% chance of [[List of moves that cause flinching|flinching]].
|-
| class="l" | {{m|Heat Wave}}
{{typetable|Fire}}
{{statustable|Special}}
{{statustable|Special}}
| 100
| {{tt|60|40 in Generation V}}
| 90%
| 90%
| class="l" | Has a 10% chance of [[List of moves that burn|burning the target]].
| Always lands a critical hit.
|-
|-
| class="l" | {{m|Hi Jump Kick}}
| {{m|Frustration}}
{{typetable|Fighting}}
{{typetable|Normal}}
{{statustable|Physical}}
{{statustable|Physical}}
| 100
| —
| 90%
| 100%
| class="l" | Deals 1/8 recoil of calculated damage if user misses.
| Damage depends on user's [[friendship]] level.
|-
|-
| class="l" | {{m|Hidden Power}}
| {{m|Fury Attack}}
{{typetable|Normal}}
{{typetable|Normal}}
{{statustable|Special}}
{{statustable|Physical}}
| -
| 15
| 100%
| 85%
| class="l" | Type and base power based on the user's [[individual values]].
| Strikes the target two to five times in a row.
|-
|-
| class="l" | {{m|Horn Attack}}
| {{m|Fury Cutter}}
{{typetable|Normal}}
{{typetable|Bug}}
{{statustable|Physical}}
{{statustable|Physical}}
| 65
| {{tt|40|10 in Generations II-IV, 20 in Generation V}}
| 100%
| 95%
|
| Doubles power with each consecutive hit.
|-
|-
| class="l" | {{m|Hydro Cannon}}
| {{m|Fury Swipes}}
{{typetable|Water}}
{{typetable|Normal}}
{{statustable|Special}}
{{statustable|Physical}}
| 150
| 18
| 90%
| class="l" | User recharges on the second turn.
|-
| class="l" | {{m|Hydro Pump}}
{{typetable|Water}}
{{statustable|Special}}
| 120
| 80%
| 80%
|  
| Strikes the target two to five times in a row.
|-
|-
| class="l" | {{m|Hyper Beam}}
| {{m|Fusion Bolt}}
{{typetable|Normal}}
{{typetable|Electric}}
{{statustable|Special}}
| 150
| 90%
| class="l" | User recharges on the second turn.
|-
| class="l" | {{m|Hyper Fang}}
{{typetable|Normal}}
{{statustable|Physical}}
{{statustable|Physical}}
| 80
| 100
| 90%
| 100%
| class="l" | Has a 10% chance of [[list of moves that cause flinching|flinching]].
| Power doubles is the opponent uses {{m|Fusion Flare}} immediately before this move is executed.
|-
|-
| class="l" | {{m|Hyper Voice}}
| {{m|Fusion Flare}}
{{typetable|Normal}}
{{typetable|Fire}}
{{statustable|Special}}
{{statustable|Special}}
| 90
| 100
| 100%
| 100%
|  
| Power doubles is the opponent uses {{m|Fusion Bolt}} immediately before this move is executed.
|-
|-
| class="l" | {{m|Ice Ball}}
| {{m|Future Sight}}
{{typetable|Ice}}
{{typetable|Psychic}}
{{statustable|Special}}
| {{tt|120|80 in Generations II-IV, 100 in Generation V}}
| {{tt|100%|90% in Generations II-IV}}
| Deals damage two turns after usage.
|-
| {{m|Gear Grind}}
{{typetable|Steel}}
{{statustable|Physical}}
{{statustable|Physical}}
| 30
| 50
| 90%
| 85%
| class="l" | Power is doubled for each turn it hits.
| Strikes the target twice in a row.
|-
|-
| class="l" | {{m|Ice Beam}}
| {{m|Giga Drain}}
{{typetable|Ice}}
{{typetable|Grass}}
{{statustable|Special}}
{{statustable|Special}}
| 95
| {{tt|75|60 in Generations II-IV}}
| 100%
| 100%
| class="l" | Has a 10% chance of [[list of moves that freeze|freezing the target]].
| Restores HP to the user equal to 1/2 the damage inflicted.
|-
| {{m|Giga Impact}}
{{typetable|Normal}}
{{statustable|Physical}}
| 150
| 90%
| User recharges on the second turn.
|-
|-
| class="l" | {{m|Ice Fang}}
| {{m|Glaciate}}
{{typetable|Ice}}
{{typetable|Ice}}
{{statustable|Physical}}
{{statustable|Special}}
| 65
| 65
| 95%
| 95%
| class="l" | Has a 10% chance of [[list of moves that freeze|freezing]] or [[list of moves that cause flinching|making the target flinch]].
| Lowers the target's {{stat|Speed}} by one stage.
|-
|-
| class="l" | {{m|Ice Punch}}
| {{m|Grass Knot}}
{{typetable|Ice}}
{{typetable|Grass}}
{{statustable|Physical}}
{{statustable|Special}}
| 75
| —
| 100%
| 100%
| class="l" | Has a 10% chance of [[list of moves that freeze|freezing the target]].
| Deals damage based on the target's [[List of Pokémon by weight|weight]].
|-
|-
| class="l" | {{m|Ice Shard}}
| {{m|Grass Pledge}}
{{typetable|Ice}}
{{typetable|Grass}}
{{statustable|Physical}}
{{statustable|Special}}
| 40
| {{tt|80|50 in Generation V}}
| 100%
| 100%
| class="l" | Always strikes first.
| Deals double damage when used with {{m|Fire Pledge}} or {{m|Water Pledge}} in double or triple battles.
|-
|-
| class="l" | {{m|Icicle Spear}}
| {{m|Gunk Shot}}
{{typetable|Ice}}
{{typetable|Poison}}
{{statustable|Physical}}
{{statustable|Physical}}
| 10
| 120
| 100%
| {{tt|80%|70% in Generations IV-V}}
| class="l" | Strikes the target two to five times in a row.
| Has a 30% chance of {{status|poison}}ing the target.
|-
|-
| class="l" | {{m|Icy Wind}}
| {{m|Gust}}
{{typetable|Ice}}
{{typetable|Flying}}
{{statustable|Special}}
{{statustable|Special}}
| 55
| 40
| 95%
| 100%
| class="l" | Lowers the user's Speed by one stage.
| Deals double damage against targets using {{m|Fly}}.
|-
|-
| class="l" | {{m|Iron Head}}
| {{m|Gyro Ball}}
{{typetable|Steel}}
{{typetable|Steel}}
{{statustable|Physical}}
{{statustable|Physical}}
| 80
| —
| 100%
| 100%
| class="l" | Has a 30% chance of [[List of moves that cause flinching|flinching]].
| Deals damage based on the user's {{stat|Speed}} compared to the target's Speed.
|-
|-
| class="l" | {{m|Iron Tail}}
| {{m|Hammer Arm}}
{{typetable|Steel}}
{{typetable|Fighting}}
{{statustable|Physical}}
{{statustable|Physical}}
| 100
| 100
| 75%
| 90%
| class="l" | Has a 30% chance of lowering the target's Defense by one stage.
| Lowers the user's {{stat|Speed}} by one stage.
|-
|-
| class="l" | {{m|Judgment}}
| {{m|Head Charge}}
{{typetable|Normal}}
{{typetable|Normal}}
{{statustable|Special}}
{{statustable|Physical}}
| 100
| 120
| 100%
| 100%
| class="l" | Changes type based on its held [[Plate]].
| User receives ¼ of damage dealt as [[recoil]] damage.
|-
|-
| class="l" | {{m|Jump Kick}}
| {{m|Head Smash}}
{{typetable|Fighting}}
{{typetable|Rock}}
{{statustable|Physical}}
{{statustable|Physical}}
| 85
| 150
| 95%
| 80%
| class="l" | Deals 1/8 recoil of calculated damage if user misses.
| User receives 1/2 of damage dealt as [[recoil]] damage.
|-
|-
| class="l" | {{m|Karate Chop}}
| {{m|Headbutt}}
{{typetable|Fighting}}
{{typetable|Normal}}
{{statustable|Physical}}
{{statustable|Physical}}
| 50
| 70
| 100%
| 100%
| class="l" | Has a high critical hit ratio.
| Has a 30% chance of causing the target to {{status|flinch}}.
|-
|-
| class="l" | {{m|Knock Off}}
| {{m|Heart Stamp}}
{{typetable|Dark}}
{{typetable|Psychic}}
{{statustable|Physical}}
{{statustable|Physical}}
| 20
| 60
| 100%
| 100%
| class="l" | Disables the target's held item.
| Has a 30% of causing the target to {{status|flinch}}.
|-
|-
| class="l" | {{m|Last Resort}}
| {{m|Heat Crash}}
{{typetable|Normal}}
{{typetable|Fire}}
{{statustable|Physical}}
{{statustable|Physical}}
| 130
| —
| 100%
| 100%
| class="l" | Can only be used after user has used all of its other moves.
| Inflicts more damage the heavier the user is compared to the target.
|-
|-
| class="l" | {{m|Lava Plume}}
| {{m|Heat Wave}}
{{typetable|Fire}}
{{typetable|Fire}}
{{statustable|Special}}
{{statustable|Special}}
| 80
| {{tt|95|100 in Generations III-V}}
| 100%
| class="l" | Has a 30% chance of [[list of moves that burn|burning the target]].
|-
| class="l" | {{m|Leaf Blade}}
{{typetable|Grass}}
{{statustable|Physical}}
| 90
| 100%
| class="l" | Has a high critical hit ratio.
|-
| class="l" | {{m|Leaf Storm}}
{{typetable|Grass}}
{{statustable|Special}}
| 140
| 90%
| 90%
| class="l" | Lowers the user's Special Attack by two stages after usage.
| Has a 10% chance of {{status|burn}}ing the target.
|-
|-
| class="l" | {{m|Leech Life}}
| {{m|Heavy Slam}}
{{typetable|Bug}}
{{typetable|Steel}}
{{statustable|Physical}}
{{statustable|Physical}}
| 20
| —
| 100%
| 100%
| class="l" | Restores HP to the user equal to 1/2 the damage inflicted.
| Inflicts more damage the heavier the user is compared to the target.
|-
|-
| class="l" | {{m|Lick}}
| {{m|Hex}}
{{typetable|Ghost}}
{{typetable|Ghost}}
{{statustable|Physical}}
{{statustable|Special}}
| 20
| {{tt|65|50 in Generation V}}
| 100%
| 100%
| class="l" | Has a 30% chance of [[list of moves that paralyze|paralyzing the target]].
| Power is doubled if the target is afflicted with a major [[status condition]].
|-
|-
| class="l" | {{m|Low Kick}}
| {{m|High Jump Kick}}
{{typetable|Fighting}}
{{typetable|Fighting}}
{{statustable|Physical}}
{{statustable|Physical}}
| -
| {{tt|130|85 in Generations I-III, 100 in Generation IV}}
| 100%
| 90%
| class="l" | Deals damage based on the target's weight.
| Deals [[recoil]] equal to 1/2 of the user's HP if the user misses.
|-
|-
| class="l" | {{m|Luster Purge}}
| {{m|Hidden Power}}
{{typetable|Psychic}}
{{typetable|Normal}}
{{statustable|Special}}
{{statustable|Special}}
| 70
| {{tt|60|— in Generations II-V}}
| 100%
| 100%
| class="l" | Has a 50% chance of lowering the target's Special Defense by one stage.
| Type and {{tt|base power|in Generations II-V}} based on the user's [[individual values]].
|-
|-
| class="l" | {{m|Mach Punch}}
| {{m|Hold Back}}
{{typetable|Fighting}}
{{typetable|Normal}}
{{statustable|Physical}}
{{statustable|Physical}}
| 40
| 40
| 100%
| 100%
| class="l" | Always strikes first.
| Will always leave the target with at least one HP.
|-
| {{m|Horn Attack}}
{{typetable|Normal}}
{{statustable|Physical}}
| 65
| 100%
|
|-
|-
| class="l" | {{m|Magical Leaf}}
| {{m|Horn Leech}}
{{typetable|Grass}}
{{typetable|Grass}}
{{statustable|Special}}
{{statustable|Physical}}
| 60
| 75
| -
| 100%
| class="l" | Never misses.
| Restores HP to the user equal to 1/2 the damage inflicted.
|-
|-
| class="l" | {{m|Magma Storm}}
| {{m|Hurricane}}
{{typetable|Fire}}
{{typetable|Flying}}
{{statustable|Special}}
{{statustable|Special}}
| 120
| {{tt|110|120 in Generation V}}
| 70%
| 70%
| class="l" | Traps the target and causes damage equal to 1/16 of the target's max HP for two to five turns.
| Has a 30% chance of {{status|confusion|confusing}} the target.
|-
|-
| class="l" | {{m|Magnet Bomb}}
| {{m|Hydro Cannon}}
{{typetable|Steel}}
{{typetable|Water}}
{{statustable|Physical}}
{{statustable|Special}}
| 60
| 150
| -
| 90%
| class="l" | Never misses.
| User recharges on the second turn.
|-
|-
| class="l" | {{m|Magnitude}}
| {{m|Hydro Pump}}
{{typetable|Ground}}
{{typetable|Water}}
{{statustable|Physical}}
{{statustable|Special}}
| -
| {{tt|110|120 in Generations I-V}}
| 100%
| 80%
| class="l" | Deals random damage based on Magnitude's scale.
|  
|-
|-
| class="l" | {{m|Me First}}
| {{m|Hyper Beam}}
{{typetable|Normal}}
{{typetable|Normal}}
{{statustable|Status}}
| -
| -
| class="l" | Deals damage if it goes first and the target uses a damaging move on that turn.
|-
| class="l" | {{m|Mega Drain}}
{{typetable|Grass}}
{{statustable|Special}}
{{statustable|Special}}
| 40
| 150
| 100%
| 90%
| class="l" | Restores HP to the user equal to 1/2 the damage inflicted.
| User recharges on the second turn.
|-
|-
| class="l" | {{m|Mega Kick}}
| {{m|Hyper Fang}}
{{typetable|Normal}}
{{typetable|Normal}}
{{statustable|Physical}}
{{statustable|Physical}}
| 120
| 80
| 75%
| 90%
|  
| Has a 10% chance of causing the target to {{status|flinch}}.
|-
|-
| class="l" | {{m|Mega Punch}}
| {{m|Hyper Voice}}
{{typetable|Normal}}
{{typetable|Normal}}
{{statustable|Physical}}
{{statustable|Special}}
| 80
| 90
| 85%
| 100%
|  
|  
|-
|-
| class="l" | {{m|Megahorn}}
| {{m|Hyperspace Hole}}
{{typetable|Bug}}
{{typetable|Psychic}}
{{statustable|Physical}}
{{statustable|Special}}
| 120
| 80
| 85%
| —
|  
| Never misses.
|-
|-
| class="l" | {{m|Metal Burst}}
| {{m|Hyperspace Fury}}
{{typetable|Steel}}
{{typetable|Dark}}
{{statustable|Physical}}
{{statustable|Special}}
| -
| 100
| 100%
| —
| class="l" | Deals back 1.5x damage inflicted if the user gets attacked on the turn used.
