List of moves that do damage: Difference between revisions

From Bulbapedia, the community-driven Pokémon encyclopedia.
Jump to navigationJump to search
mNo edit summary
(updated and added all moves up to the letter "G"; now, I need to go to bed, will finish later)
Line 27: Line 27:
| 100%
| 100%
| class="l" | Has a 10% chance of lowering the target's {{stat|Defense}} by one stage.
| class="l" | Has a 10% chance of lowering the target's {{stat|Defense}} by one stage.
|-
| class="1" | {{m|Acid Spray}}
{{typetable|Poison}}
{{statustable|Special}}
| 40
| 100%
| class="1" | Lowers the target's {{stat|Special Defense}} by two stages.
|-
| class="1"| {{m|Acrobatics}}
{{typetable|Flying}}
{{statustable|Physical}}
| 55
| 100%
| class="1" | Power is doubled if the user has no held item.
|-
|-
| class="l" | {{m|Aerial Ace}}
| class="l" | {{m|Aerial Ace}}
Line 136: Line 150:
{{typetable|Dark}}
{{typetable|Dark}}
{{statustable|Physical}}
{{statustable|Physical}}
| 10
| -
| 100%
| 100%
| class="l" | Each member of the user's party attacks once.
| class="l" | Each member of the user's party attacks once. Power based on user's {{stat|Attack}}.
|-
| class="1" | {{m|Bide}}
{{typetable|Normal}}
{{statustable|Physical}}
| -
| -
| class="1" | Deals damage equal to 2x the damage taken by the user after two turns.
|-
|-
| class="l" | {{m|Bind}}
| class="l" | {{m|Bind}}
Line 144: Line 165:
{{statustable|Physical}}
{{statustable|Physical}}
| 15
| 15
| 75%
| 85%
| class="l" | Traps the target and causes damage equal to 1/16 of the target's max HP for two to five turns.
| class="l" | Traps the target and causes damage equal to 1/16 of the target's max HP for four to five turns.
|-
|-
| class="l" | {{m|Bite}}
| class="l" | {{m|Bite}}
Line 174: Line 195:
| 70%
| 70%
| class="l" | Has a 10% chance of {{status|freeze|freezing}}.
| class="l" | Has a 10% chance of {{status|freeze|freezing}}.
|-
| class="1" | {{m|Blue Flare}}
{{typetable|Fire}}
{{statustable|Special}}
| 130
| 85%
| class="1" | Has a 20% chance of {{status|burning}}.
|-
|-
| class="l" | {{m|Body Slam}}
| class="l" | {{m|Body Slam}}
Line 181: Line 209:
| 100%
| 100%
| class="l" | Has a 30% chance of {{status|paralysis|paralyzing}}.
| class="l" | Has a 30% chance of {{status|paralysis|paralyzing}}.
|-
| class="1" | {{m|Bolt Strike}}
{{typetable|Electric}}
{{statustable|Physical}}
| 130
| 85%
| class="1" | Has a 30% chance of {{status|paralysis|paralyzing}}.
|-
|-
| class="l" | {{m|Bone Club}}
| class="l" | {{m|Bone Club}}
Line 193: Line 228:
{{statustable|Physical}}
{{statustable|Physical}}
| 25
| 25
| 80%
| 90%
| class="l" | Strikes the target two to five times in a row.
| class="l" | Strikes the target two to five times in a row.
|-
|-
Line 258: Line 293:
| 100%
| 100%
| class="l" | Has a 10% chance of lowering the target's {{stat|Special Defense}} by one stage.
| class="l" | Has a 10% chance of lowering the target's {{stat|Special Defense}} by one stage.
|-
| class="1"| {{m|Bulldoze}}
{{typetable|Ground}}
{{statustable|Physical}}
| 60
| 100%
| class="1" | Lowers the target's {{stat|Speed}} by one stage.
|-
|-
| class="l" | {{m|Bullet Punch}}
| class="l" | {{m|Bullet Punch}}
Line 269: Line 311:
{{typetable|Grass}}
{{typetable|Grass}}
{{statustable|Physical}}
{{statustable|Physical}}
| 10
| 25
| 100%
| 100%
| class="l" | Strikes the target two to five times in a row.
| class="l" | Strikes the target two to five times in a row.
