User:Team Rocket Grunt/Moves IX

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Normal-type

Usable moves

Gen Move Category Power Accuracy PP Target Description
IV Acupressure Status —% 30 (max 48)
   
   
User or adjacent ally
The user applies pressure to stress points, sharply boosting one of its or its allies' stats.
V After You Status —% 15 (max 24)
   
   
Any adjacent Pokémon
The user helps the target and makes it use its move right after the user.
II Attract Status 100% 15 (max 24)
   
   
Any adjacent Pokémon
If it is the opposite gender of the user, the target becomes infatuated and less likely to attack.
II Baton Pass Status —% 40 (max 64)
   
   
Self
The user switches places with a party Pokémon in waiting and passes along any stat changes.
II Belly Drum Status —% 10 (max 16)
   
   
Self
The user maximizes its Attack stat in exchange for HP equal to half its max HP.
I Bind Physical 15 85% 20 (max 32)
   
   
Any adjacent Pokémon
Things such as long bodies or tentacles are used to bind and squeeze the target for four to five turns.
III Block Status —% 5 (max 8)
   
   
Any adjacent Pokémon
The user blocks the target's way with arms spread wide to prevent escape.
I Body Slam Physical 85 100% 15 (max 24)
   
   
Any adjacent Pokémon
The user drops onto the target with its full body weight. This may also leave the target with paralysis.
VI Boomburst Special 140 100% 10 (max 16)
   
   
All adjacent Pokémon
The user attacks everything around it with the destructive power of a terrible, explosive sound.
VI Celebrate Status —% 40 (max 64)
   
   
Self
The Pokémon congratulates you on your special day!
VI Confide Status —% 20 (max 32)
   
   
Any adjacent Pokémon
The user tells the target a secret, and the target loses its ability to concentrate. This lowers the target's Sp. Atk stat.
IV Copycat Status —% 20 (max 32)
   
   
Self
The user mimics the move used immediately before it. The move fails if no other move has been used yet.
VIII Court Change Status 100% 10 (max 16)
   
   
All Pokémon
With its mysterious power, the user swaps the effects on either side of the field.
III Covet Physical 60 100% 25 (max 40)
   
   
Any adjacent Pokémon
The user endearingly approaches the target, then steals the target's held item.
III Crush Claw Physical 75 95% 10 (max 16)
   
   
Any adjacent Pokémon
The user slashes the target with hard and sharp claws. This may also lower the target's Defense stat.
I Cut Physical 50 95% 30 (max 48)
   
   
Any adjacent Pokémon
The target is cut with a scythe or claw.
I Defense Curl Status —% 40 (max 64)
   
   
Self
The user curls up to conceal weak spots and raise its Defense stat.
I Disable Status 100% 20 (max 32)
   
   
Any adjacent Pokémon
For four turns, this move prevents the target from using the move it last used.
IX Doodle Status 100% 10 (max 16)
   
   
Self
The user captures the very essence of the target in a sketch. This changes the Abilities of the user and its ally Pokémon to that of the target.
IV Double Hit Physical 35 90% 10 (max 16)
   
   
Any adjacent Pokémon
The user slams the target with a long tail, vines, or a tentacle. The target is hit twice in a row.
I Double Team Status —% 15 (max 24)
   
   
Self
By moving rapidly, the user makes illusory copies of itself to raise its evasiveness.
I Double-Edge Physical 120 100% 15 (max 24)
   
   
Any adjacent Pokémon
A reckless, life-risking tackle. This also damages the user quite a lot.
V Echoed Voice Special 40 100% 15 (max 24)
   
   
Any adjacent Pokémon
The user attacks the target with an echoing voice. If this move is used every turn, its power is increased.
II Encore Status 100% 5 (max 8)
   
   
Any adjacent Pokémon
The user compels the target to keep using the move it encored for three turns.
III Endeavor Physical 100% 5 (max 8)
   
   
Any adjacent Pokémon
This attack move cuts down the target's HP to equal the user's HP.
II Endure Status —% 10 (max 16)
   
   
Self
The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession.
V Entrainment Status 100% 15 (max 24)
   
   
Any adjacent Pokémon
The user dances with an odd rhythm that compels the target to mimic it, making the target's Ability the same as the user's.
I Explosion Physical 250 100% 5 (max 8)
   
   
All adjacent Pokémon
The user attacks everything around it by causing a tremendous explosion. The user faints upon using this move.
II Extreme Speed Physical 80 100% 5 (max 8)
   
   
Any adjacent Pokémon
The user charges the target at blinding speed. This move always goes first.
III Facade Physical 70 100% 20 (max 32)
   
   
Any adjacent Pokémon
This attack move doubles its power if the user is poisoned, burned, or paralyzed.
III Fake Out Physical 40 100% 10 (max 16)
   
   
Any adjacent Pokémon
This attack hits first and makes the target flinch. It only works the first turn the user is in battle.
II False Swipe Physical 40 100% 40 (max 64)
   
   
Any adjacent Pokémon
A restrained attack that prevents the target from fainting. The target is left with at least 1 HP.
IV Feint Physical 30 100% 10 (max 16)
   
   
Any adjacent Pokémon
This attack hits a target using a move such as Protect or Detect. This also lifts the effects of those moves.
IX Fillet Away Status —% 10 (max 16)
   
   
Self
The user sharply boosts its Attack, Sp. Atk, and Speed stats by using its own HP.
II Flail Physical 100% 15 (max 24)
   
   
Any adjacent Pokémon
The user flails about aimlessly to attack. The less HP the user has, the greater the move's power.
I Focus Energy Status —% 30 (max 48)
   
   
Self
The user takes a deep breath and focuses so that critical hits land more easily.
III Follow Me Status —% 20 (max 32)
   
   
Self
The user draws attention to itself, making all targets take aim only at the user.
I Fury Attack Physical 15 85% 20 (max 32)
   
   
Any adjacent Pokémon
The target is jabbed repeatedly with a horn or beak two to five times in a row.
I Fury Swipes Physical 18 80% 15 (max 24)
   
   
Any adjacent Pokémon
The target is raked with sharp claws or scythes quickly two to five times in a row.
IV Giga Impact Physical 150 90% 5 (max 8)
   
   
Any adjacent Pokémon
The user charges at the target using every bit of its power. The user can't move on the next turn.
I Glare Status 100% 30 (max 48)
   
   
Any adjacent Pokémon
The user intimidates the target with the pattern on its belly to cause paralysis.
I Growl Status 100% 40 (max 64)
   
   
All adjacent foes
The user growls in an endearing way, making opposing Pokémon less wary. This lowers their Attack stat.
I Growth Status —% 20 (max 32)
   
   
Self
The user's body grows all at once, raising the Attack and Sp. Atk stats.
I Guillotine Physical 30% 5 (max 8)
   
   
Any adjacent Pokémon
A vicious, tearing attack with big pincers. The target faints instantly if this attack hits.
VI Happy Hour Status —% 30 (max 48)
   
   
All allies
Using Happy Hour doubles the amount of prize money received after battle.
I Harden Status —% 30 (max 48)
   
   
Self
The user stiffens all the muscles in its body to raise its Defense stat.
I Headbutt Physical 70 100% 15 (max 24)
   
   
Any adjacent Pokémon
The user sticks out its head and attacks by charging straight into the target. This may also make the target flinch.
II Heal Bell Status —% 5 (max 8)
   
   
All allies
The user makes a soothing bell chime to heal the status conditions of all the party Pokémon.
III Helping Hand Status —% 20 (max 32)
   
   
Adjacent ally
The user assists an ally by boosting the power of that ally's attack.
VI Hold Back Physical 40 100% 40 (max 64)
   
   
Any adjacent Pokémon
The user holds back when it attacks, and the target is left with at least 1 HP.
VI Hold Hands Status —% 40 (max 64)
   
   
Adjacent ally
The user and an ally hold hands. This makes them very happy.
I Horn Attack Physical 65 100% 25 (max 40)
   
   
Any adjacent Pokémon
The target is jabbed with a sharply pointed horn to inflict damage.
I Horn Drill Physical 30% 5 (max 8)
   
   
Any adjacent Pokémon
The user stabs the target with a horn that rotates like a drill. The target faints instantly if this attack hits.
III Howl Status —% 40 (max 64)
   
   
All allies
The user howls loudly to raise the spirit of itself and allies. This raises their Attack stats.
I Hyper Beam Special 150 90% 5 (max 8)
   
   
Any adjacent Pokémon
The target is attacked with a powerful beam. The user can't move on the next turn.
IX Hyper Drill Physical 100 100% 5 (max 8)
   
   
Any adjacent Pokémon
The user spins the pointed part of its body at high speed to pierce the target. This attack can hit a target using a move such as Protect or Detect.
III Hyper Voice Special 90 100% 10 (max 16)
   
   
All adjacent foes
The user lets loose a horribly echoing shout with the power to inflict damage.
IV Judgment Special 100 100% 10 (max 16)
   
   
Any adjacent Pokémon
The user releases countless shots of light at the target. This move's type varies depending on the kind of Plate the user is holding.
IV Last Resort Physical 140 100% 5 (max 8)
   
   
Any adjacent Pokémon
This move can be used only after the user has used all the other moves it knows in the battle.
I Leer Status 100% 30 (max 48)
   
   
All adjacent foes
The user gives opposing Pokémon an intimidating leer that lowers the Defense stat.
II Lock-On Status —% 5 (max 8)
   
   
Any adjacent Pokémon
The user takes sure aim at the target. This ensures the next attack does not miss the target.
II Mean Look Status —% 5 (max 8)
   
   
Any adjacent Pokémon
The user pins the target with a dark, arresting look. The target becomes unable to flee.
I Mega Kick Physical 120 75% 5 (max 8)
   
   
Any adjacent Pokémon
The target is attacked by a kick launched with muscle-packed power.
I Mega Punch Physical 80 85% 20 (max 32)
   
   
Any adjacent Pokémon
The target is slugged by a punch thrown with muscle-packed power.
I Metronome Status —% 10 (max 16)
   
   
Self
The user waggles a finger and stimulates its brain into randomly using nearly any move.
II Milk Drink Status —% 10 (max 16)
   
   
Self
The user restores its own HP by up to half of its max HP.
I Mimic Status —% 10 (max 16)
   
   
Any adjacent Pokémon
The user copies the target's last move. The move can be used during battle until the Pokémon is switched out.
I Minimize Status —% 10 (max 16)
   
   
Self
The user compresses its body to make itself look smaller, which sharply raises its evasiveness.
II Morning Sun Status —% 5 (max 8)
   
   
Self
The user restores its own HP. The amount of HP regained varies with the weather.
VII Multi-Attack Physical 120 100% 10 (max 16)
   
   
Any adjacent Pokémon
Cloaking itself in high energy, the user slams into the target. The memory held determines the move's type.
VI Noble Roar Status 100% 30 (max 48)
   
   
Any adjacent Pokémon
Letting out a noble roar, the user intimidates the target and lowers its Attack and Sp. Atk stats.
II Pain Split Status —% 20 (max 32)
   
   
Any adjacent Pokémon
The user adds its HP to the target's HP, then equally shares the combined HP with the target.
I Pay Day Physical 40 100% 20 (max 32)
   
   
Any adjacent Pokémon
Numerous coins are hurled at the target to inflict damage. Money is earned after the battle.
II Perish Song Status —% 5 (max 8)
   
   
All Pokémon
Any Pokémon that hears this song faints in three turns, unless it switches out of battle.
VI Play Nice Status —% 20 (max 32)
   
   
Any adjacent Pokémon
The user and the target become friends, and the target loses its will to fight. This lowers the target's Attack stat.
IX Population Bomb Physical 20 90% 10 (max 16)
   
   
Any adjacent Pokémon
The user's fellows gather in droves to perform a combo attack that hits the target one to ten times in a row.
I Pound Physical 40 100% 35 (max 56)
   
   
Any adjacent Pokémon
The target is physically pounded with a long tail, a foreleg, or the like.
VIII Power Shift Status —% 10 (max 16)
   
   
Self
The user swaps its offensive and defensive stats.
II Present Physical 90% 15 (max 24)
   
   
Any adjacent Pokémon
The user attacks by giving the target a gift with a hidden trap. It restores HP sometimes, however.
II Protect Status —% 10 (max 16)
   
   
Self
Enables the user to evade all attacks. Its chance of failing rises if it is used in succession.
II Psych Up Status —% 10 (max 16)
   
   
Any adjacent Pokémon
The user hypnotizes itself into copying any stat change made by the target.
I Quick Attack Physical 40 100% 30 (max 48)
   
   
Any adjacent Pokémon
The user lunges at the target at a speed that makes it almost invisible. This move always goes first.
IX Raging Bull Physical 90 100% 10 (max 16)
   
   
Any adjacent Pokémon
The user performs a tackle like a raging bull. This move's type depends on the user's form. It can also break barriers, such as Light Screen and Reflect.
II Rapid Spin Physical 20 100% 40 (max 64)
   
   
Any adjacent Pokémon
A spin attack that can also eliminate such moves as Bind, Wrap, Leech Seed, and Spikes.
I Recover Status —% 10 (max 16)
   
   
Self
Restoring its own cells, the user restores its own HP by half of its max HP.
III Recycle Status —% 10 (max 16)
   
   
Self
The user recycles a held item that has been used in battle so it can be used again.
V Reflect Type Status —% 15 (max 24)
   
   
Any adjacent Pokémon
The user reflects the target's type, making it the same type as the target.
V Relic Song Special 75 100% 10 (max 16)
   
   
All adjacent foes
The user sings an ancient song and attacks by appealing to the hearts of the listening opposing Pokémon. This may also induce sleep.
V Retaliate Physical 70 100% 5 (max 8)
   
   
Any adjacent Pokémon
The user gets revenge for a fainted ally. If an ally fainted in the previous turn, this move's power is increased.
VII Revelation Dance Special 90 100% 15 (max 24)
   
   
Any adjacent Pokémon
The user attacks the target by dancing very hard. The user's type determines the type of this move.
IX Revival Blessing Status —% 1 (max 1)
   
   
Self
The user bestows a loving blessing, reviving a party Pokémon that has fainted and restoring half that Pokémon's max HP.
I Roar Status —% 20 (max 32)
   
   
Any adjacent Pokémon
The target is scared off, and a different Pokémon is dragged out. In the wild, this ends a battle against a single Pokémon.
V Round Special 60 100% 15 (max 24)
   
   
Any adjacent Pokémon
The user attacks the target with a song. Others can join in the Round to increase the power of the attack.
II Safeguard Status —% 25 (max 40)
   
   
All allies
The user creates a protective field that prevents status conditions for five turns.
II Scary Face Status 100% 10 (max 16)
   
   
Any adjacent Pokémon
The user frightens the target with a scary face to harshly lower its Speed stat.
I Scratch Physical 40 100% 35 (max 56)
   
   
Any adjacent Pokémon
Hard, pointed, sharp claws rake the target to inflict damage.
I Screech Status 85% 40 (max 64)
   
   
Any adjacent Pokémon
An earsplitting screech harshly lowers the target's Defense stat.
I Self-Destruct Physical 200 100% 5 (max 8)
   
   
All adjacent Pokémon
The user attacks everything around it by causing an explosion. The user faints upon using this move.
IX Shed Tail Status —% 10 (max 16)
   
   
Self
The user creates a substitute for itself using its own HP before switching places with a party Pokémon in waiting.
V Shell Smash Status —% 15 (max 24)
   
   
Self
The user breaks its shell, which lowers Defense and Sp. Def stats but sharply raises its Attack, Sp. Atk, and Speed stats.
V Simple Beam Status 100% 15 (max 24)
   
   
Any adjacent Pokémon
The user's mysterious psychic wave changes the target's Ability to Simple.
I Sing Status 55% 15 (max 24)
   
   
Any adjacent Pokémon
A soothing lullaby is sung in a calming voice that puts the target into a deep slumber.
III Slack Off Status —% 10 (max 16)
   
   
Self
The user slacks off, restoring its own HP by up to half of its max HP.
I Slam Physical 80 75% 20 (max 32)
   
   
Any adjacent Pokémon
The target is slammed with a long tail, vines, or the like to inflict damage.
I Slash Physical 70 100% 20 (max 32)
   
   
Any adjacent Pokémon
The target is attacked with a slash of claws or blades. Critical hits land more easily.
II Sleep Talk Status —% 10 (max 16)
   
   
Self
While it is asleep, the user randomly uses one of the moves it knows.
I Smokescreen Status 100% 20 (max 32)
   
   
Any adjacent Pokémon
The user releases an obscuring cloud of smoke or ink. This lowers the target's accuracy.
II Snore Special 50 100% 15 (max 24)
   
   
Any adjacent Pokémon
This attack can be used only if the user is asleep. The harsh noise may also make the target flinch.
I Soft-Boiled Status —% 10 (max 16)
   
   
Self
The user restores its own HP by up to half of its max HP.
III Spit Up Special 100% 10 (max 16)
   
   
Any adjacent Pokémon
The power stored using the move Stockpile is released at once in an attack. The more power is stored, the greater the move's power.
I Splash Status —% 40 (max 64)
   
   
Self
The user just flops and splashes around to no effect at all...
III Stockpile Status —% 20 (max 32)
   
   
Self
The user charges up power and raises both its Defense and Sp. Def stats. The move can be used three times.
I Stomp Physical 65 100% 20 (max 32)
   
   
Any adjacent Pokémon
The target is stomped with a big foot. This may also make the target flinch.
I Strength Physical 80 100% 15 (max 24)
   
   
Any adjacent Pokémon
The target is slugged with a punch thrown at maximum power.
I Struggle Physical 50 —% 1 (max 1)
   
   
Any adjacent foe
This attack is used in desperation only if the user has no PP. It also damages the user a little.
VIII Stuff Cheeks Status —% 10 (max 16)
   
   
Self
The user eats its held Berry, then sharply raises its Defense stat.
I Substitute Status —% 10 (max 16)
   
   
Self
The user makes a copy of itself using some of its HP. The copy serves as the user's decoy.
I Super Fang Physical 90% 10 (max 16)
   
   
Any adjacent Pokémon
The user chomps hard on the target with its sharp front fangs. This cuts the target's HP in half.
I Supersonic Status 55% 20 (max 32)
   
   
Any adjacent Pokémon
The user generates odd sound waves from its body that confuse the target.
II Swagger Status 85% 15 (max 24)
   
   
Any adjacent Pokémon
The user enrages and confuses the target. However, this also sharply raises the target's Attack stat.
III Swallow Status —% 10 (max 16)
   
   
Self
The power stored using the move Stockpile is absorbed by the user to heal its HP. Storing more power heals more HP.
II Sweet Scent Status 100% 20 (max 32)
   
   
All adjacent foes
A sweet scent that harshly lowers opposing Pokémon's evasiveness.
I Swift Special 60 —% 20 (max 32)
   
   
All adjacent foes
Star-shaped rays are shot at the opposing Pokémon. This attack never misses.
I Swords Dance Status —% 20 (max 32)
   
   
Self
A frenetic dance to uplift the fighting spirit. This sharply raises the user's Attack stat.
I Tackle Physical 40 100% 35 (max 56)
   
   
Any adjacent Pokémon
A physical attack in which the user charges and slams into the target with its whole body.
V Tail Slap Physical 25 85% 10 (max 16)
   
   
Any adjacent Pokémon
The user attacks by striking the target with its hard tail. It hits the target two to five times in a row.
I Tail Whip Status 100% 30 (max 48)
   
   
All adjacent foes
The user wags its tail cutely, making opposing Pokémon less wary and lowering their Defense stat.
I Take Down Physical 90 85% 20 (max 32)
   
   
Any adjacent Pokémon
A reckless, full-body charge attack for slamming into the target. This also damages the user a little.
VII Tearful Look Status —% 20 (max 32)
   
   
Any adjacent Pokémon
The user gets teary eyed to make the target lose its combative spirit. This lowers the target's Attack and Sp. Atk stats.
VIII Teatime Status —% 10 (max 16)
   
   
All Pokémon
The user has teatime with all the Pokémon in the battle. Each Pokémon eats its held Berry.
III Teeter Dance Status 100% 20 (max 32)
   
   
All adjacent Pokémon
The user performs a wobbly dance that confuses the Pokémon around it.
IX Tera Blast Special 80 100% 10 (max 16)
   
   
Any adjacent Pokémon
If the user has Terastallized, it unleashes energy of its Tera Type. This move inflicts damage using the Attack or Sp. Atk stat, whichever is higher for the user.
VIII Terrain Pulse Special 50 100% 10 (max 16)
   
   
Any adjacent Pokémon
The user utilizes the power of the terrain to attack. This move's type and power changes depending on the terrain when it's used.
I Thrash Physical 120 100% 10 (max 16)
   
   
Self
The user rampages and attacks for two to three turns. The user then becomes confused.
III Tickle Status 100% 20 (max 32)
   
   
Any adjacent Pokémon
The user tickles the target into laughing, reducing its Attack and Defense stats.
IX Tidy Up Status —% 10 (max 16)
   
   
Self
The user tidies up and removes the effects of Spikes, Stealth Rock, Sticky Web, Toxic Spikes, and Substitute. This also boosts the user's Attack and Speed stats.
I Transform Status —% 10 (max 16)
   
   
Any adjacent Pokémon
The user transforms into a copy of the target right down to having the same move set.
I Tri Attack Special 80 100% 10 (max 16)
   
   
Any adjacent Pokémon
The user strikes with a simultaneous three-beam attack. May also burn, freeze, or paralyze the target.
III Uproar Special 90 100% 10 (max 16)
   
   
Self
The user attacks in an uproar for three turns. During that time, no Pokémon can fall asleep.
I Vise Grip Physical 55 100% 30 (max 48)
   
   
Any adjacent Pokémon
The target is gripped and squeezed from both sides to inflict damage.
III Weather Ball Special 50 100% 10 (max 16)
   
   
Any adjacent Pokémon
This attack move varies in power and type depending on the weather.
I Whirlwind Status —% 20 (max 32)
   
   
Any adjacent Pokémon
The target is blown away, and a different Pokémon is dragged out. In the wild, this ends a battle against a single Pokémon.
III Wish Status —% 10 (max 16)
   
   
Self
One turn after this move is used, the user's or its replacement's HP is restored by half the user's max HP.
V Work Up Status —% 30 (max 48)
   
   
Self
The user is roused, and its Attack and Sp. Atk stats increase.
I Wrap Physical 15 90% 20 (max 32)
   
   
Any adjacent Pokémon
A long body, vines, or the like are used to wrap and squeeze the target for four to five turns.
III Yawn Status —% 10 (max 16)
   
   
Any adjacent Pokémon
The user lets loose a huge yawn that lulls the target into falling asleep on the next turn.
All details are accurate to Generation IX games. For details that have changed between generations, please see an individual move's page. Target data assumes user is in the lower left.