| Never misses; breaks {{cat|protection moves}}; lowers the user's {{stat|Defense}} by one stage after usage. Can only be used by {{p|Hoopa}} Unbound.
|-
|-
| class="l" | {{m|Metal Claw}}
| {{m|Ice Ball}}
{{typetable|Steel}}
{{typetable|Ice}}
{{statustable|Physical}}
{{statustable|Physical}}
| 50
| 30
| 95%
| 90%
| class="l" | Has a 10% chance of raising the user's Attack by one stage.
| Used five turns in a row, with the power doubling after each hit.
|-
|-
| class="l" | {{m|Meteor Mash}}
| {{m|Ice Beam}}
{{typetable|Steel}}
{{typetable|Ice}}
{{statustable|Physical}}
| 100
| 85%
| class="l" | Has a 20% chance of raising the user's Attack by one stage.
|-
| class="l" | {{m|Mirror Coat}}
{{typetable|Psychic}}
{{statustable|Special}}
{{statustable|Special}}
| -
| {{tt|90|95 in Generations I-V}}
| 100%
| 100%
| class="l" | Deals back 2x damage inflicted if the user gets attacked by a special attack on the turn used.
| Has a 10% chance of {{status|freeze|freezing}} the target.
|-
|-
| class="l" | {{m|Mirror Shot}}
| {{m|Ice Burn}}
{{typetable|Steel}}
{{typetable|Ice}}
{{statustable|Special}}
{{statustable|Special}}
| 65
| 140
| 85%
| 90%
| class="l" | Has a 30% chance of lowering the target's Accuracy by one stage.
| Has a 30% chance of {{status|burn}}ing the target; charges on the first turn, attacks on the second.
|-
|-
| class="l" | {{m|Mist Ball}}
| {{m|Ice Fang}}
{{typetable|Psychic}}
{{typetable|Ice}}
{{statustable|Special}}
{{statustable|Physical}}
| 70
| 100%
| class="l" | Has a 50% chance of lowering the target's Special Attack by one stage.
|-
| class="l" | {{m|Mud Bomb}}
{{typetable|Ground}}
{{statustable|Special}}
| 65
| 65
| 85%
| class="l" | Has a 30% chance of lowering the target's Accuracy by one stage.
|-
| class="l" | {{m|Mud Shot}}
{{typetable|Ground}}
{{statustable|Special}}
| 55
| 95%
| 95%
| class="l" | Lowers the user's Speed by one stage.
| Has a 10% chance of {{status|freeze|freezing}} or causing the target to {{status|flinch}}.
|-
|-
| class="l" | {{m|Mud-Slap}}
| {{m|Ice Punch}}
{{typetable|Ground}}
{{typetable|Ice}}
{{statustable|Special}}
{{statustable|Physical}}
| 20
| 75
| 100%
| 100%
| class="l" | Lowers the user's Accuracy by one stage.
| Has a 10% chance of {{status|freeze|freezing}} the target.
|-
|-
| class="l" | {{m|Muddy Water}}
| {{m|Ice Shard}}
{{typetable|Water}}
{{typetable|Ice}}
{{statustable|Special}}
| 95
| 85%
| class="l" | Has a 30% chance of lowering the target's Accuracy by one stage.
|-
| class="l" | {{m|Natural Gift}}
{{typetable|Normal}}
{{statustable|Physical}}
{{statustable|Physical}}
| -
| 40
| 100%
| 100%
| class="l" | Power and type depend on thrown held berry.
| Has a priority of +1.
|-
|-
| class="l" | {{m|Nature Power}}
| {{m|Icicle Crash}}
{{typetable|Normal}}
{{typetable|Ice}}
{{statustable|Status}}
{{statustable|Physical}}
| -
| 85
| -
| 90%
| class="l" | Only deals damage when used while battling in very tall grass, oceans, ponds, beaches, caves, rocky terrain, underwater and stadiums.
| Has a 30% chance of causing the target to {{status|flinch}}.
|-
|-
| class="l" | {{m|Needle Arm}}
| {{m|Icicle Spear}}
{{typetable|Grass}}
{{typetable|Ice}}
{{statustable|Physical}}
{{statustable|Physical}}
| 60
| {{tt|25|10 in Generations III-IV}}
| 100%
| 100%
| class="l" | Has a 30% chance of [[List of moves that cause flinching|flinching]].
| Strikes the target two to five times in a row.
|-
|-
| class="l" | {{m|Night Shade}}
| {{m|Icy Wind}}
{{typetable|Ghost}}
{{typetable|Ice}}
{{statustable|Special}}
{{statustable|Special}}
| -
| 55
| 100%
| 95%
| class="l" | Deals damage equal to the user's current level.
| Lowers the target's Speed by one stage.
|-
|-
| class="l" | {{m|Night Slash}}
| {{m|Incinerate}}
{{typetable|Dark}}
{{typetable|Fire}}
{{statustable|Physical}}
{{statustable|Special}}
| 70
| {{tt|60|30 in Generation V}}
| 100%
| 100%
| class="l" | Has a high critical hit ratio.
| Renders the target's [[Berry]] unusable.
|-
|-
| class="l" | {{m|Octazooka}}
| {{m|Inferno}}
{{typetable|Water}}
{{typetable|Fire}}
{{statustable|Special}}
{{statustable|Special}}
| 65
| 100
| 85%
| 50%
| class="l" | Has a 50% chance of lowering the target's Accuracy by one stage.
| Leaves the target with a {{status|burn}}.
|-
|-
| class="l" | {{m|Ominous Wind}}
| {{m|Infestation}}
{{typetable|Ghost}}
{{typetable|Bug}}
{{statustable|Special}}
{{statustable|Special}}
| 60
| 20
| 100%
| 100%
| class="l" | Has a 10% chance of raising all of the user's stats by one stage.
| Traps the target and inflicts additional damage of 1/8 of the target's max HP for four to five turns.
|-
|-
| class="l" | {{m|Outrage}}
| {{m|Iron Head}}
{{typetable|Dragon}}
{{typetable|Steel}}
{{statustable|Physical}}
{{statustable|Physical}}
| 120
| 80
| 100%
| 100%
| class="l" | Confuses the user after two or three turns.
| Has a 30% chance of causing the target to {{status|flinch}}.
|-
| {{m|Iron Tail}}
{{typetable|Steel}}
{{statustable|Physical}}
| 100
| 75%
| Has a 30% chance of lowering the target's {{stat|Defense}} by one stage.
|-
|-
| class="l" | {{m|Overheat}}
| {{m|Judgment}}
{{typetable|Fire}}
{{typetable|Normal}}
{{statustable|Special}}
{{statustable|Special}}
| 140
| 100
| 90%
| 100%
| class="l" | Lowers the user's Special Attack by two stages after usage.
| Changes type based on its held [[Plate]].
|-
| {{m|Jump Kick}}
{{typetable|Fighting}}
{{statustable|Physical}}
| {{tt|100|70 in Generations I-III, 85 in Generation IV}}
| 95%
| Deals [[recoil]] damage equal to half the user's HP if the user misses.
|-
|-
| class="l" | {{m|Pay Day}}
| {{m|Karate Chop}}
{{typetable|Normal}}
{{typetable|Fighting}}
{{statustable|Physical}}
{{statustable|Physical}}
| 40
| 50
| 100%
| 100%
| class="l" | Collects extra money after battles.
| Has a high critical hit ratio.
|-
|-
| class="l" | {{m|Payback}}
| {{m|Knock Off}}
{{typetable|Dark}}
{{typetable|Dark}}
{{statustable|Physical}}
{{statustable|Physical}}
| 50
| {{tt|65|20 in Generations III-V}}
| 100%
| 100%
| class="l" | Power is doubled if user is hit by foe first.
| Removes the target's held item.
|-
|-
| class="l" | {{m|Peck}}
| {{m|Land's Wrath}}
{{typetable|Flying}}
{{typetable|Ground}}
{{statustable|Physical}}
{{statustable|Physical}}
| 40
| 90
| 100%
| 100%
|  
|  
|-
|-
| class="l" | {{m|Petal Dance}}
| {{m|Last Resort}}
{{typetable|Grass}}
{{typetable|Normal}}
{{statustable|Physical}}
| {{tt|140|130 in Generation IV}}
| 100%
| Can only be used after user has used all of its other moves.
|-
| {{m|Lava Plume}}
{{typetable|Fire}}
{{statustable|Special}}
{{statustable|Special}}
| 90
| 80
| 100%
| 100%
| class="l" | Confuses the user after two or three turns.
| Has a 30% chance of {{status|burn}}ing the target.
|-
|-
| class="l" | {{m|Pin Missile}}
| {{m|Leaf Blade}}
{{typetable|Bug}}
{{typetable|Grass}}
{{statustable|Physical}}
{{statustable|Physical}}
| 14
| {{tt|90|70 in Generation III}}
| 85%
| 100%
| class="l" | Strikes the target two to five times in a row.
| Has a high critical hit ratio.
|-
| {{m|Leaf Storm}}
{{typetable|Grass}}
{{statustable|Special}}
| {{tt|130|140 in Generations IV-V}}
| 90%
| Lowers the user's {{stat|Special Attack}} by two stages after usage.
|-
| {{m|Leaf Tornado}}
{{typetable|Grass}}
{{statustable|Special}}
| 65
| 90%
| Has a 30% chance of lowering the target's {{stat|accuracy}}.
|-
|-
| class="l" | {{m|Pluck}}
| {{m|Leech Life}}
{{typetable|Flying}}
{{typetable|Bug}}
{{statustable|Physical}}
{{statustable|Physical}}
| 60
| 20
| 100%
| 100%
| class="l" | Eats the target's held berry.
| Restores HP to the user equal to 1/2 the damage inflicted.
|-
|-
| class="l" | {{m|Poison Fang}}
| {{m|Lick}}
{{typetable|Poison}}
{{typetable|Ghost}}
{{statustable|Physical}}
{{statustable|Physical}}
| 50
| {{tt|30|20 in Generations I-V}}
| 100%
| 100%
| class="l" | Has a 30% chance of [[list of moves that poison|badly poisoning the target]].
| Has a 30% chance of {{status|paralysis|paralyzing}} the target.
|-
|-
| class="l" | {{m|Poison Jab}}
| {{m|Light of Ruin}}
{{typetable|Poison}}
{{typetable|Fairy}}
{{statustable|Special}}
| 140
| 90%
| Deals 1/2 of damage dealt as [[recoil]] damage.
|-
| {{m|Low Kick}}
{{typetable|Fighting}}
{{statustable|Physical}}
{{statustable|Physical}}
| 80
| {{tt|—|50 in Generations I-II}}
| 100%
| {{tt|100%|90% in Generation I}}
| class="l" | Has a 30% chance of [[list of moves that poison|poisoning the target]].
| Deals damage based on the target's [[List of Pokémon by weight|weight]].
|-
|-
| class="l" | {{m|Poison Sting}}
| {{m|Low Sweep}}
{{typetable|Poison}}
{{typetable|Fighting}}
{{statustable|Physical}}
{{statustable|Physical}}
| 15
| {{tt|65|60 in Generation V}}
| 100%
| 100%
| class="l" | Has a 30% chance of [[list of moves that poison|poisoning the target]].
| Lowers the target's {{stat|speed}} by one stage.
|-
|-
| class="l" | {{m|Poison Tail}}
| {{m|Luster Purge}}
{{typetable|Poison}}
{{typetable|Psychic}}
{{statustable|Physical}}
{{statustable|Special}}
| 50
| 70
| 100%
| 100%
| class="l" | Has a high critical hit ratio and a 10% chance of [[list of moves that poison|poisoning the target]].
| Has a 50% chance of lowering the target's {{stat|Special Defense}} by one stage.
|-
|-
| class="l" | {{m|Pound}}
| {{m|Mach Punch}}
{{typetable|Normal}}
{{typetable|Fighting}}
{{statustable|Physical}}
{{statustable|Physical}}
| 40
| 40
| 100%
| 100%
|  
| Has a priority of +1.
|-
|-
| class="l" | {{m|Powder Snow}}
| {{m|Magical Leaf}}
{{typetable|Ice}}
{{typetable|Grass}}
{{statustable|Special}}
{{statustable|Special}}
| 40
| 60
| 100%
| —
| class="l" | Has a 10% chance of [[list of moves that freeze|freezing the target]].
| Never misses.
|-
|-
| class="l" | {{m|Power Gem}}
| {{m|Magma Storm}}
{{typetable|Rock}}
{{typetable|Fire}}
{{statustable|Special}}
{{statustable|Special}}
| 70
| {{tt|100|120 in Generations IV-V}}
| {{tt|75%|70% in Generation IV}}
| Traps the target and causes damage equal to 1/16 of the target's max HP for four to five turns.
|-
| {{m|Magnet Bomb}}
{{typetable|Steel}}
{{statustable|Physical}}
| 60
| —
| Never misses.
|-
| {{m|Magnitude}}
{{typetable|Ground}}
{{statustable|Physical}}
| —
| 100%
| 100%
|  
| Deals random damage based on Magnitude's scale.
|-
|-
| class="l" | {{m|Power Whip}}
| {{m|Mega Drain}}
{{typetable|Grass}}
{{typetable|Grass}}
{{statustable|Special}}
| 40
| 100%
| Restores HP to the user equal to 1/2 the damage inflicted.
|-
| {{m|Mega Kick}}
{{typetable|Normal}}
{{statustable|Physical}}
{{statustable|Physical}}
| 120
| 120
| 85%
| 75%
|  
|  
|-
|-
| class="l" | {{m|Present}}
| {{m|Mega Punch}}
{{typetable|Normal}}
{{typetable|Normal}}
{{statustable|Physical}}
{{statustable|Physical}}
| -
| 80
| 90%
| 85%
| class="l" | Randomly damages or heals the target.
|  
|-
|-
| class="l" | {{m|Psybeam}}
| {{m|Megahorn}}
{{typetable|Psychic}}
{{typetable|Bug}}
{{statustable|Special}}
{{statustable|Physical}}
| 65
| 120
| 100%
| 85%
| class="l" | Has a 10% chance of [[list of moves that confuse|confusing the target]].
|  
|-
|-
| class="l" | {{m|Psychic}}
| {{m|Metal Burst}}
{{typetable|Steel}}
{{statustable|Physical}}
| —
| 100%
| Deals back 1.5× damage inflicted if the user gets attacked on the turn used.
|-
| {{m|Metal Claw}}
{{typetable|Steel}}
{{statustable|Physical}}
| 50
| 95%
| Has a 10% chance of raising the user's {{stat|Attack}} by one stage.
|-
| {{m|Meteor Mash}}
{{typetable|Steel}}
{{statustable|Physical}}
| {{tt|90|100 in Generations III-V}}
| {{tt|90%|85% in Generations III-V}}
| Has a 20% chance of raising the user's {{stat|Attack}} by one stage.