Line 286: Line 328:
| 100%
| 100%
| class="l" | Has a variable chance of [[list of moves that confuse|confusing the target]].
| class="l" | Has a variable chance of [[list of moves that confuse|confusing the target]].
|-
| class="1" | {{m|Chip Away}}
{{typetable|Normal}}
{{statustable|Physical}}
| 70
| 100%
| class="1" | Ignores the target's changes in {{stat|Defense}} and {{stat|Evasion}}.
|-
| class="1" | {{m|Circle Throw}}
{{typetable|Fighting}}
{{statustable|Physical}}
| 60
| 90%
| class="1" | Forces opposing trainer to switch Pokémon and ends battles with wild Pokémon.
|-
|-
| class="l" | {{m|Clamp}}
| class="l" | {{m|Clamp}}
Line 291: Line 347:
{{statustable|Physical}}
{{statustable|Physical}}
| 35
| 35
| 75%
| 85%
| class="l" | Traps the target and causes damage equal to 1/16 of the target's max HP for two to five turns.
| class="l" | Traps the target and causes damage equal to 1/16 of the target's max HP for four to five turns.
|-
| class="1" | {{m|Clear Smog}}
{{typetable|Poison}}
{{statustable|Special}}
| 50
| -
| class="1" | Resets all stat levels of the target to zero.
|-
|-
| class="l" | {{m|Close Combat}}
| class="l" | {{m|Close Combat}}
Line 332: Line 395:
{{typetable|Normal}}
{{typetable|Normal}}
{{statustable|Physical}}
{{statustable|Physical}}
| 40
| 60
| 100%
| 100%
| class="l" | Steals the target's held item.
| class="l" | Steals the target's held item.
Line 340: Line 403:
{{statustable|Physical}}
{{statustable|Physical}}
| 90
| 90
| 85%
| 90%
| class="l" | Has a high critical hit ratio.
| class="l" | Has a high critical hit ratio.
|-
|-
Line 423: Line 486:
{{typetable|Steel}}
{{typetable|Steel}}
{{statustable|Physical}}
{{statustable|Physical}}
| 120
| 140
| 85%
| 100%
| class="l" | Deals damage two turns after usage.
| class="l" | Deals damage two turns after usage.
|-
|-
Line 489: Line 552:
| 75%
| 75%
| class="l" | Has a 20% chance of [[list of moves that cause flinching|flinching]].
| class="l" | Has a 20% chance of [[list of moves that cause flinching|flinching]].
|-
| class="1" | {{m|Dragon Tail}}
{{typetable|Dragon}}
{{statustable|Physical}}
| 60
| 90
| class="1" | Forces opposing trainer to switch Pokémon and ends battles with wild Pokémon.
|-
|-
| class="l" | {{m|DragonBreath}}
| class="l" | {{m|DragonBreath}}
Line 500: Line 570:
{{typetable|Fighting}}
{{typetable|Fighting}}
{{statustable|Physical}}
{{statustable|Physical}}
| 60
| 75
| 100%
| 100%
| class="l" | Restores HP to the user equal to 1/2 the damage inflicted.
| class="l" | Restores HP to the user equal to 1/2 the damage inflicted.
Line 517: Line 587:
| 100%
| 100%
|  
|  
|-
| class="1" | {{m|Drill Run}}
{{typetable|Ground}}
{{statustable|Physical}}
| 80
| 95%
| class="1" | Has a high critical hit ratio.
|-
| class="1" | {{m|Dual Chop}}
{{typetable|Dragon}}
{{statustable|Physical}}
| 40
| 90%
| class="1" | Strikes the target twice in a row.
|-
|-
| class="l" | {{m|DynamicPunch}}
| class="l" | {{m|DynamicPunch}}
Line 538: Line 622:
| 100%
| 100%
| class="l" | Deals double damage against targets using {{m|Dig}}.
| class="l" | Deals double damage against targets using {{m|Dig}}.
|-
| class="1" | {{m|Echoed Voice}}
{{typetable|Normal}}
{{statustable|Special}}
| 40
| 100%
| class="1" | Base power increases by 40 each consecutive turn it is used.
