| 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
|
55
|
95%
|
Has a high critical hit ratio.
|
| Air Slash
|
Flying
|
Special
|
75
|
95%
|
Has a 30% chance of causing the target to flinch.
|
| AncientPower
|
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%
|
Always strikes first.
|
| 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
|
50
|
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
|
90
|
—
|
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.
|
| 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.
|
| Blizzard
|
Ice
|
Special
|
120
|
70%
|
Has a 10% chance of freezing.
|
| Blue Flare
|
Fire
|
Special
|
130
|
85%
|
Has a 20% chance of burning.
|
| Body Slam
|
Normal
|
Physical
|
85
|
100%
|
Has a 30% chance of paralyzing.
|
| Bolt Strike
|
Electric
|
Physical
|
130
|
85%
|
Has a 30% chance of paralyzing.
|
| 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.
|
| Bounce
|
Flying
|
Physical
|
85
|
85%
|
Has a 30% chance of paralyzing.
|
| 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
|
20
|
100%
|
Has a 10% chance of lowering the target's Speed by one stage.
|
| BubbleBeam
|
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%
|
Always strikes first.
|
| 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
|
60
|
100%
|
Has a variable 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
|
90
|
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.
|
| Dig
|
Ground
|
Physical
|
80
|
100%
|
User burrows underground on the first turn, attacks on the second.
|
| 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.
|
| DoubleSlap
|
Normal
|
Physical
|
15
|
85%
|
Strikes the target two to five times in a row.
|
| Draco Meteor
|
Dragon
|
Special
|
140
|
90%
|
Lowers the user's Special Attack by two stages after usage.
|
| Dragon Claw
|
Dragon
|
Physical
|
80
|
100%
|
|
| Dragon Pulse
|
Dragon
|
Special
|
90
|
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.
|
| Dragon Tail
|
Dragon
|
Physical
|
60
|
90
|
Forces opposing Trainer to switch Pokémon and ends battles with wild Pokémon.
|
| DragonBreath
|
Dragon
|
Special
|
60
|
100%
|
Has a 30% chance of paralyzing.
|
| Drain Punch
|
Fighting
|
Physical
|
75
|
100%
|
Restores HP to the user equal to 1/2 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.
|
| DynamicPunch
|
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
|
80
|
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.
|
| ExtremeSpeed
|
Normal
|
Physical
|
80
|
100%
|
Always strikes first.
|
| Facade
|
Normal
|
Physical
|
70
|
100%
|
Power doubles if user is burned, paralyzed, or poisoned.
|
| Faint Attack
|
Dark
|
Physical
|
60
|
100%
|
Never misses.
|
| 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%
|
|
| 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
|
120
|
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
|
50
|
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
|
95
|
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.
|
| 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.
|
| Foul Play
|
Dark
|
Physical
|
95
|
100%
|
Damage is calculated using the target's Attack.
|
| 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
|
40
|
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
|
20
|
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
|
100
|
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
|
50
|
100%
|
Deals double damage when used with Fire Pledge or Water Pledge in double or triple battles.
|
| Gunk Shot
|
Poison
|
Physical
|
120
|
70%
|
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
|
100
|
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
|
50
|
100%
|
Power is doubled if the target is afflicted with a major status ailment.
|
| Hi 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
|
—
|
100%
|
Type and base power based on the user's individual values.
|
| 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
|
120
|
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
|
120
|
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%
|
|
| Ice Ball
|
Ice
|
Physical
|
30
|
90%
|
Power is doubled for each turn it hits.
|
| Ice Beam
|
Ice
|
Special
|
95
|
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%
|
Always strikes first.
|
| 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
|
30
|
100%
|
Renders the target's Berry unusable.
|
| Inferno
|
Fire
|
Special
|
100
|
50%
|
Leaves the target with a burn.
|
| 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
|
20
|
100%
|
Disables the target's held item.
|
| 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
|
140
|
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
|
20
|
100%
|
Has a 30% chance of paralyzing the target.
|
| Low Kick
|
Fighting
|
Physical
|
—
|
100%
|
Deals damage based on the target's weight.
|
| Low Sweep
|
Fighting
|
Physical
|
60
|
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%
|
Always strikes first.
|
| Magical Leaf
|
Grass
|
Special
|
60
|
—
|
Never misses.
|
| Magma Storm
|
Fire
|
Special
|
120
|
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.
|
| Me First
|
Normal
|
Status
|
—
|
—
|
Deals damage if it goes first and the target uses a damaging move on that turn.
|
| 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
|
100
|
85%
|
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.
|
| 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
|
95
|
85%
|
Has a 30% chance of lowering the target's accuracy by one stage.
|
| Natural Gift
|
Normal
|
Physical
|
—
|
100%
|
Power and type depend on thrown held Berry.
|
| Nature Power
|
Normal
|
Status
|
—
|
—
|
Only deals damage when used while battling in very tall grass, oceans, ponds, beaches, caves, rocky terrain, underwater and stadiums.
|
| 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.
|
| 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.
|
| Outrage
|
Dragon
|
Physical
|
120
|
100%
|
Confuses the user after two or three turns.
