List of moves that do damage: Difference between revisions

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'''Damage done to a Pokémon''' is the amount of {{stat|HP}} taken away when a [[move]] is successful. The following moves all deal damage, meaning that no matter how high the defenses of the Pokémon, they will always lower its HP by at least 1, unless the target is either immune to the attack (this includes types deflected by {{a|Wonder Guard}}) or the target uses a move like {{m|Protect}}. This list does not include {{cat|moves that call other moves}}.
{{discussDelete|see [https://bulbapedia.bulbagarden.net/wiki/Talk:List_of_moves_that_do_damage#Delete talk page discussion]}}
{{outdated|needs=Generation VII, VIII, and IX moves}}
----
 
'''Damage done to a Pokémon''' is the amount of [[HP]] taken away when a [[move]] is successful. The following moves can all deal damage (without {{cat|Moves that call other moves|calling other moves}}). Notably, this list does not include [[status move]]s.


{| width="100%" style="margin:auto; background: #{{special color}}; {{roundy}}; border: 5px solid #{{physical color light}};"
{| width="100%" style="margin:auto; background: #{{special color}}; {{roundy}}; border: 5px solid #{{physical color light}};"
Line 19: Line 23:
| 100%
| 100%
| Restores HP to the user equal to ¼ the damage inflicted.
| Restores HP to the user equal to ¼ the damage inflicted.
|-
| {{m|Accelerock}}
{{typetable|Rock}}
{{statustable|Physical}}
| 40
| 100%
| Has a priority of +1.
|-
|-
| {{m|Acid}}
| {{m|Acid}}
Line 67: Line 78:
| 75
| 75
| 95%
| 95%
| Has a 30% chance of causing the target to {{status|flinch}}.
| Has a 30% chance of causing the target to [[flinch]].
|-
| {{m|Anchor Shot}}
{{typetable|Steel}}
{{statustable|Physical}}
| 80
| 100%
| Prevents target from fleeing or switching out.
|-
|-
| {{m|Ancient Power}}
| {{m|Ancient Power}}
Line 75: Line 93:
| 100%
| 100%
| Has a 10% chance of raising all of the user's [[stats]] by one stage.
| Has a 10% chance of raising all of the user's [[stats]] by one stage.
|-
| {{m|Apple Acid}}
{{typetable|Grass}}
{{statustable|Special}}
| 80
| 100%
| Lower's the target's Special Defense by one stage.
|-
|-
| {{m|Aqua Jet}}
| {{m|Aqua Jet}}
Line 109: Line 134:
| 30
| 30
| 100%
| 100%
| Has a 30% chance of causing the target to {{status|flinch}}.
| Has a 30% chance of causing the target to [[flinch]].
|-
|-
| {{m|Attack Order}}
| {{m|Attack Order}}
Line 124: Line 149:
| —
| —
| Never misses.
| Never misses.
|-
| {{m|Aura Wheel}}
{{typetable|Electric}}
{{statustable|Physical}}
| 110
| 100%
| Raises the user's {{stat|Speed}} stat by one stage. If the user is in [[Hangry Mode]], [[Aura Wheel]] becomes a Dark type move.
|-
|-
| {{m|Aurora Beam}}
| {{m|Aurora Beam}}
Line 145: Line 177:
| 85%
| 85%
| Strikes the target two to five times in a row.
| Strikes the target two to five times in a row.
|-
| {{m|Beak Blast}}
{{typetable|Flying}}
{{statustable|Physical}}
| 100
| 100%
| The user charges up at the beginning of the turn, then damages the foe at-3 priority. Contact with the user while charging up results in a [[burn]].
|-
|-
| {{m|Beat Up}}
| {{m|Beat Up}}
Line 153: Line 192:
| Each member of the user's party attacks once. Power based on user's {{stat|Attack}}.
| Each member of the user's party attacks once. Power based on user's {{stat|Attack}}.
|-
|-
| {{m|Belch}}
| {{m|Behemoth Bash}}
{{typetable|Poison}}
{{typetable|Steel}}
{{statustable|Special}}
{{statustable|Physical}}
| 120
| 100
| 100%
| Deals twice the damage if the target is Dynamaxed.
|-
| {{m|Behemoth Blade}}
{{typetable|Steel}}
{{statustable|Physical}}
| 100
| 100%
| Deals twice the damage if the target is Dynamaxed.
|-
| {{m|Belch}}
{{typetable|Poison}}
{{statustable|Special}}
| 120
| 90%
| 90%
| Requires the user to eat its held [[Berry]].
| Requires the user to eat its held [[Berry]].