|-
|-
| class="l" | {{m|Egg Bomb}}
| class="l" | {{m|Egg Bomb}}
Line 545: Line 636:
| 75%
| 75%
|  
|  
|-
| class="1" | {{m|Electro Ball}}
{{typetable|Electric}}
{{statustable|Special}}
| Varies
| 100%
| class="1" | Inflicts more damage the faster the user is compared to the target.
|-
| class="1" | {{m|Electroweb}}
{{typetable|Electric}}
{{statustable|Special}}
| 55
| 95%
| class="1" | Lowers the target's {{stat|Speed}} by one stage.
|-
|-
| class="l" | {{m|Ember}}
| class="l" | {{m|Ember}}
Line 579: Line 684:
| 250
| 250
| 100%
| 100%
| class="l" | Target's {{stat|Defense}} is halved; user faints.
| class="l" | User faints.
|-
|-
| class="l" | {{m|Extrasensory}}
| class="l" | {{m|Extrasensory}}
Line 626: Line 731:
{{typetable|Normal}}
{{typetable|Normal}}
{{statustable|Physical}}
{{statustable|Physical}}
| 50
| 30
| 100%
|
|-
| class="1" | {{m|Fiery Dance}}
{{typetable|Fire}}
{{statustable|Special}}
| 80
| 100%
| class="1" | Has a 50% chance of raising the user's {{stat|Special Attack}}.
|-
| class="1" | {{m|Final Gambit}}
{{typetable|Fighting}}
{{statustable|Special}}
| -
| 100%
| 100%
| class="l" | Fails unless the target has used {{m|Protect}} or {{m|Detect}}.
| class="1" | The target takes damage equal to the user's HP; user faints.
|-
|-
| class="l" | {{m|Fire Blast}}
| class="l" | {{m|Fire Blast}}
Line 643: Line 762:
| 95%
| 95%
| class="l" | Has a 10% chance of {{status|burning}} or [[list of moves that cause flinching|making the target flinch]].
| class="l" | Has a 10% chance of {{status|burning}} or [[list of moves that cause flinching|making the target flinch]].
|-
| class="1" | {{m|Fire Pledge}}
{{typetable|Fire}}
{{statustable|Special}}
| 50
| 100%
| class="1" | Deals double damage when used with {{m|Grass Pledge}} or {{m|Water Pledge}} in double or triple battles.
|-
|-
| class="l" | {{m|Fire Punch}}
| class="l" | {{m|Fire Punch}}
Line 654: Line 780:
{{typetable|Fire}}
{{typetable|Fire}}
{{statustable|Special}}
{{statustable|Special}}
| 15
| 35
| 70%
| 85%
| class="l" | Traps the target and causes damage equal to 1/16 of the target's max HP for two to five turns.
| class="l" | Traps the target and causes damage equal to 1/16 of the target's max HP for four to five turns.
|-
|-
| class="l" | {{m|Flail}}
| class="l" | {{m|Flail}}
Line 664: Line 790:
| 100%
| 100%
| class="l" | Damage is based on the user's current HP; strongest when HP is lowest.
| class="l" | Damage is based on the user's current HP; strongest when HP is lowest.
|-
| class="1" | {{m|Flame Burst}}
{{typetable|Fire}}
{{statustable|Special}}
| 70
| 100%
|
|-
| class="1" | {{m|Flame Charge}}
{{typetable|Fire}}
{{statustable|Physical}}
| 50
| 100%
| class="1" | Raises the user's {{stat|Speed}} by one stage.
|-
|-
| class="l" | {{m|Flame Wheel}}
| class="l" | {{m|Flame Wheel}}
Line 727: Line 867:
| 100%
| 100%
| class="l" | Has a 30% chance of {{status|paralysis|paralyzing}}.
| class="l" | Has a 30% chance of {{status|paralysis|paralyzing}}.
|-
| class="1" | {{m|Foul Play}}
{{typetable|Dark}}
{{statustable|Physical}}
| 95
| 100%
| class="1" | Damage is calculated using the target's {{stat|Attack}}.
|-
| class="1" | {{m|Freeze Shock}}
{{typetable|Ice}}
{{statustable|Physical}}
| 140
| 90%
| class="1" | User charges on the first, attacks on the second; has a 30% chance of {{status|paralysis|paralyzing}} the target.
