List of moves that do damage
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Damage done to a Pokémon is the amount of HP taken away when a move is successful. The following moves all deal damage, meaning that no matter how high the defenses of the Pokémon, they will always lower its HP by at least 1, unless the target is either immune to the attack (this includes types deflected by Wonder Guard) or the target uses a move like Protect. This list does not account for moves such as Assist, Metronome, Mirror Move and Copycat, which can deal damage based on copying other moves.
Name | Type | Category | Power | Accuracy | Notes |
---|---|---|---|---|---|
Absorb | Grass | Special | 20 | 100% | Restores HP to the user equal to ¼ the damage inflicted. |
Acid | Poison | Special | 40 | 100% | Has a 10% chance of lowering the target's Defense by one stage. |
Aerial Ace | Flying | Physical | 60 | - | Never misses. |
Aeroblast | Flying | Special | 100 | 95% | Has a high critical hit ratio. |
Air Cutter | Flying | Special | 55 | 95% | Has a high critical hit ratio. |
Air Slash | Flying | Special | 75 | 95% | Has a 30% chance of flinching. |
AncientPower | Rock | Special | 60 | 100% | Has a 10% chance of raising all of the user's stats by one stage. |
Aqua Jet | Water | Physical | 40 | 100% | Always strikes first. |
Aqua Tail | Water | Physical | 90 | 90% | |
Arm Thrust | Fighting | Physical | 15 | 100% | Strikes the target two to five times in a row. |
Assurance | Dark | Physical | 50 | 100% | Power doubles if user receives damage on the turn it is used. |
Astonish | Ghost | Physical | 30 | 100% | Has a 30% chance of flinching. |
Attack Order | Bug | Physical | 90 | 100% | Has a high critical hit ratio. |
Aura Sphere | Fighting | Special | 90 | - | Never misses. |
Aurora Beam | Ice | Special | 65 | 100% | Has a 10% chance of lowering the target's Attack by one stage. |
Avalanche | Ice | Physical | 60 | 100% | Power doubles if the user is attacked by the target on the turn it is used. |
Barrage | Normal | Physical | 15 | 85% | Strikes the target two to five times in a row. |
Beat Up | Dark | Physical | 10 | 100% | Each member of the user's party attacks once. |
Bind | Normal | Physical | 15 | 75% | Traps the target and causes damage equal to 1/16 of the target's max HP for two to five turns. |
Bite | Dark | Physical | 60 | 100% | Has a 30% chance of flinching. |
Blast Burn | Fire | Special | 150 | 90% | User recharges on the second turn. |
Blast Burn | Fire | Physical | 85 | 90% | Has a 10% chance of burning. |
Blizzard | Ice | Special | 120 | 70% | Has a 10% chance of freezing. |
Body Slam | Normal | Physical | 85 | 100% | Has a 30% chance of paralyzing. |
Bone Club | Ground | Physical | 65 | 85% | Has a 10% chance of flinching. |
Bone Rush | Ground | Physical | 25 | 80% | Strikes the target two to five times in a row. |
Bonemerang | Ground | Physical | 50 | 90% | Strikes the target twice in a row. |
Bounce | Flying | Physical | 85 | 85% | Has a 30% chance of paralyzing. |
Brave Bird | Flying | Physical | 120 | 100% | User receives ¼ of damage dealt as recoil damage. |
Brick Break | Fighting | Physical | 75 | 100% | Light Screen and Reflect are removed from the target. |
Brine | Water | Special | 65 | 100% | Power is doubled if target's health is below 50%. |
Bubble | Water | Special | 20 | 100% | Has a 10% chance of lowering the target's Speed by one stage. |
BubbleBeam | Water | Special | 65 | 100% | Has a 10% chance of lowering the target's Speed by one stage. |
Bug Bite | Bug | Physical | 60 | 100% | Eats the target's held berry. |
Bug Buzz | Bug | Special | 90 | 100% | Has a 10% chance of lowering the target's Special Defense by one stage. |
Bullet Punch | Steel | Physical | 40 | 100% | Always strikes first. |
Bullet Seed | Grass | Physical | 10 | 100% | Strikes the target two to five times in a row. |
Charge Beam | Electric | Special | 50 | 90% | Has a 70% chance of raising the user's Special Attack by one stage. |