Line 172: Line 225:
| 15
| 15
| {{tt|85%|75% in Generations I-IV}}
| {{tt|85%|75% in Generations I-IV}}
| Traps the target and causes damage equal to 1/16 of the target's max HP for four to five turns.
| Traps the target and causes damage equal to 1/8 of the target's max HP for four to five turns.
|-
|-
| {{m|Bite}}
| {{m|Bite}}
Line 179: Line 232:
| 60
| 60
| 100%
| 100%
| Has a 30% chance of causing the target to {{status|flinch}}.
| Has a 30% chance of causing the target to [[flinch]].
|-
|-
| {{m|Blast Burn}}
| {{m|Blast Burn}}
Line 186: Line 239:
| 150
| 150
| 90%
| 90%
| User recharges on the second turn.
| The user can't move on the next turn.
|-
|-
| {{m|Blaze Kick}}
| {{m|Blaze Kick}}
Line 208: Line 261:
| 85%
| 85%
| Has a 20% chance of {{status|burn}}ing the target.
| Has a 20% chance of {{status|burn}}ing the target.
|-
| {{m|Body Press}}
{{typetable|Fighting}}
{{statustable|Physical}}
| 80
| 100%
| The higher the user's Defense, the more damage it inflicts.
|-
|-
| {{m|Body Slam}}
| {{m|Body Slam}}
Line 221: Line 281:
| 130
| 130
| 85%
| 85%
| Has a 30% chance of {{status|paralysis|paralyzing}} the target.
| Has a 30% chance of {{status|paralysis|paralyzing}} the target
|-
| {{m|Bolt Beak}}
{{typetable|Electric}}
{{statustable|Physical}}
| 85
| 100%
| If the user attacks before the target, the move's power is doubled.
|-
|-
| {{m|Bone Club}}
| {{m|Bone Club}}
Line 228: Line 295:
| 65
| 65
| 85%
| 85%
| Has a 10% chance of causing the target to {{status|flinch}}.
| Has a 10% chance of causing the target to [[flinch]].
|-
|-
| {{m|Bone Rush}}
| {{m|Bone Rush}}
Line 264: Line 331:
| 100%
| 100%
| User receives ¼ of damage dealt as [[recoil]] damage.
| User receives ¼ of damage dealt as [[recoil]] damage.
|-
| {{m|Branch Poke}}
{{typetable|Grass}}
{{statustable|Physical}}
| 40
| 100%
|
|-
| {{m|Breaking Swipe}}
{{typetable|Dragon}}
{{statustable|Physical}}
| 60
| 100%
| Attacks all opposing Pokémon, and lowers the Attack stat of all targets.
|-
|-
| {{m|Brick Break}}
| {{m|Brick Break}}
Line 279: Line 360:
| Power is doubled if target's health is below 50%.
| Power is doubled if target's health is below 50%.
|-
|-
| {{m|Bubble}}
| {{m|Brutal Swing}}
{{typetable|Water}}
{{typetable|Dark}}
{{statustable|Physical}}
| 60
| 100%
|
|-
| {{m|Bubble}}
{{typetable|Water}}
{{statustable|Special}}
{{statustable|Special}}
| {{tt|40|20 in Generations I-V}}
| {{tt|40|20 in Generations I-V}}
Line 327: Line 415:
| 100%
| 100%
| Strikes the target two to five times in a row.
| Strikes the target two to five times in a row.
|-
| {{m|Burn Up}}
{{typetable|Fire}}
{{statustable|Special}}
| 130
| 100%
| Thaws a [[frozen]] user. When used, the user will no longer be Fire-type.
|-
| {{m|Burning Jealousy}}
{{typetable|Fire}}
{{statustable|Special}}
| 70
| 100%
| {{status|Burn}}s any opponent that has increased its stats during that turn.
|-
|-
| {{m|Charge Beam}}
| {{m|Charge Beam}}
Line 361: Line 463:
| 35
| 35
| {{tt|85%|75% in Generations I-IV}}
| {{tt|85%|75% in Generations I-IV}}
| Traps the target and causes damage equal to 1/16 of the target's max HP for four to five turns.
| Traps the target and causes damage equal to 1/8 of the target's max HP for four to five turns.
|-
| {{m|Clanging Scales}}
{{typetable|Dragon}}
{{statustable|Special}}
| 110
| 100%
| Reduces the user's {{stat|Defense}} by one stage
|-
|-
| {{m|Clear Smog}}
| {{m|Clear Smog}}
Line 397: Line 506:
| 100%
| 100%
| Has a 10% of lowering the target's {{stat|Speed}} by one stage.