|-
| {{m|Mirror Coat}}
{{typetable|Psychic}}
{{typetable|Psychic}}
{{statustable|Special}}
{{statustable|Special}}
| 90
| —
| 100%
| 100%
| class="l" | Has a 10% chance of lowering the target's Special Defense by one stage.
| Deals back 2× damage inflicted if the user gets attacked by a special attack on the turn used.
|-
|-
| class="l" | {{m|Psycho Boost}}
| {{m|Mirror Shot}}
{{typetable|Psychic}}
{{typetable|Steel}}
{{statustable|Special}}
{{statustable|Special}}
| 140
| 65
| 90%
| 85%
| class="l" | Lowers the user's Special Attack by two stages after usage.
| Has a 30% chance of lowering the target's {{stat|accuracy}} by one stage.
|-
|-
| class="l" | {{m|Psycho Cut}}
| {{m|Mist Ball}}
{{typetable|Psychic}}
{{typetable|Psychic}}
{{statustable|Physical}}
{{statustable|Special}}
| 70
| 70
| 100%
| 100%
| class="l" | Has a high critical hit ratio.
| Has a 50% chance of lowering the target's {{stat|Special Attack}} by one stage.
|-
|-
| class="l" | {{m|Psywave}}
| {{m|Moonblast}}
{{typetable|Psychic}}
{{typetable|Fairy}}
{{statustable|Special}}
{{statustable|Special}}
| -
| 95
| 80%
| class="l" | Randomly inflicts between one HP and (user's level x1.5) HP of damage.
|-
| class="l" | {{m|Punishment}}
{{typetable|Dark}}
{{statustable|Physical}}
| -
| 100%
| 100%
| class="l" | Power of this attack rises with the target's stat increases.
| May lower the target's {{stat|Special Attack}}
|-
|-
| class="l" | {{m|Pursuit}}
| {{m|Mud Bomb}}
{{typetable|Dark}}
{{typetable|Ground}}
{{statustable|Physical}}
{{statustable|Special}}
| 40
| 65
| 85%
| Has a 30% chance of lowering the target's {{stat|accuracy}} by one stage.
|-
| {{m|Mud Shot}}
{{typetable|Ground}}
{{statustable|Special}}
| 55
| 95%
| Lowers the target's {{stat|Speed}} by one stage.
|-
| {{m|Mud-Slap}}
{{typetable|Ground}}
{{statustable|Special}}
| 20
| 100%
| 100%
| class="l" | Power doubles if target switches out.
| Lowers the target's {{stat|accuracy}} by one stage.
|-
|-
| class="l" | {{m|Quick Attack}}
| {{m|Muddy Water}}
{{typetable|Normal}}
{{typetable|Water}}
{{statustable|Physical}}
{{statustable|Special}}
| 40
| {{tt|90|95 in Generations III-V}}
| 85%
| Has a 30% chance of lowering the target's {{stat|accuracy}} by one stage.
|-
| {{m|Mystical Fire}}
{{typetable|Fire}}
{{statustable|Special}}
| 65
| 100%
| 100%
| class="l" | Always strikes first.
| Lowers the target's {{stat|Special Attack}} by one stage per hit.
|-
|-
| class="l" | {{m|Rage}}
| {{m|Natural Gift}}
{{typetable|Normal}}
{{typetable|Normal}}
{{statustable|Physical}}
{{statustable|Physical}}
| 20
| —
| 100%
| 100%
| class="l" | User's Attack increases by one stage if attacked after using this move.
| Power and type depend on thrown held [[Berry]].
|-
|-
| class="l" | {{m|Rapid Spin}}
| {{m|Needle Arm}}
{{typetable|Normal}}
{{typetable|Grass}}
{{statustable|Physical}}
{{statustable|Physical}}
| 20
| 60
| 100%
| 100%
| class="l" | Removes user from various annoyances.
| Has a 30% chance of causing the target to {{status|flinch}}.
|-
|-
| class="l" | {{m|Razor Leaf}}
| {{m|Night Daze}}
{{typetable|Grass}}
{{typetable|Dark}}
{{statustable|Physical}}
{{statustable|Special}}
| 55
| 85
| 95%
| 95%
| class="l" | Has a high critical hit ratio.
| Has a 40% chance of lowering the target's {{stat|accuracy}}.
|-
|-
| class="l" | {{m|Razor Wind}}
| {{m|Night Shade}}
{{typetable|Normal}}
{{typetable|Ghost}}
{{statustable|Special}}
{{statustable|Special}}
| 80
| —
| 100%
| 100%
| class="l" | Charges on the first turn, attacks on the second.
| Deals damage equal to the user's current level.
|-
|-
| class="l" | {{m|Return}}
| {{m|Night Slash}}
{{typetable|Normal}}
{{typetable|Dark}}
{{statustable|Physical}}
{{statustable|Physical}}
| -
| 70
| 100%
| 100%
| class="l" | Damage depends on user's happiness level.
| Has a high critical hit ratio.
|-
|-
| class="l" | {{m|Revenge}}
| {{m|Nuzzle}}
{{typetable|Fighting}}
{{typetable|Electric}}
{{statustable|Physical}}
{{statustable|Physical}}
| 60
| 20
| 100%
| 100%
| class="l" | Power doubles if the user is attacked by the target on the turn it is used.
| {{status|paralysis|Paralyzes}} the target.
|-
|-
| class="l" | {{m|Flail}}
| {{m|Oblivion Wing}}
{{typetable|Normal}}
{{typetable|Flying}}
{{statustable|Physical}}
{{statustable|Special}}
| -
| 80
| 100%
| 100%
| class="l" | Damage is based on the user's current HP; strongest when HP is lowest.
| Restores HP to the user more than 1/2 of the damage inflicted.
|-
|-
| class="l" | {{m|Roar of Time}}
| {{m|Octazooka}}
{{typetable|Dragon}}
{{typetable|Water}}
{{statustable|Special}}
{{statustable|Special}}
| 150
| 65
| 90%
| 85%
| class="l" | User recharges on the second turn.
| Has a 50% chance of lowering the target's {{stat|accuracy}} by one stage.
|-
|-
| class="l" | {{m|Rock Blast}}
| {{m|Ominous Wind}}
{{typetable|Rock}}
{{typetable|Ghost}}
{{statustable|Physical}}
{{statustable|Special}}
| 25
| 60
| 80%
| 100%
| class="l" | Strikes the target two to five times in a row.
| Has a 10% chance of raising all of the user's [[stats]] by one stage.
|-
|-
| class="l" | {{m|Rock Climb}}
| {{m|Origin Pulse}}
{{typetable|Normal}}
{{typetable|Water}}
{{statustable|Physical}}
{{statustable|Special}}
| 90
| 110
| 85%
| 85%
| class="l" | Has a 20% chance of [[list of moves that confuse|confusing the target]].
|  
|-
|-
| class="l" | {{m|Rock Slide}}
| {{m|Outrage}}
{{typetable|Rock}}
{{typetable|Dragon}}
{{statustable|Physical}}
{{statustable|Physical}}
| 75
| {{tt|120|90 in Generations II-III}}
| 100%
| Used two to three turns in a row, {{status|Confusion|confusing}} the user after it stops.
|-
| {{m|Overheat}}
{{typetable|Fire}}
{{statustable|Special}}
| {{tt|130|140 in Generations III-V}}
| 90%
| 90%
| class="l" | Has a 30% chance of [[list of moves that cause flinching|flinching]].
| Lowers the user's {{stat|Special Attack}} by two stages after usage.
|-
|-
| class="l" | {{m|Rock Smash}}
| {{m|Parabolic Charge}}
{{typetable|Fighting}}
{{typetable|Electric}}
{{statustable|Physical}}
{{statustable|Special}}
| 40
| 50
| 100%
| 100%
| class="l" | Has a 50% chance of lowering the target's Defense by one stage.
| Restores HP to the user equal to 1/2 of the damage inflicted.
|-
|-
| class="l" | {{m|Rock Throw}}
| {{m|Pay Day}}
{{typetable|Rock}}
{{typetable|Normal}}
{{statustable|Physical}}
{{statustable|Physical}}
| 50
| 40
| 90%
| 100%
|  
| Collects extra money after battles.
|-
|-
| class="l" | {{m|Rock Tomb}}
| {{m|Payback}}
{{typetable|Rock}}
{{typetable|Dark}}
{{statustable|Physical}}
{{statustable|Physical}}
| 50
| 50
| 80%
| 100%
| class="l" | Lowers the user's Speed by one stage.
| Power is doubled if user is hit by foe first.
|-
|-
| class="l" | {{m|Rock Wrecker}}
| {{m|Peck}}
{{typetable|Rock}}
{{typetable|Flying}}
{{statustable|Physical}}
{{statustable|Physical}}
| 150
| 40
| 90%
| 100%
| class="l" | User recharges on the second turn.
|  
|-
|-
| class="l" | {{m|Rolling Kick}}
| {{m|Petal Blizzard}}
{{typetable|Fighting}}
{{typetable|Grass}}
{{statustable|Physical}}
{{statustable|Special}}
| 60
| 90
| 85%
| 100%
| class="l" | Has a 30% chance of [[List of moves that cause flinching|flinching]].
|  
|-
|-
| class="l" | {{m|Rollout}}
| {{m|Petal Dance}}
{{typetable|Rock}}
{{typetable|Grass}}
{{statustable|Special}}
| {{tt|120|70 in Generations I-III, 90 in Generation IV}}
| 100%
| Used two to three turns in a row, {{status|Confusion|confusing}} the user after it stops.
|-
| {{m|Phantom Force}}
{{typetable|Ghost}}
{{statustable|Physical}}
{{statustable|Physical}}
| 30
| 90
| 90%
| 100%
| class="l" | Power is doubled for each turn it hits (and/or if the user uses Defense Curl on the previous turn).
| Disappears on first turn, attacks on second; breaks {{cat|protection moves}}.
|-
|-
| class="l" | {{m|Sacred Fire}}
| {{m|Pin Missile}}
{{typetable|Fire}}
{{typetable|Bug}}
{{statustable|Special}}
| 100
| 95%
| class="l" | Has a 50% chance of [[list of moves that burn|burning the target]]; thaws frozen user.
|-
| class="l" | {{m|Sand Tomb}}
{{typetable|Ground}}
{{statustable|Physical}}
{{statustable|Physical}}
| 15
| {{tt|25|14 in Generations I-V}}
| 70%
| {{tt|95%|85% in Generations I-V}}
| class="l" | Traps the target and causes damage equal to 1/16 of the target's max HP for two to five turns.
| Strikes the target two to five times in a row.
|-
|-
| class="l" | {{m|Scratch}}
| {{m|Play Rough}}
{{typetable|Normal}}
{{typetable|Fairy}}
{{statustable|Physical}}
{{statustable|Physical}}
| 40
| 90
| 100%
| 90%
|
| May lower the target's {{stat|Attack}} by one stage.
|-
|-
| class="l" | {{m|Secret Power}}
| {{m|Pluck}}
{{typetable|Normal}}
{{typetable|Flying}}
{{statustable|Physical}}
{{statustable|Physical}}
| 70
| 60
| 100%
| 100%
| class="l" | Depending on current battlefield, can also lower the target's Attack, Defense, Speed or Accuracy or [[list of moves that confuse|confuse]], [[list of moves that paralyze|paralyze]], [[list of moves that cause flinching|flinch]], [[list of moves that poison|poison]] or [[list of moves that cause sleep|put to sleep]] the target.
| Eats the target's held [[Berry]].
|-
|-
| class="l" | {{m|Seed Bomb}}
| {{m|Poison Fang}}
{{typetable|Normal}}
{{typetable|Poison}}
{{statustable|Physical}}
| 50
| 100%
| Has a 50% chance of {{status|bad poison|badly poisoning}} the target.
|-
| {{m|Poison Jab}}
{{typetable|Poison}}
{{statustable|Physical}}
{{statustable|Physical}}
| 80
| 80
| 100%
| 100%
|  
| Has a 30% chance of {{status|poison}}ing the target.
|-
|-
| class="l" | {{m|Seed Flare}}
| {{m|Poison Sting}}
{{typetable|Grass}}
{{typetable|Poison}}
{{statustable|Special}}
{{statustable|Physical}}
| 120
| 15
| 85%
| 100%
| class="l" | Has a 40% chance of lowering the target's Special Defense by one stage.
| Has a 30% chance of {{status|poison}}ing the target.
|-
|-
| class="l" | {{m|Seismic Toss}}
| {{m|Poison Tail}}
{{typetable|Fighting}}
{{typetable|Poison}}
{{statustable|Physical}}
{{statustable|Physical}}
| -
| 50
| 100%
| 100%
| class="l" | Deals damage equal to the user's current level.
| Has a high critical hit ratio and a 10% chance of {{status|poison}}ing the target.
|-
|-
| class="l" | {{m|Selfdestruct}}
| {{m|Pound}}
{{typetable|Normal}}
{{typetable|Normal}}
{{statustable|Physical}}
{{statustable|Physical}}
| 200
| 40
| 100%
| 100%
| class="l" | Target's Defense is halved; user faints.
|  
|-
|-
| class="l" | {{m|Shadow Ball}}
| {{m|Powder Snow}}
{{typetable|Ghost}}
{{typetable|Ice}}
{{statustable|Special}}
{{statustable|Special}}
| 80
| 40
| 100%
| 100%
| class="l" | Has a 20% chance of lowering the target's Special Defense by one stage.
| Has a 10% chance of {{status|freeze|freezing}} the target.
|-
|-
| class="l" | {{m|Shadow Claw}}
| {{m|Power Gem}}
{{typetable|Ghost}}
{{typetable|Rock}}
{{statustable|Special}}
| {{tt|80|70 in Generations IV-V}}
| 100%
|
|-
| {{m|Power-Up Punch}}
{{typetable|Fighting}}
{{statustable|Physical}}
{{statustable|Physical}}
| 70
| 40
| 100%
| 100%
| class="l" | Has a high critical hit ratio.
| Raises the user's {{stat|Attack}} by one stage.
|-
|-
| class="l" | {{m|Shadow Force}}
| {{m|Power Whip}}
{{typetable|Ghost}}
{{typetable|Grass}}
{{statustable|Physical}}
{{statustable|Physical}}
| 120
| 120
| 100%
| 85%
| class="l" | Disappears on first turn, attacks on second; bypasses Protect and Detect.
|  
|-
|-
| class="l" | {{m|Shadow Punch}}
| {{m|Precipice Blades}}
{{typetable|Ghost}}
{{typetable|Water}}
{{statustable|Physical}}
{{statustable|Special}}
| 60
| 120
| -
| 85%
| class="l" | Never misses.
|  
|-
|-
| class="l" | {{m|Shadow Sneak}}
| {{m|Present}}
{{typetable|Ghost}}
{{typetable|Normal}}
{{statustable|Physical}}
{{statustable|Physical}}
| 40
| —
| 100%
| 90%
| class="l" | Always strikes first.