Chatter | Flying | Special | 60 | 100% | Has a variable chance of confusing the target. |
Clamp | Water | Physical | 35 | 75% | Traps the target and causes damage equal to 1/16 of the target's max HP for two to five turns. |
Close Combat | Fighting | Physical | 120 | 100% | The user's Defense and Special Defense are decreased by one stage. |
Comet Punch | Normal | Physical | 18 | 85% | Strikes the target two to five times in a row. |
Confusion | Psychic | Special | 50 | 100% | Has a 10% chance of confusing the target. |
Constrict | Normal | Physical | 10 | 100% | Has a 10% of lowering the target's speed by one stage. |
Counter | Fighting | Physical | - | 100% | Deals back 2x damage inflicted if the user gets attacked by a Physical attack on the turn used. |
Covet | Normal | Physical | 40 | 100% | Steals the target's held item. |
Crabhammer | Water | Physical | 90 | 85% | Has a high critical hit ratio. |
Cross Chop | Fighting | Physical | 100 | 80% | Has a high critical hit ratio. |
Cross Poison | Poison | Physical | 70 | 100% | Has a high critical hit ratio and 10% chance of poisoning the target. |
Crunch | Dark | Physical | 80 | 100% | Has a 20% chance of lowering the target's Defense by one stage. |
Crush Claw | Normal | Physical | 75 | 95% | Has a 50% chance of lowering the target's Defense by one stage. |
Crush Grip | Normal | Physical | - | 100% | Damage depends on the target's current HP; strongest when target's HP is highest. |
Cut | Normal | Physical | 50 | 95% | |
Dark Pulse | Dark | Special | 80 | 100% | Has a 20% chance of flinching the target. |
Dig | Ground | Physical | 80 | 100% | User burrows underground on the first turn, attacks on the second. |
Discharge | Electric | Special | 80 | 100% | Has a 30% chance of paralyzing the target. |
Dive | Water | Physical | 80 | 100% | User dive underwater on the first turn, attacks on the second. |
Dizzy Punch | Normal | Physical | 70 | 100% | Has a 20% chance of confusing the target. |
Doom Desire | Steel | Physical | 120 | 85% | Deals damage two turns after usage. |
Double Hit | Normal | Physical | 35 | 90% | Strikes the target twice in a row. |
Double Kick | Fighting | Physical | 30 | 100% | Strikes the target twice in a row. |
Double-Edge | Normal | Physical | 120 | 100% | User receives ¼ of damage dealt as recoil damage. |
DoubleSlap | Normal | Physical | 15 | 85% | Strikes the target two to five times in a row. |
Draco Meteor | Dragon | Special | 140 | 90% | Lowers the user's Special Attack by two stages after usage. |
Dragon Claw | Dragon | Physical | 80 | 100% | |
Dragon Pulse | Dragon | Special | 90 | 100% | |
Dragon Rage | Dragon | Special | - | 100% | Always deals 40 HP of damage. |
Dragon Rush | Dragon | Physical | 100 | 75% | Has a 20% chance of flinching. |
DragonBreath | Dragon | Special | 60 | 100% | Has a 30% chance of paralyzing. |
Drain Punch | Fighting | Physical | 60 | 100% | Restores HP to the user equal to 1/2 the damage inflicted. |
Dream Eater | Psychic | Special | 100 | 100% | Target must be asleep; restores HP to the user equal to 1/2 the damage inflicted. |
Drill Peck | Flying | Physical | 80 | 100% | |
DynamicPunch | Fighting | Physical | 100 | 50% | Also confuses the target. |
Earth Power | Ground | Special | 90 | 100% | Has a 10% chance of lowering the target's Special Defense by one stage. |
Earthquake | Ground | Physical | 100 | 100% | Deals double damage against targets using Dig. |
Egg Bomb | Normal | Physical | 100 | 75% | |
Ember | Fire | Special | 40 | 100% | Has a 10% chance of burning the target. |
Endeavor | Normal | Physical | - | 100% | Deals damages so that the target is left with HP equal to the user's. |
Energy Ball | Grass | Special | 80 | 100% | Has a 10% chance of lowering the target's Special Defense by one stage. |
Eruption | Fire | Special | 150 | 100% | Damage is based on the user's current HP; strongest when HP is highest. |