| Has a 10% of lowering the target's {{stat|Speed}} by one stage.
|-
| {{m|Core Enforcer}}
{{typetable|Dragon}}
{{statustable|Special}}
| 100
| 100%
| If the target has already used a move or had a Bag item used on it, this move eliminates the effect of the target's ability.
|-
|-
| {{m|Counter}}
| {{m|Counter}}
Line 466: Line 582:
| 80
| 80
| 100%
| 100%
| Has a 20% chance of causing the target to {{status|flinch}}.
| Has a 20% chance of causing the target to [[flinch]].
|-
| {{m|Darkest Lariat}}
{{typetable|Dark}}
{{statustable|Physical}}
| 85
| 100%
| Ignores the target's changes in {{stat|Defense}} and {{stat|evasion}}.
|-
|-
| {{m|Dazzling Gleam}}
| {{m|Dazzling Gleam}}
Line 531: Line 654:
| Strikes the target twice in a row.
| Strikes the target twice in a row.
|-
|-
| {{m|Double Kick}}
| {{m|Double Iron Bash}}
{{typetable|Fighting}}
{{typetable|Steel}}
{{statustable|Physical}}
{{statustable|Physical}}
| 30
| 60
| 100%
| Strikes the target twice in a row.
|-
| {{m|Double Kick}}
{{typetable|Fighting}}
{{statustable|Physical}}
| 30
| 100%
| 100%
| Strikes the target twice in a row.
| Strikes the target twice in a row.
Line 565: Line 695:
| 100%
| 100%
| Lowers the user's {{stat|Defense}} and {{stat|Special Defense}} by one stage after usage.
| Lowers the user's {{stat|Defense}} and {{stat|Special Defense}} by one stage after usage.
|-
| {{m|Dragon Breath}}
{{typetable|Dragon}}
{{statustable|Special}}
| 60
| 100%
| Has a 30% chance of {{status|paralysis|paralyzing}} the target.
|-
|-
| {{m|Dragon Claw}}
| {{m|Dragon Claw}}
Line 572: Line 709:
| 100%
| 100%
|  
|  
|-
| {{m|Dragon Darts}}
{{typetable|Dragon}}
{{statustable|Physical}}
| 50
| 100%
| Deals damage twice. If there are two opponents, it hits them both once.
|-
| {{m|Dragon Hammer}}
{{typetable|Dragon}}
{{statustable|Physical}}
| 90
| 100%
|
|-
|-
| {{m|Dragon Pulse}}
| {{m|Dragon Pulse}}
Line 592: Line 743:
| 100
| 100
| 75%
| 75%
| Has a 20% chance of causing the target to {{status|flinch}}; double damage and never misses against {{m|Minimize}}d targets.
| Has a 20% chance of causing the target to [[flinch]]; double damage and never misses against {{m|Minimize}}d targets.
|-
|-
| {{m|Dragon Tail}}
| {{m|Dragon Tail}}
Line 600: Line 751:
| 90%
| 90%
| Forces opposing Trainer to switch Pokémon and ends battles with wild Pokémon.
| Forces opposing Trainer to switch Pokémon and ends battles with wild Pokémon.
|-
| {{m|Dragon Breath}}
{{typetable|Dragon}}
{{statustable|Special}}
| 60
| 100%
| Has a 30% chance of {{status|paralysis|paralyzing}} the target.
|-
|-
| {{m|Drain Punch}}
| {{m|Drain Punch}}
Line 620: Line 764:
| 50
| 50
| 100%
| 100%
| Restores HP to the user more than 1/2 of the damage inflicted.
| Restores HP to the user equal to 3/4 of the damage inflicted.
|-
|-
| {{m|Dream Eater}}
| {{m|Dream Eater}}
Line 643: Line 787:
| Has a high critical hit ratio.
| Has a high critical hit ratio.
|-
|-
| {{m|Dual Chop}}
| {{m|Drum Beating}}
{{typetable|Dragon}}
{{typetable|Grass}}
{{statustable|Physical}}
| 80
| 100%
| Lowers the target's speed stat by one stage.
|-
| {{m|Dual Chop}}
{{typetable|Dragon}}
{{statustable|Physical}}
| 40
| 90%
| Strikes the target twice in a row.
|-
| {{m|Dual Wingbeat}}
{{typetable|Flying}}
{{statustable|Physical}}
{{statustable|Physical}}
| 40
| 40
| 90%
| 90%
| Strikes the target twice in a row.