|-
|-
| class="l" | {{m|Frenzy Plant}}
| class="l" | {{m|Frenzy Plant}}
Line 734: Line 888:
| 90%
| 90%
| class="l" | User recharges on the second turn.
| class="l" | User recharges on the second turn.
|-
| class="1" | {{m|Frost Breath}}
{{typetable|Ice}}
{{statustable|Special}}
| 40
| 90%
| class="1" | Always lands a critical hit.
|-
|-
| class="l" | {{m|Frustration}}
| class="l" | {{m|Frustration}}
Line 752: Line 913:
{{typetable|Bug}}
{{typetable|Bug}}
{{statustable|Physical}}
{{statustable|Physical}}
| 10
| 20
| 95%
| 95%
| class="l" | Doubles power with each consecutive hit.
| class="l" | Doubles power with each consecutive hit.
Line 762: Line 923:
| 80%
| 80%
| class="l" | Strikes the target two to five times in a row.
| class="l" | Strikes the target two to five times in a row.
|-
| class="1" | {{m|Fusion Bolt}}
{{typetable|Electric}}
{{statustable|Physical}}
| 100
| 100%
| class="1" | Power doubles is the opponent uses {{m|Fusion Flare}} immediately before this move is executed.
|-
| class="1" | {{m|Fusion Flare}}
{{typetable|Fire}}
{{statustable|Special}}
| 100
| 100%
| class="1" | Power doubles is the opponent uses {{m|Fusion Bolt}} immediately before this move is executed.
|-
|-
| class="l" | {{m|Future Sight}}
| class="l" | {{m|Future Sight}}
{{typetable|Psychic}}
{{typetable|Psychic}}
{{statustable|Special}}
{{statustable|Special}}
| 80
| 100
| 90%
| 100%
| class="l" | Deals damage two turns after usage.
| class="l" | Deals damage two turns after usage.
|-
|-

Revision as of 15:47, 19 December 2011

140Kabuto.png This article contains old or outdated information, or has not been updated in a while.
Please check the content of this article and update it as required.
Reason: Generation V moves.

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.

Move Type Category Power Accuracy Notes
Absorb Grass Special 20 100% Restores HP to the user equal to ¼ the damage inflicted.
Acid Poison Special 40 100% Has a 10% chance of lowering the target's Defense by one stage.
Acid Spray Poison Special 40 100% Lowers the target's Special Defense by two stages.
Acrobatics Flying Physical 55 100% Power is doubled if the user has no held item.
Aerial Ace Flying Physical 60 - Never misses.
Aeroblast Flying Special 100 95% Has a high critical hit ratio.
Air Cutter Flying Special 55 95% Has a high critical hit ratio.
Air Slash Flying Special 75 95% Has a 30% chance of 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 - 100% Each member of the user's party attacks once. Power based on user's Attack.
Bide Normal Physical - - Deals damage equal to 2x the damage taken by the user after two turns.
Bind Normal Physical 15 85% Traps the target and causes damage equal to 1/16 of the target's max HP for four to five turns.
Bite Dark Physical 60 100% Has a 30% chance of flinching.
Blast Burn Fire Special 150 90% User recharges on the second turn.
Blaze Kick Fire Physical 85 90% Has a 10% chance of burning.
Blizzard Ice Special 120 70% Has a 10% chance of freezing.
Blue Flare Fire Special 130 85% Has a 20% chance of burning.
Body Slam Normal Physical 85 100% Has a 30% chance of paralyzing.
Bolt Strike Electric Physical 130 85% Has a 30% chance of paralyzing.
Bone Club Ground Physical 65 85% Has a 10% chance of flinching.
Bone Rush Ground Physical 25 90% Strikes the target two to five times in a row.
Bonemerang Ground Physical 50 90% Strikes the target twice in a row.
Bounce Flying Physical 85 85% Has a 30% chance of paralyzing.
Brave Bird Flying Physical 120 100% User receives ¼ of damage dealt as recoil damage.
Brick Break Fighting Physical 75 100% Light Screen and Reflect are removed from the target.
Brine Water Special 65 100% Power is doubled if target's health is below 50%.
Bubble Water Special 20 100% Has a 10% chance of lowering the target's Speed by one stage.