Unusable moves

Gen Move Category Power Accuracy PP Target Description
III Assist Status —% 20 (max 32)
   
   
Self
The user hurriedly and randomly uses a move among those known by ally Pokémon.
I Barrage Physical 15 85% 20 (max 32)
   
   
Any adjacent Pokémon
Round objects are hurled at the target to strike two to five times in a row.
V Bestow Status —% 15 (max 24)
   
   
Any adjacent Pokémon
The user passes its held item to the target when the target isn't holding an item.
I Bide Physical —% 10 (max 16)
   
   
Self
The user endures attacks for two turns, then strikes back to cause double the damage taken.
III Camouflage Status —% 20 (max 32)
   
   
Self
The user's type is changed depending on its environment, such as at water's edge, in grass, or in a cave.
IV Captivate Status 100% 20 (max 32)
   
   
All adjacent foes
If any opposing Pokémon is the opposite gender of the user, it is charmed, which harshly lowers its Sp. Atk stat.
V Chip Away Physical 70 100% 20 (max 32)
   
   
Any adjacent Pokémon
Looking for an opening, the user strikes consistently. The target's stat changes don't affect this attack's damage.
I Comet Punch Physical 18 85% 15 (max 24)
   
   
Any adjacent Pokémon
The target is hit with a flurry of punches that strike two to five times in a row.
I Constrict Physical 10 100% 35 (max 56)
   
   
Any adjacent Pokémon
The target is attacked with long, creeping tentacles, vines, or the like. This may also lower the target's Speed stat.
I Conversion Status —% 30 (max 48)
   
   
Self
The user changes its type to become the same type as the move at the top of the list of moves it knows.
II Conversion 2 Status —% 30 (max 48)
   
   
Any adjacent Pokémon
The user changes its type to make itself resistant to the type of the attack the opponent used last.
IV Crush Grip Physical 100% 5 (max 8)
   
   
Any adjacent Pokémon
The target is crushed with great force. The more HP the target has left, the greater this move's power.
I Dizzy Punch Physical 70 100% 10 (max 16)
   
   
Any adjacent Pokémon
The target is hit with rhythmically launched punches. This may also leave the target confused.
I Double Slap Physical 15 85% 10 (max 16)
   
   
Any adjacent Pokémon
The target is slapped repeatedly, back and forth, two to five times in a row.
I Egg Bomb Physical 100 75% 10 (max 16)
   
   
Any adjacent Pokémon
A large egg is hurled at the target with maximum force to inflict damage.
I Flash Status 100% 20 (max 32)
   
   
Any adjacent Pokémon
The user flashes a bright light that cuts the target's accuracy.
II Foresight Status —% 40 (max 64)
   
   
Any adjacent Pokémon
Enables a Ghost-type target to be hit by Normal- and Fighting-type attacks. This also enables an evasive target to be hit.
II Frustration Physical 100% 20 (max 32)
   
   
Any adjacent Pokémon
This full-power attack grows more powerful the less the user likes its Trainer.
V Head Charge Physical 120 100% 15 (max 24)
   
   
Any adjacent Pokémon
The user charges its head into its target, using its powerful guard hair. This also damages the user a little.
II Hidden Power Special 60 100% 15 (max 24)
   
   
Any adjacent Pokémon
A unique attack that varies in type depending on the Pokémon using it.
I Hyper Fang Physical 80 90% 15 (max 24)
   
   
Any adjacent Pokémon
The user bites hard on the target with its sharp front fangs. This may also make the target flinch.
VII Laser Focus Status —% 30 (max 48)
   
   
Self
The user concentrates intensely. The attack on the next turn always results in a critical hit.
I Lovely Kiss Status 75% 10 (max 16)
   
   
Any adjacent Pokémon
With a scary face, the user tries to force a kiss on the target. If it succeeds, the target falls asleep.
IV Lucky Chant Status —% 30 (max 48)
   
   
All allies
The user chants an incantation toward the sky, preventing opposing Pokémon from landing critical hits for five turns.
IV Me First Status —% 20 (max 32)
   
   
Any adjacent foe
The user cuts ahead of the target to copy and use the target's intended move with greater power. This move fails if it isn't used first.
II Mind Reader Status —% 5 (max 8)
   
   
Any adjacent Pokémon
The user senses the target's movements with its mind to ensure its next attack does not miss the target.
IV Natural Gift Physical 100% 15 (max 24)
   
   
Any adjacent Pokémon
The user draws power to attack by using its held Berry. The Berry determines the move's type and power.
III Nature Power Status —% 20 (max 32)
   
   
Any adjacent Pokémon
This attack makes use of nature's power. Its effects vary depending on the user's environment.
III Odor Sleuth Status —% 40 (max 64)
   
   
Any adjacent Pokémon
Enables a Ghost-type target to be hit by Normal- and Fighting-type attacks. This also enables an evasive target to be hit.
I Rage Physical 20 100% 20 (max 32)
   
   
Any adjacent Pokémon
As long as this move is in use, the power of rage raises the Attack stat each time the user is hit in battle.
I Razor Wind Special 80 100% 10 (max 16)
   
   
All adjacent foes
In this two-turn attack, blades of wind hit opposing Pokémon on the second turn. Critical hits land more easily.
III Refresh Status —% 20 (max 32)
   
   
Self
The user rests to cure itself of poisoning, a burn, or paralysis.
II Return Physical 100% 20 (max 32)
   
   
Any adjacent Pokémon
This full-power attack grows more powerful the more the user likes its Trainer.
IV Rock Climb Physical 90 85% 20 (max 32)
   
   
Any adjacent Pokémon
The user attacks the target by smashing into it with incredible force. This may also confuse the target.
III Secret Power Physical 70 100% 20 (max 32)
   
   
Any adjacent Pokémon
The additional effects of this attack depend upon where it was used.
I Sharpen Status —% 30 (max 48)
   
   
Self
The user makes its edges more jagged, which raises its Attack stat.
II Sketch Status —% 1 (max 1)
   
   
Any adjacent Pokémon
It enables the user to permanently learn the move last used by the target. Once used, Sketch disappears.
I Skull Bash Physical 130 100% 10 (max 16)
   
   
Any adjacent Pokémon
The user tucks in its head to raise its Defense stat on the first turn, then rams the target on the next turn.
III Smelling Salts Physical 70 100% 10 (max 16)
   
   
Any adjacent Pokémon
This attack's power is doubled when used on a target with paralysis. This also cures the target's paralysis, however.
I Sonic Boom Special 90% 20 (max 32)
   
   
Any adjacent Pokémon
The target is hit with a destructive shock wave that always inflicts 20 HP damage.
I Spike Cannon Physical 20 100% 15 (max 24)
   
   
Any adjacent Pokémon
Sharp spikes are shot at the target in rapid succession. They hit two to five times in a row.
VII Spotlight Status —% 15 (max 24)
   
   
Any adjacent Pokémon
The user shines a spotlight on the target so that only the target will be attacked during the turn.
V Techno Blast Special 120 100% 5 (max 8)
   
   
Any adjacent Pokémon
The user fires a beam of light at its target. The move's type changes depending on the Drive the user holds.
IV Trump Card Special —% 5 (max 8)
   
   
Any adjacent Pokémon
The fewer PP this move has, the greater its power.
VII Veevee Volley Physical —% 1 (max 1)
   
   
Any adjacent Pokémon
The more Eevee loves its Trainer, the greater the move’s power. It never misses.
IV Wring Out Special 100% 5 (max 8)
   
   
Any adjacent Pokémon
The user powerfully wrings the target. The more HP the target has, the greater the move's power.
All details are accurate to Generation IX games. For details that have changed between generations, please see an individual move's page. Target data assumes user is in the lower left.

Z-Moves

Gen Move Category Power Accuracy PP Target Description
VII Breakneck Blitz Physical —% 1 (max 1)
   
   
Any adjacent Pokémon
The user builds up its momentum using its Z-Power and crashes into the target at full speed. The power varies, depending on the original move.
VII Breakneck Blitz Special —% 1 (max 1)
   
   
Any adjacent Pokémon
The user builds up its momentum using its Z-Power and crashes into the target at full speed. The power varies, depending on the original move.
VII Extreme Evoboost Status —% 1 (max 1)
   
   
Self
After obtaining Z-Power, the user, Eevee, gets energy from its evolved friends and boosts its stats sharply.
VII Pulverizing Pancake Physical 210 —% 1 (max 1)
   
   
Any adjacent Pokémon
Z-Power brings out the true capabilities of the user, Snorlax. The Pokémon moves its enormous body energetically and attacks the target with full force.
All details are accurate to Generation IX games. For details that have changed between generations, please see an individual move's page. Target data assumes user is in the lower left.

Max Moves

Gen Move Category Power Accuracy PP Target Description
VIII G-Max Cuddle Physical —% 3 (max 4)
   
   
All adjacent foes
A Normal-type attack that Gigantamax Eevee use. This move infatuates opponents.
VIII G-Max Cuddle Special —% 3 (max 4)
   
   
All adjacent foes
A Normal-type attack that Gigantamax Eevee use. This move infatuates opponents.
VIII G-Max Gold Rush Physical —% 3 (max 4)
   
   
All adjacent foes
A Normal-type attack that Gigantamax Meowth use. This move confuses opponents and also earns extra money.
VIII G-Max Gold Rush Special —% 3 (max 4)
   
   
All adjacent foes
A Normal-type attack that Gigantamax Meowth use. This move confuses opponents and also earns extra money.
VIII G-Max Replenish Physical —% 3 (max 4)
   
   
All adjacent foes
A Normal-type attack that Gigantamax Snorlax use. This move restores Berries that have been eaten.
VIII G-Max Replenish Special —% 3 (max 4)
   
   
All adjacent foes
A Normal-type attack that Gigantamax Snorlax use. This move restores Berries that have been eaten.
VIII Max Guard Status —% 3 (max 4)
   
   
Self
This move enables the user to protect itself from all attacks. Its chance of failing rises if it is used in succession.
VIII Max Strike Physical —% 3 (max 4)
   
   
All adjacent foes
This is a Normal-type attack Dynamax Pokémon use. This lowers the target's Speed stat.
VIII Max Strike Special —% 3 (max 4)
   
   
All adjacent foes
This is a Normal-type attack Dynamax Pokémon use. This lowers the target's Speed stat.
All details are accurate to Generation IX games. For details that have changed between generations, please see an individual move's page. Target data assumes user is in the lower left.

Fighting-type

Usable moves

Gen Move Category Power Accuracy PP Target Description
III Arm Thrust Physical 15 100% 20 (max 32)
   
   
Any adjacent Pokémon
The user lets loose a flurry of open-palmed arm thrusts that hit two to five times in a row.
IV Aura Sphere Special 80 —% 20 (max 32)
   
   
Anyone
The user lets loose a blast of aura power from deep within its body at the target. This attack never misses.
IX Axe Kick Physical 120 90% 10 (max 16)
   
   
Any adjacent Pokémon
The user attacks by kicking up into the air and slamming its heel down upon the target. This may also confuse the target. If it misses, the user takes damage instead.
VIII Body Press Physical 80 100% 10 (max 16)
   
   
Any adjacent Pokémon
The user attacks by slamming its body into the target. The higher the user's Defense, the more damage it can inflict on the target.
III Brick Break Physical 75 100% 15 (max 24)
   
   
Any adjacent Pokémon
The user attacks with a swift chop. It can also break barriers, such as Light Screen and Reflect.
III Bulk Up Status —% 20 (max 32)
   
   
Self
The user tenses its muscles to bulk up its body, raising both its Attack and Defense stats.
V Circle Throw Physical 60 90% 10 (max 16)
   
   
Any adjacent Pokémon
The target is thrown, and a different Pokémon is dragged out. In the wild, this ends a battle against a single Pokémon.
IV Close Combat Physical 120 100% 5 (max 8)
   
   
Any adjacent Pokémon
The user fights the target up close without guarding itself. This also lowers the user's Defense and Sp. Def stats.
VIII Coaching Status —% 10 (max 16)
   
   
Adjacent ally
The user properly coaches its ally Pokémon, boosting their Attack and Defense stats.
IX Collision Course Physical 100 100% 5 (max 8)
   
   
Any adjacent Pokémon
The user transforms and crashes to the ground, causing a massive prehistoric explosion. This move's power is boosted more than usual if it's a supereffective hit.
IX Combat Torque Physical 100 100% 10 (max 16)
   
   
Any adjacent Pokémon
This move is only used by a Starmobile. It may paralyze the opponent.
I Counter Physical 100% 20 (max 32)
   
   
Self
A retaliation move that counters any physical attack, inflicting double the damage taken.
II Cross Chop Physical 100 80% 5 (max 8)
   
   
Any adjacent Pokémon
The user delivers a double chop with its forearms crossed. Critical hits land more easily.
II Detect Status —% 5 (max 8)
   
   
Self
Enables the user to evade all attacks. Its chance of failing rises if it is used in succession.
I Double Kick Physical 30 100% 30 (max 48)
   
   
Any adjacent Pokémon
The target is quickly kicked twice in succession using both feet.
IV Drain Punch Physical 75 100% 10 (max 16)
   
   
Any adjacent Pokémon
An energy-draining punch. The user's HP is restored by half the damage taken by the target.
II Dynamic Punch Physical 100 50% 5 (max 8)
   
   
Any adjacent Pokémon
The user punches the target with full, concentrated power. This confuses the target if it hits.
V Final Gambit Special 100% 5 (max 8)
   
   
Any adjacent Pokémon
The user risks everything to attack its target. The user faints but does damage equal to its HP.
VI Flying Press Physical 100 95% 10 (max 16)
   
   
Any adjacent Pokémon
The user dives down onto the target from the sky. This move is Fighting and Flying type simultaneously.
IV Focus Blast Special 120 70% 5 (max 8)
   
   
Any adjacent Pokémon
The user heightens its mental focus and unleashes its power. This may also lower the target's Sp. Def stat.
III Focus Punch Physical 150 100% 20 (max 32)
   
   
Any adjacent Pokémon
The user focuses its mind before launching a punch. This move fails if the user is hit before it is used.
IV Force Palm Physical 60 100% 10 (max 16)
   
   
Any adjacent Pokémon
The target is attacked with a shock wave. This may also leave the target with paralysis.
IV Hammer Arm Physical 100 90% 10 (max 16)
   
   
Any adjacent Pokémon
The user swings and hits with its strong, heavy fist. It lowers the user's Speed, however.
I High Jump Kick Physical 130 90% 10 (max 16)
   
   
Any adjacent Pokémon
The target is attacked with a knee kick from a jump. If it misses, the user is hurt instead.
I Low Kick Physical 100% 20 (max 32)
   
   
Any adjacent Pokémon
A powerful low kick that makes the target fall over. The heavier the target, the greater the move's power.
V Low Sweep Physical 65 100% 20 (max 32)
   
   
Any adjacent Pokémon
The user makes a swift attack on the target's legs, which lowers the target's Speed stat.
II Mach Punch Physical 40 100% 30 (max 48)
   
   
Any adjacent Pokémon
The user throws a punch at blinding speed. This move always goes first.
VIII No Retreat Status —% 5 (max 8)
   
   
Self
This move raises all the user's stats but prevents the user from switching out or fleeing.
V Quick Guard Status —% 15 (max 24)
   
   
All allies
The user protects itself and its allies from priority moves.
II Reversal Physical 100% 15 (max 24)
   
   
Any adjacent Pokémon
An all-out attack that becomes more powerful the less HP the user has.
II Rock Smash Physical 40 100% 15 (max 24)
   
   
Any adjacent Pokémon
The user attacks with a punch. This may also lower the target's Defense stat.
V Sacred Sword Physical 90 100% 15 (max 24)
   
   
Any adjacent Pokémon
The user attacks by slicing with a long horn. The target's stat changes don't affect this attack's damage.
I Seismic Toss Physical 100% 20 (max 32)
   
   
Any adjacent Pokémon
The target is thrown using the power of gravity. It inflicts damage equal to the user's level.
III Superpower Physical 120 100% 5 (max 8)
   
   
Any adjacent Pokémon
The user attacks the target with great power. However, this also lowers the user's Attack and Defense stats.
VIII Thunderous Kick Physical 90 100% 10 (max 16)
   
   
Any adjacent Pokémon
The user overwhelms the target with lightning-like movement before delivering a kick. This also lowers the target's Defense stat.
VIII Triple Arrows Physical 50 100% 15 (max 24)
   
   
Any adjacent Pokémon
The user delivers an axe kick, then fires three arrows. This raises the chance of its future attacks landing critical hits and also lowers the target's defensive stats.
IV Vacuum Wave Special 40 100% 30 (max 48)
   
   
Any adjacent Pokémon
The user whirls its fists to send a wave of pure vacuum at the target. This move always goes first.
VIII Victory Dance Status —% 20 (max 32)
   
   
Self
The user performs a dance to usher in victory. This raises the user’s offensive and defensive stats and increases the damage dealt by the user’s moves by 50 percent.
All details are accurate to Generation IX games. For details that have changed between generations, please see an individual move's page. Target data assumes user is in the lower left.

Unusable moves

Gen Move Category Power Accuracy PP Target Description
I Jump Kick Physical 100 95% 10 (max 16)
   
   
Any adjacent Pokémon
The user jumps up high, then strikes with a kick. If the kick misses, the user hurts itself.
I Karate Chop Physical 50 100% 25 (max 40)
   
   
Any adjacent Pokémon
The target is attacked with a sharp chop. Critical hits land more easily.
VI Mat Block Status —% 10 (max 16)
   
   
All allies
Using a pulled-up mat as a shield, the user protects itself and its allies from damaging moves. This does not stop status moves.
VIII Meteor Assault Physical 150 100% 5 (max 8)
   
   
Any adjacent Pokémon
The user attacks wildly with its thick leek. The user can't move on the next turn, because the force of this move makes it stagger.
VIII Octolock Status 100% 15 (max 24)
   
   
Any adjacent Pokémon
The user locks the target in and prevents it from fleeing. This move also lowers the target's Defense and Sp. Def every turn.
VI Power-Up Punch Physical 40 100% 20 (max 32)
   
   
Any adjacent Pokémon
Striking opponents over and over makes the user's fists harder. Hitting a target raises the Attack stat.
III Revenge Physical 60 100% 10 (max 16)
   
   
Any adjacent Pokémon
This attack move's power is doubled if the user has been hurt by the opponent in the same turn.
I Rolling Kick Physical 60 85% 15 (max 24)
   
   
Any adjacent Pokémon
The user lashes out with a quick, spinning kick. This may also make the target flinch.
V Secret Sword Special 85 100% 10 (max 16)
   
   
Any adjacent Pokémon
The user cuts with its long horn. The odd power contained in the horn does physical damage to the target.
III Sky Uppercut Physical 85 90% 15 (max 24)
   
   
Any adjacent Pokémon
The user attacks the target with an uppercut thrown skyward with force.
V Storm Throw Physical 60 100% 10 (max 16)
   
   
Any adjacent Pokémon
The user strikes the target with a fierce blow. This attack always results in a critical hit.
I Submission Physical 80 80% 20 (max 32)
   
   
Any adjacent Pokémon
The user grabs the target and recklessly dives for the ground. This also damages the user a little.
II Triple Kick Physical 10 90% 10 (max 16)
   
   
Any adjacent Pokémon
A consecutive three-kick attack that becomes more powerful with each successive hit.
II Vital Throw Physical 70 —% 10 (max 16)
   
   
Any adjacent Pokémon
The user attacks last. In return, this throw move never misses.
IV Wake-Up Slap Physical 70 100% 10 (max 16)
   
   
Any adjacent Pokémon
This attack inflicts big damage on a sleeping target. This also wakes the target up, however.
All details are accurate to Generation IX games. For details that have changed between generations, please see an individual move's page. Target data assumes user is in the lower left.

Z-Moves

Gen Move Category Power Accuracy PP Target Description
VII All-Out Pummeling Physical —% 1 (max 1)
   
   
Any adjacent Pokémon
The user rams an energy orb created by its Z-Power into the target with full force. The power varies, depending on the original move.
VII All-Out Pummeling Special —% 1 (max 1)
   
   
Any adjacent Pokémon
The user rams an energy orb created by its Z-Power into the target with full force. The power varies, depending on the original move.
All details are accurate to Generation IX games. For details that have changed between generations, please see an individual move's page. Target data assumes user is in the lower left.

Max Moves

Gen Move Category Power Accuracy PP Target Description
VIII G-Max Chi Strike Physical —% 3 (max 4)
   
   
All adjacent foes
A Fighting-type attack that Gigantamax Machamp use. This move raises the chance of critical hits.
VIII G-Max Chi Strike Special —% 3 (max 4)
   
   
All adjacent foes
A Fighting-type attack that Gigantamax Machamp use. This move raises the chance of critical hits.
VIII Max Knuckle Physical —% 3 (max 4)
   
   
All adjacent foes
This is a Fighting-type attack Dynamax Pokémon use. This raises ally Pokémon's Attack stats.
VIII Max Knuckle Special —% 3 (max 4)
   
   
All adjacent foes
This is a Fighting-type attack Dynamax Pokémon use. This raises ally Pokémon's Attack stats.
All details are accurate to Generation IX games. For details that have changed between generations, please see an individual move's page. Target data assumes user is in the lower left.