| Strikes the target twice in a row.
|-
| {{m|Dynamax Cannon}}
{{typetable|Dragon}}
{{statustable|Special}}
| 100
| 100%
| Deals twice the damage if the target is Dynamaxed.
|-
|-
| {{m|Dynamic Punch}}
| {{m|Dynamic Punch}}
Line 726: Line 891:
| 100%
| 100%
| Damage is based on the user's current HP; strongest when HP is highest.
| Damage is based on the user's current HP; strongest when HP is highest.
|-
| {{m|Eternabeam}}
{{typetable|Dragon}}
{{statustable|Special}}
| 160
| 90%
| The user can't move on the next turn.
|-
| {{m|Expanding Force}}
{{typetable|Psychic}}
{{statustable|Special}}
| 80
| 100%
| Power is increased and hits all opposing Pokémon if used on [[Psychic Terrain]].
|-
|-
| {{m|Explosion}}
| {{m|Explosion}}
Line 739: Line 918:
| 80
| 80
| 100%
| 100%
| Has a 10% chance of causing the target to {{status|flinch}}.
| Has a 10% chance of causing the target to [[flinch]].
|-
|-
| {{m|Extreme Speed}}
| {{m|Extreme Speed}}
Line 767: Line 946:
| 40
| 40
| 100%
| 100%
| Only works on the first turn after the user enters battle; makes the target {{status|flinch}}.
| Only works on the first turn after the user enters battle; makes the target [[flinch]]. Has a priority of +3.
|-
|{{m|False Surrender}}
{{typetable|Dark}}
{{statustable|Physical}}
| 80
| —
| This attack never misses.
|-
|-
| {{m|False Swipe}}
| {{m|False Swipe}}
Line 823: Line 1,009:
| 65
| 65
| 95%
| 95%
| Has a 10% chance of {{status|burn}}ing or causing the target to {{status|flinch}}.
| Has a 10% chance of {{status|burn}}ing or causing the target to [[flinch]].
|-
| {{m|Fire Lash}}
{{typetable|Fire}}
{{statustable|Physical}}
| 80
| 100%
| Lowers the target's [[Defense]] by one stage.
|-
|-
| {{m|Fire Pledge}}
| {{m|Fire Pledge}}
Line 844: Line 1,037:
| {{tt|35|15 in Generations I-IV}}
| {{tt|35|15 in Generations I-IV}}
| {{tt|85%|70% in Generations I-IV}}
| {{tt|85%|70% in Generations I-IV}}
| Traps the target and causes damage equal to 1/16 of the target's max HP for four to five turns.
| Traps the target and causes damage equal to 1/8 of the target's max HP for four to five turns.
|-
| {{m|First Impression}}
{{typetable|Bug}}
{{statustable|Physical}}
| 90
| 100%
| Only works on the first turn after user enters battle; has a priority of +2.
|-
| {{m|Fishious Rend}}
{{typetable|Water}}
{{statustable|Physical}}
| 85
| 100%
| If the user attacks before the target, the move's power is doubled.
|-
|-
| {{m|Flail}}
| {{m|Flail}}
Line 894: Line 1,101:
| 100%
| 100%
| Has a 10% chance of lowering the target's {{stat|Special Defense}} by one stage.
| Has a 10% chance of lowering the target's {{stat|Special Defense}} by one stage.
|-
| {{m|Fleur Cannon}}
{{typetable|Fairy}}
{{statustable|Special}}
| 130
| 90%
| Lowers the user's {{stat|Special Attack}} by two stages after usage.
|-
|-
| {{m|Fling}}
| {{m|Fling}}
Line 901: Line 1,115:
| 100%
| 100%
| User inflicts various damage by losing its held item.
| User inflicts various damage by losing its held item.
|-
| {{m|Flip Turn}}
{{typetable|Water}}
{{statustable|Physical}}
| 60
| 100%
| User switches out after attacking.
|-
|-
| {{m|Fly}}
| {{m|Fly}}
Line 949: Line 1,170:
| 70
| 70
| 100%
| 100%
| Has a 10% chance of {{status|freeze|freezing}} the target; does {{DL|Damage modification|super effective}} damage against {{type|Water}}s.
| Has a 10% chance of {{status|freeze|freezing}} the target; is [[super effective]] on {{t|Water}} types.
|-
|-
| {{m|Freeze Shock}}
| {{m|Freeze Shock}}
Line 963: Line 1,184:
| 150
| 150
| 90%
| 90%
| User recharges on the second turn.