Explosion | Normal | Physical | 250 | 100% | Target's defense is halved; user faints. |
Extrasensory | Psychic | Special | 80 | 100% | Has a 10% chance of flinching. |
ExtremeSpeed | Normal | Physical | 80 | 100% | Always strikes first. |
Facade | Normal | Physical | 70 | 100% | Power doubles if user is burned, paralyzed or poisoned. |
Faint Attack | Dark | Physical | 60 | 100% | Never misses. |
Fake Out | Normal | Physical | 40 | 100% | Only works on the first turn after the user enters battle; makes the target flinch. |
False Swipe | Normal | Physical | 40 | 100% | Will always leave the target with at least one HP. |
Feint | Normal | Physical | 50 | 100% | Fails unless the target has used Protect or Detect. |
Fire Blast | Fire | Special | 120 | 85% | Has a 10% chance of burning the target. |
Fire Fang | Fire | Physical | 65 | 95% | Has a 10% chance of burning or making the target flinch. |
Fire Punch | Fire | Physical | 75 | 100% | Has a 10% chance of burning the target. |
Fire Spin | Fire | Special | 15 | 70% | Traps the target and causes damage equal to 1/16 of the target's max HP for two to five turns. |
Flail | Normal | Physical | - | 100% | Damage is based on the user's current HP; strongest when HP is lowest. |
Flame Wheel | Fire | Physical | 60 | 100% | Has a 10% chance of burning the target; thaws frozen users. |
Flamethrower | Fire | Special | 95 | 100% | Has a 10% chance of burning the target. |
Flare Blitz | Fire | Physical | 120 | 100% | Has a 10% chance of burning the target; user receives 1/3 of damage dealt as recoil damage. |
Flash Cannon | Steel | Special | 80 | 100% | Has a 10% chance of lowering the target's Special Defense by one stage. |
Fling | Dark | Physical | - | 100% | User inflicts various damage by losing its held item. |
Fly | Flying | Physical | 90 | 95% | User flies up on the first turn, attacks on the second. |
Focus Blast | Fighting | Special | 120 | 70% | Has a 10% chance of lowering the target's Special Defense by one stage. |
Focus Punch | Fighting | Physical | 150 | 100% | Attacks at the end of the round if the user is not hit by an attack. |
Force Palm | Fighting | Physical | 60 | 100% | Has a 30% chance of paralyzing. |
Frenzy Plant | Grass | Special | 150 | 90% | User recharges on the second turn. |
Frustration | Normal | Physical | - | 100% | Damage depends on user's happiness level. |
Fury Attack | Normal | Physical | 15 | 85% | Strikes the target two to five times in a row. |
Fury Cutter | Bug | Physical | 10 | 95% | Doubles power with each consecutive hit. |
Fury Swipes | Normal | Physical | 18 | 80% | Strikes the target two to five times in a row. |
Future Sight | Psychic | Special | 80 | 90% | Deals damage two turns after usage. |
Giga Drain | Grass | Special | 60 | 100% | Restores HP to the user equal to 1/2 the damage inflicted. |
Giga Impact | Normal | Physical | 150 | 90% | User recharges on the second turn. |
Grass Knot | Grass | Special | - | 100% | Deals damage based on the target's weight. |
Gunk Shot | Poison | Physical | 120 | 70% | Has a 30% chance of poisoning the target. |
Gust | Flying | Special | 40 | 100% | Deals double damage against targets using Fly. |
Gyro Ball | Steel | Physical | - | 100% | Deals damage based on the user's Speed compared to the target's Speed. |
Hammer Arm | Fighting | Physical | 100 | 90% | Lowers the user's Speed by one stage. |
Head Smash | Rock | Physical | 150 | 80% | User receives 1/2 of damage dealt as recoil damage. |
Headbutt | Normal | Physical | 70 | 100% | Has a 30% chance of flinching. |
Heat Wave | Fire | Special | 100 | 90% | Has a 10% chance of burning the target. |
Hi Jump Kick | Fighting | Physical | 100 | 90% | Deals 1/8 recoil of calculated damage if user misses. |
Hidden Power | Normal | Special | - | 100% | Type and base power based on the user's individual values. |
Horn Attack | Normal | Physical | 65 | 100% | |
Hydro Cannon | Water | Special | 150 | 90% | User recharges on the second turn. |