|
| Overheat
|
Fire
|
Special
|
140
|
90%
|
Lowers the user's Special Attack by two stages after usage.
|
| 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 Dance
|
Grass
|
Special
|
120
|
100%
|
Confuses the user after two or three turns.
|
| Pin Missile
|
Bug
|
Physical
|
14
|
85%
|
Strikes the target two to five times in a row.
|
| Pluck
|
Flying
|
Physical
|
60
|
100%
|
Eats the target's held Berry.
|
| Poison Fang
|
Poison
|
Physical
|
50
|
100%
|
Has a 30% 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 ((status|freeze|freezing}} the target.
|
| Power Gem
|
Rock
|
Special
|
70
|
100%
|
|
| Power Whip
|
Grass
|
Physical
|
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
|
—
|
80%
|
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%
|
Always strikes first.
|
| 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.
|
| Flail
|
Normal
|
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
|
50
|
80%
|
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%
|
Power is doubled for each turn it hits (and/or if the user uses Defense Curl on the previous turn).
|
| 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.
|
| 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%
|
Depending on current battlefield, can also lower the target's Attack, Defense, Speed or accuracy or confuse, paralyze, flinch, poison or put to sleep the target.
|
| Secret Sword
|
Fighting
|
Special
|
85
|
100%
|
Damage calculated using the user's Special Attack and the target's Defense.
|
| Seed Bomb
|
Normal
|
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.
|
| Selfdestruct
|
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 Claw
|
Ghost
|
Physical
|
70
|
100%
|
Has a high critical hit ratio.
|
| Shadow Force
|
Ghost
|
Physical
|
120
|
100%
|
Disappears on first turn, attacks on second; bypasses Protect and Detect.
|
| Shadow Punch
|
Ghost
|
Physical
|
60
|
—
|
Never misses.
|
| Shadow Sneak
|
Ghost
|
Physical
|
40
|
100%
|
Always strikes first.
|
| 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
|
100
|
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.
|
| Sleep Talk
|
Normal
|
Status
|
—
|
—
|
Damages the target if a damaging attack is selected.
|
| 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.
|
| SmellingSalt
|
Normal
|
Physical
|
60
|
100%
|
If target is paralyzed, power is doubled and target is healed of paralysis.
|
| Smog
|
Poison
|
Special
|
40
|
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
|
40
|
100%
|
Has a 30% chance of causing the target to flinch; only works if user is asleep.
|
| SolarBeam
|
Grass
|
Special
|
120
|
100%
|
Charges on the first turn, attacks on the second; no charge during Sunny Day.
|
| SonicBoom
|
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.
|
| Steamroller
|
Bug
|
Physical
|
65
|
100%
|
Has a 30% chance of causing the target to flinch; double damage 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 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
|
40
|
100%
|
Always lands a critical hit.
|
| Strength
|
Normal
|
Physical
|
80
|
100%
|
|
| Struggle
|
Normal
|
Physical
|
50
|
100%
|
Deals ¼ of damage dealt as recoil damage; hits Ghost-types.
|
| Struggle Bug
|
Bug
|
Special
|
30
|
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 attacking.
|
| Super Fang
|
Normal
|
Physical
|
—
|
90%
|
Target's HP is halved.
|
| Superpower
|
Fighting
|
Physical
|
120
|
100%
|
The user's Attack and Defense are decreased by one stage.
|
| Surf
|
Water
|
Special
|
95
|
100%
|
Double damage against a target using Dive.
|
| Swift
|
Normal
|
Special
|
60
|
—
|
Never misses.
|
| Synchronoise
|
Psychic
|
Special
|
70
|
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
|
85
|
100%
|
Type changes depending on the Drive the user is holding.
|
| Thief
|
Dark
|
Physical
|
40
|
100%
|
If user is not holding an item, user steals the target's held item.
|
| Thrash
|
Normal
|
Physical
|
120
|
100%
|
Confuses the target the user after two or three turns.
|
| Thunder
|
Electric
|
Special
|
120
|
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.
|
| Thunderbolt
|
Electric
|
Special
|
95
|
100%
|
Has a 10% chance of paralyzing the target.
|
| ThunderPunch
|
Electric
|
Physical
|
75
|
100%
|
Has a 10% chance of paralyzing the target.
|
| ThunderShock
|
Electric
|
Special
|
40
|
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 power points.
|
| 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%
|
User and opponent cannot fall asleep for three turns.
|
| V-create
|
Fire
|
Physical
|
180
|
95%
|
Lowers the user's Defense, Special Defense, and Speed.
|
| Vacuum Wave
|
Fighting
|
Special
|
40
|
100%
|
Always strikes first.
|
| Venoshock
|
Poison
|
Special
|
65
|
100%
|
Deals double damage is the target is poisoned.
|
| ViceGrip
|
Normal
|
Physical
|
55
|
100%
|
|
| Vine Whip
|
Grass
|
Physical
|
35
|
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
|
60
|
100%
|
If target is asleep, power is doubled and target is woken up.
|
| Water Gun
|
Water
|
Special
|
40
|
100%
|
|
| Water Pledge
|
Water
|
Special
|
50
|
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 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.
|