| The user can't move on the next turn.
|-
|-
| {{m|Frost Breath}}
| {{m|Frost Breath}}
Line 1,040: Line 1,261:
| 150
| 150
| 90%
| 90%
| User recharges on the second turn.
| The user can't move on the next turn.
|-
|-
| {{m|Glaciate}}
| {{m|Glaciate}}
Line 1,062: Line 1,283:
| 100%
| 100%
| Deals double damage when used with {{m|Fire Pledge}} or {{m|Water Pledge}} in double or triple battles.
| Deals double damage when used with {{m|Fire Pledge}} or {{m|Water Pledge}} in double or triple battles.
|-
| {{m|Grassy Glide}}
{{typetable|Grass}}
{{statustable|Physical}}
| 70
| 100%
| Increased priority if used on [[Grassy Terrain]].
|-
| {{m|Grav Apple}}
{{typetable|Grass}}
{{statustable|Physical}}
| 80
| 100%
| Lowers the target's Defense by one stage. If [[Gravity]] is in effect, it's power increases to 120.
|-
|-
| {{m|Gunk Shot}}
| {{m|Gunk Shot}}
Line 1,110: Line 1,345:
| 70
| 70
| 100%
| 100%
| Has a 30% chance of causing the target to {{status|flinch}}.
| Has a 30% chance of causing the target to [[flinch]].
|-
|-
| {{m|Heart Stamp}}
| {{m|Heart Stamp}}
Line 1,117: Line 1,352:
| 60
| 60
| 100%
| 100%
| Has a 30% of causing the target to {{status|flinch}}.
| Has a 30% of causing the target to [[flinch]].
|-
|-
| {{m|Heat Crash}}
| {{m|Heat Crash}}
Line 1,152: Line 1,387:
| {{tt|130|85 in Generations I-III, 100 in Generation IV}}
| {{tt|130|85 in Generations I-III, 100 in Generation IV}}
| 90%
| 90%
| Deals [[recoil]] equal to 1/2 of the user's HP if the user misses.
| Deals [[crash damage]] equal to 1/2 of the user's HP if the user misses.
|-
|-
| {{m|Hidden Power}}
| {{m|Hidden Power}}
{{typetable|Normal}}
{{typetable|Normal}}
{{statustable|Special}}
{{statustable|Special}}
| {{tt|60|— in Generations II-V}}
| {{tt|60|31-70 in Generations II-V}}
| 100%
| 100%
| Type and {{tt|base power|in Generations II-V}} based on the user's [[individual values]].
| Type and {{tt|base power|in Generations II-V}} based on the user's [[individual values]].
|-
|-
| {{m|Hold Back}}
| {{m|High Horsepower}}
{{typetable|Normal}}
{{typetable|Ground}}
{{statustable|Physical}}
{{statustable|Physical}}
| 40
| 95
| 95%
|
|-
| {{m|Hold Back}}
{{typetable|Normal}}
{{statustable|Physical}}
| 40
| 100%
| 100%
| Will always leave the target with at least one HP.
| Will always leave the target with at least one HP.
Line 1,194: Line 1,436:
| 150
| 150
| 90%
| 90%
| User recharges on the second turn.
| The user can't move on the next turn.
|-
|-
| {{m|Hydro Pump}}
| {{m|Hydro Pump}}
Line 1,208: Line 1,450:
| 150
| 150
| 90%
| 90%
| User recharges on the second turn.
| The user can't move on the next turn.
|-
|-
| {{m|Hyper Fang}}
| {{m|Hyper Fang}}
Line 1,215: Line 1,457:
| 80
| 80
| 90%
| 90%
| Has a 10% chance of causing the target to {{status|flinch}}.
| Has a 10% chance of causing the target to [[flinch]].
|-
|-
| {{m|Hyper Voice}}
| {{m|Hyper Voice}}
Line 1,233: Line 1,475:
| {{m|Hyperspace Fury}}
| {{m|Hyperspace Fury}}
{{typetable|Dark}}
{{typetable|Dark}}
{{statustable|Special}}
{{statustable|Physical}}
| 100
| 100
| —
| —
Line 1,264: Line 1,506:
| 65
| 65
| 95%
| 95%
| Has a 10% chance of {{status|freeze|freezing}} or causing the target to {{status|flinch}}.
| Has a 10% chance of {{status|freeze|freezing}} or causing the target to [[flinch]].