| Randomly damages or heals the target.
|-
|-
| class="l" | {{m|Shock Wave}}
| {{m|Psybeam}}
{{typetable|Electric}}
{{typetable|Psychic}}
{{statustable|Special}}
{{statustable|Special}}
| 60
| 65
| -
| 100%
| class="l" | Never misses.
| Has a 10% chance of {{status|confusion|confusing}} the target.
|-
|-
| class="l" | {{m|Signal Beam}}
| {{m|Psychic}}
{{typetable|Bug}}
{{typetable|Psychic}}
{{statustable|Special}}
{{statustable|Special}}
| 75
| 90
| 100%
| 100%
| class="l" | Has a 10% chance of [[list of moves that confuse|confusing the target]].
| Has a 10% chance of lowering the target's {{stat|Special Defense}} by one stage.
|-
|-
| class="l" | {{m|Silver Wind}}
| {{m|Psycho Boost}}
{{typetable|Bug}}
{{typetable|Psychic}}
{{statustable|Special}}
{{statustable|Special}}
| 60
| 100%
| class="l" | Has a 10% chance of raising all of the user's stats by one stage.
|-
| class="l" | {{m|Skull Bash}}
{{typetable|Normal}}
{{statustable|Physical}}
| 100
| 100%
| class="l" | Prepares on the first turn and raises the user's Defense by one stage, attacks on the second.
|-
| class="l" | {{m|Sky Attack}}
{{typetable|Flying}}
{{statustable|Physical}}
| 140
| 140
| 90%
| 90%
| class="l" | Prepares on the first turn, attacks on the second.
| Lowers the user's {{stat|Special Attack}} by two stages after usage.
|-
|-
| class="l" | {{m|Sky Uppercut}}
| {{m|Psycho Cut}}
{{typetable|Fighting}}
{{typetable|Psychic}}
{{statustable|Physical}}
{{statustable|Physical}}
| 85
| 70
| 90%
| 100%
| class="l" | Can hit targets using {{m|Fly}}.
| Has a high critical hit ratio.
|-
|-
| class="l" | {{m|Slam}}
| {{m|Psyshock}}
{{typetable|Normal}}
{{typetable|Psychic}}
{{statustable|Physical}}
{{statustable|Special}}
| 80
| 80
| 75%
| 100%
|  
| Damage calculated using the user's {{stat|Special Attack}} and the target's {{stat|Defense}}.
|-
| {{m|Psystrike}}
{{typetable|Psychic}}
{{statustable|Special}}
| 100
| 100%
| Damage calculated using the user's {{stat|Special Attack}} and the target's {{stat|Defense}}.
|-
| {{m|Psywave}}
{{typetable|Psychic}}
{{statustable|Special}}
| —
| {{tt|100%|80% in Generations I-V}}
| Randomly inflicts between one HP and (user's level ×1.5) HP of damage.
|-
|-
| class="l" | {{m|Slash}}
| {{m|Punishment}}
{{typetable|Normal}}
{{typetable|Dark}}
{{statustable|Physical}}
{{statustable|Physical}}
| 70
| —
| 100%
| 100%
| class="l" | Has a high critical hit ratio.
| Power of this attack rises with the target's stat increases.
|-
|-
| class="l" | {{m|Sleep Talk}}
| {{m|Pursuit}}
{{typetable|Normal}}
{{typetable|Dark}}
{{statustable|Physical}}
{{statustable|Physical}}
| -
| 40
| -
| class="l" | Damages the target if a damaging attack is selected.
|-
| class="l" | {{m|Sludge}}
{{typetable|Poison}}
{{statustable|Special}}
| 65
| 100%
| 100%
| class="l" | Has a 30% chance of [[list of moves that poison|poisoning the target]].
| Power doubles if target switches out.
|-
|-
| class="l" | {{m|Sludge Bomb}}
| {{m|Quick Attack}}
{{typetable|Poison}}
{{typetable|Normal}}
{{statustable|Special}}
{{statustable|Physical}}
| 90
| 40
| 100%
| 100%
| class="l" | Has a 30% chance of [[list of moves that poison|poisoning the target]].
| Has a priority of +1.
|-
|-
| class="l" | {{m|SmellingSalt}}
| {{m|Rage}}
{{typetable|Normal}}
{{typetable|Normal}}
{{statustable|Physical}}
{{statustable|Physical}}
| 60
| 20
| 100%
| 100%
| class="l" | If target is paralyzed, power is doubled and target is healed of paralysis.
| User's {{stat|Attack}} increases by one stage if attacked after using this move.
|-
|-
| class="l" | {{m|Smog}}
| {{m|Rapid Spin}}
{{typetable|Poison}}
{{statustable|Special}}
| 40
| 70%
| class="l" | Has a 40% chance of [[list of moves that poison|poisoning the target]].
|-
| class="l" | {{m|Snore}}
{{typetable|Normal}}
{{typetable|Normal}}
{{statustable|Special}}
{{statustable|Physical}}
| 40
| 20
| 100%
| 100%
| class="l" | Has a 30% chance of [[list of moves that cause flinching|flinching]]; only works if user is asleep.
| Removes user from various annoyances.
|-
|-
| class="l" | {{m|SolarBeam}}
| {{m|Razor Leaf}}
{{typetable|Grass}}
{{typetable|Grass}}
{{statustable|Physical}}
| 55
| 95%
| Has a high critical hit ratio.
|-
| {{m|Razor Shell}}
{{typetable|Water}}
{{statustable|Physical}}
| 75
| 95%
| Has a 50% chance of lowering the target's {{stat|defense}}.
|-
| {{m|Razor Wind}}
{{typetable|Normal}}
{{statustable|Special}}
{{statustable|Special}}
| 120
| 80
| 100%
| {{tt|100%|75% in Generations I-II}}
| class="l" | Charges on the first turn, attacks on the second; no charge during Sunny Day.
| Charges on the first turn, attacks on the second.
|-
|-
| class="l" | {{m|SonicBoom}}
| {{m|Relic Song}}
{{typetable|Normal}}
{{typetable|Normal}}
{{statustable|Special}}
{{statustable|Special}}
| -
| 75
| 100%
| 100%
| class="l" | Always deals 20 HP of damage.
| Has a 10% chance of putting the target to {{status|sleep}}.
|-
|-
| class="l" | {{m|Spacial Rend}}
| {{m|Retaliate}}
{{typetable|Dragon}}
{{typetable|Normal}}
{{statustable|Special}}
{{statustable|Physical}}
| 100
| 70
| 95%
| 100%
| class="l" | Has a high critical hit ratio.
| Power doubles if one of the user's teammates fainted in the previous turn.
|-
| {{m|Return}}
{{typetable|Normal}}
{{statustable|Physical}}
| —
| 100%
| Damage depends on user's [[friendship]] level.
|-
|-
| class="l" | {{m|Spark}}
| {{m|Revenge}}
{{typetable|Electric}}
{{typetable|Fighting}}
{{statustable|Physical}}
{{statustable|Physical}}
| 65
| 60
| 100%
| 100%
| class="l" | Has a 30% chance of [[list of moves that paralyze|paralyzing the target]].
| Power doubles if the user is attacked by the target on the turn it is used.
|-
|-
| class="l" | {{m|Spike Cannon}}
| {{m|Reversal}}
{{typetable|Normal}}
{{typetable|Fighting}}
{{statustable|Physical}}
{{statustable|Physical}}
| 20
| —
| 100%
| 100%
| class="l" | Strikes the target two to five times in a row.
| Damage is based on the user's current HP; strongest when HP is lowest.
|-
|-
| class="l" | {{m|Spit Up}}
| {{m|Roar of Time}}
{{typetable|Normal}}
{{typetable|Dragon}}
{{statustable|Special}}
{{statustable|Special}}
| -
| 150
| 100%
| 90%
| class="l" | Deals damage based on Stockpiled energy.
| User recharges on the second turn.
|-
|-
| class="l" | {{m|Steel Wing}}
| {{m|Rock Blast}}
{{typetable|Steel}}
{{typetable|Rock}}
{{statustable|Physical}}
{{statustable|Physical}}
| 70
| 25
| 90%
| {{tt|90%|80% in Generations III-IV}}
| class="l" | Has a 10% chance of raising the user's Defense by one stage.
| Strikes the target two to five times in a row.
|-
|-
| class="l" | {{m|Stomp}}
| {{m|Rock Climb}}
{{typetable|Normal}}
{{typetable|Normal}}
{{statustable|Physical}}
{{statustable|Physical}}
| 65
| 90
| 100%
| 85%
| class="l" | Has a 30% chance of [[list of moves that cause flinching|flinch]]; double damage against Minimized targets.
| Has a 20% chance of {{status|confusion|confusing}} the target.
|-
|-
| class="l" | {{m|Stone Edge}}
| {{m|Rock Slide}}
{{typetable|Rock}}
{{typetable|Rock}}
{{statustable|Physical}}
{{statustable|Physical}}
| 100
| 75
| 80%
| 90%
| class="l" | Has a high critical hit ratio.
| Has a 30% chance of causing the target to {{status|flinch}}.
|-
|-
| class="l" | {{m|Strength}}
| {{m|Rock Smash}}
{{typetable|Normal}}
{{typetable|Fighting}}
{{statustable|Physical}}
{{statustable|Physical}}
| 80
| {{tt|40|20 in Generations II-III}}
| 100%
| 100%
|  
| Has a 50% chance of lowering the target's {{stat|Defense}} by one stage.
|-
|-
| class="l" | {{m|Struggle}}
| {{m|Rock Throw}}
{{typetable|Normal}}
{{typetable|Rock}}
{{statustable|Physical}}
{{statustable|Physical}}
| 50
| 50
| 100%
| {{tt|90%|65% in Generation I}}
| class="l" | Deals 1/4 of damage dealt as recoil damage; hits Ghosts.
|  
|-
|-
| class="l" | {{m|Submission}}
| {{m|Rock Tomb}}
{{typetable|Fighting}}
{{typetable|Rock}}
{{statustable|Physical}}
{{statustable|Physical}}
| 80
| {{tt|60|50 in Generations III-V}}
| 80%
| {{tt|95%|80% in Generations III-V}}
| class="l" | Deals 1/4 of damage dealt as recoil damage.
| Lowers the target's {{stat|Speed}} by one stage.
|-
|-
| class="l" | {{m|Sucker Punch}}
| {{m|Rock Wrecker}}
{{typetable|Dark}}
{{typetable|Rock}}
{{statustable|Physical}}
{{statustable|Physical}}
| 80
| 150
| 100%
| class="l" | Always goes first, fails if target is not attacking.
|-
| class="l" | {{m|Super Fang}}
{{typetable|Normal}}
{{statustable|Physical}}
| -
| 90%
| 90%
| class="l" | Target's HP is halved.
| User recharges on the second turn.
|-
|-
| class="l" | {{m|Superpower}}
| {{m|Rolling Kick}}
{{typetable|Fighting}}
{{typetable|Fighting}}
{{statustable|Physical}}
{{statustable|Physical}}
| 120
| 60
| 100%
| 85%
| class="l" | The user's Attack and Defense are decreased by one stage.
| Has a 30% chance of causing the target to {{status|flinch}}.
|-
|-
| class="l" | {{m|Surf}}
| {{m|Rollout}}
{{typetable|Water}}
{{typetable|Rock}}
{{statustable|Special}}
{{statustable|Physical}}
| 95
| 30
| 100%
| 90%
| class="l" | Double damage against a target using {{m|Dive}}.
| Used five turns in a row, with the power doubling after each hit.
|-
|-
| class="l" | {{m|Swift}}
| {{m|Round}}
{{typetable|Normal}}
{{typetable|Normal}}
{{statustable|Special}}
{{statustable|Special}}
| 60
| 60
| -
| 100%
| class="l" | Never misses.
| Power doubles if used consecutively by an ally.
|-
|-
| class="l" | {{m|Tackle}}
| {{m|Sacred Fire}}
{{typetable|Normal}}
{{typetable|Fire}}
{{statustable|Physical}}
{{statustable|Special}}
| 35
| 100
| 95%
| 95%
|  
| Has a 50% chance of {{status|burn}}ing the target; thaws {{status|frozen}} user.
|-
|-
| class="l" | {{m|Take Down}}
| {{m|Sacred Sword}}
{{typetable|Normal}}
{{typetable|Fighting}}
{{statustable|Physical}}
{{statustable|Physical}}
| 90
| 90
| 85%
| 100%
| class="l" | Deals 1/4 of damage dealt as recoil damage.
| Ignores the target's changes in {{stat|Defense}} and {{stat|evasion}}.
|-
|-
| class="l" | {{m|Thief}}
| {{m|Sand Tomb}}
{{typetable|Dark}}
{{typetable|Ground}}
{{statustable|Physical}}
{{statustable|Physical}}
| 40
| {{tt|35|15 in Generations III-IV}}
| {{tt|85%|70% in Generations III-IV}}
| Traps the target and causes damage equal to 1/16 of the target's max HP for four to five turns.
|-
| {{m|Scald}}
{{typetable|Water}}
{{statustable|Special}}
| 80
| 100%
| 100%
| class="l" | If user is not holding an item, user steals the target's held item.
| Has a 30% chance of {{status|burn}}ing the target; thaws {{status|frozen}} user or target.
|-
|-
| class="l" | {{m|Thrash}}
| {{m|Scratch}}
{{typetable|Normal}}
{{typetable|Normal}}
{{statustable|Physical}}
{{statustable|Physical}}
| 90
| 40
| 100%
| 100%
| class="l" | Confuses the user after two or three turns.
|
|-
|-
| class="l" | {{m|Thunder}}
| {{m|Searing Shot}}
{{typetable|Electric}}
{{typetable|Fire}}
{{statustable|Special}}
{{statustable|Special}}
| 120
| 100
| 70%
| 100%
| class="l" | Has a 30% chance of [[list of moves that paralyze|paralyzing the target]]; has 100% accuracy during Rain Dance, 50% accuracy in Sunny Day.
| Has a 30% chance of {{status|burn}}ing the target.
|-
|-
| class="l" | {{m|Thunder Fang}}
| {{m|Secret Power}}
{{typetable|Electric}}
{{typetable|Normal}}
{{statustable|Physical}}
{{statustable|Physical}}
| 65
| 70
| 95%
| 100%
| class="l" | Has a 10% chance of [[list of moves that paralyze|paralyzing]] or [[list of moves that cause flinching|making the target flinch]].
| Has a 30% chance of a secondary effect, depending on current battlefield. May lower the target's {{stat|Attack}}, {{stat|Special Attack}}, {{stat|Speed}} or {{stat|accuracy}} one stage, or inflict {{status|flinch}}, {{status|paralysis}}, {{status|burn}}, {{status|freeze}} or {{status|sleep}} on the target.