BubbleBeam Water Special 65 100% Has a 10% chance of lowering the target's Speed by one stage.
Bug Bite Bug Physical 60 100% Eats the target's held berry.
Bug Buzz Bug Special 90 100% Has a 10% chance of lowering the target's Special Defense by one stage.
Bulldoze Ground Physical 60 100% Lowers the target's Speed by one stage.
Bullet Punch Steel Physical 40 100% Always strikes first.
Bullet Seed Grass Physical 25 100% Strikes the target two to five times in a row.
Charge Beam Electric Special 50 90% Has a 70% chance of raising the user's Special Attack by one stage.
Chatter Flying Special 60 100% Has a variable chance of confusing the target.
Chip Away Normal Physical 70 100% Ignores the target's changes in Defense and Evasion.
Circle Throw Fighting Physical 60 90% Forces opposing trainer to switch Pokémon and ends battles with wild Pokémon.
Clamp Water Physical 35 85% Traps the target and causes damage equal to 1/16 of the target's max HP for four to five turns.
Clear Smog Poison Special 50 - Resets all stat levels of the target to zero.
Close Combat Fighting Physical 120 100% The user's Defense and Special Defense are decreased by one stage.
Comet Punch Normal Physical 18 85% Strikes the target two to five times in a row.
Confusion Psychic Special 50 100% Has a 10% chance of confusing the target.
Constrict Normal Physical 10 100% Has a 10% of lowering the target's Speed by one stage.
Counter Fighting Physical - 100% Deals back 2x damage inflicted if the user gets attacked by a Physical attack on the turn used.
Covet Normal Physical 60 100% Steals the target's held item.
Crabhammer Water Physical 90 90% Has a high critical hit ratio.
Cross Chop Fighting Physical 100 80% Has a high critical hit ratio.
Cross Poison Poison Physical 70 100% Has a high critical hit ratio and 10% chance of poisoning the target.
Crunch Dark Physical 80 100% Has a 20% chance of lowering the target's Defense by one stage.
Crush Claw Normal Physical 75 95% Has a 50% chance of lowering the target's Defense by one stage.
Crush Grip Normal Physical - 100% Damage depends on the target's current HP; strongest when target's HP is highest.
Cut Normal Physical 50 95%
Dark Pulse Dark Special 80 100% Has a 20% chance of 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 140 100% Deals damage two turns after usage.
Double Hit Normal Physical 35 90% Strikes the target twice in a row.
Double Kick Fighting Physical 30 100% Strikes the target twice in a row.
Double-Edge Normal Physical 120 100% User receives ¼ of damage dealt as recoil damage.
DoubleSlap Normal Physical 15 85% Strikes the target two to five times in a row.
Draco Meteor Dragon Special 140 90% Lowers the user's Special Attack by two stages after usage.
Dragon Claw Dragon Physical 80 100%
Dragon Pulse Dragon Special 90 100%
Dragon Rage Dragon Special - 100% Always deals 40 HP of damage.
Dragon Rush Dragon Physical 100 75% Has a 20% chance of flinching.
Dragon Tail Dragon Physical 60 90 Forces opposing trainer to switch Pokémon and ends battles with wild Pokémon.
DragonBreath Dragon Special 60 100% Has a 30% chance of paralyzing.
Drain Punch Fighting Physical 75 100% Restores HP to the user equal to 1/2 the damage inflicted.
Dream Eater Psychic Special 100 100% Target must be asleep; restores HP to the user equal to 1/2 the damage inflicted.
Drill Peck Flying Physical 80 100%
Drill Run Ground Physical 80 95% Has a high critical hit ratio.
Dual Chop Dragon Physical 40 90% Strikes the target twice in a row.
DynamicPunch Fighting Physical 100 50% Also confuses the target.
Earth Power Ground Special 90 100% Has a 10% chance of lowering the target's Special Defense by one stage.
Earthquake Ground Physical 100 100% Deals double damage against targets using Dig.
Echoed Voice Normal Special 40 100% Base power increases by 40 each consecutive turn it is used.
Egg Bomb Normal Physical 100 75%
Electro Ball Electric Special Varies 100% Inflicts more damage the faster the user is compared to the target.
Electroweb Electric Special 55 95% Lowers the target's Speed by one stage.