|-
| {{m|Ice Hammer}}
{{typetable|Ice}}
{{statustable|Physical}}
| 100
| 90%
| Lowers the user's {{stat|Speed}} by one stage
|-
|-
| {{m|Ice Punch}}
| {{m|Ice Punch}}
Line 1,285: Line 1,534:
| 85
| 85
| 90%
| 90%
| Has a 30% chance of causing the target to {{status|flinch}}.
| Has a 30% chance of causing the target to [[flinch]].
|-
|-
| {{m|Icicle Spear}}
| {{m|Icicle Spear}}
Line 1,327: Line 1,576:
| 80
| 80
| 100%
| 100%
| Has a 30% chance of causing the target to {{status|flinch}}.
| Has a 30% chance of causing the target to [[flinch]].
|-
|-
| {{m|Iron Tail}}
| {{m|Iron Tail}}
Line 1,335: Line 1,584:
| 75%
| 75%
| Has a 30% chance of lowering the target's {{stat|Defense}} by one stage.
| Has a 30% chance of lowering the target's {{stat|Defense}} by one stage.
|-
| {{m|Jaw Lock}}
{{typetable|Dark}}
{{statustable|Physical}}
| 80
| 100%
| Prevents the user and the target from switching out. The effect goes away if either of the Pokémon faints or leaves the field.
|-
|-
| {{m|Judgment}}
| {{m|Judgment}}
Line 1,348: Line 1,604:
| {{tt|100|70 in Generations I-III, 85 in Generation IV}}
| {{tt|100|70 in Generations I-III, 85 in Generation IV}}
| 95%
| 95%
| Deals [[recoil]] damage equal to half the user's HP if the user misses.
| Deals [[crash damage]] equal to half the user's HP if the user misses.
|-
|-
| {{m|Karate Chop}}
| {{m|Karate Chop}}
Line 1,377: Line 1,633:
| 100%
| 100%
| Can only be used after user has used all of its other moves.
| Can only be used after user has used all of its other moves.
|-
| {{m|Lash Out}}
{{typetable|Dark}}
{{statustable|Physical}}
| 75
| 100%
| Power doubles if any of the user's [[stats]] were lowered on the turn it is used.
|-
|-
| {{m|Lava Plume}}
| {{m|Lava Plume}}
Line 1,384: Line 1,647:
| 100%
| 100%
| Has a 30% chance of {{status|burn}}ing the target.
| Has a 30% chance of {{status|burn}}ing the target.
|-
| {{m|Leafage}}
{{typetable|Grass}}
{{statustable|Physical}}
| 40
| 100%
|
|-
|-
| {{m|Leaf Blade}}
| {{m|Leaf Blade}}
Line 1,426: Line 1,696:
| 90%
| 90%
| Deals 1/2 of damage dealt as [[recoil]] damage.
| Deals 1/2 of damage dealt as [[recoil]] damage.
|-
| {{m|Liquidation}}
{{typetable|Water}}
{{statustable|Physical}}
| 85
| 100%
| Has a 20% chance of lowering the target's {{stat|Defense}} by one stage.
|-
|-
| {{m|Low Kick}}
| {{m|Low Kick}}
Line 1,440: Line 1,717:
| 100%
| 100%
| Lowers the target's {{stat|speed}} by one stage.
| Lowers the target's {{stat|speed}} by one stage.
|-
| {{m|Lunge}}
{{typetable|Bug}}
{{statustable|Physical}}
| 80
| 100%
| Lowers the target's {{stat|Attack}} by one stage.
|-
|-
| {{m|Luster Purge}}
| {{m|Luster Purge}}
Line 1,467: Line 1,751:
| {{tt|100|120 in Generations IV-V}}
| {{tt|100|120 in Generations IV-V}}
| {{tt|75%|70% in Generation IV}}
| {{tt|75%|70% in Generation IV}}
| Traps the target and causes damage equal to 1/16 of the target's max HP for four to five turns.
| Traps the target and causes damage equal to 1/8 of the target's max HP for four to five turns.
|-
|-
| {{m|Magnet Bomb}}
| {{m|Magnet Bomb}}
Line 1,524: Line 1,808:
| 95%
| 95%
| Has a 10% chance of raising the user's {{stat|Attack}} by one stage.
| Has a 10% chance of raising the user's {{stat|Attack}} by one stage.
|-
| {{m|Meteor Assault}}
{{typetable|Fighting}}
{{statustable|Physical}}
| 150
| 100%
| The user can't move on the next turn.
|-
| {{m|Meteor Beam}}
{{typetable|Rock}}
{{statustable|Special}}
| 120
| 90%
| Prepares on the first turn and raises the user's {{stat|Special Attack}} by one stage, attacks on the second.