|-
|-
| class="l" | {{m|Thunderbolt}}
| {{m|Secret Sword}}
{{typetable|Electric}}
{{typetable|Fighting}}
{{statustable|Special}}
{{statustable|Special}}
| 95
| 85
| 100%
| 100%
| class="l" | Has a 10% chance of [[list of moves that paralyze|paralyzing the target]].
| Damage calculated using the user's {{stat|Special Attack}} and the target's {{stat|Defense}}.
|-
|-
| class="l" | {{m|ThunderPunch}}
| {{m|Seed Bomb}}
{{typetable|Electric}}
{{typetable|Grass}}
{{statustable|Physical}}
{{statustable|Physical}}
| 75
| 80
| 100%
| 100%
| class="l" | Has a 10% chance of [[list of moves that paralyze|paralyzing the target]].
|  
|-
|-
| class="l" | {{m|ThunderShock}}
| {{m|Seed Flare}}
{{typetable|Electric}}
{{typetable|Grass}}
{{statustable|Special}}
{{statustable|Special}}
| 40
| 120
| 100%
| 85%
| class="l" | Has a 10% chance of [[list of moves that paralyze|paralyzing the target]].
| Has a 40% chance of lowering the target's {{stat|Special Defense}} by one stage.
|-
|-
| class="l" | {{m|Tri Attack}}
| {{m|Seismic Toss}}
{{typetable|Fighting}}
{{statustable|Physical}}
| —
| 100%
| Deals damage equal to the user's current level.
|-
| {{m|Self-Destruct}}
{{typetable|Normal}}
{{typetable|Normal}}
{{statustable|Physical}}
| {{tt|200|130 in Generation I}}
| 100%
| User faints.
|-
| {{m|Shadow Ball}}
{{typetable|Ghost}}
{{statustable|Special}}
{{statustable|Special}}
| 80
| 80
| 100%
| 100%
| class="l" | Has a 6.67% chance each to [[list of moves that paralyze|paralyze]], [[list of moves that freeze|freeze]] or [[list of moves that burn|burn]] the target.
| Has a 20% chance of lowering the target's {{stat|Special Defense}} by one stage.
|-
| class="l" | {{m|Triple Kick}}
{{typetable|Fighting}}
{{statustable|Physical}}
| 10
| 90%
| class="l" | Strikes the target three times in a row; base power doubles with each strike.
|-
|-
| class="l" | {{m|Trump Card}}
| {{m|Shadow Blast}}
{{typetable|Normal}}
{{statustable|Shadow|------}}
{{statustable|Special}}
{{statustable|Special}}
| -
| 80
| -
| 100%
| class="l" | Power depends on remaining [[Power Points]].
| Has a high critical hit ratio.
|-
|-
| class="l" | {{m|Twineedle}}
| {{m|Shadow Blitz}}
{{typetable|Bug}}
{{statustable|Shadow|------}}
{{statustable|Physical}}
{{statustable|Physical}}
| 25
| 40
| 100%
| 100%
| class="l" | Strikes the target twice in a row; has a 20% chance of [[list of moves that poison|poisoning]] the target.
|  
|-
|-
| class="l" | {{m|Twister}}
| {{m|Shadow Bolt}}
{{typetable|Dragon}}
{{statustable|Shadow|------}}
{{statustable|Special}}
{{statustable|Special}}
| 40
| 75
| 100%
| 100%
| class="l" | Has a 20% chance of [[list of moves that cause flinching|flinching the target]].
| Has a 10% chance of {{status|paralysis|paralyzing}} the target.
|-
|-
| class="l" | {{m|U-turn}}
| {{m|Shadow Break}}
{{typetable|Bug}}
{{statustable|Shadow|------}}
{{statustable|Physical}}
{{statustable|Physical}}
| 70
| 75
| 100%
| 100%
| class="l" | User switches out after attacking.
|  
|-
|-
| class="l" | {{m|Uproar}}
| {{m|Shadow Chill}}
{{typetable|Normal}}
{{statustable|Shadow|------}}
{{statustable|Special}}
{{statustable|Special}}
| 50
| 75
| 100%
| 100%
| class="l" | User and opponent cannot fall asleep for two to five turns.
| Has a 10% chance of {{status|freeze|freezing}} the target.
|-
|-
| class="l" | {{m|Vacuum Wave}}
| {{m|Shadow Claw}}
{{typetable|Fighting}}
{{typetable|Ghost}}
{{statustable|Special}}
| 40
| 100%
| class="l" | Always strikes first.
|-
| class="l" | {{m|ViceGrip}}
{{typetable|Normal}}
{{statustable|Physical}}
{{statustable|Physical}}
| 55
| 70
| 100%
| 100%
|  
| Has a high critical hit ratio.
|-
|-
| class="l" | {{m|Vine Whip}}
| {{m|Shadow End}}
{{typetable|Grass}}
{{statustable|Shadow|------}}
{{statustable|Physical}}
{{statustable|Physical}}
| 35
| 120
| 100%
| 60%
|  
| Deals 1/2 of current HP dealt as [[recoil]] damage.
|-
|-
| class="l" | {{m|Vital Throw}}
| {{m|Shadow Fire}}
{{typetable|Fighting}}
{{statustable|Shadow|------}}
{{statustable|Physical}}
{{statustable|Special}}
| 70
| 75
| 100%
| 100%
| class="l" | Always strikes last, never misses.
| Has a 10% chance of {{status|burn}}ing the target.
|-
|-
| class="l" | {{m|Volt Tackle}}
| {{m|Shadow Force}}
{{typetable|Electric}}
{{typetable|Ghost}}
{{statustable|Physical}}
{{statustable|Physical}}
| 120
| 120
| 100%
| 100%
| class="l" | User receives 1/3 of damage dealt as recoil damage.
| Disappears on first turn, attacks on second; breaks {{cat|protection moves}}.
|-
|-
| class="l" | {{m|Wake-Up Slap}}
| {{m|Shadow Punch}}
{{typetable|Fighting}}
{{typetable|Ghost}}
{{statustable|Physical}}
{{statustable|Physical}}
| 60
| 60
| 100%
| —
| class="l" | If target is asleep, power is doubled and target is woken up.
| Never misses.
|-
|-
| class="l" | {{m|Water Gun}}
| {{m|Shadow Rave}}
{{typetable|Water}}
{{statustable|Shadow|------}}
{{statustable|Special}}
{{statustable|Special}}
| 40
| 70
| 100%
| 100%
|  
|
|-
| {{m|Shadow Rush}}
{{statustable|Shadow|------}}
{{statustable|Physical}}
| {{tt|55|90 in Colosseum}}
| 100%
|
|-
| {{m|Shadow Sneak}}
{{typetable|Ghost}}
{{statustable|Physical}}
| 40
| 100%
| Has a priority of +1.
|-
| {{m|Shadow Storm}}
{{statustable|Shadow|------}}
{{statustable|Special}}
| 95
| 100%
|
|-
| {{m|Shadow Wave}}
{{statustable|Shadow|------}}
{{statustable|Special}}
| 50
| 100%
|
|-
| {{m|Shock Wave}}
{{typetable|Electric}}
{{statustable|Special}}
| 60
| —
| Never misses.
|-
| {{m|Signal Beam}}
{{typetable|Bug}}
{{statustable|Special}}
| 75
| 100%
| Has a 10% chance of {{status|confusion|confusing}} the target.
|-
| {{m|Silver Wind}}
{{typetable|Bug}}
{{statustable|Special}}
| 60
| 100%
| Has a 10% chance of raising all of the user's [[stats]] by one stage.
|-
| {{m|Skull Bash}}
{{typetable|Normal}}
{{statustable|Physical}}
| {{tt|130|100 in Generations I-V}}
| 100%
| Prepares on the first turn and raises the user's {{stat|Defense}} by one stage, attacks on the second.
|-
| {{m|Sky Attack}}
{{typetable|Flying}}
{{statustable|Physical}}
| 140
| 90%
| Prepares on the first turn, attacks on the second.
|-
| {{m|Sky Drop}}
{{typetable|Flying}}
{{statustable|Physical}}
| 60
| 100%
| Both the user and the target are unable to move the first turn, attacks on the second.
|-
| {{m|Sky Uppercut}}
{{typetable|Fighting}}
{{statustable|Physical}}
| 85
| 90%
| Can hit targets using {{m|Fly}}.
|-
| {{m|Slam}}
{{typetable|Normal}}
{{statustable|Physical}}
| 80
| 75%
|
|-
| {{m|Slash}}
{{typetable|Normal}}
{{statustable|Physical}}
| 70
| 100%
| Has a high critical hit ratio.
|-
| {{m|Sludge}}
{{typetable|Poison}}
{{statustable|Special}}
| 65
| 100%
| Has a 30% chance of {{status|poison}}ing the target.
|-
| {{m|Sludge Bomb}}
{{typetable|Poison}}
{{statustable|Special}}
| 90
| 100%
| Has a 30% chance of {{status|poison}}ing the target.
|-
| {{m|Sludge Wave}}
{{typetable|Poison}}
{{statustable|Special}}
| 95
| 100%
| Has a 10% chance of {{status|poison}}ing the target.
|-
| {{m|Smack Down}}
{{typetable|Rock}}
{{statustable|Physical}}
| 50
| 100%
| Knocks airborne targets to the ground.
|-
| {{m|Smelling Salts}}
{{typetable|Normal}}
{{statustable|Physical}}
| {{tt|70|60 in Generations III-V}}
| 100%
| If target is {{status|paralysis|paralyzed}}, power is doubled and target is healed of paralysis.
|-
| {{m|Smog}}
{{typetable|Poison}}
{{statustable|Special}}
| {{tt|30|20 in Generations I-V}}
| 70%
| Has a 40% chance of {{status|poison}}ing the target.
|-
| {{m|Snarl}}
{{typetable|Dark}}
{{statustable|Special}}
| 55
| 95%
| Lowers the target's {{stat|Special Attack}} by one stage.
|-
| {{m|Snore}}
{{typetable|Normal}}
{{statustable|Special}}
| {{tt|50|40 in Generations II-V}}
| 100%
| Has a 30% chance of causing the target to {{status|flinch}}; only works if user is {{status|sleep|asleep}}.
|-
| {{m|Solar Beam}}
{{typetable|Grass}}
{{statustable|Special}}
| 120
| 100%
| Charges on the first turn, attacks on the second; no charge during {{m|Sunny Day}}.
|-
| {{m|Sonic Boom}}
{{typetable|Normal}}
{{statustable|Special}}
| —
| 100%
| Always deals 20 HP of damage.
|-
| {{m|Spacial Rend}}
{{typetable|Dragon}}
{{statustable|Special}}
| 100
| 95%
| Has a high critical hit ratio.
|-
| {{m|Spark}}
{{typetable|Electric}}
{{statustable|Physical}}
| 65
| 100%
| Has a 30% chance of {{status|paralysis|paralyzing}} the target.
|-
| {{m|Spike Cannon}}
{{typetable|Normal}}
{{statustable|Physical}}
| 20
| 100%
| Strikes the target two to five times in a row.
|-
| {{m|Spit Up}}
{{typetable|Normal}}
{{statustable|Special}}
| —
| 100%
| Deals damage based on {{m|Stockpile}}d energy.
|-
| {{m|Steam Eruption}}
{{typetable|Water}}
{{statustable|Special}}
| 110
| 95%
| Has a 30% chance of {{status|burn}}ing the target; thaws {{status|frozen}} user or target.
|-
| {{m|Steamroller}}
{{typetable|Bug}}
{{statustable|Physical}}
| 65
| 100%
| Has a 30% chance of causing the target to {{status|flinch}}; double damage and never misses against {{m|Minimize}}d targets.
|-
| {{m|Steel Wing}}
{{typetable|Steel}}
{{statustable|Physical}}
| 70
| 90%
| Has a 10% chance of raising the user's {{stat|Defense}} by one stage.
|-
| {{m|Stomp}}
{{typetable|Normal}}
{{statustable|Physical}}
| 65
| 100%
| Has a 30% chance of causing the target to {{status|flinch}}; double damage and never misses against {{m|Minimize}}d targets.
|-
| {{m|Stone Edge}}
{{typetable|Rock}}
{{statustable|Physical}}
| 100
| 80%
| Has a high critical hit ratio.
|-
| {{m|Stored Power}}
{{typetable|Psychic}}
{{statustable|Special}}
| 20
| 100%
| Power increases whenever the user increases its [[stats]].
|-
| {{m|Storm Throw}}
{{typetable|Fighting}}
{{statustable|Physical}}
| {{tt|60|40 in Generation V}}
| 100%
| Always lands a critical hit.
|-
| {{m|Strength}}
{{typetable|Normal}}
{{statustable|Physical}}
| 80
| 100%
|
|-
| {{m|Struggle}}
{{typetable|Normal}}
{{statustable|Physical}}
| 50
| 100%
| Deals ¼ of maximum HP dealt as [[recoil]] damage; hits {{type|Ghost}}s.
|-
| {{m|Struggle Bug}}
{{typetable|Bug}}
{{statustable|Special}}
| {{tt|50|30 in Generation V}}
| 100%
| Lowers the target's {{stat|Special Attack}} by one stage.
|-
| {{m|Submission}}
{{typetable|Fighting}}
{{statustable|Physical}}
| 80
| 80%
| Deals ¼ of damage dealt as [[recoil]] damage.
|-
| {{m|Sucker Punch}}
{{typetable|Dark}}
{{statustable|Physical}}
| 80
| 100%
| Always goes first, fails if target is not using an attack move.
|-
| {{m|Super Fang}}
{{typetable|Normal}}
{{statustable|Physical}}
| —
| 90%
| Target's remaining HP is halved.
|-
| {{m|Superpower}}
{{typetable|Fighting}}
{{statustable|Physical}}
| 120
| 100%
| The user's {{stat|Attack}} and {{stat|Defense}} are decreased by one stage.
|-
| {{m|Surf}}
{{typetable|Water}}
{{statustable|Special}}
| {{tt|90|95 in Generations I-V}}
| 100%
| Double damage against a target using {{m|Dive}}.
|-
| {{m|Swift}}
{{typetable|Normal}}
{{statustable|Special}}
| 60
| —
| Never misses.
|-
| {{m|Synchronoise}}
{{typetable|Psychic}}
{{statustable|Special}}
| {{tt|120|70 in Generation V}}
| 100%
| Only damages Pokémon the same type as the user.
|-
| {{m|Tackle}}
{{typetable|Normal}}
{{statustable|Physical}}
| {{tt|50|35 in Generations I-IV}}
| {{tt|100%|95% in Generations I-IV}}
|
|-
| {{m|Tail Slap}}
{{typetable|Normal}}
{{statustable|Physical}}
| 25
| 85%
| Strikes the target two to five times in a row.
|-
| {{m|Take Down}}
{{typetable|Normal}}
{{statustable|Physical}}
| 90
| 85%
| Deals ¼ of damage dealt as [[recoil]] damage.