Hydro Pump | Water | Special | 120 | 80% | |
Hyper Beam | Normal | Special | 150 | 90% | User recharges on the second turn. |
Hyper Fang | Normal | Physical | 80 | 90% | Has a 10% chance of flinching. |
Hyper Voice | Normal | Special | 90 | 100% | |
Ice Ball | Ice | Physical | 30 | 90% | Power is doubled for each turn it hits. |
Ice Beam | Ice | Special | 95 | 100% | Has a 10% chance of freezing the target. |
Ice Fang | Ice | Physical | 65 | 95% | Has a 10% chance of freezing or making the target flinch. |
Ice Punch | Ice | Physical | 75 | 100% | Has a 10% chance of freezing the target. |
Ice Shard | Ice | Physical | 40 | 100% | Always strikes first. |
Icicle Spear | Ice | Physical | 10 | 100% | Strikes the target two to five times in a row. |
Icy Wind | Ice | Special | 55 | 95% | Lowers the user's Speed by one stage. |
Iron Head | Steel | Physical | 80 | 100% | Has a 30% chance of flinching. |
Iron Tail | Steel | Physical | 100 | 75% | Has a 30% chance of lowering the target's Defense by one stage. |
Judgment | Normal | Special | 100 | 100% | Changes type based on its held Plate. |
Jump Kick | Fighting | Physical | 85 | 95% | Deals 1/8 recoil of calculated damage if user misses. |
Karate Chop | Fighting | Physical | 50 | 100% | Has a high critical hit ratio. |
Knock Off | Dark | Physical | 20 | 100% | Disables the target's held item. |
Last Resort | Normal | Physical | 130 | 100% | Can only be used after user has used all of its other moves. |
Lava Plume | Fire | Special | 80 | 100% | Has a 30% chance of burning the target. |
Leaf Blade | Grass | Physical | 90 | 100% | Has a high critical hit ratio. |
Leaf Storm | Grass | Special | 140 | 90% | Lowers the user's Special Attack by two stages after usage. |
Leech Life | Bug | Physical | 20 | 100% | Restores HP to the user equal to 1/2 the damage inflicted. |
Lick | Ghost | Physical | 20 | 100% | Has a 30% chance of paralyzing the target. |
Low Kick | Fighting | Physical | - | 100% | Deals damage based on the target's weight. |
Luster Purge | Psychic | Special | 70 | 100% | Has a 50% chance of lowering the target's Special Defense by one stage. |
Mach Punch | Fighting | Physical | 40 | 100% | Always strikes first. |
Magical Leaf | Grass | Special | 60 | - | Never misses. |
Magma Storm | Fire | Special | 120 | 70% | Traps the target and causes damage equal to 1/16 of the target's max HP for two to five turns. |
Magnet Bomb | Steel | Physical | 60 | - | Never misses. |
Magnitude | Ground | Physical | - | 100% | Deals random damage based on Magnitude's scale. |
Me First | Normal | Status | - | - | Deals damage if it goes first and the target uses a damaging move on that turn. |
Mega Drain | Grass | Special | 40 | 100% | Restores HP to the user equal to 1/2 the damage inflicted. |
Mega Kick | Normal | Physical | 120 | 75% | |
Mega Punch | Normal | Physical | 80 | 85% | |
Megahorn | Bug | Physical | 120 | 85% | |
Metal Burst | Steel | Physical | - | 100% | Deals back 1.5x damage inflicted if the user gets attacked on the turn used. |
Metal Claw | Steel | Physical | 50 | 95% | Has a 10% chance of raising the user's Attack by one stage. |
Meteor Mash | Steel | Physical | 100 | 85% | Has a 20% chance of raising the user's Attack by one stage. |
Mirror Coat | Psychic | Special | - | 100% | Deals back 2x damage inflicted if the user gets attacked by a special attack on the turn used. |
Mirror Shot | Steel | Special | 65 | 85% | Has a 30% chance of lowering the target's Accuracy by one stage. |
Mist Ball | Psychic | Special | 70 | 100% | Has a 50% chance of lowering the target's Special Attack by one stage. |
Mud Bomb | Ground | Special | 65 | 85% | Has a 30% chance of lowering the target's Accuracy by one stage. |
Mud Shot | Ground | Special | 55 | 95% | Lowers the user's Speed by one stage. |
Mud-Slap | Ground | Special | 20 | 100% | Lowers the user's Accuracy by one stage. |
Muddy Water | Water | Special | 95 | 85% | Has a 30% chance of lowering the target's Accuracy by one stage. |