|-
|-
| {{m|Meteor Mash}}
| {{m|Meteor Mash}}
Line 1,531: Line 1,829:
| {{tt|90%|85% in Generations III-V}}
| {{tt|90%|85% in Generations III-V}}
| Has a 20% chance of raising the user's {{stat|Attack}} by one stage.
| Has a 20% chance of raising the user's {{stat|Attack}} by one stage.
|-
| {{m|Mind Blown}}
{{typetable|Fire}}
{{statustable|Special}}
| 150
| 100%
| Deals [[recoil]] equal to 1/2 of the user's HP.
|-
|-
| {{m|Mirror Coat}}
| {{m|Mirror Coat}}
Line 1,552: Line 1,857:
| 100%
| 100%
| Has a 50% chance of lowering the target's {{stat|Special Attack}} by one stage.
| Has a 50% chance of lowering the target's {{stat|Special Attack}} by one stage.
|-
| {{m|Misty Explosion}}
{{typetable|Fairy}}
{{statustable|Special}}
| 100
| 100%
| User faints. Base power is increased by 50% if used on [[Misty Terrain]].
|-
|-
| {{m|Moonblast}}
| {{m|Moonblast}}
Line 1,558: Line 1,870:
| 95
| 95
| 100%
| 100%
| May lower the target's {{stat|Special Attack}}
| May lower the target's {{stat|Special Attack}}.
|-
| {{m|Moongeist Beam}}
{{typetable|Ghost}}
{{statustable|Special}}
| 100
| 100%
| Ignores all {{cat|ignorable Abilities}}.
|-
|-
| {{m|Mud Bomb}}
| {{m|Mud Bomb}}
Line 1,587: Line 1,906:
| 85%
| 85%
| Has a 30% chance of lowering the target's {{stat|accuracy}} by one stage.
| Has a 30% chance of lowering the target's {{stat|accuracy}} by one stage.
|-
| {{m|Multi-Attack}}
{{typetable|Normal}}
{{statustable|Physical}}
| {{tt|120|90 in Generation VII}}
| 100%
| The [[memory]] held by the user determines this move's type.
|-
|-
| {{m|Mystical Fire}}
| {{m|Mystical Fire}}
{{typetable|Fire}}
{{typetable|Fire}}
{{statustable|Special}}
{{statustable|Special}}
| 65
| {{tt|75|65 in Generation VI}}
| 100%
| 100%
| Lowers the target's {{stat|Special Attack}} by one stage per hit.
| Lowers the target's {{stat|Special Attack}} by one stage.
|-
|-
| {{m|Natural Gift}}
| {{m|Natural Gift}}
Line 1,601: Line 1,927:
| 100%
| 100%
| Power and type depend on thrown held [[Berry]].
| Power and type depend on thrown held [[Berry]].
|-
| {{m|Nature's Madness}}
{{typetable|Fairy}}
{{statustable|Special}}
| —
| 90%
| Deals damage equal to half the target's remaining [[HP]]; always deals at least 1 HP of damage.
|-
|-
| {{m|Needle Arm}}
| {{m|Needle Arm}}
Line 1,607: Line 1,940:
| 60
| 60
| 100%
| 100%
| Has a 30% chance of causing the target to {{status|flinch}}.
| Has a 30% chance of causing the target to [[flinch]].
|-
|-
| {{m|Night Daze}}
| {{m|Night Daze}}
Line 1,642: Line 1,975:
| 80
| 80
| 100%
| 100%
| Restores HP to the user more than 1/2 of the damage inflicted.
| Restores HP to the user equal to 3/4 of the damage inflicted.
|-
|-
| {{m|Octazooka}}
| {{m|Octazooka}}
Line 1,671: Line 2,004:
| 100%
| 100%
| Used two to three turns in a row, {{status|Confusion|confusing}} the user after it stops.
| Used two to three turns in a row, {{status|Confusion|confusing}} the user after it stops.
|-
| {{m|Overdrive}}
{{typetable|Electric}}
{{statustable|Special}}
| 80
| 100%
|
|-
|-
| {{m|Overheat}}
| {{m|Overheat}}
Line 1,727: Line 2,067:
| 100%
| 100%
| Disappears on first turn, attacks on second; breaks {{cat|protection moves}}.
| Disappears on first turn, attacks on second; breaks {{cat|protection moves}}.