|-
| {{m|Techno Blast}}
{{typetable|Normal}}
{{statustable|Special}}
| {{tt|120|85 in Generation V}}
| 100%
| Type changes depending on the [[Drive]] the user is holding.
|-
| {{m|Thousand Arrows}}
{{typetable|Ground}}
{{statustable|Physical}}
| 90
| 100%
| Knocks airborne targets to the ground.
|-
| {{m|Thousand Waves}}
{{typetable|Ground}}
{{statustable|Physical}}
| 90
| 100%
| Prevents targets from switching.
|-
| {{m|Thief}}
{{typetable|Dark}}
{{statustable|Physical}}
| {{tt|60|40 in Generations II-V}}
| 100%
| If user is not holding an item, user steals the target's held item.
|-
| {{m|Thrash}}
{{typetable|Normal}}
{{statustable|Physical}}
| {{tt|120|90 in Generations I-IV}}
| 100%
| Used two to three turns in a row, {{status|Confusion|confusing}} the user after it stops.
|-
| {{m|Thunder}}
{{typetable|Electric}}
{{statustable|Special}}
| {{tt|110|120 in Generations I-V}}
| 70%
| Has a 30% chance of {{status|paralysis|paralyzing}} the target; has 100% accuracy during {{m|Rain Dance}}, 50% accuracy in {{m|Sunny Day}}.
|-
| {{m|Thunder Fang}}
{{typetable|Electric}}
{{statustable|Physical}}
| 65
| 95%
| Has a 10% chance of {{status|paralysis|paralyzing}} or causing the target to {{status|flinch}}.
|-
| {{m|Thunder Punch}}
{{typetable|Electric}}
{{statustable|Physical}}
| 75
| 100%
| Has a 10% chance of {{status|paralysis|paralyzing}} the target.
|-
| {{m|Thunder Shock}}
{{typetable|Electric}}
{{statustable|Special}}
| 40
| 100%
| Has a 10% chance of {{status|paralysis|paralyzing}} the target.
|-
| {{m|Thunderbolt}}
{{typetable|Electric}}
{{statustable|Special}}
| {{tt|90|95 in Generations I-V}}
| 100%
| Has a 10% chance of {{status|paralysis|paralyzing}} the target.
|-
| {{m|Tri Attack}}
{{typetable|Normal}}
{{statustable|Special}}
| 80
| 100%
| Has a 6.67% chance each to {{status|paralyze}}, {{status|freeze}}, or {{status|burn}} the target.
|-
| {{m|Triple Kick}}
{{typetable|Fighting}}
{{statustable|Physical}}
| 10
| 90%
| Strikes the target three times in a row; base power doubles with each strike.
|-
| {{m|Trump Card}}
{{typetable|Normal}}
{{statustable|Special}}
| —
| —
| Power depends on remaining {{PP}}.
|-
| {{m|Twineedle}}
{{typetable|Bug}}
{{statustable|Physical}}
| 25
| 100%
| Strikes the target twice in a row; has a 20% chance of {{status|poison}}ing the target.
|-
| {{m|Twister}}
{{typetable|Dragon}}
{{statustable|Special}}
| 40
| 100%
| Has a 20% chance of causing the target to {{status|flinch}}.
|-
| {{m|U-turn}}
{{typetable|Bug}}
{{statustable|Physical}}
| 70
| 100%
| User switches out after attacking.
|-
| {{m|Uproar}}
{{typetable|Normal}}
{{statustable|Special}}
| {{tt|90|50 in Generations III-IV}}
| 100%
| Used three turns in a row, preventing all Pokémon from falling {{status|sleep|asleep}} for its duration.
|-
| {{m|V-create}}
{{typetable|Fire}}
{{statustable|Physical}}
| 180
| 95%
| Lowers the user's {{stat|Defense}}, {{stat|Special Defense}}, and {{stat|Speed}}.
|-
| {{m|Vacuum Wave}}
{{typetable|Fighting}}
{{statustable|Special}}
| 40
| 100%
| Has a priority of +1.
|-
| {{m|Venoshock}}
{{typetable|Poison}}
{{statustable|Special}}
| 65
| 100%
| Deals double damage is the target is {{status|poisoned}}.
|-
| {{m|Vice Grip}}
{{typetable|Normal}}
{{statustable|Physical}}
| 55
| 100%
|
|-
| {{m|Vine Whip}}
{{typetable|Grass}}
{{statustable|Physical}}
| {{tt|45|35 in Generations I-V}}
| 100%
|
|-
| {{m|Vital Throw}}
{{typetable|Fighting}}
{{statustable|Physical}}
| 70
| 100%
| Always strikes last, never misses.
|-
| {{m|Volt Switch}}
{{typetable|Electric}}
{{statustable|Special}}
| 70
| 100%
| The user switches out after dealing damage.
|-
| {{m|Volt Tackle}}
{{typetable|Electric}}
{{statustable|Physical}}
| 120
| 100%
| User receives 1/3 of damage dealt as [[recoil]] damage.
|-
| {{m|Wake-Up Slap}}
{{typetable|Fighting}}
{{statustable|Physical}}
| {{tt|70|60 in Generations IV-V}}
| 100%
| If target is {{status|sleep|asleep}}, power is doubled and target is woken up.
|-
| {{m|Water Gun}}
{{typetable|Water}}
{{statustable|Special}}
| 40
| 100%
|  
|-
| {{m|Water Pledge}}
{{typetable|Water}}
{{statustable|Special}}
| {{tt|80|50 in Generation V}}
| 100%
| Strikes the target two to five times in a row.
|-
| {{m|Water Pulse}}
{{typetable|Water}}
{{statustable|Special}}
| 60
| 100%
| Has a 20% chance of {{status|confusion|confusing}} the target.
|-
| {{m|Water Shuriken}}
{{typetable|Water}}
{{statustable|Physical}}
| 15
| 100%
| Has a priority of +1; strikes the target two to five times in a row.
|-
| {{m|Water Spout}}
{{typetable|Water}}
{{statustable|Special}}
| 150
| 100%
| Damage is based on the user's current HP; strongest when HP is highest.
|-
| {{m|Waterfall}}
{{typetable|Water}}
{{statustable|Physical}}
| 80
| 100%
| Has a 20% chance of causing the target to {{status|flinch}}.
|-
| {{m|Weather Ball}}
{{typetable|Normal}}
{{statustable|Special}}
| 50
| 100%
| Power doubles and type changes during weather: {{type|Fire}} during {{m|Sunny Day}}, {{type|Water}} during {{m|Rain Dance}}, {{type|Ice}} during {{m|Hail}}, {{type|Rock}} during {{m|Sandstorm}}.
|-
| {{m|Whirlpool}}
{{typetable|Water}}
{{statustable|Special}}
| {{tt|35|15 in Generations II-IV}}
| {{tt|85%|70% in Generations II-IV}}
| Traps the target and causes damage equal to 1/16 of the target's max HP for four to five turns.
|-
|-
| class="l" | {{m|Water Pulse}}
| {{m|Wild Charge}}
{{typetable|Water}}
{{typetable|Electric}}
{{statustable|Special}}
| 60
| 100%
| class="l" | Has a 20% chance of [[list of moves that confuse|confusing the target]].
|-
| class="l" | {{m|Water Spout}}
{{typetable|Water}}
{{statustable|Special}}
| 150
| 100%
| class="l" | Damage is based on the user's current HP; strongest when HP is highest.
|-
| class="l" | {{m|Waterfall}}
{{typetable|Water}}
{{statustable|Physical}}
{{statustable|Physical}}
| 80
| 90
| 100%
| 100%
| class="l" | Has a 20% chance of [[list of moves that cause flinching|flinching the target]].
| User receives ¼ of damage dealt as [[recoil]] damage.
|-
|-
| class="l" | {{m|Weather Ball}}
| {{m|Wing Attack}}
{{typetable|Normal}}
{{statustable|Special}}
| 50
| 100%
| class="l" | Power doubles and type changes during weather: Fire during Sunny Day, Water during Rain Dance, Ice during Hail, Rock during Sandstorm.
|-
| class="l" | {{m|Whirlpool}}
{{typetable|Water}}
{{statustable|Special}}
| 15
| 70%
| class="l" | Traps the target and causes damage equal to 1/16 of the target's max HP for two to five turns.
|-
| class="l" | {{m|Wing Attack}}
{{typetable|Flying}}
{{typetable|Flying}}
{{statustable|Physical}}
{{statustable|Physical}}
| 60
| {{tt|60|35 in Generation I}}
| 100%
| 100%
|  
|  
|-
|-
| class="l" | {{m|Wood Hammer}}
| {{m|Wood Hammer}}
{{typetable|Grass}}
{{typetable|Grass}}
{{statustable|Physical}}
{{statustable|Physical}}
| 120
| 120
| 100%
| 100%
| class="l" | User receives 1/4 of damage dealt as recoil damage.
| User receives ¼ of damage dealt as recoil damage.
|-
|-
| class="l" | {{m|Wrap}}
| {{m|Wrap}}
{{typetable|Normal}}
{{typetable|Normal}}
{{statustable|Physical}}
{{statustable|Physical}}
| 15
| 15
| 85%
| {{tt|90%|85% in Generations I-IV}}
| class="l" | Traps the target and causes damage equal to 1/16 of the target's max HP for two to five turns.
| Traps the target and causes damage equal to 1/16 of the target's max HP for four to five turns.
|-
|-
| class="l" | {{m|Wring Out}}
| {{m|Wring Out}}
{{typetable|Normal}}
{{typetable|Normal}}
{{statustable|Special}}
{{statustable|Special}}
| -
| —
| 100%
| 100%
| class="l" | Damage depends on the target's current HP; strongest when target's HP is highest.
| Damage depends on the target's current HP; strongest when target's HP is highest.
|-
|-
| class="l" | {{m|X-Scissor}}
| {{m|X-Scissor}}
{{typetable|Bug}}
{{typetable|Bug}}
{{statustable|Physical}}
{{statustable|Physical}}
Line 2,061: Line 2,820:
|  
|  
|-
|-
| class="l" | {{m|Zap Cannon}}
| {{m|Zap Cannon}}
{{typetable|Electric}}
{{typetable|Electric}}
{{statustable|Special}}
{{statustable|Special}}
| 120
| {{tt|120|100 in Generations II-III}}
| 50%
| 50%
| class="l" | [[list of moves that paralyze|Paralyzes the target]].
| {{status|paralysis|Paralyzes}} the target.
|-
|-
| class="l" | {{m|Zen Headbutt}}
| {{m|Zen Headbutt}}
{{typetable|Psychic}}
{{typetable|Psychic}}
{{statustable|Physical}}
{{statustable|Physical}}
| 80
| 80
| 90%
| 90%
| class="l" | Has a 20% chance of [[list of moves that cause flinching|flinching the target]].
| Has a 20% chance of causing the target to {{status|flinch}}.
|}
|}
|}


 
{{-}}
{{Move effects}}
{{Move effects}}


[[Category:Lists]]
[[Category:Lists]]

Revision as of 14:30, 4 June 2016

Damage done to a Pokémon is the amount of HP taken away when a move is successful. The following moves all deal damage, meaning that no matter how high the defenses of the Pokémon, they will always lower its HP by at least 1, unless the target is either immune to the attack (this includes types deflected by Wonder Guard) or the target uses a move like Protect. This list does not include moves that call other moves.

Move Type Category Power Accuracy Notes
Absorb Grass Special 20 100% Restores HP to the user equal to ¼ the damage inflicted.
Acid Poison Special 40 100% Has a 10% chance of lowering the target's Defense by one stage.
Acid Spray Poison Special 40 100% Lowers the target's Special Defense by two stages.
Acrobatics Flying Physical 55 100% Power is doubled if the user has no held item.
Aerial Ace Flying Physical 60 Never misses.
Aeroblast Flying Special 100 95% Has a high critical hit ratio.
Air Cutter Flying Special 60 95% Has a high critical hit ratio.
Air Slash Flying Special 75 95% Has a 30% chance of causing the target to flinch.
Ancient Power Rock Special 60 100% Has a 10% chance of raising all of the user's stats by one stage.
Aqua Jet Water Physical 40 100% Has a priority of +1.
Aqua Tail Water Physical 90 90%
Arm Thrust Fighting Physical 15 100% Strikes the target two to five times in a row.
Assurance Dark Physical 60 100% Power doubles if user receives damage on the turn it is used.
Astonish Ghost Physical 30 100% Has a 30% chance of causing the target to flinch.
Attack Order Bug Physical 90 100% Has a high critical hit ratio.
Aura Sphere Fighting Special 80 Never misses.
Aurora Beam Ice Special 65 100% Has a 10% chance of lowering the target's Attack by one stage.
Avalanche Ice Physical 60 100% Power doubles if the user is attacked by the target on the turn it is used.
Barrage Normal Physical 15 85% Strikes the target two to five times in a row.
Beat Up Dark Physical 100% Each member of the user's party attacks once. Power based on user's Attack.
Belch Poison Special 120 90% Requires the user to eat its held Berry.
Bide Normal Physical Deals damage equal to 2× the damage taken by the user after two turns.
Bind Normal Physical 15 85% Traps the target and causes damage equal to 1/16 of the target's max HP for four to five turns.
Bite Dark Physical 60 100% Has a 30% chance of causing the target to flinch.
Blast Burn Fire Special 150 90% User recharges on the second turn.
Blaze Kick Fire Physical 85 90% Has a 10% chance of burning the target.
Blizzard Ice Special 110 70% Has a 10% chance of freezing the target.
Blue Flare Fire Special 130 85% Has a 20% chance of burning the target.
Body Slam Normal Physical 85 100% Has a 30% chance of paralyzing the target.
Bolt Strike Electric Physical 130 85% Has a 30% chance of paralyzing the target.
Bone Club Ground Physical 65 85% Has a 10% chance of causing the target to flinch.
Bone Rush Ground Physical 25 90% Strikes the target two to five times in a row.
Bonemerang Ground Physical 50 90% Strikes the target twice in a row.
Boomburst Normal Special 140 100%
Bounce Flying Physical 85 85% Has a 30% chance of paralyzing the target.
Brave Bird Flying Physical 120 100% User receives ¼ of damage dealt as recoil damage.
Brick Break Fighting Physical 75 100% Light Screen and Reflect are removed from the target.
Brine Water Special 65 100% Power is doubled if target's health is below 50%.
Bubble Water Special 40 100% Has a 10% chance of lowering the target's Speed by one stage.
Bubble Beam Water Special 65 100% Has a 10% chance of lowering the target's Speed by one stage.
Bug Bite Bug Physical 60 100% Eats the target's held Berry.
Bug Buzz Bug Special 90 100% Has a 10% chance of lowering the target's Special Defense by one stage.
Bulldoze Ground Physical 60 100% Lowers the target's Speed by one stage.
Bullet Punch Steel Physical 40 100% Has a priority of +1.
Bullet Seed Grass Physical 25 100% Strikes the target two to five times in a row.