Flying-type

Usable moves

Gen Move Category Power Accuracy PP Target Description
V Acrobatics Physical 55 100% 15 (max 24)
   
   
Anyone
The user nimbly strikes the target. If the user is not holding an item, this attack inflicts massive damage.
III Aerial Ace Physical 60 —% 20 (max 32)
   
   
Anyone
The user confounds the target with speed, then slashes. This attack never misses.
III Air Cutter Special 60 95% 25 (max 40)
   
   
All adjacent foes
The user launches razor-like wind to slash the opposing Pokémon. Critical hits land more easily.
IV Air Slash Special 75 95% 15 (max 24)
   
   
Anyone
The user attacks with a blade of air that slices even the sky. This may also make the target flinch.
VIII Bleakwind Storm Special 95 80% 5 (max 8)
   
   
Any adjacent Pokémon
The user attacks with savagely cold winds that cause both body and spirit to tremble. This may also leave the target with frostbite.
III Bounce Physical 85 85% 5 (max 8)
   
   
Anyone
The user bounces up high, then drops on the target on the second turn. This may also leave the target with paralysis.
IV Brave Bird Physical 120 100% 15 (max 24)
   
   
Anyone
The user tucks in its wings and charges from a low altitude. This also damages the user quite a lot.
IV Defog Status —% 15 (max 24)
   
   
Any adjacent Pokémon
A strong wind blows away the target's barriers such as Reflect or Light Screen. This also lowers the target's evasiveness.
VI Dragon Ascent Physical 120 100% 5 (max 8)
   
   
Anyone
After soaring upward, the user attacks its target by dropping out of the sky at high speeds. But it lowers its own Defense and Sp. Def stats in the process.
I Drill Peck Physical 80 100% 20 (max 32)
   
   
Anyone
A corkscrewing attack with a sharp beak acting as a drill.
VIII Dual Wingbeat Physical 40 90% 10 (max 16)
   
   
Any adjacent Pokémon
The user slams the target with its wings. The target is hit twice in a row.
III Feather Dance Status 100% 15 (max 24)
   
   
Any adjacent Pokémon
The user covers the target's body with a mass of down that harshly lowers its Attack stat.
I Fly Physical 90 95% 15 (max 24)
   
   
Anyone
The user soars and then strikes its target on the next turn.
I Gust Special 40 100% 35 (max 56)
   
   
Anyone
A gust of wind is whipped up by wings and launched at the target to inflict damage.
V Hurricane Special 110 70% 10 (max 16)
   
   
Anyone
The user attacks by wrapping its opponent in a fierce wind that flies up into the sky. This may also confuse the target.
I Peck Physical 35 100% 35 (max 56)
   
   
Anyone
The target is jabbed with a sharply pointed beak or horn.
IV Pluck Physical 60 100% 20 (max 32)
   
   
Anyone
The user pecks the target. If the target is holding a Berry, the user eats it and gains its effect.
IV Roost Status —% 10 (max 16)
   
   
Self
The user lands and rests its body. It restores the user's HP by up to half of its max HP.
I Sky Attack Physical 140 90% 5 (max 8)
   
   
Anyone
A second-turn attack move where critical hits land more easily. This may also make the target flinch.
IV Tailwind Status —% 15 (max 24)
   
   
All allies
The user whips up a turbulent whirlwind that ups the Speed stat of the user and its allies for four turns.
I Wing Attack Physical 60 100% 35 (max 56)
   
   
Anyone
The target is struck with large, imposing wings spread wide to inflict damage.
All details are accurate to Generation IX games. For details that have changed between generations, please see an individual move's page. Target data assumes user is in the lower left.

Unusable moves

Gen Move Category Power Accuracy PP Target Description
II Aeroblast Special 100 95% 5 (max 8)
   
   
Anyone
A vortex of air is shot at the target to inflict damage. Critical hits land more easily.
VII Beak Blast Physical 100 100% 15 (max 24)
   
   
Any adjacent Pokémon
The user first heats up its beak, and then it attacks the target. Making direct contact with the Pokémon while it's heating up its beak results in a burn.
IV Chatter Special 65 100% 20 (max 32)
   
   
Anyone
The user attacks the target with sound waves of deafening chatter. This confuses the target.
VII Floaty Fall Physical 90 95% 15 (max 24)
   
   
Anyone
The user floats in the air, and then dives at a steep angle to attack the target. This may also make the target flinch.
I Mirror Move Status —% 20 (max 32)
   
   
Any adjacent Pokémon
The user counters the target by mimicking the target's last move.
VI Oblivion Wing Special 80 100% 10 (max 16)
   
   
Anyone
The user absorbs its target's HP. The user's HP is restored by over half of the damage taken by the target.
V Sky Drop Physical 60 100% 10 (max 16)
   
   
Anyone
The user takes the target into the sky, then drops it during the next turn. The target cannot attack while in the sky.
All details are accurate to Generation IX games. For details that have changed between generations, please see an individual move's page. Target data assumes user is in the lower left.

Z-Moves

Gen Move Category Power Accuracy PP Target Description
VII Supersonic Skystrike Physical —% 1 (max 1)
   
   
Any adjacent Pokémon
The user soars up with its Z-Power and plummets toward the target at full speed. The power varies, depending on the original move.
VII Supersonic Skystrike Special —% 1 (max 1)
   
   
Any adjacent Pokémon
The user soars up with its Z-Power and plummets toward the target at full speed. The power varies, depending on the original move.
All details are accurate to Generation IX games. For details that have changed between generations, please see an individual move's page. Target data assumes user is in the lower left.

Max Moves

Gen Move Category Power Accuracy PP Target Description
VIII G-Max Wind Rage Physical —% 3 (max 4)
   
   
All adjacent foes
A Flying-type attack that Gigantamax Corviknight use. This move removes the effects of moves like Reflect and Light Screen.
VIII G-Max Wind Rage Special —% 3 (max 4)
   
   
All adjacent foes
A Flying-type attack that Gigantamax Corviknight use. This move removes the effects of moves like Reflect and Light Screen.
VIII Max Airstream Physical —% 3 (max 4)
   
   
All adjacent foes
This is a Flying-type attack Dynamax Pokémon use. This raises ally Pokémon's Speed stats.
VIII Max Airstream Special —% 3 (max 4)
   
   
All adjacent foes
This is a Flying-type attack Dynamax Pokémon use. This raises ally Pokémon's Speed stats.
All details are accurate to Generation IX games. For details that have changed between generations, please see an individual move's page. Target data assumes user is in the lower left.

Poison-type

Usable moves

Gen Move Category Power Accuracy PP Target Description
I Acid Special 40 100% 30 (max 48)
   
   
All adjacent foes
The opposing Pokémon are attacked with a spray of harsh acid. This may also lower their Sp. Def stat.
I Acid Armor Status —% 20 (max 32)
   
   
Self
The user alters its cellular structure to liquefy itself, sharply raising its Defense stat.
V Acid Spray Special 40 100% 20 (max 32)
   
   
Any adjacent Pokémon
The user spits fluid that works to melt the target. This harshly lowers the target's Sp. Def stat.
VII Baneful Bunker Status —% 10 (max 16)
   
   
Self
In addition to protecting the user from attacks, this move also poisons any attacker that makes direct contact.
VIII Barb Barrage Physical 60 100% 15 (max 24)
   
   
Any adjacent Pokémon
The user launches countless toxic barbs to inflict damage. This may also poison the target. This move’s power is doubled if the target has a status condition.
VI Belch Special 120 90% 10 (max 16)
   
   
Any adjacent Pokémon
The user lets out a damaging belch at the target. The user must eat a held Berry to use this move.
V Clear Smog Special 50 —% 15 (max 24)
   
   
Any adjacent Pokémon
The user attacks by throwing a clump of special mud. All stat changes are returned to normal.
V Coil Status —% 20 (max 32)
   
   
Self
The user coils up and concentrates. This raises its Attack and Defense stats as well as its accuracy.
VIII Corrosive Gas Status 100% 40 (max 64)
   
   
All adjacent Pokémon
The user surrounds everything around it with highly acidic gas and melts away items they hold.
IV Cross Poison Physical 70 100% 20 (max 32)
   
   
Any adjacent Pokémon
A slashing attack with a poisonous blade that may also poison the target. Critical hits land more easily.
VIII Dire Claw Physical 60 100% 15 (max 24)
   
   
Any adjacent Pokémon
The user lashes out at the target with ruinous claws, aiming to land a critical hit. This may also leave the target poisoned, paralyzed, or drowsy.
IV Gastro Acid Status 100% 10 (max 16)
   
   
Any adjacent Pokémon
The user hurls up its stomach acids on the target. The fluid eliminates the effect of the target's Ability.
IV Gunk Shot Physical 120 80% 5 (max 8)
   
   
Any adjacent Pokémon
The user shoots filthy garbage at the target to attack. This may also poison the target.
IX Mortal Spin Physical 30 100% 15 (max 24)
   
   
Any adjacent Pokémon
The user performs a spin attack that can also eliminate the effects of such moves as Bind, Wrap, and Leech Seed. This also poisons opposing Pokémon.
IX Noxious Torque Physical 100 100% 10 (max 16)
   
   
Any adjacent Pokémon
This move is only used by a Starmobile. It may poison the opponent.
III Poison Fang Physical 50 100% 15 (max 24)
   
   
Any adjacent Pokémon
The user bites the target with toxic fangs. This may also leave the target badly poisoned.
I Poison Gas Status 90% 40 (max 64)
   
   
All adjacent foes
A cloud of poison gas is sprayed in the face of opposing Pokémon, poisoning those hit.
IV Poison Jab Physical 80 100% 20 (max 32)
   
   
Any adjacent Pokémon
The target is stabbed with a tentacle or arm steeped in poison. This may also poison the target.
I Poison Powder Status 75% 35 (max 56)
   
   
Any adjacent Pokémon
The user scatters a cloud of poisonous dust that poisons the target.
I Poison Sting Physical 15 100% 35 (max 56)
   
   
Any adjacent Pokémon
The user stabs the target with a poisonous stinger. This may also poison the target.
III Poison Tail Physical 50 100% 25 (max 40)
   
   
Any adjacent Pokémon
The user hits the target with its tail. This may also poison the target. Critical hits land more easily.
VIII Shell Side Arm Special 90 100% 10 (max 16)
   
   
Any adjacent Pokémon
This move inflicts physical or special damage, whichever will be more effective. This may also poison the target.
I Sludge Special 65 100% 20 (max 32)
   
   
Any adjacent Pokémon
Unsanitary sludge is hurled at the target. This may also poison the target.
II Sludge Bomb Special 90 100% 10 (max 16)
   
   
Any adjacent Pokémon
Unsanitary sludge is hurled at the target. This may also poison the target.
V Sludge Wave Special 95 100% 10 (max 16)
   
   
All adjacent Pokémon
The user strikes everything around it by swamping the area with a giant sludge wave. This may also poison those hit.
I Smog Special 30 70% 20 (max 32)
   
   
Any adjacent Pokémon
The target is attacked with a discharge of filthy gases. This may also poison the target.
I Toxic Status 90% 10 (max 16)
   
   
Any adjacent Pokémon
A move that leaves the target badly poisoned. Its poison damage worsens every turn.
IV Toxic Spikes Status —% 20 (max 32)
   
   
All foes
The user lays a trap of poison spikes at the feet of the opposing team. The spikes will poison opposing Pokémon that switch into battle.
V Venoshock Special 65 100% 10 (max 16)
   
   
Any adjacent Pokémon
The user drenches the target in a special poisonous liquid. This move's power is doubled if the target is poisoned.
All details are accurate to Generation IX games. For details that have changed between generations, please see an individual move's page. Target data assumes user is in the lower left.

Unusable moves

Gen Move Category Power Accuracy PP Target Description
VII Purify Status —% 20 (max 32)
   
   
Any adjacent Pokémon
The user heals the target's status condition. If the move succeeds, it also restores the user's own HP.
VII Toxic Thread Status 100% 20 (max 32)
   
   
Any adjacent Pokémon
The user shoots poisonous threads to poison the target and lower the target's Speed stat.
VI Venom Drench Status 100% 20 (max 32)
   
   
All adjacent foes
Opposing Pokémon are drenched in an odd poisonous liquid. This lowers the Attack, Sp. Atk, and Speed stats of a poisoned target.
All details are accurate to Generation IX games. For details that have changed between generations, please see an individual move's page. Target data assumes user is in the lower left.

Z-Moves

Gen Move Category Power Accuracy PP Target Description
VII Acid Downpour Physical —% 1 (max 1)
   
   
Any adjacent Pokémon
The user creates a poisonous swamp using its Z-Power and sinks the target into it at full force. The power varies, depending on the original move.
VII Acid Downpour Special —% 1 (max 1)
   
   
Any adjacent Pokémon
The user creates a poisonous swamp using its Z-Power and sinks the target into it at full force. The power varies, depending on the original move.
All details are accurate to Generation IX games. For details that have changed between generations, please see an individual move's page. Target data assumes user is in the lower left.

Max Moves

Gen Move Category Power Accuracy PP Target Description
VIII G-Max Malodor Physical —% 3 (max 4)
   
   
All adjacent foes
A Poison-type attack that Gigantamax Garbodor use. This move poisons opponents.
VIII G-Max Malodor Special —% 3 (max 4)
   
   
All adjacent foes
A Poison-type attack that Gigantamax Garbodor use. This move poisons opponents.
VIII Max Ooze Physical —% 3 (max 4)
   
   
All adjacent foes
This is a Poison-type attack Dynamax Pokémon use. This raises ally Pokémon's Sp. Atk stats.
VIII Max Ooze Special —% 3 (max 4)
   
   
All adjacent foes
This is a Poison-type attack Dynamax Pokémon use. This raises ally Pokémon's Sp. Atk stats.
All details are accurate to Generation IX games. For details that have changed between generations, please see an individual move's page. Target data assumes user is in the lower left.

Ground-type

Usable moves

Gen Move Category Power Accuracy PP Target Description
II Bone Rush Physical 25 90% 10 (max 16)
   
   
Any adjacent Pokémon
The user strikes the target with a hard bone two to five times in a row.
V Bulldoze Physical 60 100% 20 (max 32)
   
   
All adjacent Pokémon
The user strikes everything around it by stomping down on the ground. This lowers the Speed stat of those hit.
I Dig Physical 80 100% 10 (max 16)
   
   
Any adjacent Pokémon
The user burrows, then attacks on the next turn.
V Drill Run Physical 80 95% 10 (max 16)
   
   
Any adjacent Pokémon
The user crashes into its target while rotating its body like a drill. Critical hits land more easily.
IV Earth Power Special 90 100% 10 (max 16)
   
   
Any adjacent Pokémon
The user makes the ground under the target erupt with power. This may also lower the target's Sp. Def stat.
I Earthquake Physical 100 100% 10 (max 16)
   
   
All adjacent Pokémon
The user sets off an earthquake that strikes every Pokémon around it.
I Fissure Physical 30% 5 (max 8)
   
   
Any adjacent Pokémon
The user opens up a fissure in the ground and drops the target in. The target faints instantly if this attack hits.
VIII Headlong Rush Physical 120 100% 5 (max 8)
   
   
Any adjacent Pokémon
The user smashes into the target in a full-body tackle. This also lowers the user’s defensive stats.
VII High Horsepower Physical 95 95% 10 (max 16)
   
   
Any adjacent Pokémon
The user fiercely attacks the target using its entire body.
III Mud Shot Special 55 95% 15 (max 24)
   
   
Any adjacent Pokémon
The user attacks by hurling a blob of mud at the target. This also lowers the target's Speed stat.
II Mud-Slap Special 20 100% 10 (max 16)
   
   
Any adjacent Pokémon
The user hurls mud in the target's face to inflict damage and lower its accuracy.
VI Precipice Blades Physical 120 85% 10 (max 16)
   
   
All adjacent foes
The user attacks opposing Pokémon by manifesting the power of the land in fearsome blades of stone.
I Sand Attack Status 100% 15 (max 24)
   
   
Any adjacent Pokémon
Sand is hurled in the target's face, reducing the target's accuracy.
III Sand Tomb Physical 35 85% 15 (max 24)
   
   
Any adjacent Pokémon
The user traps the target inside a harshly raging sandstorm for four to five turns.
VIII Sandsear Storm Special 95 80% 5 (max 8)
   
   
Any adjacent Pokémon
The user attacks by wrapping the target in fierce winds and searingly hot sand. This also leaves the target with a burn.
VIII Scorching Sands Special 70 100% 10 (max 16)
   
   
Any adjacent Pokémon
The user throws scorching sand at the target to attack. This may also leave the target with a burn.
VII Shore Up Status —% 10 (max 16)
   
   
Self
The user regains up to half of its max HP. It restores more HP in a sandstorm.
II Spikes Status —% 20 (max 32)
   
   
All foes
The user lays a trap of spikes at the opposing team's feet. The trap hurts Pokémon that switch into battle.
VII Stomping Tantrum Physical 75 100% 10 (max 16)
   
   
Any adjacent Pokémon
Driven by frustration, the user attacks the target. If the user's previous move has failed, the power of this move doubles.
All details are accurate to Generation IX games. For details that have changed between generations, please see an individual move's page. Target data assumes user is in the lower left.

Unusable moves

Gen Move Category Power Accuracy PP Target Description
I Bone Club Physical 65 85% 20 (max 32)
   
   
Any adjacent Pokémon
The user clubs the target with a bone. This may also make the target flinch.
I Bonemerang Physical 50 90% 10 (max 16)
   
   
Any adjacent Pokémon
The user throws the bone it holds. The bone loops around to hit the target twice—coming and going.
VI Land's Wrath Physical 90 100% 10 (max 16)
   
   
All adjacent foes
The user gathers the energy of the land and focuses that power on opposing Pokémon to damage them.
II Magnitude Physical 100% 30 (max 48)
   
   
All adjacent Pokémon
The user attacks everything around it with a ground-shaking quake. Its power varies.
IV Mud Bomb Special 65 85% 10 (max 16)
   
   
Any adjacent Pokémon
The user launches a hard-packed mud ball to attack. This may also lower the target's accuracy.
III Mud Sport Status —% 15 (max 24)
   
   
All Pokémon
The user kicks up mud on the battlefield. This weakens Electric-type moves for five turns.
VI Rototiller Status —% 10 (max 16)
   
   
All Pokémon
Tilling the soil, the user makes it easier for plants to grow. This raises the Attack and Sp. Atk stats of Grass-type Pokémon.
VI Thousand Arrows Physical 90 100% 10 (max 16)
   
   
All adjacent foes
This move also hits opposing Pokémon that are in the air. Those Pokémon are knocked down to the ground.
VI Thousand Waves Physical 90 100% 10 (max 16)
   
   
All adjacent foes
The user attacks with a wave that crawls along the ground. Those hit can't flee from battle.
All details are accurate to Generation IX games. For details that have changed between generations, please see an individual move's page. Target data assumes user is in the lower left.

Z-Moves

Gen Move Category Power Accuracy PP Target Description
VII Tectonic Rage Physical —% 1 (max 1)
   
   
Any adjacent Pokémon
The user burrows deep into the ground and slams into the target with the full force of its Z-Power. The power varies, depending on the original move.
VII Tectonic Rage Special —% 1 (max 1)
   
   
Any adjacent Pokémon
The user burrows deep into the ground and slams into the target with the full force of its Z-Power. The power varies, depending on the original move.
All details are accurate to Generation IX games. For details that have changed between generations, please see an individual move's page. Target data assumes user is in the lower left.

Max Moves

Gen Move Category Power Accuracy PP Target Description
VIII G-Max Sandblast Physical —% 3 (max 4)
   
   
All adjacent foes
A Ground-type attack that Gigantamax Sandaconda use. Opponents are trapped in a raging sandstorm for four to five turns.
VIII G-Max Sandblast Special —% 3 (max 4)
   
   
All adjacent foes
A Ground-type attack that Gigantamax Sandaconda use. Opponents are trapped in a raging sandstorm for four to five turns.
VIII Max Quake Physical —% 3 (max 4)
   
   
All adjacent foes
This is a Ground-type attack Dynamax Pokémon use. This raises ally Pokémon's Sp. Def stats.
VIII Max Quake Special —% 3 (max 4)
   
   
All adjacent foes
This is a Ground-type attack Dynamax Pokémon use. This raises ally Pokémon's Sp. Def stats.
All details are accurate to Generation IX games. For details that have changed between generations, please see an individual move's page. Target data assumes user is in the lower left.

Rock-type

Usable moves

Gen Move Category Power Accuracy PP Target Description
VII Accelerock Physical 40 100% 20 (max 32)
   
   
Any adjacent Pokémon
The user smashes into the target at high speed. This move always goes first.
II Ancient Power Special 60 100% 5 (max 8)
   
   
Any adjacent Pokémon
The user attacks with a prehistoric power. This may also raise all the user's stats at once.
VI Diamond Storm Physical 100 95% 5 (max 8)
   
   
All adjacent foes
The user whips up a storm of diamonds to damage opposing Pokémon. This may also sharply raise the user's Defense stat.
IV Head Smash Physical 150 80% 5 (max 8)
   
   
Any adjacent Pokémon
The user attacks the target with a hazardous, full-power headbutt. This also damages the user terribly.
VIII Meteor Beam Special 120 90% 10 (max 16)
   
   
Any adjacent Pokémon
In this two-turn attack, the user gathers space power and boosts its Sp. Atk stat, then attacks the target on the next turn.
IV Power Gem Special 80 100% 20 (max 32)
   
   
Any adjacent Pokémon
The user attacks with a ray of light that sparkles as if it were made of gemstones.
III Rock Blast Physical 25 90% 10 (max 16)
   
   
Any adjacent Pokémon
The user hurls hard rocks at the target. Two to five rocks are launched in a row.
IV Rock Polish Status —% 20 (max 32)
   
   
Self
The user polishes its body to reduce drag. This can sharply raise the Speed stat.
I Rock Slide Physical 75 90% 10 (max 16)
   
   
All adjacent foes
Large boulders are hurled at the opposing Pokémon to inflict damage. This may also make the opposing Pokémon flinch.
I Rock Throw Physical 50 90% 15 (max 24)
   
   
Any adjacent Pokémon
The user picks up and throws a small rock at the target to attack.
III Rock Tomb Physical 60 95% 15 (max 24)
   
   
Any adjacent Pokémon
Boulders are hurled at the target. This also lowers the target's Speed stat by preventing its movement.
II Rollout Physical 30 90% 20 (max 32)
   
   
Any adjacent Pokémon
The user continually rolls into the target over five turns. It becomes more powerful each time it hits.
IX Salt Cure Physical 40 100% 15 (max 24)
   
   
Any adjacent Pokémon
The user salt cures the target, inflicting damage every turn. Steel and Water types are more strongly affected by this move.
II Sandstorm Status —% 10 (max 16)
   
   
All Pokémon
A five-turn sandstorm is summoned to hurt all combatants except the Rock, Ground, and Steel types. It raises the Sp. Def stat of Rock types.
V Smack Down Physical 50 100% 15 (max 24)
   
   
Any adjacent Pokémon
The user throws a stone or similar projectile to attack an opponent. A flying Pokémon will fall to the ground when it's hit.
IV Stealth Rock Status —% 20 (max 32)
   
   
All foes
The user lays a trap of levitating stones around the opposing team. The trap hurts opposing Pokémon that switch into battle.
VIII Stone Axe Physical 65 90% 15 (max 24)
   
   
Any adjacent Pokémon
The user swings its stone axes at the target, aiming to land a critical hit. Stone splinters left behind by this attack continue to damage the target for several turns.
IV Stone Edge Physical 100 80% 5 (max 8)
   
   
Any adjacent Pokémon
The user stabs the target from below with sharpened stones. Critical hits land more easily.
VIII Tar Shot Status 100% 15 (max 24)
   
   
Any adjacent Pokémon
The user pours sticky tar over the target, lowering the target's Speed stat. The target becomes weaker to Fire-type moves.
V Wide Guard Status —% 10 (max 16)
   
   
All allies
The user and its allies are protected from wide-ranging attacks for one turn.
All details are accurate to Generation IX games. For details that have changed between generations, please see an individual move's page. Target data assumes user is in the lower left.

Unusable moves

Gen Move Category Power Accuracy PP Target Description
IV Rock Wrecker Physical 150 90% 5 (max 8)
   
   
Any adjacent Pokémon
The user launches a huge boulder at the target to attack. The user can't move on the next turn.
All details are accurate to Generation IX games. For details that have changed between generations, please see an individual move's page. Target data assumes user is in the lower left.