Natural Gift | Normal | Physical | - | 100% | Power and type depend on thrown held berry. |
Nature Power | Normal | Status | - | - | Only deals damage when used while battling in very tall grass, oceans, ponds, beaches, caves, rocky terrain, underwater and stadiums. |
Needle Arm | Grass | Physical | 60 | 100% | Has a 30% chance of flinching. |
Night Shade | Ghost | Special | - | 100% | Deals damage equal to the user's current level. |
Night Slash | Dark | Physical | 70 | 100% | Has a high critical hit ratio. |
Octazooka | Water | Special | 65 | 85% | Has a 50% chance of lowering the target's Accuracy by one stage. |
Ominous Wind | Ghost | Special | 60 | 100% | Has a 10% chance of raising all of the user's stats by one stage. |
Outrage | Dragon | Physical | 120 | 100% | Confuses the user after two or three turns. |
Overheat | Fire | Special | 140 | 90% | Lowers the user's Special Attack by two stages after usage. |
Pay Day | Normal | Physical | 40 | 100% | Collects extra money after battles. |
Payback | Dark | Physical | 50 | 100% | Power is doubled if user is hit by foe first. |
Peck | Flying | Physical | 40 | 100% | |
Petal Dance | Grass | Special | 90 | 100% | Confuses the user after two or three turns. |
Pin Missile | Bug | Physical | 14 | 85% | Strikes the target two to five times in a row. |
Pluck | Flying | Physical | 60 | 100% | Eats the target's held berry. |
Poison Fang | Poison | Physical | 50 | 100% | Has a 30% chance of badly poisoning the target. |
Poison Jab | Poison | Physical | 80 | 100% | Has a 30% chance of poisoning the target. |
Poison Sting | Poison | Physical | 15 | 100% | Has a 30% chance of poisoning the target. |
Poison Tail | Poison | Physical | 50 | 100% | Has a high critical hit ratio and a 10% chance of poisoning the target. |
Pound | Normal | Physical | 40 | 100% | |
Powder Snow | Ice | Special | 40 | 100% | Has a 10% chance of freezing the target. |
Power Gem | Rock | Special | 70 | 100% | |
Power Whip | Grass | Physical | 120 | 85% | |
Present | Normal | Physical | - | 90% | Randomly damages or heals the target. |
Psybeam | Psychic | Special | 65 | 100% | Has a 10% chance of confusing the target. |
Psychic | Psychic | Special | 90 | 100% | Has a 10% chance of lowering the target's Special Defense by one stage. |
Psycho Boost | Psychic | Special | 140 | 90% | Lowers the user's Special Attack by two stages after usage. |
Psycho Cut | Psychic | Physical | 70 | 100% | Has a high critical hit ratio. |
Psywave | Psychic | Special | - | 80% | Randomly inflicts between one HP and (user's level x1.5) HP of damage. |
Punishment | Dark | Physical | - | 100% | Power of this attack rises with the target's stat increases. |
Pursuit | Dark | Physical | 40 | 100% | Power doubles if target switches out. |
Quick Attack | Normal | Physical | 40 | 100% | Always strikes first. |
Rage | Normal | Physical | 20 | 100% | User's Attack increases by one stage if attacked after using this move. |
Rapid Spin | Normal | Physical | 20 | 100% | Removes user from various annoyances. |
Razor Leaf | Grass | Physical | 55 | 95% | Has a high critical hit ratio. |
Razor Wind | Normal | Special | 80 | 100% | Charges on the first turn, attacks on the second. |
Return | Normal | Physical | - | 100% | Damage depends on user's happiness level. |
Revenge | Fighting | Physical | 60 | 100% | Power doubles if the user is attacked by the target on the turn it is used. |
Flail | Normal | Physical | - | 100% | Damage is based on the user's current HP; strongest when HP is lowest. |
Roar of Time | Dragon | Special | 150 | 90% | User recharges on the second turn. |
Rock Blast | Rock | Physical | 25 | 80% | Strikes the target two to five times in a row. |
Rock Climb | Normal | Physical | 90 | 85% | Has a 20% chance of confusing the target. |
Rock Slide | Rock | Physical | 75 | 90% | Has a 30% chance of flinching. |
Rock Smash | Fighting | Physical | 40 | 100% | Has a 50% chance of lowering the target's Defense by one stage. |