Charge Beam Electric Special 50 90% Has a 70% chance of raising the user's Special Attack by one stage.
Chatter Flying Special 65 100% Has a 100% chance of confusing the target.
Chip Away Normal Physical 70 100% Ignores the target's changes in Defense and evasion.
Circle Throw Fighting Physical 60 90% Forces opposing Trainer to switch Pokémon and ends battles with wild Pokémon.
Clamp Water Physical 35 85% Traps the target and causes damage equal to 1/16 of the target's max HP for four to five turns.
Clear Smog Poison Special 50 Resets all stat levels of the target to zero.
Close Combat Fighting Physical 120 100% The user's Defense and Special Defense are decreased by one stage.
Comet Punch Normal Physical 18 85% Strikes the target two to five times in a row.
Confusion Psychic Special 50 100% Has a 10% chance of confusing the target.
Constrict Normal Physical 10 100% Has a 10% of lowering the target's Speed by one stage.
Counter Fighting Physical 100% Deals back 2× damage inflicted if the user gets attacked by a Physical attack on the turn used.
Covet Normal Physical 60 100% Steals the target's held item.
Crabhammer Water Physical 100 90% Has a high critical hit ratio.
Cross Chop Fighting Physical 100 80% Has a high critical hit ratio.
Cross Poison Poison Physical 70 100% Has a high critical hit ratio and 10% chance of poisoning the target.
Crunch Dark Physical 80 100% Has a 20% chance of lowering the target's Defense by one stage.
Crush Claw Normal Physical 75 95% Has a 50% chance of lowering the target's Defense by one stage.
Crush Grip Normal Physical 100% Damage depends on the target's current HP; strongest when target's HP is highest.
Cut Normal Physical 50 95%
Dark Pulse Dark Special 80 100% Has a 20% chance of causing the target to flinch.
Dazzling Gleam Fairy Special 80 100%
Diamond Storm Rock Physical 100 95% Has a 50% chance of raising the user's Defense by one stage.
Dig Ground Physical 80 100% User burrows underground on the first turn, attacks on the second.
Disarming Voice Fairy Special 40 Never misses.
Discharge Electric Special 80 100% Has a 30% chance of paralyzing the target.
Dive Water Physical 80 100% User dive underwater on the first turn, attacks on the second.
Dizzy Punch Normal Physical 70 100% Has a 20% chance of confusing the target.
Doom Desire Steel Physical 140 100% Deals damage two turns after usage.
Double Hit Normal Physical 35 90% Strikes the target twice in a row.
Double Kick Fighting Physical 30 100% Strikes the target twice in a row.
Double-Edge Normal Physical 120 100% User receives ¼ of damage dealt as recoil damage.
Double Slap Normal Physical 15 85% Strikes the target two to five times in a row.
Draco Meteor Dragon Special 130 90% Lowers the user's Special Attack by two stages after usage.
Dragon Ascent Flying Physical 120 100% Lowers the user's Defense and Special Defense by one stage after usage.
Dragon Claw Dragon Physical 80 100%
Dragon Pulse Dragon Special 85 100%
Dragon Rage Dragon Special 100% Always deals 40 HP of damage.
Dragon Rush Dragon Physical 100 75% Has a 20% chance of causing the target to flinch; double damage and never misses against Minimized targets.
Dragon Tail Dragon Physical 60 90% Forces opposing Trainer to switch Pokémon and ends battles with wild Pokémon.
Dragon Breath Dragon Special 60 100% Has a 30% chance of paralyzing the target.
Drain Punch Fighting Physical 75 100% Restores HP to the user equal to 1/2 the damage inflicted.
Draining Kiss Fairy Special 50 100% Restores HP to the user more than 1/2 of the damage inflicted.
Dream Eater Psychic Special 100 100% Target must be asleep; restores HP to the user equal to 1/2 the damage inflicted.
Drill Peck Flying Physical 80 100%
Drill Run Ground Physical 80 95% Has a high critical hit ratio.
Dual Chop Dragon Physical 40 90% Strikes the target twice in a row.
Dynamic Punch Fighting Physical 100 50% Also confuses the target.
Earth Power Ground Special 90 100% Has a 10% chance of lowering the target's Special Defense by one stage.
Earthquake Ground Physical 100 100% Deals double damage against targets using Dig.
Echoed Voice Normal Special 40 100% Base power increases by 40 each consecutive turn it is used.
Egg Bomb Normal Physical 100 75%
Electro Ball Electric Special 100% Inflicts more damage the faster the user is compared to the target.
Electroweb Electric Special 55 95% Lowers the target's Speed by one stage.
Ember Fire Special 40 100% Has a 10% chance of burning the target.
Endeavor Normal Physical 100% Deals damages so that the target is left with HP equal to the user's.
Energy Ball Grass Special 90 100% Has a 10% chance of lowering the target's Special Defense by one stage.
Eruption Fire Special 150 100% Damage is based on the user's current HP; strongest when HP is highest.
Explosion Normal Physical 250 100% User faints.
Extrasensory Psychic Special 80 100% Has a 10% chance of causing the target to flinch.
Extreme Speed Normal Physical 80 100% Has a priority of +2.
Facade Normal Physical 70 100% Power doubles if user is burned, paralyzed, or poisoned.
Fairy Wind Fairy Special 40 100%
Fake Out Normal Physical 40 100% Only works on the first turn after the user enters battle; makes the target flinch.
False Swipe Normal Physical 40 100% Will always leave the target with at least one HP.
Feint Normal Physical 30 100% Breaks protection moves.
Feint Attack Dark Physical 60 Never misses.
Fell Stinger Bug Physical 30 100% Raises the user's Attack two stages if it knocks out another Pokémon with this move.
Fiery Dance Fire Special 80 100% Has a 50% chance of raising the user's Special Attack.
Final Gambit Fighting Special 100% The target takes damage equal to the user's HP; user faints.
Fire Blast Fire Special 110 85% Has a 10% chance of burning the target.
Fire Fang Fire Physical 65 95% Has a 10% chance of burning or causing the target to flinch.
Fire Pledge Fire Special 80 100% Deals double damage when used with Grass Pledge or Water Pledge in double or triple battles.
Fire Punch Fire Physical 75 100% Has a 10% chance of burning the target.
Fire Spin Fire Special 35 85% Traps the target and causes damage equal to 1/16 of the target's max HP for four to five turns.
Flail Normal Physical 100% Damage is based on the user's current HP; strongest when HP is lowest.
Flame Burst Fire Special 70 100%
Flame Charge Fire Physical 50 100% Raises the user's Speed by one stage.
Flame Wheel Fire Physical 60 100% Has a 10% chance of burning the target; thaws frozen users.
Flamethrower Fire Special 90 100% Has a 10% chance of burning the target.
Flare Blitz Fire Physical 120 100% Has a 10% chance of burning the target; user receives 1/3 of damage dealt as recoil damage.
Flash Cannon Steel Special 80 100% Has a 10% chance of lowering the target's Special Defense by one stage.
Fling Dark Physical 100% User inflicts various damage by losing its held item.
Fly Flying Physical 90 95% User flies up on the first turn, attacks on the second.
Flying Press Fighting Physical 80 95% Does Fighting-type and Flying-type damage.
Focus Blast Fighting Special 120 70% Has a 10% chance of lowering the target's Special Defense by one stage.
Focus Punch Fighting Physical 150 100% Attacks at the end of the round if the user is not hit by an attack.
Force Palm Fighting Physical 60 100% Has a 30% chance of paralyzing the target.
Foul Play Dark Physical 95 100% Damage is calculated using the target's Attack.
Freeze-Dry Ice Special 70 100% Has a 10% chance of freezing the target; does super effective damage against Water-types.
Freeze Shock Ice Physical 140 90% User charges on the first, attacks on the second; has a 30% chance of paralyzing the target.
Frenzy Plant Grass Special 150 90% User recharges on the second turn.
Frost Breath Ice Special 60 90% Always lands a critical hit.
Frustration Normal Physical 100% Damage depends on user's friendship level.
Fury Attack Normal Physical 15 85% Strikes the target two to five times in a row.
Fury Cutter Bug Physical 40 95% Doubles power with each consecutive hit.
Fury Swipes Normal Physical 18 80% Strikes the target two to five times in a row.
Fusion Bolt Electric Physical 100 100% Power doubles is the opponent uses Fusion Flare immediately before this move is executed.
Fusion Flare Fire Special 100 100% Power doubles is the opponent uses Fusion Bolt immediately before this move is executed.
Future Sight Psychic Special 120 100% Deals damage two turns after usage.
Gear Grind Steel Physical 50 85% Strikes the target twice in a row.
Giga Drain Grass Special 75 100% Restores HP to the user equal to 1/2 the damage inflicted.
Giga Impact Normal Physical 150 90% User recharges on the second turn.
Glaciate Ice Special 65 95% Lowers the target's Speed by one stage.
Grass Knot Grass Special 100% Deals damage based on the target's weight.
Grass Pledge Grass Special 80 100% Deals double damage when used with Fire Pledge or Water Pledge in double or triple battles.
Gunk Shot Poison Physical 120 80% Has a 30% chance of poisoning the target.
Gust Flying Special 40 100% Deals double damage against targets using Fly.
Gyro Ball Steel Physical 100% Deals damage based on the user's Speed compared to the target's Speed.
Hammer Arm Fighting Physical 100 90% Lowers the user's Speed by one stage.
Head Charge Normal Physical 120 100% User receives ¼ of damage dealt as recoil damage.
Head Smash Rock Physical 150 80% User receives 1/2 of damage dealt as recoil damage.
Headbutt Normal Physical 70 100% Has a 30% chance of causing the target to flinch.
Heart Stamp Psychic Physical 60 100% Has a 30% of causing the target to flinch.
Heat Crash Fire Physical 100% Inflicts more damage the heavier the user is compared to the target.
Heat Wave Fire Special 95 90% Has a 10% chance of burning the target.
Heavy Slam Steel Physical 100% Inflicts more damage the heavier the user is compared to the target.
Hex Ghost Special 65 100% Power is doubled if the target is afflicted with a major status condition.
High Jump Kick Fighting Physical 130 90% Deals recoil equal to 1/2 of the user's HP if the user misses.
Hidden Power Normal Special 60 100% Type and base power based on the user's individual values.
Hold Back Normal Physical 40 100% Will always leave the target with at least one HP.
Horn Attack Normal Physical 65 100%
Horn Leech Grass Physical 75 100% Restores HP to the user equal to 1/2 the damage inflicted.
Hurricane Flying Special 110 70% Has a 30% chance of confusing the target.
Hydro Cannon Water Special 150 90% User recharges on the second turn.
Hydro Pump Water Special 110 80%
Hyper Beam Normal Special 150 90% User recharges on the second turn.
Hyper Fang Normal Physical 80 90% Has a 10% chance of causing the target to flinch.
Hyper Voice Normal Special 90 100%
Hyperspace Hole Psychic Special 80 Never misses.
Hyperspace Fury Dark Special 100 Never misses; breaks protection moves; lowers the user's Defense by one stage after usage. Can only be used by Hoopa Unbound.
Ice Ball Ice Physical 30 90% Used five turns in a row, with the power doubling after each hit.
Ice Beam Ice Special 90 100% Has a 10% chance of freezing the target.
Ice Burn Ice Special 140 90% Has a 30% chance of burning the target; charges on the first turn, attacks on the second.
Ice Fang Ice Physical 65 95% Has a 10% chance of freezing or causing the target to flinch.
Ice Punch Ice Physical 75 100% Has a 10% chance of freezing the target.
Ice Shard Ice Physical 40 100% Has a priority of +1.
Icicle Crash Ice Physical 85 90% Has a 30% chance of causing the target to flinch.
Icicle Spear Ice Physical 25 100% Strikes the target two to five times in a row.
Icy Wind Ice Special 55 95% Lowers the target's Speed by one stage.
Incinerate Fire Special 60 100% Renders the target's Berry unusable.
Inferno Fire Special 100 50% Leaves the target with a burn.
Infestation Bug Special 20 100% Traps the target and inflicts additional damage of 1/8 of the target's max HP for four to five turns.
Iron Head Steel Physical 80 100% Has a 30% chance of causing the target to flinch.
Iron Tail Steel Physical 100 75% Has a 30% chance of lowering the target's Defense by one stage.
Judgment Normal Special 100 100% Changes type based on its held Plate.
Jump Kick Fighting Physical 100 95% Deals recoil damage equal to half the user's HP if the user misses.
Karate Chop Fighting Physical 50 100% Has a high critical hit ratio.
Knock Off Dark Physical 65 100% Removes the target's held item.
Land's Wrath Ground Physical 90 100%
Last Resort Normal Physical 140 100% Can only be used after user has used all of its other moves.
Lava Plume Fire Special 80 100% Has a 30% chance of burning the target.
Leaf Blade Grass Physical 90 100% Has a high critical hit ratio.
Leaf Storm Grass Special 130 90% Lowers the user's Special Attack by two stages after usage.
Leaf Tornado Grass Special 65 90% Has a 30% chance of lowering the target's accuracy.
Leech Life Bug Physical 20 100% Restores HP to the user equal to 1/2 the damage inflicted.
Lick Ghost Physical 30 100% Has a 30% chance of paralyzing the target.
Light of Ruin Fairy Special 140 90% Deals 1/2 of damage dealt as recoil damage.
Low Kick Fighting Physical 100% Deals damage based on the target's weight.
Low Sweep Fighting Physical 65 100% Lowers the target's speed by one stage.
Luster Purge Psychic Special 70 100% Has a 50% chance of lowering the target's Special Defense by one stage.
Mach Punch Fighting Physical 40 100% Has a priority of +1.
Magical Leaf Grass Special 60 Never misses.
Magma Storm Fire Special 100 75% Traps the target and causes damage equal to 1/16 of the target's max HP for four to five turns.
Magnet Bomb Steel Physical 60 Never misses.
Magnitude Ground Physical 100% Deals random damage based on Magnitude's scale.
Mega Drain Grass Special 40 100% Restores HP to the user equal to 1/2 the damage inflicted.
Mega Kick Normal Physical 120 75%
Mega Punch Normal Physical 80 85%
Megahorn Bug Physical 120 85%
Metal Burst Steel Physical 100% Deals back 1.5× damage inflicted if the user gets attacked on the turn used.
Metal Claw Steel Physical 50 95% Has a 10% chance of raising the user's Attack by one stage.
Meteor Mash Steel Physical 90 90% Has a 20% chance of raising the user's Attack by one stage.
Mirror Coat Psychic Special 100% Deals back 2× damage inflicted if the user gets attacked by a special attack on the turn used.
Mirror Shot Steel Special 65 85% Has a 30% chance of lowering the target's accuracy by one stage.
Mist Ball Psychic Special 70 100% Has a 50% chance of lowering the target's Special Attack by one stage.
Moonblast Fairy Special 95 100% May lower the target's Special Attack
Mud Bomb Ground Special 65 85% Has a 30% chance of lowering the target's accuracy by one stage.