Z-Moves

Gen Move Category Power Accuracy PP Target Description
VII Continental Crush Physical —% 1 (max 1)
   
   
Any adjacent Pokémon
The user summons a huge rock mountain using its Z-Power and drops it onto the target with full force. The power varies, depending on the original move.
VII Continental Crush Special —% 1 (max 1)
   
   
Any adjacent Pokémon
The user summons a huge rock mountain using its Z-Power and drops it onto the target with full force. The power varies, depending on the original move.
VII Splintered Stormshards Physical 190 —% 1 (max 1)
   
   
Any adjacent Pokémon
After obtaining Z-Power, the user, Lycanroc, attacks the target with full force. This move negates the effect on the battlefield.
All details are accurate to Generation IX games. For details that have changed between generations, please see an individual move's page. Target data assumes user is in the lower left.

Max Moves

Gen Move Category Power Accuracy PP Target Description
VIII G-Max Volcalith Physical —% 3 (max 4)
   
   
All adjacent foes
A Rock-type attack that Gigantamax Coalossal use. This move continues to deal damage to opponents for four turns.
VIII G-Max Volcalith Special —% 3 (max 4)
   
   
All adjacent foes
A Rock-type attack that Gigantamax Coalossal use. This move continues to deal damage to opponents for four turns.
VIII Max Rockfall Physical —% 3 (max 4)
   
   
All adjacent foes
This is a Rock-type attack Dynamax Pokémon use. The user summons a sandstorm lasting five turns.
VIII Max Rockfall Special —% 3 (max 4)
   
   
All adjacent foes
This is a Rock-type attack Dynamax Pokémon use. The user summons a sandstorm lasting five turns.
All details are accurate to Generation IX games. For details that have changed between generations, please see an individual move's page. Target data assumes user is in the lower left.

Bug-type

Usable moves

Gen Move Category Power Accuracy PP Target Description
IV Attack Order Physical 90 100% 15 (max 24)
   
   
Any adjacent Pokémon
The user calls out its underlings to pummel the target. Critical hits land more easily.
IV Bug Bite Physical 60 100% 20 (max 32)
   
   
Any adjacent Pokémon
The user bites the target. If the target is holding a Berry, the user eats it and gains its effect.
IV Bug Buzz Special 90 100% 10 (max 16)
   
   
Any adjacent Pokémon
The user generates a damaging sound wave by vibration. This may also lower the target's Sp. Def stat.
IV Defend Order Status —% 10 (max 16)
   
   
Self
The user calls out its underlings to shield its body, raising its Defense and Sp. Def stats.
VI Fell Stinger Physical 50 100% 25 (max 40)
   
   
Any adjacent Pokémon
When the user knocks out a target with this move, the user's Attack stat rises drastically.
VII First Impression Physical 90 100% 10 (max 16)
   
   
Any adjacent Pokémon
Although this move has great power, it only works the first turn the user is in battle.
II Fury Cutter Physical 40 95% 20 (max 32)
   
   
Any adjacent Pokémon
The target is slashed with scythes or claws. This attack becomes more powerful if it hits in succession.
VI Infestation Special 20 100% 20 (max 32)
   
   
Any adjacent Pokémon
The target is infested and attacked for four to five turns. The target can't flee during this time.
I Leech Life Physical 80 100% 10 (max 16)
   
   
Any adjacent Pokémon
The user drains the target's blood. The user's HP is restored by half the damage taken by the target.
VII Lunge Physical 80 100% 15 (max 24)
   
   
Any adjacent Pokémon
The user makes a lunge at the target, attacking with full force. This also lowers the target's Attack stat.
II Megahorn Physical 120 85% 10 (max 16)
   
   
Any adjacent Pokémon
Using its tough and impressive horn, the user rams into the target with no letup.
I Pin Missile Physical 25 95% 20 (max 32)
   
   
Any adjacent Pokémon
Sharp spikes are shot at the target in rapid succession. They hit two to five times in a row.
VII Pollen Puff Special 90 100% 15 (max 24)
   
   
Any adjacent Pokémon
The user attacks the enemy with a pollen puff that explodes. If the target is an ally, it gives the ally a pollen puff that restores its HP instead.
IX Pounce Physical 50 100% 20 (max 32)
   
   
Any adjacent Pokémon
The user attacks by pouncing on the target. This also lowers the target's Speed stat.
V Quiver Dance Status —% 20 (max 32)
   
   
Self
The user lightly performs a beautiful, mystic dance. This boosts the user's Sp. Atk, Sp. Def, and Speed stats.
V Rage Powder Status —% 20 (max 32)
   
   
Self
The user scatters a cloud of irritating powder to draw attention to itself. Opponents aim only at the user.
IX Silk Trap Status —% 10 (max 16)
   
   
Any adjacent Pokémon
The user spins a silken trap, protecting itself from damage while lowering the Speed stat of any attacker that makes direct contact.
VIII Skitter Smack Physical 70 90% 10 (max 16)
   
   
Any adjacent Pokémon
The user skitters behind the target to attack. This also lowers the target's Sp. Atk stat.
II Spider Web Status —% 10 (max 16)
   
   
Any adjacent Pokémon
The user ensnares the target with thin, gooey silk so it can't flee from battle.
I String Shot Status 95% 40 (max 64)
   
   
All adjacent foes
The opposing Pokémon are bound with silk blown from the user's mouth that harshly lowers the Speed stat.
V Struggle Bug Special 50 100% 20 (max 32)
   
   
All adjacent foes
While resisting, the user attacks the opposing Pokémon. This lowers the Sp. Atk stat of those hit.
IV U-turn Physical 70 100% 20 (max 32)
   
   
Any adjacent Pokémon
After making its attack, the user rushes back to switch places with a party Pokémon in waiting.
IV X-Scissor Physical 80 100% 15 (max 24)
   
   
Any adjacent Pokémon
The user slashes at the target by crossing its scythes or claws as if they were a pair of scissors.
All details are accurate to Generation IX games. For details that have changed between generations, please see an individual move's page. Target data assumes user is in the lower left.

Unusable moves

Gen Move Category Power Accuracy PP Target Description
IV Heal Order Status —% 10 (max 16)
   
   
Self
The user calls out its underlings to heal it. The user regains up to half of its max HP.
VI Powder Status 100% 20 (max 32)
   
   
Any adjacent Pokémon
The user covers the target in a combustible powder. If the target uses a Fire-type move, the powder explodes and damages the target.
III Signal Beam Special 75 100% 15 (max 24)
   
   
Any adjacent Pokémon
The user attacks with a sinister beam of light. This may also confuse the target.
III Silver Wind Special 60 100% 5 (max 8)
   
   
Any adjacent Pokémon
The target is attacked with powdery scales blown by the wind. This may also raise all the user's stats.
VI Sticky Web Status —% 20 (max 32)
   
   
All foes
The user weaves a sticky net around the opposing team, which lowers their Speed stat upon switching into battle.
V Steamroller Physical 65 100% 20 (max 32)
   
   
Any adjacent Pokémon
The user crushes its target by rolling over the target with its rolled-up body. This may also make the target flinch.
III Tail Glow Status —% 20 (max 32)
   
   
Self
The user stares at flashing lights to focus its mind, drastically raising its Sp. Atk stat.
I Twineedle Physical 25 100% 20 (max 32)
   
   
Any adjacent Pokémon
The user damages the target twice in succession by jabbing it with two spikes. This may also poison the target.
All details are accurate to Generation IX games. For details that have changed between generations, please see an individual move's page. Target data assumes user is in the lower left.

Z-Moves

Gen Move Category Power Accuracy PP Target Description
VII Savage Spin-Out Physical —% 1 (max 1)
   
   
Any adjacent Pokémon
The user binds the target with full force with threads of silk that the user spits using its Z-Power. The power varies, depending on the original move.
VII Savage Spin-Out Special —% 1 (max 1)
   
   
Any adjacent Pokémon
The user binds the target with full force with threads of silk that the user spits using its Z-Power. The power varies, depending on the original move.
All details are accurate to Generation IX games. For details that have changed between generations, please see an individual move's page. Target data assumes user is in the lower left.

Max Moves

Gen Move Category Power Accuracy PP Target Description
VIII G-Max Befuddle Physical —% 3 (max 4)
   
   
All adjacent foes
A Bug-type attack that Gigantamax Butterfree use. This move inflicts the poisoned, paralyzed, or asleep status condition on opponents.
VIII G-Max Befuddle Special —% 3 (max 4)
   
   
All adjacent foes
A Bug-type attack that Gigantamax Butterfree use. This move inflicts the poisoned, paralyzed, or asleep status condition on opponents.
VIII Max Flutterby Physical —% 3 (max 4)
   
   
All adjacent foes
This is a Bug-type attack Dynamax Pokémon use. This lowers the target's Sp. Atk stat.
VIII Max Flutterby Special —% 3 (max 4)
   
   
All adjacent foes
This is a Bug-type attack Dynamax Pokémon use. This lowers the target's Sp. Atk stat.
All details are accurate to Generation IX games. For details that have changed between generations, please see an individual move's page. Target data assumes user is in the lower left.

Ghost-type

Usable moves

Gen Move Category Power Accuracy PP Target Description
III Astonish Physical 30 100% 15 (max 24)
   
   
Any adjacent Pokémon
The user attacks the target while shouting in a startling fashion. This may also make the target flinch.
VIII Astral Barrage Special 120 100% 5 (max 8)
   
   
All adjacent foes
The user attacks by sending a frightful amount of small ghosts at opposing Pokémon.
VIII Bitter Malice Special 60 100% 15 (max 24)
   
   
Any adjacent Pokémon
The user attacks its target with spine-chilling resentment. This may also leave the target with frostbite. This move's power is doubled if the target has a status condition.
I Confuse Ray Status 100% 10 (max 16)
   
   
Any adjacent Pokémon
The target is exposed to a sinister ray that triggers confusion.
II Curse Status —% 10 (max 16)
   
   
Self
A move that works differently for the Ghost type than for all other types.
II Destiny Bond Status —% 5 (max 8)
   
   
Self
After using this move, if the user faints, the Pokémon that landed the knockout hit also faints. Its chance of failing rises if it is used in succession.
V Hex Special 65 100% 10 (max 16)
   
   
Any adjacent Pokémon
This relentless attack does massive damage to a target affected by status conditions.
VIII Infernal Parade Special 60 100% 15 (max 24)
   
   
Any adjacent Pokémon
The user attacks with myriad fireballs. This may also leave the target with a burn. This move's power is doubled if the target has a status condition.
IX Last Respects Physical 50 100% 10 (max 16)
   
   
Any adjacent Pokémon
The user attacks to avenge its allies. The more defeated allies there are in the user's party, the greater the move's power.
I Lick Physical 30 100% 30 (max 48)
   
   
Any adjacent Pokémon
The target is licked with a long tongue, causing damage. This may also leave the target with paralysis.
VII Moongeist Beam Special 100 100% 5 (max 8)
   
   
Any adjacent Pokémon
The user emits a sinister ray to attack the target. This move can be used on the target regardless of its Abilities.
I Night Shade Special 100% 15 (max 24)
   
   
Any adjacent Pokémon
The user makes the target see a frightening mirage. It inflicts damage equal to the user's level.
VI Phantom Force Physical 90 100% 10 (max 16)
   
   
Any adjacent Pokémon
The user vanishes somewhere, then strikes the target on the next turn. This move hits even if the target protects itself.
VIII Poltergeist Physical 110 90% 5 (max 8)
   
   
Any adjacent Pokémon
The user attacks the target by controlling the target's item. The move fails if the target doesn't have an item.
IX Rage Fist Physical 50 100% 10 (max 16)
   
   
Any adjacent Pokémon
The user converts its rage into energy to attack. The more times the user has been hit by attacks, the greater the move's power.
II Shadow Ball Special 80 100% 15 (max 24)
   
   
Any adjacent Pokémon
The user hurls a shadowy blob at the target. This may also lower the target's Sp. Def stat.
VII Shadow Bone Physical 85 100% 10 (max 16)
   
   
Any adjacent Pokémon
The user attacks by beating the target with a bone that contains a spirit. This may also lower the target's Defense stat.
IV Shadow Claw Physical 70 100% 15 (max 24)
   
   
Any adjacent Pokémon
The user slashes with a sharp claw made from shadows. Critical hits land more easily.
IV Shadow Force Physical 120 100% 5 (max 8)
   
   
Any adjacent Pokémon
The user disappears, then strikes the target on the next turn. This move hits even if the target protects itself.
III Shadow Punch Physical 60 —% 20 (max 32)
   
   
Any adjacent Pokémon
The user throws a punch from the shadows. This attack never misses.
IV Shadow Sneak Physical 40 100% 30 (max 48)
   
   
Any adjacent Pokémon
The user extends its shadow and attacks the target from behind. This move always goes first.
VII Spectral Thief Physical 90 100% 10 (max 16)
   
   
Any adjacent Pokémon
The user hides in the target's shadow, steals the target's stat boosts, and then attacks.
VII Spirit Shackle Physical 80 100% 10 (max 16)
   
   
Any adjacent Pokémon
The user attacks while simultaneously stitching the target's shadow to the ground to prevent the target from escaping.
II Spite Status 100% 10 (max 16)
   
   
Any adjacent Pokémon
The user unleashes its grudge on the move last used by the target by cutting 4 PP from it.
All details are accurate to Generation IX games. For details that have changed between generations, please see an individual move's page. Target data assumes user is in the lower left.

Unusable moves

Gen Move Category Power Accuracy PP Target Description
III Grudge Status —% 5 (max 8)
   
   
Self
If the user faints, the user's grudge fully depletes the PP of the opponent's move that knocked it out.
II Nightmare Status 100% 15 (max 24)
   
   
Any adjacent Pokémon
A sleeping target sees a nightmare that inflicts some damage every turn.
IV Ominous Wind Special 60 100% 5 (max 8)
   
   
Any adjacent Pokémon
The user blasts the target with a gust of repulsive wind. This may also raise all the user's stats at once.
VI Trick-or-Treat Status 100% 20 (max 32)
   
   
Any adjacent Pokémon
The user takes the target trick-or-treating. This adds Ghost type to the target's type.
All details are accurate to Generation IX games. For details that have changed between generations, please see an individual move's page. Target data assumes user is in the lower left.

Z-Moves

Gen Move Category Power Accuracy PP Target Description
VII Menacing Moonraze Maelstrom Special 200 —% 1 (max 1)
   
   
Any adjacent Pokémon
After obtaining Z-Power, the user, Lunala, attacks the target with full force. This move can ignore the effect of the target's Ability.
VII Never-Ending Nightmare Physical —% 1 (max 1)
   
   
Any adjacent Pokémon
Deep-seated grudges summoned by the user's Z-Power trap the target. The power varies, depending on the original move.
VII Never-Ending Nightmare Special —% 1 (max 1)
   
   
Any adjacent Pokémon
Deep-seated grudges summoned by the user's Z-Power trap the target. The power varies, depending on the original move.
VII Sinister Arrow Raid Physical 180 —% 1 (max 1)
   
   
Any adjacent Pokémon
The user, Decidueye, creates countless arrows using its Z-Power and shoots the target with full force.
VII Soul-Stealing 7-Star Strike Physical 195 —% 1 (max 1)
   
   
Any adjacent Pokémon
After obtaining Z-Power, the user, Marshadow, punches and kicks the target consecutively with full force.
All details are accurate to Generation IX games. For details that have changed between generations, please see an individual move's page. Target data assumes user is in the lower left.

Max Moves

Gen Move Category Power Accuracy PP Target Description
VIII G-Max Terror Physical —% 3 (max 4)
   
   
All adjacent foes
A Ghost-type attack that Gigantamax Gengar use. This Pokémon steps on the opposing Pokémon's shadow to prevent them from escaping.
VIII G-Max Terror Special —% 3 (max 4)
   
   
All adjacent foes
A Ghost-type attack that Gigantamax Gengar use. This Pokémon steps on the opposing Pokémon's shadow to prevent them from escaping.
VIII Max Phantasm Physical —% 3 (max 4)
   
   
All adjacent foes
This is a Ghost-type attack Dynamax Pokémon use. This lowers the target's Defense stat.
VIII Max Phantasm Special —% 3 (max 4)
   
   
All adjacent foes
This is a Ghost-type attack Dynamax Pokémon use. This lowers the target's Defense stat.
All details are accurate to Generation IX games. For details that have changed between generations, please see an individual move's page. Target data assumes user is in the lower left.

Steel-type

Usable moves

Gen Move Category Power Accuracy PP Target Description
VIII Behemoth Bash Physical 100 100% 5 (max 8)
   
   
Any adjacent Pokémon
The user becomes a gigantic shield and slams into the target. This move deals twice the damage if the target is Dynamaxed.
VIII Behemoth Blade Physical 100 100% 5 (max 8)
   
   
Any adjacent Pokémon
The user becomes a gigantic sword and cuts the target. This move deals twice the damage if the target is Dynamaxed.
IV Bullet Punch Physical 40 100% 30 (max 48)
   
   
Any adjacent Pokémon
The user strikes the target with tough punches as fast as bullets. This move always goes first.
IV Flash Cannon Special 80 100% 10 (max 16)
   
   
Any adjacent Pokémon
The user gathers all its light energy and releases it all at once. This may also lower the target's Sp. Def stat.
IX Gigaton Hammer Physical 160 100% 5 (max 8)
   
   
Any adjacent Pokémon
The user swings its whole body around to attack with its huge hammer. This move can't be used twice in a row.
IV Gyro Ball Physical 100% 5 (max 8)
   
   
Any adjacent Pokémon
The user tackles the target with a high-speed spin. The slower the user compared to the target, the greater the move's power.
V Heavy Slam Physical 100% 10 (max 16)
   
   
Any adjacent Pokémon
The user slams into the target with its heavy body. The more the user outweighs the target, the greater the move's power.
III Iron Defense Status —% 15 (max 24)
   
   
Self
The user hardens its body's surface like iron, sharply raising its Defense stat.
IV Iron Head Physical 80 100% 15 (max 24)
   
   
Any adjacent Pokémon
The user slams the target with its steel-hard head. This may also make the target flinch.
II Iron Tail Physical 100 75% 15 (max 24)
   
   
Any adjacent Pokémon
The target is slammed with a steel-hard tail. This may also lower the target's Defense stat.
IX Make It Rain Special 120 100% 5 (max 8)
   
   
Any adjacent Pokémon
The user attacks by throwing out a mass of coins. This also lowers the user's Sp. Atk stat. Money is earned after the battle.
IV Metal Burst Physical 100% 10 (max 16)
   
   
Self
The user retaliates with much greater force against the opponent that last inflicted damage on it.
II Metal Claw Physical 50 95% 35 (max 56)
   
   
Any adjacent Pokémon
The target is raked with steel claws. This may also raise the user's Attack stat.
III Metal Sound Status 85% 40 (max 64)
   
   
Any adjacent Pokémon
A horrible sound like scraping metal harshly lowers the target's Sp. Def stat.
III Meteor Mash Physical 90 90% 10 (max 16)
   
   
Any adjacent Pokémon
The target is hit with a hard punch fired like a meteor. This may also raise the user's Attack stat.
V Shift Gear Status —% 10 (max 16)
   
   
Self
The user rotates its gears, raising its Attack stat and sharply raising its Speed stat.
VIII Shelter Status —% 10 (max 16)
   
   
Self
The user makes its skin as hard as an iron shield, raising its defensive stats. Incoming moves also become more likely to miss.
VII Smart Strike Physical 70 —% 10 (max 16)
   
   
Any adjacent Pokémon
The user stabs the target with a sharp horn. This attack never misses.
IX Spin Out Physical 100 100% 5 (max 8)
   
   
Any adjacent Pokémon
The user spins furiously by straining its legs, inflicting damage on the target. This also harshly lowers the user's Speed stat.
VIII Steel Beam Special 140 95% 5 (max 8)
   
   
Any adjacent Pokémon
The user fires a beam of steel that it collected from its entire body. This also damages the user.
VIII Steel Roller Physical 130 100% 5 (max 8)
   
   
Any adjacent Pokémon
The user attacks while destroying the terrain. This move fails when the ground hasn't turned into a terrain.
II Steel Wing Physical 70 90% 25 (max 40)
   
   
Any adjacent Pokémon
The target is hit with wings of steel. This may also raise the user's Defense stat.
VII Sunsteel Strike Physical 100 100% 5 (max 8)
   
   
Any adjacent Pokémon
The user slams into the target with the force of a meteor. This move can be used on the target regardless of its Abilities.
All details are accurate to Generation IX games. For details that have changed between generations, please see an individual move's page. Target data assumes user is in the lower left.

Unusable moves

Gen Move Category Power Accuracy PP Target Description
VII Anchor Shot Physical 80 100% 20 (max 32)
   
   
Any adjacent Pokémon
The user entangles the target with its anchor chain while attacking. The target becomes unable to flee.
V Autotomize Status —% 15 (max 24)
   
   
Self
The user sheds part of its body to make itself lighter and sharply raise its Speed stat.
III Doom Desire Special 140 100% 5 (max 8)
   
   
Any adjacent Pokémon
Two turns after this move is used, a concentrated bundle of light blasts the target.
VII Double Iron Bash Physical 60 100% 5 (max 8)
   
   
Any adjacent Pokémon
The user rotates, centering the hex nut in its chest, and then strikes with its arms twice in a row. This may also make the target flinch.
V Gear Grind Physical 50 85% 15 (max 24)
   
   
Any adjacent Pokémon
The user attacks by throwing steel gears at its target twice.
VII Gear Up Status —% 20 (max 32)
   
   
All allies
The user engages its gears to raise the Attack and Sp. Atk stats of ally Pokémon with the Plus or Minus Ability.
VI King's Shield Status —% 10 (max 16)
   
   
Self
The user takes a defensive stance while it protects itself from damage. It also lowers the Attack stat of any attacker who makes direct contact.
IV Magnet Bomb Physical 60 —% 20 (max 32)
   
   
Any adjacent Pokémon
The user launches steel bombs that stick to the target. This attack never misses.
IV Mirror Shot Special 65 85% 10 (max 16)
   
   
Any adjacent Pokémon
The user lets loose a flash of energy at the target from its polished body. This may also lower the target's accuracy.
All details are accurate to Generation IX games. For details that have changed between generations, please see an individual move's page. Target data assumes user is in the lower left.

Z-Moves

Gen Move Category Power Accuracy PP Target Description
VII Corkscrew Crash Physical —% 1 (max 1)
   
   
Any adjacent Pokémon
The user spins very fast and rams into the target with the full force of its Z-Power. The power varies, depending on the original move.
VII Corkscrew Crash Special —% 1 (max 1)
   
   
Any adjacent Pokémon
The user spins very fast and rams into the target with the full force of its Z-Power. The power varies, depending on the original move.
VII Searing Sunraze Smash Physical 200 —% 1 (max 1)
   
   
Any adjacent Pokémon
After obtaining Z-Power, the user, Solgaleo, attacks the target with full force. This move can ignore the effect of the target's Ability.
All details are accurate to Generation IX games. For details that have changed between generations, please see an individual move's page. Target data assumes user is in the lower left.