Rock Throw | Rock | Physical | 50 | 90% | |
Rock Tomb | Rock | Physical | 50 | 80% | Lowers the user's Speed by one stage. |
Rock Wrecker | Rock | Physical | 150 | 90% | User recharges on the second turn. |
Rolling Kick | Fighting | Physical | 60 | 85% | Has a 30% chance of flinching. |
Rollout | Rock | Physical | 30 | 90% | Power is doubled for each turn it hits (and/or if the user uses Defense Curl on the previous turn). |
Sacred Fire | Fire | Special | 100 | 95% | Has a 50% chance of burning the target; thaws frozen user. |
Sand Tomb | Ground | Physical | 15 | 70% | Traps the target and causes damage equal to 1/16 of the target's max HP for two to five turns. |
Scratch | Normal | Physical | 40 | 100% | |
Secret Power | Normal | Physical | 70 | 100% | Depending on current battlefield, can also lower the target's Attack, Defense, Speed or Accuracy or confuse, paralyze, flinch, poison or put to sleep the target. |
Seed Bomb | Normal | Physical | 80 | 100% | |
Seed Flare | Grass | Special | 120 | 85% | Has a 40% chance of lowering the target's Special Defense by one stage. |
Seismic Toss | Fighting | Physical | - | 100% | Deals damage equal to the user's current level. |
Selfdestruct | Normal | Physical | 200 | 100% | Target's Defense is halved; user faints. |
Shadow Ball | Ghost | Special | 80 | 100% | Has a 20% chance of lowering the target's Special Defense by one stage. |
Shadow Claw | Ghost | Physical | 70 | 100% | Has a high critical hit ratio. |
Shadow Force | Ghost | Physical | 120 | 100% | Disappears on first turn, attacks on second; bypasses Protect and Detect. |
Shadow Punch | Ghost | Physical | 60 | - | Never misses. |
Shadow Sneak | Ghost | Physical | 40 | 100% | Always strikes first. |
Shock Wave | Electric | Special | 60 | - | Never misses. |
Signal Beam | Bug | Special | 75 | 100% | Has a 10% chance of confusing the target. |
Silver Wind | Bug | Special | 60 | 100% | Has a 10% chance of raising all of the user's stats by one stage. |
Skull Bash | Normal | Physical | 100 | 100% | Prepares on the first turn and raises the user's Defense by one stage, attacks on the second. |
Sky Attack | Flying | Physical | 140 | 90% | Prepares on the first turn, attacks on the second. |
Sky Uppercut | Fighting | Physical | 85 | 90% | Can hit targets using Fly. |
Slam | Normal | Physical | 80 | 75% | |
Slash | Normal | Physical | 70 | 100% | Has a high critical hit ratio. |
Sleep Talk | Normal | Physical | - | - | Damages the target if a damaging attack is selected. |
Sludge | Poison | Special | 65 | 100% | Has a 30% chance of poisoning the target. |
Sludge Bomb | Poison | Special | 90 | 100% | Has a 30% chance of poisoning the target. |
SmellingSalt | Normal | Physical | 60 | 100% | If target is paralyzed, power is doubled and target is healed of paralysis. |
Smog | Poison | Special | 40 | 70% | Has a 40% chance of poisoning the target. |
Snore | Normal | Special | 40 | 100% | Has a 30% chance of flinching; only works if user is asleep. |
SolarBeam | Grass | Special | 120 | 100% | Charges on the first turn, attacks on the second; no charge during Sunny Day. |
SonicBoom | Normal | Special | - | 100% | Always deals 20 HP of damage. |
Spacial Rend | Dragon | Special | 100 | 95% | Has a high critical hit ratio. |
Spark | Electric | Physical | 65 | 100% | Has a 30% chance of paralyzing the target. |
Spike Cannon | Normal | Physical | 20 | 100% | Strikes the target two to five times in a row. |
Spit Up | Normal | Special | - | 100% | Deals damage based on Stockpiled energy. |
Steel Wing | Steel | Physical | 70 | 90% | Has a 10% chance of raising the user's Defense by one stage. |
Stomp | Normal | Physical | 65 | 100% | Has a 30% chance of flinch; double damage against Minimized targets. |
Stone Edge | Rock | Physical | 100 | 80% | Has a high critical hit ratio. |
Strength | Normal | Physical | 80 | 100% | |