Mud Shot Ground Special 55 95% Lowers the target's Speed by one stage.
Mud-Slap Ground Special 20 100% Lowers the target's accuracy by one stage.
Muddy Water Water Special 90 85% Has a 30% chance of lowering the target's accuracy by one stage.
Mystical Fire Fire Special 65 100% Lowers the target's Special Attack by one stage per hit.
Natural Gift Normal Physical 100% Power and type depend on thrown held Berry.
Needle Arm Grass Physical 60 100% Has a 30% chance of causing the target to flinch.
Night Daze Dark Special 85 95% Has a 40% chance of lowering the target's accuracy.
Night Shade Ghost Special 100% Deals damage equal to the user's current level.
Night Slash Dark Physical 70 100% Has a high critical hit ratio.
Nuzzle Electric Physical 20 100% Paralyzes the target.
Oblivion Wing Flying Special 80 100% Restores HP to the user more than 1/2 of the damage inflicted.
Octazooka Water Special 65 85% Has a 50% chance of lowering the target's accuracy by one stage.
Ominous Wind Ghost Special 60 100% Has a 10% chance of raising all of the user's stats by one stage.
Origin Pulse Water Special 110 85%
Outrage Dragon Physical 120 100% Used two to three turns in a row, confusing the user after it stops.
Overheat Fire Special 130 90% Lowers the user's Special Attack by two stages after usage.
Parabolic Charge Electric Special 50 100% Restores HP to the user equal to 1/2 of the damage inflicted.
Pay Day Normal Physical 40 100% Collects extra money after battles.
Payback Dark Physical 50 100% Power is doubled if user is hit by foe first.
Peck Flying Physical 40 100%
Petal Blizzard Grass Special 90 100%
Petal Dance Grass Special 120 100% Used two to three turns in a row, confusing the user after it stops.
Phantom Force Ghost Physical 90 100% Disappears on first turn, attacks on second; breaks protection moves.
Pin Missile Bug Physical 25 95% Strikes the target two to five times in a row.
Play Rough Fairy Physical 90 90% May lower the target's Attack by one stage.
Pluck Flying Physical 60 100% Eats the target's held Berry.
Poison Fang Poison Physical 50 100% Has a 50% chance of badly poisoning the target.
Poison Jab Poison Physical 80 100% Has a 30% chance of poisoning the target.
Poison Sting Poison Physical 15 100% Has a 30% chance of poisoning the target.
Poison Tail Poison Physical 50 100% Has a high critical hit ratio and a 10% chance of poisoning the target.
Pound Normal Physical 40 100%
Powder Snow Ice Special 40 100% Has a 10% chance of freezing the target.
Power Gem Rock Special 80 100%
Power-Up Punch Fighting Physical 40 100% Raises the user's Attack by one stage.
Power Whip Grass Physical 120 85%
Precipice Blades Water Special 120 85%
Present Normal Physical 90% Randomly damages or heals the target.
Psybeam Psychic Special 65 100% Has a 10% chance of confusing the target.
Psychic Psychic Special 90 100% Has a 10% chance of lowering the target's Special Defense by one stage.
Psycho Boost Psychic Special 140 90% Lowers the user's Special Attack by two stages after usage.
Psycho Cut Psychic Physical 70 100% Has a high critical hit ratio.
Psyshock Psychic Special 80 100% Damage calculated using the user's Special Attack and the target's Defense.
Psystrike Psychic Special 100 100% Damage calculated using the user's Special Attack and the target's Defense.
Psywave Psychic Special 100% Randomly inflicts between one HP and (user's level ×1.5) HP of damage.
Punishment Dark Physical 100% Power of this attack rises with the target's stat increases.
Pursuit Dark Physical 40 100% Power doubles if target switches out.
Quick Attack Normal Physical 40 100% Has a priority of +1.
Rage Normal Physical 20 100% User's Attack increases by one stage if attacked after using this move.
Rapid Spin Normal Physical 20 100% Removes user from various annoyances.
Razor Leaf Grass Physical 55 95% Has a high critical hit ratio.
Razor Shell Water Physical 75 95% Has a 50% chance of lowering the target's defense.
Razor Wind Normal Special 80 100% Charges on the first turn, attacks on the second.
Relic Song Normal Special 75 100% Has a 10% chance of putting the target to sleep.
Retaliate Normal Physical 70 100% Power doubles if one of the user's teammates fainted in the previous turn.
Return Normal Physical 100% Damage depends on user's friendship level.
Revenge Fighting Physical 60 100% Power doubles if the user is attacked by the target on the turn it is used.
Reversal Fighting Physical 100% Damage is based on the user's current HP; strongest when HP is lowest.
Roar of Time Dragon Special 150 90% User recharges on the second turn.
Rock Blast Rock Physical 25 90% Strikes the target two to five times in a row.
Rock Climb Normal Physical 90 85% Has a 20% chance of confusing the target.
Rock Slide Rock Physical 75 90% Has a 30% chance of causing the target to flinch.
Rock Smash Fighting Physical 40 100% Has a 50% chance of lowering the target's Defense by one stage.
Rock Throw Rock Physical 50 90%
Rock Tomb Rock Physical 60 95% Lowers the target's Speed by one stage.
Rock Wrecker Rock Physical 150 90% User recharges on the second turn.
Rolling Kick Fighting Physical 60 85% Has a 30% chance of causing the target to flinch.
Rollout Rock Physical 30 90% Used five turns in a row, with the power doubling after each hit.
Round Normal Special 60 100% Power doubles if used consecutively by an ally.
Sacred Fire Fire Special 100 95% Has a 50% chance of burning the target; thaws frozen user.
Sacred Sword Fighting Physical 90 100% Ignores the target's changes in Defense and evasion.
Sand Tomb Ground Physical 35 85% Traps the target and causes damage equal to 1/16 of the target's max HP for four to five turns.
Scald Water Special 80 100% Has a 30% chance of burning the target; thaws frozen user or target.
Scratch Normal Physical 40 100%
Searing Shot Fire Special 100 100% Has a 30% chance of burning the target.
Secret Power Normal Physical 70 100% Has a 30% chance of a secondary effect, depending on current battlefield. May lower the target's Attack, Special Attack, Speed or accuracy one stage, or inflict flinch, paralysis, burn, freeze or sleep on the target.
Secret Sword Fighting Special 85 100% Damage calculated using the user's Special Attack and the target's Defense.
Seed Bomb Grass Physical 80 100%
Seed Flare Grass Special 120 85% Has a 40% chance of lowering the target's Special Defense by one stage.
Seismic Toss Fighting Physical 100% Deals damage equal to the user's current level.
Self-Destruct Normal Physical 200 100% User faints.
Shadow Ball Ghost Special 80 100% Has a 20% chance of lowering the target's Special Defense by one stage.
Shadow Blast ------ Special 80 100% Has a high critical hit ratio.
Shadow Blitz ------ Physical 40 100%
Shadow Bolt ------ Special 75 100% Has a 10% chance of paralyzing the target.
Shadow Break ------ Physical 75 100%
Shadow Chill ------ Special 75 100% Has a 10% chance of freezing the target.
Shadow Claw Ghost Physical 70 100% Has a high critical hit ratio.
Shadow End ------ Physical 120 60% Deals 1/2 of current HP dealt as recoil damage.
Shadow Fire ------ Special 75 100% Has a 10% chance of burning the target.
Shadow Force Ghost Physical 120 100% Disappears on first turn, attacks on second; breaks protection moves.
Shadow Punch Ghost Physical 60 Never misses.
Shadow Rave ------ Special 70 100%
Shadow Rush ------ Physical 55 100%
Shadow Sneak Ghost Physical 40 100% Has a priority of +1.
Shadow Storm ------ Special 95 100%
Shadow Wave ------ Special 50 100%
Shock Wave Electric Special 60 Never misses.
Signal Beam Bug Special 75 100% Has a 10% chance of confusing the target.
Silver Wind Bug Special 60 100% Has a 10% chance of raising all of the user's stats by one stage.
Skull Bash Normal Physical 130 100% Prepares on the first turn and raises the user's Defense by one stage, attacks on the second.
Sky Attack Flying Physical 140 90% Prepares on the first turn, attacks on the second.
Sky Drop Flying Physical 60 100% Both the user and the target are unable to move the first turn, attacks on the second.
Sky Uppercut Fighting Physical 85 90% Can hit targets using Fly.
Slam Normal Physical 80 75%
Slash Normal Physical 70 100% Has a high critical hit ratio.
Sludge Poison Special 65 100% Has a 30% chance of poisoning the target.
Sludge Bomb Poison Special 90 100% Has a 30% chance of poisoning the target.
Sludge Wave Poison Special 95 100% Has a 10% chance of poisoning the target.
Smack Down Rock Physical 50 100% Knocks airborne targets to the ground.
Smelling Salts Normal Physical 70 100% If target is paralyzed, power is doubled and target is healed of paralysis.
Smog Poison Special 30 70% Has a 40% chance of poisoning the target.
Snarl Dark Special 55 95% Lowers the target's Special Attack by one stage.
Snore Normal Special 50 100% Has a 30% chance of causing the target to flinch; only works if user is asleep.
Solar Beam Grass Special 120 100% Charges on the first turn, attacks on the second; no charge during Sunny Day.
Sonic Boom Normal Special 100% Always deals 20 HP of damage.
Spacial Rend Dragon Special 100 95% Has a high critical hit ratio.
Spark Electric Physical 65 100% Has a 30% chance of paralyzing the target.
Spike Cannon Normal Physical 20 100% Strikes the target two to five times in a row.
Spit Up Normal Special 100% Deals damage based on Stockpiled energy.
Steam Eruption Water Special 110 95% Has a 30% chance of burning the target; thaws frozen user or target.
Steamroller Bug Physical 65 100% Has a 30% chance of causing the target to flinch; double damage and never misses against Minimized targets.
Steel Wing Steel Physical 70 90% Has a 10% chance of raising the user's Defense by one stage.
Stomp Normal Physical 65 100% Has a 30% chance of causing the target to flinch; double damage and never misses against Minimized targets.
Stone Edge Rock Physical 100 80% Has a high critical hit ratio.
Stored Power Psychic Special 20 100% Power increases whenever the user increases its stats.
Storm Throw Fighting Physical 60 100% Always lands a critical hit.
Strength Normal Physical 80 100%
Struggle Normal Physical 50 100% Deals ¼ of maximum HP dealt as recoil damage; hits Ghost-types.
Struggle Bug Bug Special 50 100% Lowers the target's Special Attack by one stage.
Submission Fighting Physical 80 80% Deals ¼ of damage dealt as recoil damage.
Sucker Punch Dark Physical 80 100% Always goes first, fails if target is not using an attack move.
Super Fang Normal Physical 90% Target's remaining HP is halved.
Superpower Fighting Physical 120 100% The user's Attack and Defense are decreased by one stage.
Surf Water Special 90 100% Double damage against a target using Dive.
Swift Normal Special 60 Never misses.
Synchronoise Psychic Special 120 100% Only damages Pokémon the same type as the user.
Tackle Normal Physical 50 100%
Tail Slap Normal Physical 25 85% Strikes the target two to five times in a row.
Take Down Normal Physical 90 85% Deals ¼ of damage dealt as recoil damage.
Techno Blast Normal Special 120 100% Type changes depending on the Drive the user is holding.
Thousand Arrows Ground Physical 90 100% Knocks airborne targets to the ground.
Thousand Waves Ground Physical 90 100% Prevents targets from switching.
Thief Dark Physical 60 100% If user is not holding an item, user steals the target's held item.
Thrash Normal Physical 120 100% Used two to three turns in a row, confusing the user after it stops.
Thunder Electric Special 110 70% Has a 30% chance of paralyzing the target; has 100% accuracy during Rain Dance, 50% accuracy in Sunny Day.
Thunder Fang Electric Physical 65 95% Has a 10% chance of paralyzing or causing the target to flinch.
Thunder Punch Electric Physical 75 100% Has a 10% chance of paralyzing the target.
Thunder Shock Electric Special 40 100% Has a 10% chance of paralyzing the target.
Thunderbolt Electric Special 90 100% Has a 10% chance of paralyzing the target.
Tri Attack Normal Special 80 100% Has a 6.67% chance each to paralyze, freeze, or burn the target.
Triple Kick Fighting Physical 10 90% Strikes the target three times in a row; base power doubles with each strike.
Trump Card Normal Special Power depends on remaining PP.
Twineedle Bug Physical 25 100% Strikes the target twice in a row; has a 20% chance of poisoning the target.
Twister Dragon Special 40 100% Has a 20% chance of causing the target to flinch.
U-turn Bug Physical 70 100% User switches out after attacking.
Uproar Normal Special 90 100% Used three turns in a row, preventing all Pokémon from falling asleep for its duration.
V-create Fire Physical 180 95% Lowers the user's Defense, Special Defense, and Speed.
Vacuum Wave Fighting Special 40 100% Has a priority of +1.
Venoshock Poison Special 65 100% Deals double damage is the target is poisoned.
Vice Grip Normal Physical 55 100%
Vine Whip Grass Physical 45 100%
Vital Throw Fighting Physical 70 100% Always strikes last, never misses.
Volt Switch Electric Special 70 100% The user switches out after dealing damage.
Volt Tackle Electric Physical 120 100% User receives 1/3 of damage dealt as recoil damage.
Wake-Up Slap Fighting Physical 70 100% If target is asleep, power is doubled and target is woken up.
Water Gun Water Special 40 100%
Water Pledge Water Special 80 100% Strikes the target two to five times in a row.
Water Pulse Water Special 60 100% Has a 20% chance of confusing the target.
Water Shuriken Water Physical 15 100% Has a priority of +1; strikes the target two to five times in a row.
Water Spout Water Special 150 100% Damage is based on the user's current HP; strongest when HP is highest.
Waterfall Water Physical 80 100% Has a 20% chance of causing the target to flinch.
Weather Ball Normal Special 50 100% Power doubles and type changes during weather: Fire-type during Sunny Day, Water-type during Rain Dance, Ice-type during Hail, Rock-type during Sandstorm.
Whirlpool Water Special 35 85% Traps the target and causes damage equal to 1/16 of the target's max HP for four to five turns.
Wild Charge Electric Physical 90 100% User receives ¼ of damage dealt as recoil damage.
Wing Attack Flying Physical 60 100%
Wood Hammer Grass Physical 120 100% User receives ¼ of damage dealt as recoil damage.
Wrap Normal Physical 15 90% Traps the target and causes damage equal to 1/16 of the target's max HP for four to five turns.
Wring Out Normal Special 100% Damage depends on the target's current HP; strongest when target's HP is highest.
X-Scissor Bug Physical 80 100%
Zap Cannon Electric Special 120 50% Paralyzes the target.
Zen Headbutt Psychic Physical 80 90% Has a 20% chance of causing the target to flinch.


Moves by effect
BurnConfuseDamageFlinch
FreezeParalyzePoisonSleepTraps