Ember Fire Special 40 100% Has a 10% chance of burning the target.
Endeavor Normal Physical - 100% Deals damages so that the target is left with HP equal to the user's.
Energy Ball Grass Special 80 100% Has a 10% chance of lowering the target's Special Defense by one stage.
Eruption Fire Special 150 100% Damage is based on the user's current HP; strongest when HP is highest.
Explosion Normal Physical 250 100% User faints.
Extrasensory Psychic Special 80 100% Has a 10% chance of 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 30 100%
Fiery Dance Fire Special 80 100% Has a 50% chance of raising the user's Special Attack.
Final Gambit Fighting Special - 100% The target takes damage equal to the user's HP; user faints.
Fire Blast Fire Special 120 85% Has a 10% chance of burning the target.
Fire Fang Fire Physical 65 95% Has a 10% chance of burning or making the target flinch.
Fire Pledge Fire Special 50 100% Deals double damage when used with Grass Pledge or Water Pledge in double or triple battles.
Fire Punch Fire Physical 75 100% Has a 10% chance of burning the target.
Fire Spin Fire Special 35 85% Traps the target and causes damage equal to 1/16 of the target's max HP for four to five turns.
Flail Normal Physical - 100% Damage is based on the user's current HP; strongest when HP is lowest.
Flame Burst Fire Special 70 100%
Flame Charge Fire Physical 50 100% Raises the user's Speed by one stage.
Flame Wheel Fire Physical 60 100% Has a 10% chance of burning the target; thaws frozen users.
Flamethrower Fire Special 95 100% Has a 10% chance of burning the target.
Flare Blitz Fire Physical 120 100% Has a 10% chance of burning the target; user receives 1/3 of damage dealt as recoil damage.
Flash Cannon Steel Special 80 100% Has a 10% chance of lowering the target's Special Defense by one stage.
Fling Dark Physical - 100% User inflicts various damage by losing its held item.
Fly Flying Physical 90 95% User flies up on the first turn, attacks on the second.
Focus Blast Fighting Special 120 70% Has a 10% chance of lowering the target's Special Defense by one stage.
Focus Punch Fighting Physical 150 100% Attacks at the end of the round if the user is not hit by an attack.
Force Palm Fighting Physical 60 100% Has a 30% chance of paralyzing.
Foul Play Dark Physical 95 100% Damage is calculated using the target's Attack.
Freeze Shock Ice Physical 140 90% User charges on the first, attacks on the second; has a 30% chance of paralyzing the target.
Frenzy Plant Grass Special 150 90% User recharges on the second turn.
Frost Breath Ice Special 40 90% Always lands a critical hit.
Frustration Normal Physical - 100% Damage depends on user's happiness level.
Fury Attack Normal Physical 15 85% Strikes the target two to five times in a row.
Fury Cutter Bug Physical 20 95% Doubles power with each consecutive hit.
Fury Swipes Normal Physical 18 80% Strikes the target two to five times in a row.
Fusion Bolt Electric Physical 100 100% Power doubles is the opponent uses Fusion Flare immediately before this move is executed.
Fusion Flare Fire Special 100 100% Power doubles is the opponent uses Fusion Bolt immediately before this move is executed.
Future Sight Psychic Special 100 100% Deals damage two turns after usage.
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 ((status|freeze|freezing}} the target.
Power Gem Rock Special 70 100%
Power Whip Grass Physical 120 85%
Present Normal Physical - 90% Randomly damages or heals the target.
Psybeam Psychic Special 65 100% Has a 10% chance of confusing the target.
Psychic Psychic Special 90 100% Has a 10% chance of lowering the target's Special Defense by one stage.
Psycho Boost Psychic Special 140 90% Lowers the user's Special Attack by two stages after usage.
Psycho Cut Psychic Physical 70 100% Has a high critical hit ratio.
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 target's Speed by one stage.
Rock Wrecker Rock Physical 150 90% User recharges on the second turn.
Rolling Kick Fighting Physical 60 85% Has a 30% chance of 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 Template:Type2s.
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: Template:Type2 during Sunny Day, Template:Type2 during Rain Dance, Template:Type2 during Hail, Template:Type2 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
BurnConfuseDamageFlinch
FreezeParalyzePoisonSleepTraps