Struggle | Normal | Physical | 50 | 100% | Deals ¼ of damage dealt as recoil damage; hits Ghosts. |
Submission | Fighting | Physical | 80 | 80% | Deals ¼ of damage dealt as recoil damage. |
Sucker Punch | Dark | Physical | 80 | 100% | Always goes first, fails if target is not attacking. |
Super Fang | Normal | Physical | - | 90% | Target's HP is halved. |
Superpower | Fighting | Physical | 120 | 100% | The user's Attack and Defense are decreased by one stage. |
Surf | Water | Special | 95 | 100% | Double damage against a target using Dive. |
Swift | Normal | Special | 60 | - | Never misses. |
Tackle | Normal | Physical | 35 | 95% | |
Take Down | Normal | Physical | 90 | 85% | Deals ¼ of damage dealt as recoil damage. |
Thief | Dark | Physical | 40 | 100% | If user is not holding an item, user steals the target's held item. |
Thrash | Normal | Physical | 90 | 100% | Confuses the user after two or three turns. |
Thunder | Electric | Special | 120 | 70% | Has a 30% chance of paralyzing the target; has 100% accuracy during Rain Dance, 50% accuracy in Sunny Day. |
Thunder Fang | Electric | Physical | 65 | 95% | Has a 10% chance of paralyzing or making the target flinch. |
Thunderbolt | Electric | Special | 95 | 100% | Has a 10% chance of paralyzing the target. |
ThunderPunch | Electric | Physical | 75 | 100% | Has a 10% chance of paralyzing the target. |
ThunderShock | Electric | Special | 40 | 100% | Has a 10% chance of paralyzing the target. |
Tri Attack | Normal | Special | 80 | 100% | Has a 6.67% chance each to paralyze, freeze or burn the target. |
Triple Kick | Fighting | Physical | 10 | 90% | Strikes the target three times in a row; base power doubles with each strike. |
Trump Card | Normal | Special | - | - | Power depends on remaining Power Points. |
Twineedle | Bug | Physical | 25 | 100% | Strikes the target twice in a row; has a 20% chance of poisoning the target. |
Twister | Dragon | Special | 40 | 100% | Has a 20% chance of flinching the target. |
U-turn | Bug | Physical | 70 | 100% | User switches out after attacking. |
Uproar | Normal | Special | 50 | 100% | User and opponent cannot fall asleep for two to five turns. |
Vacuum Wave | Fighting | Special | 40 | 100% | Always strikes first. |
ViceGrip | Normal | Physical | 55 | 100% | |
Vine Whip | Grass | Physical | 35 | 100% | |
Vital Throw | Fighting | Physical | 70 | 100% | Always strikes last, never misses. |
Volt Tackle | Electric | Physical | 120 | 100% | User receives 1/3 of damage dealt as recoil damage. |
Wake-Up Slap | Fighting | Physical | 60 | 100% | If target is asleep, power is doubled and target is woken up. |
Water Gun | Water | Special | 40 | 100% | |
Water Pulse | Water | Special | 60 | 100% | Has a 20% chance of confusing the target. |
Water Spout | Water | Special | 150 | 100% | Damage is based on the user's current HP; strongest when HP is highest. |
Waterfall | Water | Physical | 80 | 100% | Has a 20% chance of flinching the target. |
Weather Ball | Normal | Special | 50 | 100% | Power doubles and type changes during weather: Fire during Sunny Day, Water during Rain Dance, Ice during Hail, Rock during Sandstorm. |
Whirlpool | Water | Special | 15 | 70% | Traps the target and causes damage equal to 1/16 of the target's max HP for two to five turns. |
Wing Attack | Flying | Physical | 60 | 100% | |
Wood Hammer | Grass | Physical | 120 | 100% | User receives ¼ of damage dealt as recoil damage. |
Wrap | Normal | Physical | 15 | 85% | Traps the target and causes damage equal to 1/16 of the target's max HP for two to five turns. |
Wring Out | Normal | Special | - | 100% | Damage depends on the target's current HP; strongest when target's HP is highest. |
X-Scissor | Bug | Physical | 80 | 100% | |
Zap Cannon | Electric | Special | 120 | 50% | Paralyzes the target. |
Zen Headbutt | Psychic | Physical | 80 | 90% | Has a 20% chance of flinching the target. |
Moves by effect | |
---|---|
Burn • Confuse • Damage • Flinch Freeze • Paralyze • Poison • Sleep • Traps |