Max Moves

Gen Move Category Power Accuracy PP Target Description
VIII G-Max Meltdown Physical —% 3 (max 4)
   
   
All adjacent foes
A Steel-type attack that Gigantamax Melmetal use. This move makes opponents incapable of using the same move twice in a row.
VIII G-Max Meltdown Special —% 3 (max 4)
   
   
All adjacent foes
A Steel-type attack that Gigantamax Melmetal use. This move makes opponents incapable of using the same move twice in a row.
VIII G-Max Steelsurge Physical —% 3 (max 4)
   
   
All adjacent foes
A Steel-type attack that Gigantamax Copperajah use. This move scatters sharp spikes around the field.
VIII G-Max Steelsurge Special —% 3 (max 4)
   
   
All adjacent foes
A Steel-type attack that Gigantamax Copperajah use. This move scatters sharp spikes around the field.
VIII Max Steelspike Physical —% 3 (max 4)
   
   
All adjacent foes
This is a Steel-type attack Dynamax Pokémon use. This raises ally Pokémon's Defense stats.
VIII Max Steelspike Special —% 3 (max 4)
   
   
All adjacent foes
This is a Steel-type attack Dynamax Pokémon use. This raises ally Pokémon's Defense stats.
All details are accurate to Generation IX games. For details that have changed between generations, please see an individual move's page. Target data assumes user is in the lower left.

Fire-type

Usable moves

Gen Move Category Power Accuracy PP Target Description
IX Armor Cannon Special 120 100% 5 (max 8)
   
   
Any adjacent Pokémon
The user shoots its own armor out as blazing projectiles. This also lowers the user's Defense and Sp. Def stats.
IX Bitter Blade Physical 90 100% 10 (max 16)
   
   
Any adjacent Pokémon
The user focuses its bitter feelings toward the world of the living into a slashing attack. The user's HP is restored by up to half the damage taken by the target.
III Blast Burn Special 150 90% 5 (max 8)
   
   
Any adjacent Pokémon
The target is razed by a fiery explosion. The user can't move on the next turn.
III Blaze Kick Physical 85 90% 10 (max 16)
   
   
Any adjacent Pokémon
The user launches a kick that has a heightened chance of landing a critical hit. This may also leave the target with a burn.
IX Blazing Torque Physical 80 100% 10 (max 16)
   
   
Any adjacent Pokémon
This move is only used by a Starmobile. It may burn the opponent.*
VII Burn Up Special 130 100% 5 (max 8)
   
   
Any adjacent Pokémon
To inflict massive damage, the user burns itself out. After using this move, the user will no longer be Fire type.
VIII Burning Jealousy Special 70 100% 5 (max 8)
   
   
All adjacent foes
The user attacks with energy from jealousy. This leaves all opposing Pokémon that have had their stats boosted during the turn with a burn.
I Ember Special 40 100% 25 (max 40)
   
   
Any adjacent Pokémon
The target is attacked with small flames. This may also leave the target with a burn.
III Eruption Special 150 100% 5 (max 8)
   
   
All adjacent foes
The user attacks opposing Pokémon with explosive fury. The lower the user's HP, the lower the move's power.
V Fiery Dance Special 80 100% 10 (max 16)
   
   
Any adjacent Pokémon
Cloaked in flames, the user dances and flaps its wings. This may also boost the user's Sp. Atk stat.
I Fire Blast Special 110 85% 5 (max 8)
   
   
Any adjacent Pokémon
The target is attacked with an intense blast of all-consuming fire. This may also leave the target with a burn.
IV Fire Fang Physical 65 95% 15 (max 24)
   
   
Any adjacent Pokémon
The user bites with flame-cloaked fangs. This may also make the target flinch or leave it with a burn.
VII Fire Lash Physical 80 100% 15 (max 24)
   
   
Any adjacent Pokémon
The user strikes the target with a burning lash. This also lowers the target's Defense stat.
V Fire Pledge Special 80 100% 10 (max 16)
   
   
Any adjacent Pokémon
A column of fire hits the target. When used with its grass counterpart, this move's power is boosted and a vast sea of fire appears.
I Fire Punch Physical 75 100% 15 (max 24)
   
   
Any adjacent Pokémon
The target is attacked with a fiery punch. This may also leave the target with a burn.
I Fire Spin Special 35 85% 15 (max 24)
   
   
Any adjacent Pokémon
The user traps the target inside a fierce vortex of fire that inflicts damage for four to five turns.
V Flame Charge Physical 50 100% 20 (max 32)
   
   
Any adjacent Pokémon
Cloaking itself in flame, the user attacks the target. Then, building up momentum, the user boosts its Speed stat.
II Flame Wheel Physical 60 100% 25 (max 40)
   
   
Any adjacent Pokémon
The user attacks by cloaking itself in fire and charging at the target. This may also leave the target with a burn.
I Flamethrower Special 90 100% 15 (max 24)
   
   
Any adjacent Pokémon
The target is scorched with an intense blast of fire. This may also leave the target with a burn.
IV Flare Blitz Physical 120 100% 15 (max 24)
   
   
Any adjacent Pokémon
The user cloaks itself in fire and charges the target to inflict damage. This also damages the user quite a lot and may leave the target with a burn.
V Heat Crash Physical 100% 10 (max 16)
   
   
Any adjacent Pokémon
The user slams into the target with its flame-covered body. The more the user outweighs the target, the greater the move's power.
III Heat Wave Special 95 90% 10 (max 16)
   
   
All adjacent foes
The user attacks by exhaling hot breath on opposing Pokémon. This may also leave them with a burn.
V Incinerate Special 60 100% 15 (max 24)
   
   
All adjacent foes
The user attacks opposing Pokémon with fire. If a Pokémon is holding a certain item, such as a Berry, the item becomes burned up and unusable.
V Inferno Special 100 50% 5 (max 8)
   
   
Any adjacent Pokémon
The user attacks by engulfing the target in an intense fire. This leaves the target with a burn.
IV Lava Plume Special 80 100% 15 (max 24)
   
   
All adjacent Pokémon
The user torches everything around it in an inferno of scarlet flames. This may also leave those it hits with a burn.
IV Magma Storm Special 100 75% 5 (max 8)
   
   
Any adjacent Pokémon
The user traps the target inside a maelstrom of fire that inflicts damage for four to five turns.
VII Mind Blown Special 150 100% 5 (max 8)
   
   
All adjacent Pokémon
The user attacks everything around it by causing its own head to explode. This also damages the user.
VI Mystical Fire Special 75 100% 10 (max 16)
   
   
Any adjacent Pokémon
The user attacks by breathing a special, hot fire. This also lowers the target's Sp. Atk stat.
III Overheat Special 130 90% 5 (max 8)
   
   
Any adjacent Pokémon
The user attacks the target with all its might. The recoil from this move harshly lowers the user's Sp. Atk stat.
VIII Pyro Ball Physical 120 90% 5 (max 8)
   
   
Any adjacent Pokémon
The user attacks by igniting a small stone and launching it as a fiery ball at the target. This may also leave the target with a burn.
VIII Raging Fury Physical 90 85% 10 (max 16)
   
   
Any adjacent Pokémon
The user rampages around spewing flames for two to three turns. The user then becomes confused.
VII Shell Trap Special 150 100% 5 (max 8)
   
   
All adjacent foes
The user sets a shell trap. If the user is hit by a physical move, the trap will explode and inflict damage on opposing Pokémon.
II Sunny Day Status —% 5 (max 8)
   
   
All Pokémon
The user intensifies the sun for five turns, powering up Fire-type attacks. The sunlight also lowers the power of Water-type attacks.
IX Torch Song Special 80 100% 10 (max 16)
   
   
Any adjacent Pokémon
The user blows out raging flames as if singing a song, scorching the target. This also boosts the user's Sp. Atk stat.
V V-create Physical 180 95% 5 (max 8)
   
   
Any adjacent Pokémon
The user emits a hot flame from its forehead and hurls itself at the target to inflict damage. This also lowers the user's Defense, Sp. Def, and Speed stats.
III Will-O-Wisp Status 85% 15 (max 24)
   
   
Any adjacent Pokémon
The user shoots a sinister flame at the target to inflict a burn.
All details are accurate to Generation IX games. For details that have changed between generations, please see an individual move's page. Target data assumes user is in the lower left.

Unusable moves

Gen Move Category Power Accuracy PP Target Description
V Blue Flare Special 130 85% 5 (max 8)
   
   
Any adjacent Pokémon
The user attacks by engulfing the target in an intense, yet beautiful, blue flame. This may also leave the target with a burn.
V Flame Burst Special 70 100% 15 (max 24)
   
   
Any adjacent Pokémon
The user attacks the target with a bursting flame. The bursting flame damages Pokémon next to the target as well.
V Fusion Flare Special 100 100% 5 (max 8)
   
   
Any adjacent Pokémon
The user brings down a giant flame. This move's power is boosted when influenced by an enormous lightning bolt.
II Sacred Fire Physical 100 95% 5 (max 8)
   
   
Any adjacent Pokémon
The target is razed with a mystical fire of great intensity. This may also leave the target with a burn.
V Searing Shot Special 100 100% 5 (max 8)
   
   
All adjacent Pokémon
The user torches everything around it in an inferno of scarlet flames. This may also leave those it hits with a burn.
VII Sizzly Slide Physical 60 100% 20 (max 32)
   
   
Any adjacent Pokémon
The user cloaks itself in fire and charges at the target. This also leaves the target with a burn.
All details are accurate to Generation IX games. For details that have changed between generations, please see an individual move's page. Target data assumes user is in the lower left.

Z-Moves

Gen Move Category Power Accuracy PP Target Description
VII Inferno Overdrive Physical —% 1 (max 1)
   
   
Any adjacent Pokémon
The user breathes a stream of intense fire toward the target with the full force of its Z-Power. The power varies depending on the original move.
VII Inferno Overdrive Special —% 1 (max 1)
   
   
Any adjacent Pokémon
The user breathes a stream of intense fire toward the target with the full force of its Z-Power. The power varies depending on the original move.
All details are accurate to Generation IX games. For details that have changed between generations, please see an individual move's page. Target data assumes user is in the lower left.

Max Moves

Gen Move Category Power Accuracy PP Target Description
VIII G-Max Centiferno Physical —% 3 (max 4)
   
   
All adjacent foes
A Fire-type attack that Gigantamax Centiskorch use. This move traps opponents in flames for four to five turns.
VIII G-Max Centiferno Special —% 3 (max 4)
   
   
All adjacent foes
A Fire-type attack that Gigantamax Centiskorch use. This move traps opponents in flames for four to five turns.
VIII G-Max Fireball Physical 160 —% 3 (max 4)
   
   
All adjacent foes
A Fire-type attack that Gigantamax Cinderace use. This move can be used on the target regardless of its Abilities.
VIII G-Max Fireball Special 160 —% 3 (max 4)
   
   
All adjacent foes
A Fire-type attack that Gigantamax Cinderace use. This move can be used on the target regardless of its Abilities.
VIII G-Max Wildfire Physical —% 3 (max 4)
   
   
All adjacent foes
A Fire-type attack that Gigantamax Charizard use. This move continues to deal damage to opponents for four turns.
VIII G-Max Wildfire Special —% 3 (max 4)
   
   
All adjacent foes
A Fire-type attack that Gigantamax Charizard use. This move continues to deal damage to opponents for four turns.
VIII Max Flare Physical —% 3 (max 4)
   
   
All adjacent foes
This is a Fire-type attack Dynamax Pokémon use. The user intensifies the sun for five turns.
VIII Max Flare Special —% 3 (max 4)
   
   
All adjacent foes
This is a Fire-type attack Dynamax Pokémon use. The user intensifies the sun for five turns.
All details are accurate to Generation IX games. For details that have changed between generations, please see an individual move's page. Target data assumes user is in the lower left.

Water-type

Usable moves

Gen Move Category Power Accuracy PP Target Description
IX Aqua Cutter Physical 70 100% 20 (max 32)
   
   
Any adjacent Pokémon
The user expels pressurized water to cut at the target like a blade. This move has a heightened chance of landing a critical hit.
IV Aqua Jet Physical 40 100% 20 (max 32)
   
   
Any adjacent Pokémon
The user lunges at the target to inflict damage, moving at blinding speed. This move always goes first.
IV Aqua Ring Status —% 20 (max 32)
   
   
Self
The user envelops itself in a veil made of water. It regains some HP every turn.
IX Aqua Step Physical 80 100% 10 (max 16)
   
   
Any adjacent Pokémon
The user toys with the target and attacks it using light and fluid dance steps. This also boosts the user's Speed stat.
IV Aqua Tail Physical 90 90% 10 (max 16)
   
   
Any adjacent Pokémon
The user attacks by swinging its tail as if it were a vicious wave in a raging storm.
IV Brine Special 65 100% 10 (max 16)
   
   
Any adjacent Pokémon
This move's power is doubled if the target's HP is at half or less.
I Bubble Beam Special 65 100% 20 (max 32)
   
   
Any adjacent Pokémon
A spray of bubbles is forcefully ejected at the target. This may also lower the target's Speed stat.
IX Chilling Water Special 50 100% 20 (max 32)
   
   
Any adjacent Pokémon
The user attacks the target by showering it with water that's so cold it saps the target's power. This also lowers the target's Attack stat.
I Crabhammer Physical 100 90% 10 (max 16)
   
   
Any adjacent Pokémon
The target is hammered with a large pincer. This move has a heightened chance of landing a critical hit.
III Dive Physical 80 100% 10 (max 16)
   
   
Any adjacent Pokémon
The user dives on the first turn, then floats up and attacks on the next turn.
VIII Flip Turn Physical 60 100% 20 (max 32)
   
   
Any adjacent Pokémon
After making its attack, the user rushes back to switch places with a party Pokémon in waiting.
III Hydro Cannon Special 150 90% 5 (max 8)
   
   
Any adjacent Pokémon
The target is hit with a watery blast. The user can't move on the next turn.
I Hydro Pump Special 110 80% 5 (max 8)
   
   
Any adjacent Pokémon
The target is blasted by a huge volume of water launched under great pressure.
IX Jet Punch Physical 60 100% 15 (max 24)
   
   
Any adjacent Pokémon
The user summons a torrent around its fist and punches at blinding speed. This move always goes first.
VIII Life Dew Status —% 10 (max 16)
   
   
All allies
The user scatters mysterious water around and restores the HP of itself and its ally Pokémon currently in the battle.
VII Liquidation Physical 85 100% 10 (max 16)
   
   
Any adjacent Pokémon
The user slams into the target using a full-force blast of water. This may also lower the target's Defense stat.
III Muddy Water Special 90 85% 10 (max 16)
   
   
All adjacent foes
The user attacks by shooting muddy water at opposing Pokémon. This may also lower their accuracy.
VI Origin Pulse Special 110 85% 10 (max 16)
   
   
All adjacent foes
The user attacks opposing Pokémon with countless beams of light that glow a deep and brilliant blue.
II Rain Dance Status —% 5 (max 8)
   
   
All Pokémon
The user summons a heavy rain that falls for five turns, powering up Water-type attacks. The rain also lowers the power of Fire-type attacks.
V Razor Shell Physical 75 95% 10 (max 16)
   
   
Any adjacent Pokémon
The user cuts the target with sharp shells to inflict damage. This may also lower the target's Defense stat.
V Scald Special 80 100% 15 (max 24)
   
   
Any adjacent Pokémon
The user attacks by shooting boiling hot water at the target. This may also leave the target with a burn.
VIII Snipe Shot Special 80 100% 15 (max 24)
   
   
Any adjacent Pokémon
The user ignores the effects of opposing Pokémon's moves and Abilities that draw in moves, allowing this move to hit the chosen target.
V Soak Status 100% 20 (max 32)
   
   
Any adjacent Pokémon
The user shoots a torrent of water that changes the target's type to Water.
VI Steam Eruption Special 110 95% 5 (max 8)
   
   
Any adjacent Pokémon
The user immerses the target in superheated steam. This may also leave the target with a burn.
I Surf Special 90 100% 15 (max 24)
   
   
All adjacent Pokémon
The user attacks everything around it by swamping its surroundings with a giant wave.
VIII Surging Strikes Physical 25 100% 5 (max 8)
   
   
Any adjacent Pokémon
The user, having mastered the Water style, strikes the target with a flowing motion three times in a row. This move always lands a critical hit.
IX Triple Dive Physical 30 95% 10 (max 16)
   
   
Any adjacent Pokémon
The user performs a perfectly timed triple dive, hitting the target with splashes of water three times in a row.
I Water Gun Special 40 100% 25 (max 40)
   
   
Any adjacent Pokémon
The target is blasted with a forceful shot of water.
V Water Pledge Special 80 100% 10 (max 16)
   
   
Any adjacent Pokémon
A column of water hits the target. When used with its fire counterpart, this move's power is boosted and a rainbow appears.
III Water Pulse Special 60 100% 20 (max 32)
   
   
Anyone
The user attacks the target with a pulsing blast of water. This may also confuse the target.
VI Water Shuriken Special 15 100% 20 (max 32)
   
   
Any adjacent Pokémon
The user hits the target with throwing stars two to five times in a row. This move always goes first.
III Water Spout Special 150 100% 5 (max 8)
   
   
All adjacent foes
The user spouts water to damage opposing Pokémon. The lower the user's HP, the lower the move's power.
I Waterfall Physical 80 100% 15 (max 24)
   
   
Any adjacent Pokémon
The user charges at the target and may make it flinch.
VIII Wave Crash Physical 120 100% 10 (max 16)
   
   
Any adjacent Pokémon
The user shrouds itself in water and slams into the target with its whole body to inflict damage. This also damages the user quite a lot.
II Whirlpool Special 35 85% 15 (max 24)
   
   
Any adjacent Pokémon
The user traps the target inside a violent, swirling whirlpool that inflicts damage for four to five turns.
I Withdraw Status —% 40 (max 64)
   
   
Self
The user withdraws its body into its hard shell, boosting its Defense stat.
All details are accurate to Generation IX games. For details that have changed between generations, please see an individual move's page. Target data assumes user is in the lower left.

Unusable moves

Gen Move Category Power Accuracy PP Target Description
VII Bouncy Bubble Special 60 100% 20 (max 32)
   
   
Any adjacent Pokémon
The user attacks by shooting water bubbles at the target. It then absorbs water and restores its HP by half the damage taken by the target.
I Bubble Special 40 100% 30 (max 48)
   
   
All adjacent foes
A spray of countless bubbles is jetted at the opposing Pokémon. This may also lower their Speed stat.
I Clamp Physical 35 85% 15 (max 24)
   
   
Any adjacent Pokémon
The target is clamped and squeezed by the user's very thick and sturdy shell for four to five turns.
VIII Fishious Rend Physical 85 100% 10 (max 16)
   
   
Any adjacent Pokémon
The user rends the target with its hard gills. This move's power is doubled if the user moves before the target.
II Octazooka Special 65 85% 10 (max 16)
   
   
Any adjacent Pokémon
The user attacks by spraying ink in the target's face. This may also lower the target's accuracy.
VII Sparkling Aria Special 90 100% 10 (max 16)
   
   
All adjacent Pokémon
The user bursts into song, emitting many bubbles. Any Pokémon suffering from a burn will be cured by the touch of these bubbles.
VII Splishy Splash Special 90 100% 15 (max 24)
   
   
Any adjacent Pokémon
The user charges a huge wave with electricity and hits the opposing Pokémon with the wave. This may also leave the opposing Pokémon with paralysis.
III Water Sport Status —% 15 (max 24)
   
   
All Pokémon
The user soaks the battlefield with water. This weakens Fire-type moves for five turns.
All details are accurate to Generation IX games. For details that have changed between generations, please see an individual move's page. Target data assumes user is in the lower left.

Z-Moves

Gen Move Category Power Accuracy PP Target Description
VII Hydro Vortex Physical —% 1 (max 1)
   
   
Any adjacent Pokémon
The user creates a huge whirling current using its Z-Power to swallow the target with full force. The power varies, depending on the original move.
VII Hydro Vortex Special —% 1 (max 1)
   
   
Any adjacent Pokémon
The user creates a huge whirling current using its Z-Power to swallow the target with full force. The power varies, depending on the original move.
VII Oceanic Operetta Special 195 —% 1 (max 1)
   
   
Any adjacent Pokémon
The user, Primarina, summons a massive amount of water using its Z-Power and attacks the target with full force.
All details are accurate to Generation IX games. For details that have changed between generations, please see an individual move's page. Target data assumes user is in the lower left.

Max Moves

Gen Move Category Power Accuracy PP Target Description
VIII G-Max Cannonade Physical —% 3 (max 4)
   
   
All adjacent foes
A Water-type attack that Gigantamax Blastoise use. This move continues to deal damage to opponents for four turns.
VIII G-Max Cannonade Special —% 3 (max 4)
   
   
All adjacent foes
A Water-type attack that Gigantamax Blastoise use. This move continues to deal damage to opponents for four turns.
VIII G-Max Foam Burst Physical —% 3 (max 4)
   
   
All adjacent foes
A Water-type attack that Gigantamax Kingler use. This move harshly lowers the Speed of opponents.
VIII G-Max Foam Burst Special —% 3 (max 4)
   
   
All adjacent foes
A Water-type attack that Gigantamax Kingler use. This move harshly lowers the Speed of opponents.
VIII G-Max Hydrosnipe Physical 160 —% 3 (max 4)
   
   
All adjacent foes
A Water-type attack that Gigantamax Inteleon use. This move can be used on the target regardless of its Abilities.
VIII G-Max Hydrosnipe Special 160 —% 3 (max 4)
   
   
All adjacent foes
A Water-type attack that Gigantamax Inteleon use. This move can be used on the target regardless of its Abilities.
VIII G-Max Rapid Flow Physical —% 3 (max 4)
   
   
All adjacent foes
A Water-type attack that Gigantamax Urshifu use. This rapid-strike move can ignore Max Guard.
VIII G-Max Rapid Flow Special —% 3 (max 4)
   
   
All adjacent foes
A Water-type attack that Gigantamax Urshifu use. This rapid-strike move can ignore Max Guard.
VIII G-Max Stonesurge Physical —% 3 (max 4)
   
   
All adjacent foes
A Water-type attack that Gigantamax Drednaw use. This move scatters sharp rocks around the field.
VIII G-Max Stonesurge Special —% 3 (max 4)
   
   
All adjacent foes
A Water-type attack that Gigantamax Drednaw use. This move scatters sharp rocks around the field.
VIII Max Geyser Physical —% 3 (max 4)
   
   
All adjacent foes
This is a Water-type attack Dynamax Pokémon use. The user summons a heavy rain that falls for five turns.
VIII Max Geyser Special —% 3 (max 4)
   
   
All adjacent foes
This is a Water-type attack Dynamax Pokémon use. The user summons a heavy rain that falls for five turns.
All details are accurate to Generation IX games. For details that have changed between generations, please see an individual move's page. Target data assumes user is in the lower left.

Grass-type

Usable moves

Gen Move Category Power Accuracy PP Target Description
I Absorb Special 20 100% 25 (max 40)
   
   
Any adjacent Pokémon
A nutrient-draining attack. The user's HP is restored by up to half the damage taken by the target.
VIII Apple Acid Special 80 100% 10 (max 16)
   
   
Any adjacent Pokémon
The user attacks the target with an acidic liquid created from tart apples. This also lowers the target's Sp. Def stat.
VIII Branch Poke Physical 40 100% 40 (max 64)
   
   
Any adjacent Pokémon
The user attacks the target by poking it with a sharply pointed branch.
III Bullet Seed Physical 25 100% 30 (max 48)
   
   
Any adjacent Pokémon
The user attacks by forcefully shooting seeds at the target. This move hits two to five times in a row.
VIII Chloroblast Special 120 95% 5 (max 8)
   
   
Any adjacent Pokémon
The user launches its amassed chlorophyll to inflict damage on the target. This also damages the user.
V Cotton Guard Status —% 10 (max 16)
   
   
Self
The user protects itself by wrapping its body in soft cotton, drastically boosting its Defense stat.
II Cotton Spore Status 100% 40 (max 64)
   
   
All adjacent foes
The user releases cotton-like spores that cling to opposing Pokémon. This harshly lowers their Speed stats.
VIII Drum Beating Physical 80 100% 10 (max 16)
   
   
Any adjacent Pokémon
The user plays its drum, controlling the drum's roots to attack the target. This also lowers the target's Speed stat.
IV Energy Ball Special 90 100% 10 (max 16)
   
   
Any adjacent Pokémon
The user draws power from nature and fires it at the target. This may also lower the target's Sp. Def stat.
IX Flower Trick Physical 70 —% 10 (max 16)
   
   
Any adjacent Pokémon
The user throws a rigged bouquet of flowers at the target. This attack never misses and always lands a critical hit.
III Frenzy Plant Special 150 90% 5 (max 8)
   
   
Any adjacent Pokémon
The user slams the target with an enormous tree. The user can't move on the next turn.
II Giga Drain Special 75 100% 10 (max 16)
   
   
Any adjacent Pokémon
A nutrient-draining attack. The user's HP is restored by up to half the damage taken by the target.
IV Grass Knot Special 100% 20 (max 32)
   
   
Any adjacent Pokémon
The user snares the target with grass and trips it. The heavier the target, the greater the move's power.
V Grass Pledge Special 80 100% 10 (max 16)
   
   
Any adjacent Pokémon
A column of grass hits the target. When used with its water counterpart, this move's power is boosted and a vast swamp appears.
VIII Grassy Glide Physical 70 100% 20 (max 32)
   
   
Any adjacent Pokémon
Gliding on the ground, the user attacks the target. This move always goes first on Grassy Terrain.
VI Grassy Terrain Status —% 10 (max 16)
   
   
All Pokémon
The user turns the ground into Grassy Terrain for five turns. This restores the HP of Pokémon on the ground a little every turn and powers up Grass-type moves.
VIII Grav Apple Physical 80 100% 10 (max 16)
   
   
Any adjacent Pokémon
The user inflicts damage by dropping an apple from high above. This also lowers the target's Defense stat.
V Horn Leech Physical 75 100% 10 (max 16)
   
   
Any adjacent Pokémon
The user drains the target's energy with its horns. The user's HP is restored by up to half the damage taken by the target.
III Ingrain Status —% 20 (max 32)
   
   
Self
The user lays roots that restore its own HP every turn. Because the user is now rooted, it can't switch out.
VIII Jungle Healing Status —% 10 (max 16)
   
   
All allies
The user becomes one with the jungle, restoring HP and curing status conditions for itself and its ally Pokémon currently in the battle.
III Leaf Blade Physical 90 100% 15 (max 24)
   
   
Any adjacent Pokémon
The user handles a sharp leaf like a sword and cuts the target to inflict damage. This move has a heightened chance of landing a critical hit.
IV Leaf Storm Special 130 90% 5 (max 8)
   
   
Any adjacent Pokémon
The user whips up a storm of leaves around the target. The recoil from this move harshly lowers the user's Sp. Atk stat.
VII Leafage Physical 40 100% 40 (max 64)
   
   
Any adjacent Pokémon
The user attacks by pelting the target with leaves.
I Leech Seed Status 90% 10 (max 16)
   
   
Any adjacent Pokémon
A seed is planted on the target. It steals some HP from the target every turn.
III Magical Leaf Special 60 —% 20 (max 32)
   
   
Any adjacent Pokémon
The user scatters curious leaves that chase the target. This attack never misses.
I Mega Drain Special 40 100% 15 (max 24)
   
   
Any adjacent Pokémon
A nutrient-draining attack. The user's HP is restored by up to half the damage taken by the target.
VI Petal Blizzard Physical 90 100% 15 (max 24)
   
   
All adjacent Pokémon
The user stirs up a violent petal blizzard and damages everything around it.
I Petal Dance Special 120 100% 10 (max 16)
   
   
Self
The user attacks the target by scattering petals for two to three turns. The user then becomes confused.
IV Power Whip Physical 120 85% 10 (max 16)
   
   
Any adjacent Pokémon
The user violently whirls its vines, tentacles, or the like to lash the target.
I Razor Leaf Physical 55 95% 25 (max 40)
   
   
All adjacent foes
Sharp-edged leaves are launched to slash at opposing Pokémon. This move has a heightened chance of landing a critical hit.
IV Seed Bomb Physical 80 100% 15 (max 24)
   
   
Any adjacent Pokémon
The user attacks by slamming a barrage of hard-shelled seeds down on the target from above.
I Sleep Powder Status 75% 15 (max 24)
   
   
Any adjacent Pokémon
The user scatters a cloud of soporific dust that puts the target to sleep.
I Solar Beam Special 120 100% 10 (max 16)
   
   
Any adjacent Pokémon
The user gathers light on the first turn, then blasts a bundled beam on the next turn.
VII Solar Blade Physical 125 100% 10 (max 16)
   
   
Any adjacent Pokémon
The user gathers light on the first turn, then fills a blade with the light's energy and attacks on the next turn.
IX Spicy Extract Status —% 15 (max 24)
   
   
Any adjacent Pokémon
The user emits an incredibly spicy extract, sharply boosting the target's Attack stat and harshly lowering the target's Defense stat.
VI Spiky Shield Status —% 10 (max 16)
   
   
Self
In addition to protecting the user from attacks, this move also damages any attacker who makes direct contact.
I Spore Status 100% 15 (max 24)
   
   
Any adjacent Pokémon
The user scatters bursts of spores that induce sleep.
VII Strength Sap Status 100% 10 (max 16)
   
   
Any adjacent Pokémon
The user restores its own HP by the same amount as the target's Attack stat. It then lowers the target's Attack stat.


I Stun Spore Status 75% 30 (max 48)
   
   
Any adjacent Pokémon
The user scatters a cloud of numbing powder that paralyzes the target.
II Synthesis Status —% 5 (max 8)
   
   
Self
The user restores its own HP. The amount of HP regained varies with the weather.
IX Trailblaze Physical 50 100% 20 (max 32)
   
   
Any adjacent Pokémon
The user attacks suddenly as if leaping out from tall grass. The user's nimble footwork boosts its Speed stat.
VII Trop Kick Physical 70 100% 15 (max 24)
   
   
Any adjacent Pokémon
The user lands an intense kick of tropical origins on the target. This also lowers the target's Attack stat.
I Vine Whip Physical 45 100% 25 (max 40)
   
   
Any adjacent Pokémon
The target is struck with slender, whiplike vines to inflict damage.
IV Wood Hammer Physical 120 100% 15 (max 24)
   
   
Any adjacent Pokémon
The user slams its rugged body into the target to attack. This also damages the user quite a lot.
IV Worry Seed Status 100% 10 (max 16)
   
   
Any adjacent Pokémon
A seed that causes worry is planted on the target. It prevents sleep by making the target's Ability Insomnia.
All details are accurate to Generation IX games. For details that have changed between generations, please see an individual move's page. Target data assumes user is in the lower left.

Unusable moves

Gen Move Category Power Accuracy PP Target Description
III Aromatherapy Status —% 5 (max 8)
   
   
All allies
The user releases a soothing scent that heals all status conditions affecting the user's party.
VI Forest's Curse Status 100% 20 (max 32)
   
   
Any adjacent Pokémon
The user puts a forest curse on the target. This adds Grass type to the target's type.
III Grass Whistle Status 55% 15 (max 24)
   
   
Any adjacent Pokémon
The user plays a pleasant melody that lulls the target into a deep sleep.
V Leaf Tornado Special 65 90% 10 (max 16)
   
   
Any adjacent Pokémon
The user attacks its target by encircling it in sharp leaves. This attack may also lower the target's accuracy.
III Needle Arm Physical 60 100% 15 (max 24)
   
   
Any adjacent Pokémon
The user attacks by wildly swinging its thorny arms. This may also make the target flinch.
VII Sappy Seed Physical 100 90% 10 (max 16)
   
   
Any adjacent Pokémon
The user grows a gigantic stalk that scatters seeds to attack the target. The seeds drain the target’s HP every turn.
IV Seed Flare Special 120 85% 5 (max 8)
   
   
Any adjacent Pokémon
The user emits a shock wave from its body to attack its target. This may also harshly lower the target's Sp. Def stat.
VIII Snap Trap Physical 35 100% 15 (max 24)
   
   
Any adjacent Pokémon
The user snares the target in a snap trap that inflicts damage for four to five turns.
All details are accurate to Generation IX games. For details that have changed between generations, please see an individual move's page. Target data assumes user is in the lower left.

Z-Moves

Gen Move Category Power Accuracy PP Target Description
VII Bloom Doom Physical —% 1 (max 1)
   
   
Any adjacent Pokémon
The user collects energy from plants using its Z-Power and attacks the target with full force. The power varies, depending on the original move.
VII Bloom Doom Special —% 1 (max 1)
   
   
Any adjacent Pokémon
The user collects energy from plants using its Z-Power and attacks the target with full force. The power varies, depending on the original move.
All details are accurate to Generation IX games. For details that have changed between generations, please see an individual move's page. Target data assumes user is in the lower left.

Max Moves

Gen Move Category Power Accuracy PP Target Description
VIII G-Max Drum Solo Physical 160 —% 3 (max 4)
   
   
All adjacent foes
A Grass-type attack that Gigantamax Rillaboom use. This move can be used on the target regardless of its Abilities.
VIII G-Max Drum Solo Special 160 —% 3 (max 4)
   
   
All adjacent foes
A Grass-type attack that Gigantamax Rillaboom use. This move can be used on the target regardless of its Abilities.
VIII G-Max Sweetness Physical —% 3 (max 4)
   
   
All adjacent foes
A Grass-type attack that Gigantamax Appletun use. This move heals the status conditions of allies.
VIII G-Max Sweetness Special —% 3 (max 4)
   
   
All adjacent foes
A Grass-type attack that Gigantamax Appletun use. This move heals the status conditions of allies.
VIII G-Max Tartness Physical —% 3 (max 4)
   
   
All adjacent foes
A Grass-type attack that Gigantamax Flapple use. This move reduces the opponents' evasiveness.
VIII G-Max Tartness Special —% 3 (max 4)
   
   
All adjacent foes
A Grass-type attack that Gigantamax Flapple use. This move reduces the opponents' evasiveness.
VIII G-Max Vine Lash Physical —% 3 (max 4)
   
   
All adjacent foes
A Grass-type attack that Gigantamax Venusaur use. This move continues to deal damage to opponents for four turns.
VIII G-Max Vine Lash Special —% 3 (max 4)
   
   
All adjacent foes
A Grass-type attack that Gigantamax Venusaur use. This move continues to deal damage to opponents for four turns.
VIII Max Overgrowth Physical —% 3 (max 4)
   
   
All adjacent foes
This is a Grass-type attack Dynamax Pokémon use. The user turns the ground into Grassy Terrain for five turns.
VIII Max Overgrowth Special —% 3 (max 4)
   
   
All adjacent foes
This is a Grass-type attack Dynamax Pokémon use. The user turns the ground into Grassy Terrain for five turns.
All details are accurate to Generation IX games. For details that have changed between generations, please see an individual move's page. Target data assumes user is in the lower left.

Electric-type

Usable moves

Gen Move Category Power Accuracy PP Target Description
III Charge Status —% 20 (max 32)
   
   
Self
The user becomes charged, boosting the power of the next Electric-type move it uses. This also boosts the user's Sp. Def stat.
IV Charge Beam Special 50 90% 10 (max 16)
   
   
Any adjacent Pokémon
The user attacks the target with an electric charge. The residual electricity may also boost the user's Sp. Atk stat.
IV Discharge Special 80 100% 15 (max 24)
   
   
All adjacent Pokémon
The user strikes everything around it by letting loose a flare of electricity. This may also leave those hit by the attack with paralysis.
IX Double Shock Physical 120 100% 5 (max 8)
   
   
Any adjacent Pokémon
The user discharges all the electricity from its body to perform a high-damage attack. After using this move, the user will no longer be Electric type.
VI Eerie Impulse Status 100% 15 (max 24)
   
   
Any adjacent Pokémon
The user's body generates an eerie impulse. Exposing the target to it harshly lowers the target's Sp. Atk stat.
VI Electric Terrain Status —% 10 (max 16)
   
   
All Pokémon
The user turns the ground into Electric Terrain for five turns, powering up Electric-type moves. Pokémon on the ground can no longer fall asleep.
V Electro Ball Special 100% 10 (max 16)
   
   
Any adjacent Pokémon
The user hurls an electric orb at the target. The faster the user is than the target, the greater the move's power.
IX Electro Drift Special 100 100% 5 (max 8)
   
   
Any adjacent Pokémon
The user races forward at ultrafast speeds, piercing its target with futuristic electricity. This move's power is boosted more than usual if it's a supereffective hit.
V Electroweb Special 55 95% 15 (max 24)
   
   
All adjacent foes
The user captures opposing Pokémon in an electric net to inflict damage. This also lowers their Speed stats.
IV Magnet Rise Status —% 10 (max 16)
   
   
Self
The user levitates using electrically generated magnetism for five turns.
VI Magnetic Flux Status —% 20 (max 32)
   
   
All allies
The user manipulates magnetic fields, which boosts the Defense and Sp. Def stats of ally Pokémon with the Plus Ability or the Minus Ability.
VI Nuzzle Physical 20 100% 20 (max 32)
   
   
Any adjacent Pokémon
The user attacks by nuzzling its electrified cheeks against the target. This also leaves the target with paralysis.
VIII Overdrive Special 80 100% 10 (max 16)
   
   
All adjacent foes
The user attacks opposing Pokémon by twanging a guitar or bass guitar, causing a huge echo and strong vibration.
VI Parabolic Charge Special 65 100% 20 (max 32)
   
   
All adjacent Pokémon
The user attacks everything around it. The user's HP is restored by half the damage taken by those hit.
VII Plasma Fists Physical 100 100% 15 (max 24)
   
   
Any adjacent Pokémon
The user attacks with electrically charged fists. This move changes Normal-type moves to Electric-type moves.
VIII Rising Voltage Special 70 100% 20 (max 32)
   
   
Any adjacent Pokémon
The user attacks with electricity rising from the ground. This move's power is doubled if the target is on Electric Terrain.
III Shock Wave Special 60 —% 20 (max 32)
   
   
Any adjacent Pokémon
The user strikes the target with a quick jolt of electricity. This attack never misses.
II Spark Physical 65 100% 20 (max 32)
   
   
Any adjacent Pokémon
The user attacks the target with an electrically charged tackle. This may also leave the target with paralysis.
I Thunder Special 110 70% 10 (max 16)
   
   
Any adjacent Pokémon
A wicked thunderbolt is dropped on the target to inflict damage. This may also leave the target with paralysis.
VIII Thunder Cage Special 80 90% 15 (max 24)
   
   
Any adjacent Pokémon
The user traps the target inside a cage of sparking electricity that inflicts damage for four to five turns.
IV Thunder Fang Physical 65 95% 15 (max 24)
   
   
Any adjacent Pokémon
The user bites with electrified fangs. This may also make the target flinch or leave it with paralysis.
I Thunder Punch Physical 75 100% 15 (max 24)
   
   
Any adjacent Pokémon
The target is attacked with an electrified punch. This may also leave the target with paralysis.
I Thunder Shock Special 40 100% 30 (max 48)
   
   
Any adjacent Pokémon
The user attacks the target with a jolt of electricity. This may also leave the target with paralysis.
I Thunder Wave Status 90% 20 (max 32)
   
   
Any adjacent Pokémon
The user launches a weak jolt of electricity that paralyzes the target.
I Thunderbolt Special 90 100% 15 (max 24)
   
   
Any adjacent Pokémon
The user attacks the target with a strong electric blast. This may also leave the target with paralysis.
V Volt Switch Special 70 100% 20 (max 32)
   
   
Any adjacent Pokémon
After making its attack, the user rushes back to switch places with a party Pokémon in waiting.
III Volt Tackle Physical 120 100% 15 (max 24)
   
   
Any adjacent Pokémon
The user electrifies itself and charges the target to inflict damage. This also damages the user quite a lot and may leave the target with paralysis.
V Wild Charge Physical 90 100% 15 (max 24)
   
   
Any adjacent Pokémon
The user shrouds itself in electricity and smashes into its target. This also damages the user a little.
VIII Wildbolt Storm Special 95 80% 5 (max 8)
   
   
Any adjacent Pokémon
The user summons a thunderous tempest and savagely attacks with lightning and wind. This may also leave opposing Pokémon with paralysis.
II Zap Cannon Special 120 50% 5 (max 8)
   
   
Any adjacent Pokémon
The user attacks by firing an electric blast like a cannon. This also leaves the target with paralysis.
VII Zing Zap Physical 80 100% 10 (max 16)
   
   
Any adjacent Pokémon
The user crashes into the target, delivering a powerful electric shock. This may also make the target flinch.
All details are accurate to Generation IX games. For details that have changed between generations, please see an individual move's page. Target data assumes user is in the lower left.

Unusable moves

Gen Move Category Power Accuracy PP Target Description
VIII Aura Wheel Physical 110 100% 10 (max 16)
   
   
Any adjacent Pokémon
Morpeko attacks and boosts its Speed stat with the energy stored in its cheeks. This move's type changes depending on the user's form.
VIII Bolt Beak Physical 85 100% 10 (max 16)
   
   
Any adjacent Pokémon
The user stabs the target with its electrified beak. This move's power is doubled if the user moves before the target.
V Bolt Strike Physical 130 85% 5 (max 8)
   
   
Any adjacent Pokémon
The user surrounds itself with a great amount of electricity and charges its target. This may also leave the target with paralysis.
VII Buzzy Buzz Special 60 100% 20 (max 32)
   
   
Any adjacent Pokémon
The user shoots a jolt of electricity to attack the target. This also leaves the target with paralysis.
VI Electrify Status —% 20 (max 32)
   
   
Any adjacent Pokémon
If the target is electrified before it uses a move, the target's move becomes Electric type for that turn.
V Fusion Bolt Physical 100 100% 5 (max 8)
   
   
Any adjacent Pokémon
The user throws down a giant lightning bolt. This move's power is boosted when influenced by an enormous flame.
VI Ion Deluge Status —% 25 (max 40)
   
   
All Pokémon
The user disperses electrically charged particles, which changes Normal-type moves to Electric-type moves.
VII Pika Papow Special —% 1 (max 1)
   
   
All adjacent Pokémon
The more Pikachu loves its Trainer, the greater the move’s power. It never misses.
VII Zippy Zap Physical 80 100% 10 (max 16)
   
   
Any adjacent Pokémon
The user attacks the target with bursts of electricity at high speed. This move always goes first and results in a critical hit.
All details are accurate to Generation IX games. For details that have changed between generations, please see an individual move's page. Target data assumes user is in the lower left.

Z-Moves

Gen Move Category Power Accuracy PP Target Description
VII 10,000,000 Volt Thunderbolt Special 195 —% 1 (max 1)
   
   
Any adjacent Pokémon
The user, Pikachu wearing a cap, powers up a jolt of electricity using its Z-Power and unleashes it. Critical hits land more easily.
VII Catastropika Physical 210 —% 1 (max 1)
   
   
Any adjacent Pokémon
The user, Pikachu, surrounds itself with the maximum amount of electricity using its Z-Power and pounces on its target with full force.
VII Gigavolt Havoc Physical —% 1 (max 1)
   
   
Any adjacent Pokémon
The user hits the target with a powerful electric current collected by its Z-Power. The power varies, depending on the original move.
VII Gigavolt Havoc Special —% 1 (max 1)
   
   
Any adjacent Pokémon
The user hits the target with a powerful electric current collected by its Z-Power. The power varies, depending on the original move.
VII Stoked Sparksurfer Special 175 —% 1 (max 1)
   
   
Any adjacent Pokémon
After obtaining Z-Power, the user, Alolan Raichu, attacks the target with full force. This move leaves the target with paralysis.
All details are accurate to Generation IX games. For details that have changed between generations, please see an individual move's page. Target data assumes user is in the lower left.

Max Moves

Gen Move Category Power Accuracy PP Target Description
VIII G-Max Stun Shock Physical —% 3 (max 4)
   
   
All adjacent foes
An Electric-type attack that Gigantamax Toxtricity use. This move poisons or paralyzes opponents.
VIII G-Max Stun Shock Special —% 3 (max 4)
   
   
All adjacent foes
An Electric-type attack that Gigantamax Toxtricity use. This move poisons or paralyzes opponents.
VIII G-Max Volt Crash Physical —% 3 (max 4)
   
   
All adjacent foes
An Electric-type attack that Gigantamax Pikachu use. This move paralyzes opponents.
VIII G-Max Volt Crash Special —% 3 (max 4)
   
   
All adjacent foes
An Electric-type attack that Gigantamax Pikachu use. This move paralyzes opponents.
VIII Max Lightning Physical —% 3 (max 4)
   
   
All adjacent foes
This is an Electric-type attack Dynamax Pokémon use. The user turns the ground into Electric Terrain for five turns.
VIII Max Lightning Special —% 3 (max 4)
   
   
All adjacent foes
This is an Electric-type attack Dynamax Pokémon use. The user turns the ground into Electric Terrain for five turns.
All details are accurate to Generation IX games. For details that have changed between generations, please see an individual move's page. Target data assumes user is in the lower left.

Psychic-type

Usable moves

Gen Move Category Power Accuracy PP Target Description
I Agility Status —% 30 (max 48)
   
   
Self
The user relaxes and lightens its body to move faster. This sharply raises the Speed stat.
V Ally Switch Status —% 15 (max 24)
   
   
Self
The user teleports using a strange power and switches places with one of its allies.
I Amnesia Status —% 20 (max 32)
   
   
Self
The user temporarily empties its mind to forget its concerns. This sharply raises the user's Sp. Def stat.
III Calm Mind Status —% 20 (max 32)
   
   
Self
The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats.
I Confusion Special 50 100% 25 (max 40)
   
   
Any adjacent Pokémon
The target is hit by a weak telekinetic force. This may also confuse the target.
III Cosmic Power Status —% 20 (max 32)
   
   
Self
The user absorbs a mystical power from space to raise its Defense and Sp. Def stats.
I Dream Eater Special 100 100% 15 (max 24)
   
   
Any adjacent Pokémon
The user eats the dreams of a sleeping target. It absorbs half the damage caused to heal its own HP.
VIII Eerie Spell Special 80 100% 5 (max 8)
   
   
Any adjacent Pokémon
The user attacks with its tremendous psychic power. This also removes 3 PP from the target's last move.
VIII Esper Wing Special 75 90% 10 (max 16)
   
   
Self
The user slashes the target with aura-enriched wings. This also raises the user’s action speed. This move has a heightened chance of landing a critical hit.
VIII Expanding Force Special 80 100% 20 (max 32)
   
   
Any adjacent Pokémon
The user attacks the target with its psychic power. This move's power goes up and damages all opposing Pokémon on Psychic Terrain.
III Extrasensory Special 80 100% 20 (max 32)
   
   
Any adjacent Pokémon
The user attacks with an odd, unseeable power. This may also make the target flinch.
VIII Freezing Glare Special 90 100% 10 (max 16)
   
   
Any adjacent Pokémon
The user shoots its psychic power from its eyes to attack. This may also leave the target frozen.
II Future Sight Special 120 100% 10 (max 16)
   
   
Any adjacent Pokémon
Two turns after this move is used, a hunk of psychic energy attacks the target.
IV Gravity Status —% 5 (max 8)
   
   
All Pokémon
This move enables Flying-type Pokémon or Pokémon with the Levitate Ability to be hit by Ground-type moves. Moves that involve flying can't be used.
V Guard Split Status —% 10 (max 16)
   
   
Any adjacent Pokémon
The user employs its psychic power to average its Defense and Sp. Def stats with those of the target.
IV Guard Swap Status —% 10 (max 16)
   
   
Any adjacent Pokémon
The user employs its psychic power to switch changes to its Defense and Sp. Def stats with the target.
V Heal Pulse Status —% 10 (max 16)
   
   
Anyone
The user emits a healing pulse that restores the target's HP by up to half of its max HP.
IV Healing Wish Status —% 10 (max 16)
   
   
Self
The user faints. In return, the Pokémon taking its place will have its HP restored and status conditions cured.
IV Heart Swap Status —% 10 (max 16)
   
   
Any adjacent Pokémon
The user employs its psychic power to switch stat changes with the target.
VI Hyperspace Hole Special 80 —% 5 (max 8)
   
   
Any adjacent Pokémon
Using a hyperspace hole, the user appears right next to the target and strikes. This also hits a target using a move such as Protect or Detect.
I Hypnosis Status 60% 20 (max 32)
   
   
Any adjacent Pokémon
The user employs hypnotic suggestion to make the target fall into a deep sleep.
III Imprison Status —% 10 (max 16)
   
   
Self
If opposing Pokémon know any move also known by the user, they are prevented from using it.
VII Instruct Status —% 15 (max 24)
   
   
Any adjacent Pokémon
The user instructs the target to use the target's last move again.
I Light Screen Status —% 30 (max 48)
   
   
All allies
A wondrous wall of light is put up to reduce damage from special attacks for five turns.
IX Lumina Crash Special 80 100% 10 (max 16)
   
   
Any adjacent Pokémon
The user attacks by unleashing a peculiar light that even affects the mind. This also harshly lowers the target's Sp. Def stat.
IV Lunar Dance Status —% 10 (max 16)
   
   
Self
The user faints. In return, the Pokémon taking its place will have its status and HP fully restored.
VIII Lunar Blessing Status —% 10 (max 16)
   
   
Self
The user heals its own status conditions and restores its HP. Incoming moves also become more likely to miss.
VIII Magic Powder Status 100% 20 (max 32)
   
   
Any adjacent Pokémon
The user scatters a cloud of magic powder that changes the target to Psychic type.
V Magic Room Status —% 10 (max 16)
   
   
All Pokémon
The user creates a bizarre area in which Pokémon's held items lose their effects for five turns.
II Mirror Coat Special 100% 20 (max 32)
   
   
Self
A retaliation move that counters any special attack, inflicting double the damage taken.
VIII Mystical Power Special 70 90% 10 (max 16)
   
   
Self
The user strengthens itself with a mysterious power. If it excels in offense, its offensive stats are raised. If it excels in defense, its defensive stats are raised.
VII Photon Geyser Special 100 100% 5 (max 8)
   
   
Any adjacent Pokémon
The user attacks a target with a pillar of light. This move inflicts Attack or Sp. Atk damage—whichever stat is higher for the user.
V Power Split Status —% 10 (max 16)
   
   
Any adjacent Pokémon
The user employs its psychic power to average its Attack and Sp. Atk stats with those of the target.
IV Power Swap Status —% 10 (max 16)
   
   
Any adjacent Pokémon
The user employs its psychic power to switch changes to its Attack and Sp. Atk stats with the target.
IV Power Trick Status —% 10 (max 16)
   
   
Self
The user employs its psychic power to switch its Attack stat with its Defense stat.
VII Prismatic Laser Special 160 100% 10 (max 16)
   
   
Any adjacent Pokémon
The user shoots powerful lasers using the power of a prism. The user can't move on the next turn.
I Psybeam Special 65 100% 20 (max 32)
   
   
Any adjacent Pokémon
The target is attacked with a peculiar ray. This may also leave the target confused.
I Psychic Special 90 100% 10 (max 16)
   
   
Any adjacent Pokémon
The target is hit by a strong telekinetic force. This may also lower the target's Sp. Def stat.
VII Psychic Fangs Physical 85 100% 10 (max 16)
   
   
Any adjacent Pokémon
The user bites the target with its psychic capabilities. This can also destroy Light Screen and Reflect.
VII Psychic Terrain Status —% 10 (max 16)
   
   
All Pokémon
This protects Pokémon on the ground from priority moves and powers up Psychic-type moves for five turns.
IV Psycho Cut Physical 70 100% 20 (max 32)
   
   
Any adjacent Pokémon
The user tears at the target with blades formed by psychic power. Critical hits land more easily.
V Psyshock Special 80 100% 10 (max 16)
   
   
Any adjacent Pokémon
The user materializes an odd psychic wave to attack the target. This attack does physical damage.
VIII Psyshield Bash Physical 70 90% 10 (max 16)
   
   
Any adjacent Pokémon
Cloaking itself in psychic energy, the user slams into the target. This may also raise the user’s defensive stats.
V Psystrike Special 100 100% 10 (max 16)
   
   
Any adjacent Pokémon
The user materializes an odd psychic wave to attack the target. This attack does physical damage.
I Reflect Status —% 20 (max 32)
   
   
All allies
A wondrous wall of light is put up to reduce damage from physical attacks for five turns.
I Rest Status —% 10 (max 16)
   
   
Self
The user goes to sleep for two turns. This fully restores the user's HP and heals any status conditions.
III Role Play Status —% 10 (max 16)
   
   
Any adjacent Pokémon
The user mimics the target completely, copying the target's natural Ability.
III Skill Swap Status —% 10 (max 16)
   
   
Any adjacent Pokémon
The user employs its psychic power to exchange Abilities with the target.
VII Speed Swap Status —% 10 (max 16)
   
   
Any adjacent Pokémon
The user exchanges Speed stats with the target.
V Stored Power Special 20 100% 10 (max 16)
   
   
Any adjacent Pokémon
The user attacks the target with stored power. The more the user's stats are raised, the greater the move's power.
I Teleport Status —% 20 (max 32)
   
   
Self
Use it to flee from any wild Pokémon.
III Trick Status 100% 10 (max 16)
   
   
Any adjacent Pokémon
The user catches the target off guard and swaps its held item with its own.
IV Trick Room Status —% 5 (max 8)
   
   
All Pokémon
The user creates a bizarre area in which slower Pokémon get to move first for five turns.
IX Twin Beam Special 40 100% 10 (max 16)
   
   
Any adjacent Pokémon
The user shoots mystical beams from its eyes to inflict damage. The target is hit twice in a row.
V Wonder Room Status —% 10 (max 16)
   
   
All Pokémon
The user creates a bizarre area in which Pokémon's Defense and Sp. Def stats are swapped for five turns.
IV Zen Headbutt Physical 80 90% 15 (max 24)
   
   
Any adjacent Pokémon
The user focuses its willpower to its head and attacks the target. This may also make the target flinch.
All details are accurate to Generation IX games. For details that have changed between generations, please see an individual move's page. Target data assumes user is in the lower left.

Unusable moves

Gen Move Category Power Accuracy PP Target Description
I Barrier Status —% 20 (max 32)
   
   
Self
The user throws up a sturdy wall that sharply raises its Defense stat.
VII Glitzy Glow Special 80 95% 15 (max 24)
   
   
Any adjacent Pokémon
The user bombards the target with telekinetic force. A wondrous wall of light is put up to weaken the power of the opposing Pokémon’s special moves.
IV Heal Block Status 100% 15 (max 24)
   
   
All adjacent foes
For five turns, the user prevents the opposing team from using any moves, Abilities, or held items that recover HP.
V Heart Stamp Physical 60 100% 25 (max 40)
   
   
Any adjacent Pokémon
The user unleashes a vicious blow after its cute act makes the target less wary. This may also make the target flinch.
I Kinesis Status 80% 15 (max 24)
   
   
Any adjacent Pokémon
The user distracts the target by bending a spoon. This lowers the target's accuracy.
III Luster Purge Special 70 100% 5 (max 8)
   
   
Any adjacent Pokémon
The user lets loose a damaging burst of light. This may also lower the target's Sp. Def stat.
III Magic Coat Status —% 15 (max 24)
   
   
Self
A barrier reflects back to the target moves like Leech Seed and moves that damage status.
I Meditate Status —% 40 (max 64)
   
   
Self
The user meditates to awaken the power deep within its body and raise its Attack stat.
IV Miracle Eye Status —% 40 (max 64)
   
   
Any adjacent Pokémon
Enables a Dark-type target to be hit by Psychic-type attacks. This also enables an evasive target to be hit.
III Mist Ball Special 70 100% 5 (max 8)
   
   
Any adjacent Pokémon
A mist-like flurry of down envelops and damages the target. This may also lower the target's Sp. Atk stat.
III Psycho Boost Special 140 90% 5 (max 8)
   
   
Any adjacent Pokémon
The user attacks the target at full power. The attack's recoil harshly lowers the user's Sp. Atk stat.
IV Psycho Shift Status 100% 10 (max 16)
   
   
Any adjacent Pokémon
Using its psychic power of suggestion, the user transfers its status conditions to the target.
I Psywave Special 100% 15 (max 24)
   
   
Any adjacent Pokémon
The target is attacked with an odd psychic wave. The attack varies in intensity.
V Synchronoise Special 120 100% 10 (max 16)
   
   
All adjacent Pokémon
Using an odd shock wave, the user inflicts damage on any Pokémon of the same type in the area around it.
VIII Take Heart Status —% 10 (max 16)
   
   
Self
The user lifts its spirits, healing its own status conditions and raising its offensive and defensive stats.
V Telekinesis Status —% 15 (max 24)
   
   
Any adjacent Pokémon
The user makes the target float with its psychic power. The target is easier to hit for three turns.
All details are accurate to Generation IX games. For details that have changed between generations, please see an individual move's page. Target data assumes user is in the lower left.

Z-Moves

Gen Move Category Power Accuracy PP Target Description
VII Genesis Supernova Special 185 —% 1 (max 1)
   
   
Any adjacent Pokémon
After obtaining Z-Power, the user, Mew, attacks the target with full force. The terrain will be charged with psychic energy.
VII Light That Burns the Sky Special 200 —% 1 (max 1)
   
   
Any adjacent Pokémon
This attack inflicts Attack or Sp. Atk damage—whichever stat is higher for the user, Necrozma. This move ignores the target’s Ability.
VII Shattered Psyche Physical —% 1 (max 1)
   
   
Any adjacent Pokémon
The user controls the target with its Z-Power and hurts the target with full force. The power varies, depending on the original move.
VII Shattered Psyche Special —% 1 (max 1)
   
   
Any adjacent Pokémon
The user controls the target with its Z-Power and hurts the target with full force. The power varies, depending on the original move.
All details are accurate to Generation IX games. For details that have changed between generations, please see an individual move's page. Target data assumes user is in the lower left.

Max Moves

Gen Move Category Power Accuracy PP Target Description
VIII G-Max Gravitas Physical —% 3 (max 4)
   
   
All adjacent foes
A Psychic-type attack that Gigantamax Orbeetle use. This move changes gravity for five turns.
VIII G-Max Gravitas Special —% 3 (max 4)
   
   
All adjacent foes
A Psychic-type attack that Gigantamax Orbeetle use. This move changes gravity for five turns.
VIII Max Mindstorm Physical —% 3 (max 4)
   
   
All adjacent foes
This is a Psychic-type attack Dynamax Pokémon use. The user turns the ground into Psychic Terrain for five turns.
VIII Max Mindstorm Special —% 3 (max 4)
   
   
All adjacent foes
This is a Psychic-type attack Dynamax Pokémon use. The user turns the ground into Psychic Terrain for five turns.
All details are accurate to Generation IX games. For details that have changed between generations, please see an individual move's page. Target data assumes user is in the lower left.

Ice-type

Usable moves

Gen Move Category Power Accuracy PP Target Description
I Aurora Beam Special 65 100% 20 (max 32)
   
   
Any adjacent Pokémon
The target is hit with a rainbow-colored beam. This may also lower the target's Attack stat.
VII Aurora Veil Status —% 20 (max 32)
   
   
All allies
This move reduces damage from physical and special moves for five turns. This can be used only when it is snowing.
IV Avalanche Physical 60 100% 10 (max 16)
   
   
Any adjacent Pokémon
The power of this attack move is doubled if the user has been hurt by the target in the same turn.
I Blizzard Special 110 70% 5 (max 8)
   
   
All adjacent foes
A howling blizzard is summoned to strike opposing Pokémon. This may also leave the opposing Pokémon frozen.
IX Chilly Reception Status —% 10 (max 16)
   
   
Self
The user tells a chillingly bad joke before switching places with a party Pokémon in waiting. This summons a snowstorm lasting five turns.
VI Freeze-Dry Special 70 100% 20 (max 32)
   
   
Any adjacent Pokémon
The user rapidly cools the target. This may also leave the target frozen. This move is super effective on Water types.
V Frost Breath Special 60 90% 10 (max 16)
   
   
Any adjacent Pokémon
The user blows its cold breath on the target. This attack always results in a critical hit.
VIII Glacial Lance Physical 130 100% 5 (max 8)
   
   
All adjacent foes
The user attacks by hurling a blizzard-cloaked icicle lance at opposing Pokémon.
I Haze Status —% 30 (max 48)
   
   
All Pokémon
The user creates a haze that eliminates every stat change among all the Pokémon engaged in battle.
I Ice Beam Special 90 100% 10 (max 16)
   
   
Any adjacent Pokémon
The target is struck with an icy-cold beam of energy. This may also leave the target frozen.
IV Ice Fang Physical 65 95% 15 (max 24)
   
   
Any adjacent Pokémon
The user bites with cold-infused fangs. This may also make the target flinch or leave it frozen.
VII Ice Hammer Physical 100 90% 10 (max 16)
   
   
Any adjacent Pokémon
The user swings and hits with its strong, heavy fist. It lowers the user's Speed, however.
I Ice Punch Physical 75 100% 15 (max 24)
   
   
Any adjacent Pokémon
The target is punched with an icy fist. This may also leave the target frozen.
IV Ice Shard Physical 40 100% 30 (max 48)
   
   
Any adjacent Pokémon
The user flash-freezes chunks of ice and hurls them at the target. This move always goes first.
IX Ice Spinner Physical 80 100% 15 (max 24)
   
   
Any adjacent Pokémon
The user covers its feet in thin ice and twirls around, slamming into the target. This move's spinning motion also destroys the terrain.
V Icicle Crash Physical 85 90% 10 (max 16)
   
   
Any adjacent Pokémon
The user attacks by harshly dropping large icicles onto the target. This may also make the target flinch.
III Icicle Spear Physical 25 100% 30 (max 48)
   
   
Any adjacent Pokémon
The user launches sharp icicles at the target two to five times in a row.
II Icy Wind Special 55 95% 15 (max 24)
   
   
All adjacent foes
The user attacks with a gust of chilled air. This also lowers the opposing Pokémon's Speed stats.
I Mist Status —% 30 (max 48)
   
   
All allies
The user cloaks itself and its allies in a white mist that prevents any of their stats from being lowered for five turns.
VIII Mountain Gale Physical 100 85% 5 (max 8)
   
   
Any adjacent Pokémon
The user hurls giant chunks of ice at the target to inflict damage.
II Powder Snow Special 40 100% 25 (max 40)
   
   
All adjacent foes
The user attacks with a chilling gust of powdery snow. This may also freeze the opposing Pokémon.
III Sheer Cold Special 30% 5 (max 8)
   
   
Any adjacent Pokémon
The target faints instantly. It's less likely to hit the target if it's used by Pokémon other than Ice types.
IX Snowscape Status —% 10 (max 16)
   
   
Self
The user summons a snowstorm lasting five turns. This boosts the Defense stats of Ice types.
VIII Triple Axel Physical 20 90% 10 (max 16)
   
   
Any adjacent Pokémon
A consecutive three-kick attack that becomes more powerful with each successful hit.
All details are accurate to Generation IX games. For details that have changed between generations, please see an individual move's page. Target data assumes user is in the lower left.

Unusable moves

Gen Move Category Power Accuracy PP Target Description
V Freeze Shock Physical 140 90% 5 (max 8)
   
   
Any adjacent Pokémon
On the second turn, the user hits the target with electrically charged ice. This may also leave the target with paralysis.
VII Freezy Frost Special 100 90% 10 (max 16)
   
   
Any adjacent Pokémon
The user attacks with a crystal made of cold frozen haze. It eliminates every stat change among all the Pokémon engaged in battle.
V Glaciate Special 65 95% 10 (max 16)
   
   
All adjacent foes
The user attacks by blowing freezing cold air at opposing Pokémon. This lowers their Speed stat.
III Hail Status —% 10 (max 16)
   
   
All Pokémon
The user summons a hailstorm lasting five turns. It damages all Pokémon except the Ice type.
III Ice Ball Physical 30 90% 20 (max 32)
   
   
Any adjacent Pokémon
The user attacks the target for five turns. The move's power increases each time it hits.
V Ice Burn Special 140 90% 5 (max 8)
   
   
Any adjacent Pokémon
On the second turn, an ultracold, freezing wind surrounds the target. This may leave the target with a burn.
All details are accurate to Generation IX games. For details that have changed between generations, please see an individual move's page. Target data assumes user is in the lower left.

Z-Moves

Gen Move Category Power Accuracy PP Target Description
VII Subzero Slammer Physical —% 1 (max 1)
   
   
Any adjacent Pokémon
The user dramatically drops the temperature using its Z-Power and freezes the target with full force. The power varies, depending on the original move.
VII Subzero Slammer Special —% 1 (max 1)
   
   
Any adjacent Pokémon
The user dramatically drops the temperature using its Z-Power and freezes the target with full force. The power varies, depending on the original move.
All details are accurate to Generation IX games. For details that have changed between generations, please see an individual move's page. Target data assumes user is in the lower left.

Max Moves

Gen Move Category Power Accuracy PP Target Description
VIII G-Max Resonance Physical —% 3 (max 4)
   
   
All adjacent foes
An Ice-type attack that Gigantamax Lapras use. This move reduces the damage received for five turns.
VIII G-Max Resonance Special —% 3 (max 4)
   
   
All adjacent foes
An Ice-type attack that Gigantamax Lapras use. This move reduces the damage received for five turns.
VIII Max Hailstorm Physical —% 3 (max 4)
   
   
All adjacent foes
This is an Ice-type attack Dynamax Pokémon use. The user summons a hailstorm lasting five turns.
VIII Max Hailstorm Special —% 3 (max 4)
   
   
All adjacent foes
This is an Ice-type attack Dynamax Pokémon use. The user summons a hailstorm lasting five turns.
All details are accurate to Generation IX games. For details that have changed between generations, please see an individual move's page. Target data assumes user is in the lower left.

Dragon-type

Usable moves

Gen Move Category Power Accuracy PP Target Description
VIII Breaking Swipe Physical 60 100% 15 (max 24)
   
   
All adjacent foes
The user swings its tough tail wildly and attacks opposing Pokémon. This also lowers their Attack stats.
IV Draco Meteor Special 130 90% 5 (max 8)
   
   
Any adjacent Pokémon
Comets are summoned down from the sky onto the target. The attack's recoil harshly lowers the user's Sp. Atk stat.
II Dragon Breath Special 60 100% 20 (max 32)
   
   
Any adjacent Pokémon
The user exhales a mighty gust that inflicts damage. This may also leave the target with paralysis.
III Dragon Claw Physical 80 100% 15 (max 24)
   
   
Any adjacent Pokémon
The user slashes the target with huge sharp claws.
III Dragon Dance Status —% 20 (max 32)
   
   
Self
The user vigorously performs a mystic, powerful dance that raises its Attack and Speed stats.
VIII Dragon Darts Physical 50 100% 10 (max 16)
   
   
Any adjacent Pokémon
The user attacks twice using Dreepy. If there are two targets, this move hits each target once.
VIII Dragon Energy Special 150 100% 5 (max 8)
   
   
All adjacent foes
Converting its life-force into power, the user attacks opposing Pokémon. The lower the user's HP, the lower the move's power.
IV Dragon Pulse Special 85 100% 10 (max 16)
   
   
Anyone
The target is attacked with a shock wave generated by the user's gaping mouth.
IV Dragon Rush Physical 100 75% 10 (max 16)
   
   
Any adjacent Pokémon
The user tackles the target while exhibiting overwhelming menace. This may also make the target flinch.
V Dragon Tail Physical 60 90% 10 (max 16)
   
   
Any adjacent Pokémon
The target is knocked away, and a different Pokémon is dragged out. In the wild, this ends a battle against a single Pokémon.
VIII Dynamax Cannon Special 100 100% 5 (max 8)
   
   
Any adjacent Pokémon
The user unleashes a strong beam from its core. This move deals twice the damage if the target is Dynamaxed.
IX Glaive Rush Physical 120 100% 5 (max 8)
   
   
Any adjacent Pokémon
The user throws its entire body into a reckless charge. Attacks from opposing Pokémon during the next turn cannot miss and will inflict double damage.
IX Order Up Physical 80 100% 10 (max 16)
   
   
Any adjacent Pokémon
The user attacks with elegant poise. If the user has a Tatsugiri in its mouth, this move boosts one of the user's stats based on the Tatsugiri's form.
II Outrage Physical 120 100% 10 (max 16)
   
   
Self
The user rampages and attacks for two to three turns. The user then becomes confused.
IV Roar of Time Special 150 90% 5 (max 8)
   
   
Any adjacent Pokémon
The user blasts the target with power that distorts even time. The user can't move on the next turn.
VIII Scale Shot Physical 25 90% 20 (max 32)
   
   
Any adjacent Pokémon
The user attacks by shooting scales two to five times in a row. This move boosts the user's Speed stat but lowers its Defense stat.
IV Spacial Rend Special 100 95% 5 (max 8)
   
   
Any adjacent Pokémon
The user tears the target along with the space around it. Critical hits land more easily.
II Twister Special 40 100% 20 (max 32)
   
   
All adjacent foes
The user whips up a vicious tornado to tear at the opposing Pokémon. This may also make them flinch.
All details are accurate to Generation IX games. For details that have changed between generations, please see an individual move's page. Target data assumes user is in the lower left.

Unusable moves

Gen Move Category Power Accuracy PP Target Description
VII Clanging Scales Special 110 100% 5 (max 8)
   
   
All adjacent foes
The user rubs the scales on its entire body and makes a huge noise to attack the opposing Pokémon. The user's Defense stat goes down after the attack.
VIII Clangorous Soul Status —% 5 (max 8)
   
   
Self
The user raises all its stats by using some of its HP.
VII Core Enforcer Special 100 100% 10 (max 16)
   
   
All adjacent foes
If the Pokémon the user has inflicted damage on have already used their moves, this move eliminates the effect of the target's Ability.
VII Dragon Hammer Physical 90 100% 15 (max 24)
   
   
Any adjacent Pokémon
The user uses its body like a hammer to attack the target and inflict damage.
I Dragon Rage Special 100% 10 (max 16)
   
   
Any adjacent Pokémon
This attack hits the target with a shock wave of pure rage. This attack always inflicts 40 HP damage.
V Dual Chop Physical 40 90% 15 (max 24)
   
   
Any adjacent Pokémon
The user attacks its target by hitting it with brutal strikes. The target is hit twice in a row.
VIII Eternabeam Special 160 90% 5 (max 8)
   
   
Any adjacent Pokémon
This is Eternatus's most powerful attack in its original form. The user can't move on the next turn.
All details are accurate to Generation IX games. For details that have changed between generations, please see an individual move's page. Target data assumes user is in the lower left.

Z-Moves

Gen Move Category Power Accuracy PP Target Description
VII Clangorous Soulblaze Special 185 —% 1 (max 1)
   
   
All adjacent foes
After obtaining Z-Power, the user, Kommo-o, attacks the opposing Pokémon with full force. This move boosts the user’s stats.
VII Devastating Drake Physical —% 1 (max 1)
   
   
Any adjacent Pokémon
The user materializes its aura using its Z-Power and attacks the target with full force. The power varies, depending on the original move.
VII Devastating Drake Special —% 1 (max 1)
   
   
Any adjacent Pokémon
The user materializes its aura using its Z-Power and attacks the target with full force. The power varies, depending on the original move.
All details are accurate to Generation IX games. For details that have changed between generations, please see an individual move's page. Target data assumes user is in the lower left.

Max Moves

Gen Move Category Power Accuracy PP Target Description
VIII G-Max Depletion Physical —% 3 (max 4)
   
   
All adjacent foes
A Dragon-type attack that Gigantamax Duraludon use. Reduces the PP of the last move used.
VIII G-Max Depletion Special —% 3 (max 4)
   
   
All adjacent foes
A Dragon-type attack that Gigantamax Duraludon use. Reduces the PP of the last move used.
VIII Max Wyrmwind Physical —% 3 (max 4)
   
   
All adjacent foes
This is a Dragon-type attack Dynamax Pokémon use. This lowers the target's Attack stat.
VIII Max Wyrmwind Special —% 3 (max 4)
   
   
All adjacent foes
This is a Dragon-type attack Dynamax Pokémon use. This lowers the target's Attack stat.
All details are accurate to Generation IX games. For details that have changed between generations, please see an individual move's page. Target data assumes user is in the lower left.

Dark-type

Usable moves

Gen Move Category Power Accuracy PP Target Description
IV Assurance Physical 60 100% 10 (max 16)
   
   
Any adjacent Pokémon
If the target has already taken some damage in the same turn, this attack's power is doubled.
VIII Aura Wheel Physical 110 100% 10 (max 16)
   
   
Any adjacent Pokémon
Morpeko attacks and raises its Speed with the energy stored in its cheeks. This move's type changes depending on the user's form.
II Beat Up Physical 100% 10 (max 16)
   
   
Any adjacent Pokémon
The user gets all party Pokémon to attack the target. The more party Pokémon, the greater the number of attacks.
I Bite Physical 60 100% 25 (max 40)
   
   
Any adjacent Pokémon
The target is bitten with viciously sharp fangs. This may also make the target flinch.
VII Brutal Swing Physical 60 100% 20 (max 32)
   
   
All adjacent Pokémon
The user swings its body around violently to inflict damage on everything in its vicinity.
VIII Ceaseless Edge Physical 65 90% 15 (max 24)
   
   
Any adjacent Pokémon
The user slashes its shell blade at the target, aiming to land a critical hit. Shell splinters left behind by this attack will continue to damage the target for several turns.
IX Comeuppance Physical 100% 10 (max 16)
   
   
Self
The user retaliates with much greater force against the opponent that last inflicted damage on it.
II Crunch Physical 80 100% 15 (max 24)
   
   
Any adjacent Pokémon
The user crunches up the target with sharp fangs. This may also lower the target's Defense stat.
IV Dark Pulse Special 80 100% 15 (max 24)
   
   
Anyone
The user releases a horrible aura imbued with dark thoughts. This may also make the target flinch.
VII Darkest Lariat Physical 85 100% 10 (max 16)
   
   
Any adjacent Pokémon
The user swings both arms and hits the target. The target's stat changes don't affect this attack's damage.
III Fake Tears Status 100% 20 (max 32)
   
   
Any adjacent Pokémon
The user feigns crying to fluster the target, harshly lowering its Sp. Def stat.
VIII False Surrender Physical 80 —% 10 (max 16)
   
   
Any adjacent Pokémon
The user pretends to bow its head, but then it stabs the target with its disheveled hair. This attack never misses.
VIII Fiery Wrath Special 90 100% 10 (max 16)
   
   
All adjacent foes
The user transforms its wrath into a fire-like aura to attack. This may also make opposing Pokémon flinch.
III Flatter Status 100% 15 (max 24)
   
   
Any adjacent Pokémon
Flattery is used to confuse the target. However, this also raises the target's Sp. Atk stat.
IV Fling Physical 100% 10 (max 16)
   
   
Any adjacent Pokémon
The user flings its held item at the target to attack. This move's power and effects depend on the item.
V Foul Play Physical 95 100% 15 (max 24)
   
   
Any adjacent Pokémon
The user turns the target's power against it. The higher the target's Attack stat, the greater the move's power.
V Hone Claws Status —% 15 (max 24)
   
   
Self
The user sharpens its claws to boost its Attack stat and accuracy.
VI Hyperspace Fury Physical 100 —% 5 (max 8)
   
   
Any adjacent Pokémon
Using its many arms, the user unleashes a barrage of attacks that ignore the effects of moves like Protect and Detect. But the user's Defense stat falls.
VIII Jaw Lock Physical 80 100% 10 (max 16)
   
   
Any adjacent Pokémon
This move prevents the user and the target from switching out until either of them faints. The effect goes away if either of the Pokémon leaves the field.
III Knock Off Physical 65 100% 20 (max 32)
   
   
Any adjacent Pokémon
The user slaps down the target's held item, and that item can't be used in that battle. The move does more damage if the target has a held item.
IX Kowtow Cleave Physical 85 —% 10 (max 16)
   
   
Any adjacent Pokémon
The user slashes at the target after kowtowing to make the target let down its guard. This attack never misses.
VIII Lash Out Physical 75 100% 5 (max 8)
   
   
Any adjacent Pokémon
The user lashes out to vent its frustration toward the target. If its stats were lowered during the turn, the power of this move is doubled.
III Memento Status 100% 10 (max 16)
   
   
Any adjacent Pokémon
The user faints when using this move. In return, this harshly lowers the target's Attack and Sp. Atk stats.
IV Nasty Plot Status —% 20 (max 32)
   
   
Self
The user stimulates its brain by thinking bad thoughts. This sharply raises the user's Sp. Atk stat.
V Night Daze Special 85 95% 10 (max 16)
   
   
Any adjacent Pokémon
The user lets loose a pitch-black shock wave at its target. This may also lower the target's accuracy.
IV Night Slash Physical 70 100% 15 (max 24)
   
   
Any adjacent Pokémon
The user slashes the target the instant an opportunity arises. Critical hits land more easily.
VI Parting Shot Status 100% 20 (max 32)
   
   
Any adjacent Pokémon
With a parting threat, the user lowers the target's Attack and Sp. Atk stats. Then it switches with a party Pokémon.
IV Payback Physical 50 100% 10 (max 16)
   
   
Any adjacent Pokémon
The user stores power, then attacks. If the user moves after the target, this attack's power will be doubled.
VII Power Trip Physical 20 100% 10 (max 16)
   
   
Any adjacent Pokémon
The user boasts its strength and attacks the target. The more the user's stats are raised, the greater the move's power.
V Quash Status 100% 15 (max 24)
   
   
Any adjacent Pokémon
The user suppresses the target and makes its move go last.
IX Ruination Special 90% 10 (max 16)
   
   
Any adjacent Pokémon
The user summons a ruinous disaster. This cuts the target's HP in half.
V Snarl Special 55 95% 15 (max 24)
   
   
All adjacent foes
The user yells as if it's ranting about something, which lowers the Sp. Atk stat of opposing Pokémon.
IV Sucker Punch Physical 70 100% 5 (max 8)
   
   
Any adjacent Pokémon
This move enables the user to attack first. This move fails if the target is not readying an attack.
IV Switcheroo Status 100% 10 (max 16)
   
   
Any adjacent Pokémon
The user trades held items with the target faster than the eye can follow.
III Taunt Status 100% 20 (max 32)
   
   
Any adjacent Pokémon
The target is taunted into a rage that allows it to use only attack moves for three turns.
II Thief Physical 60 100% 25 (max 40)
   
   
Any adjacent Pokémon
The user attacks and steals the target's held item simultaneously. The user can't steal anything if it already holds an item.
VII Throat Chop Physical 80 100% 15 (max 24)
   
   
Any adjacent Pokémon
The user attacks the target's throat, and the resultant suffering prevents the target from using moves that emit sound for two turns.
III Torment Status 100% 15 (max 24)
   
   
Any adjacent Pokémon
The user torments and enrages the target, making it incapable of using the same move twice in a row.
VIII Wicked Blow Physical 80 100% 5 (max 8)
   
   
Any adjacent Pokémon
The user, having mastered the Dark style, strikes the target with a fierce blow. This attack always results in a critical hit.
IX Wicked Torque Physical 80 100% 10 (max 16)
   
   
Any adjacent Pokémon
This move is only used by a Starmobile. It may cause the opponent to fall asleep.
All details are accurate to Generation IX games. For details that have changed between generations, please see an individual move's page. Target data assumes user is in the lower left.

Unusable moves

Gen Move Category Power Accuracy PP Target Description
VII Baddy Bad Special 80 95% 15 (max 24)
   
   
Any adjacent Pokémon
The user acts bad and attacks the target. A wondrous wall of light is put up to weaken the power of the opposing Pokémon’s physical moves.
IV Dark Void Status 50% 10 (max 16)
   
   
All adjacent foes
Opposing Pokémon are dragged into a world of total darkness that makes them sleep.
IV Embargo Status 100% 15 (max 24)
   
   
Any adjacent Pokémon
This move prevents the target from using its held item for five turns. Its Trainer is also prevented from using items on it.
II Feint Attack Physical 60 —% 20 (max 32)
   
   
Any adjacent Pokémon
The user approaches the target disarmingly, then throws a sucker punch. This attack never misses.
VIII Obstruct Status 100% 10 (max 16)
   
   
Self
This move enables the user to protect itself from all attacks. Its chance of failing rises if it is used in succession. Direct contact harshly lowers the attacker's Defense stat.
IV Punishment Physical 100% 5 (max 8)
   
   
Any adjacent Pokémon
The more the target has powered up with stat changes, the greater the move's power.
II Pursuit Physical 40 100% 20 (max 32)
   
   
Any adjacent Pokémon
The power of this attack move is doubled if it's used on a target that's switching out of battle.
III Snatch Status —% 10 (max 16)
   
   
Self
The user steals the effects of any attempts to use a healing or stat-changing move.
VI Topsy-Turvy Status —% 20 (max 32)
   
   
Any adjacent Pokémon
All stat changes affecting the target turn topsy-turvy and become the opposite of what they were.
All details are accurate to Generation IX games. For details that have changed between generations, please see an individual move's page. Target data assumes user is in the lower left.

Z-Moves

Gen Move Category Power Accuracy PP Target Description
VII Black Hole Eclipse Physical —% 1 (max 1)
   
   
Any adjacent Pokémon
The user gathers dark energy using its Z-Power and sucks the target into it. The power varies, depending on the original move.
VII Black Hole Eclipse Special —% 1 (max 1)
   
   
Any adjacent Pokémon
The user gathers dark energy using its Z-Power and sucks the target into it. The power varies, depending on the original move.
VII Malicious Moonsault Physical 180 —% 1 (max 1)
   
   
Any adjacent Pokémon
The user, Incineroar, strengthens its body using its Z-Power and crashes into the target with full force.
All details are accurate to Generation IX games. For details that have changed between generations, please see an individual move's page. Target data assumes user is in the lower left.

Max Moves

Gen Move Category Power Accuracy PP Target Description
VIII G-Max One Blow Physical —% 3 (max 4)
   
   
All adjacent foes
A Dark-type attack that Gigantamax Urshifu use. This single-strike move can ignore Max Guard.
VIII G-Max One Blow Special —% 3 (max 4)
   
   
All adjacent foes
A Dark-type attack that Gigantamax Urshifu use. This single-strike move can ignore Max Guard.
VIII G-Max Snooze Physical —% 3 (max 4)
   
   
All adjacent foes
A Dark-type attack that Gigantamax Grimmsnarl use. The user lets loose a huge yawn that lulls the targets into falling asleep on the next turn.
VIII G-Max Snooze Special —% 3 (max 4)
   
   
All adjacent foes
A Dark-type attack that Gigantamax Grimmsnarl use. The user lets loose a huge yawn that lulls the targets into falling asleep on the next turn.
VIII Max Darkness Physical —% 3 (max 4)
   
   
All adjacent foes
This is a Dark-type attack Dynamax Pokémon use. This lowers the target's Sp. Def stat.
VIII Max Darkness Special —% 3 (max 4)
   
   
All adjacent foes
This is a Dark-type attack Dynamax Pokémon use. This lowers the target's Sp. Def stat.
All details are accurate to Generation IX games. For details that have changed between generations, please see an individual move's page. Target data assumes user is in the lower left.

Fairy-type

Usable moves

Gen Move Category Power Accuracy PP Target Description
VI Aromatic Mist Status —% 20 (max 32)
   
   
Adjacent ally
The user raises the Sp. Def stat of an ally Pokémon by using a mysterious aroma.
VI Baby-Doll Eyes Status 100% 30 (max 48)
   
   
Any adjacent Pokémon
The user stares at the target with its baby-doll eyes, which lowers its Attack stat. This move always goes first.
II Charm Status 100% 20 (max 32)
   
   
Any adjacent Pokémon
The user gazes at the target rather charmingly, making it less wary. This harshly lowers its Attack stat.
VI Dazzling Gleam Special 80 100% 10 (max 16)
   
   
All adjacent foes
The user damages opposing Pokémon by emitting a powerful flash.
VI Disarming Voice Special 40 —% 15 (max 24)
   
   
All adjacent foes
Letting out a charming cry, the user does emotional damage to opposing Pokémon. This attack never misses.
VI Draining Kiss Special 50 100% 10 (max 16)
   
   
Any adjacent Pokémon
The user steals the target's HP with a kiss. The user's HP is restored by over half of the damage taken by the target.
VI Fairy Lock Status —% 10 (max 16)
   
   
All Pokémon
By locking down the battlefield, the user keeps all Pokémon from fleeing during the next turn.
VI Fairy Wind Special 40 100% 30 (max 48)
   
   
Any adjacent Pokémon
The user stirs up a fairy wind and strikes the target with it.
VII Fleur Cannon Special 130 90% 5 (max 8)
   
   
Any adjacent Pokémon
The user unleashes a strong beam. The attack's recoil harshly lowers the user's Sp. Atk stat.
IX Magical Torque Physical 100 100% 10 (max 16)
   
   
Any adjacent Pokémon
This move is only used by a Starmobile. It may confuse the opponent.
VIII Misty Explosion Special 100 100% 5 (max 8)
   
   
All adjacent Pokémon
The user attacks everything around it and faints upon using this move. This move's power is increased on Misty Terrain.
VI Misty Terrain Status —% 10 (max 16)
   
   
All Pokémon
This protects Pokémon on the ground from status conditions and halves damage from Dragon-type moves for five turns.
VI Moonblast Special 95 100% 15 (max 24)
   
   
Any adjacent Pokémon
Borrowing the power of the moon, the user attacks the target. This may also lower the target's Sp. Atk stat.
II Moonlight Status —% 5 (max 8)
   
   
Self
The user restores its own HP. The amount of HP regained varies with the weather.
VII Nature's Madness Special 90% 10 (max 16)
   
   
Any adjacent Pokémon
The user hits the target with the force of nature. It halves the target's HP.
VI Play Rough Physical 90 90% 10 (max 16)
   
   
Any adjacent Pokémon
The user plays rough with the target and attacks it. This may also lower the target's Attack stat.
VIII Spirit Break Physical 75 100% 15 (max 24)
   
   
Any adjacent Pokémon
The user attacks the target with so much force that it could break the target's spirit. This also lowers the target's Sp. Atk stat.
VIII Springtide Storm Special 95 80% 5 (max 8)
   
   
Any adjacent Pokémon
The user attacks by wrapping the target in fierce winds brimming with love and hate. This move’s additional effects depend on the user’s form.
II Sweet Kiss Status 75% 10 (max 16)
   
   
Any adjacent Pokémon
The user kisses the target with a sweet, angelic cuteness that causes confusion.
All details are accurate to Generation IX games. For details that have changed between generations, please see an individual move's page. Target data assumes user is in the lower left.

Unusable moves

Gen Move Category Power Accuracy PP Target Description
VI Crafty Shield Status —% 10 (max 16)
   
   
All allies
The user protects itself and its allies from status moves with a mysterious power. This does not stop moves that do damage.
VIII Decorate Status —% 15 (max 24)
   
   
Any adjacent Pokémon
The user sharply raises the target's Attack and Sp. Atk stats by decorating the target.
VII Floral Healing Status —% 10 (max 16)
   
   
Any adjacent Pokémon
The user restores the target's HP by up to half of its max HP. It restores more HP when the terrain is grass.
VI Flower Shield Status —% 10 (max 16)
   
   
All Pokémon
The user raises the Defense stat of all Grass-type Pokémon in battle with a mysterious power.
VI Geomancy Status —% 10 (max 16)
   
   
Self
The user absorbs energy and sharply raises its Sp. Atk, Sp. Def, and Speed stats on the next turn.
VI Light of Ruin Special 140 90% 5 (max 8)
   
   
Any adjacent Pokémon
Drawing power from the Eternal Flower, the user fires a powerful beam of light. This also damages the user quite a lot.
VII Sparkly Swirl Special 120 85% 5 (max 8)
   
   
Any adjacent Pokémon
The user attacks the target by wrapping it with a whirlwind of an overpowering scent. This also heals all status conditions of the user’s party.
VIII Strange Steam Special 90 95% 10 (max 16)
   
   
Any adjacent Pokémon
The user attacks the target by emitting steam. This may also confuse the target.
All details are accurate to Generation IX games. For details that have changed between generations, please see an individual move's page. Target data assumes user is in the lower left.

Z-Moves

Gen Move Category Power Accuracy PP Target Description
VII Guardian of Alola Special —% 1 (max 1)
   
   
Any adjacent Pokémon
The user, the Land Spirit Pokémon, obtains Alola's energy using its Z-Power and attacks the target with full force. This reduces the target's HP greatly.
VII Let's Snuggle Forever Physical 190 —% 1 (max 1)
   
   
Any adjacent Pokémon
After obtaining Z-Power, the user, Mimikyu, punches the target with full force.
VII Twinkle Tackle Physical —% 1 (max 1)
   
   
Any adjacent Pokémon
The user creates a very charming space using its Z-Power and totally toys with the target. The power varies, depending on the original move.
VII Twinkle Tackle Special —% 1 (max 1)
   
   
Any adjacent Pokémon
The user creates a very charming space using its Z-Power and totally toys with the target. The power varies, depending on the original move.
All details are accurate to Generation IX games. For details that have changed between generations, please see an individual move's page. Target data assumes user is in the lower left.

Max Moves

Gen Move Category Power Accuracy PP Target Description
VIII G-Max Finale Physical —% 3 (max 4)
   
   
All adjacent foes
A Fairy-type attack that Gigantamax Alcremie use. This move heals the HP of allies.
VIII G-Max Finale Special —% 3 (max 4)
   
   
All adjacent foes
A Fairy-type attack that Gigantamax Alcremie use. This move heals the HP of allies.
VIII G-Max Smite Physical —% 3 (max 4)
   
   
All adjacent foes
A Fairy-type attack that Gigantamax Hatterene use. This move confuses opponents.
VIII G-Max Smite Special —% 3 (max 4)
   
   
All adjacent foes
A Fairy-type attack that Gigantamax Hatterene use. This move confuses opponents.
VIII Max Starfall Physical —% 3 (max 4)
   
   
All adjacent foes
This is a Fairy-type attack Dynamax Pokémon use. The user turns the ground into Misty Terrain for five turns.
VIII Max Starfall Special —% 3 (max 4)
   
   
All adjacent foes
This is a Fairy-type attack Dynamax Pokémon use. The user turns the ground into Misty Terrain for five turns.
All details are accurate to Generation IX games. For details that have changed between generations, please see an individual move's page. Target data assumes user is in the lower left.