|-
| {{m|Photon Geyser}}
{{typetable|Psychic}}
{{statustable|Special}}
| 100
| 100%
| Deals either {{stat|Attack}} or {{stat|Special Attack}} depending on which of the user's stats are higher.
|-
|-
| {{m|Pin Missile}}
| {{m|Pin Missile}}
Line 1,734: Line 2,081:
| {{tt|95%|85% in Generations I-V}}
| {{tt|95%|85% in Generations I-V}}
| Strikes the target two to five times in a row.
| Strikes the target two to five times in a row.
|-
| {{m|Plasma Fists}}
{{typetable|Electric}}
{{statustable|Physical}}
| 100
| 100%
| For the remainder of the turn, all Normal-type moves become Electric-type.
|-
|-
| {{m|Play Rough}}
| {{m|Play Rough}}
Line 1,776: Line 2,130:
| 100%
| 100%
| Has a high critical hit ratio and a 10% chance of {{status|poison}}ing the target.
| Has a high critical hit ratio and a 10% chance of {{status|poison}}ing the target.
|-
| {{m|Pollen Puff}}
{{typetable|Bug}}
{{statustable|Special}}
| 90
| 100%
| If an ally is targeted, 1/2 their maximum [[stat|HP]] is restored.
|-
| {{m|Poltergeist}}
{{typetable|Ghost}}
{{statustable|Physical}}
| 110
| 90%
| Fails if the target has no held item.
|-
|-
| {{m|Pound}}
| {{m|Pound}}
Line 1,804: Line 2,172:
| 100%
| 100%
| Raises the user's {{stat|Attack}} by one stage.
| Raises the user's {{stat|Attack}} by one stage.
|-
| {{m|Power Trip}}
{{typetable|Dark}}
{{statustable|Physical}}
| 20
| 100%
| Power increases whenever user increases its [[stats]].
|-
|-
| {{m|Power Whip}}
| {{m|Power Whip}}
Line 1,825: Line 2,200:
| 90%
| 90%
| Randomly damages or heals the target.
| Randomly damages or heals the target.
|-
| {{m|Prismatic Laser}}
{{typetable|Psychic}}
{{statustable|Special}}
| 160
| 100%
| User recharges on the next turn.
|-
|-
| {{m|Psybeam}}
| {{m|Psybeam}}
Line 1,839: Line 2,221:
| 100%
| 100%
| Has a 10% chance of lowering the target's {{stat|Special Defense}} by one stage.
| Has a 10% chance of lowering the target's {{stat|Special Defense}} by one stage.
|-
| {{m|Psychic Fangs}}
{{typetable|Psychic}}
{{statustable|Physical}}
| 85
| 100%
| Destroys {{m|Light Screen}}, {{m|Reflect}} and {{m|Aurora Veil}}.
|-
|-
| {{m|Psycho Boost}}
| {{m|Psycho Boost}}
Line 1,888: Line 2,277:
| 100%
| 100%
| Power doubles if target switches out.
| Power doubles if target switches out.
|-
| {{m|Pyro Ball}}
{{typetable|Fire}}
{{statustable|Physical}}
| 120
| 90%
| Has a 10% chance of {{status|burn}}ing the target; thaws {{status|frozen}} user.
|-
|-
| {{m|Quick Attack}}
| {{m|Quick Attack}}
Line 1,951: Line 2,347:
| 100%
| 100%
| Damage depends on user's [[friendship]] level.
| Damage depends on user's [[friendship]] level.
|-
| {{m|Revelation Dance}}
{{typetable|Normal}}
{{statustable|Special}}
| 90
| 100%
| Changes type based on the user's type.
|-
|-
| {{m|Revenge}}
| {{m|Revenge}}
Line 1,965: Line 2,368:
| 100%
| 100%
| Damage is based on the user's current HP; strongest when HP is lowest.
| Damage is based on the user's current HP; strongest when HP is lowest.
|-
| {{m|Rising Voltage}}
{{typetable|Electric}}
{{statustable|Special}}
| 70
| 100%
| Power doubles when the target is on [[Electric Terrain]].
|-
|-
| {{m|Roar of Time}}
| {{m|Roar of Time}}
Line 1,971: Line 2,381:
| 150
| 150
| 90%
| 90%
| User recharges on the second turn.
| The user can't move on the next turn.
|-
|-
| {{m|Rock Blast}}
| {{m|Rock Blast}}
Line 1,992: Line 2,402:
| 75
| 75
| 90%
| 90%
| Has a 30% chance of causing the target to {{status|flinch}}.
| Has a 30% chance of causing the target to [[flinch]].
|-
|-
| {{m|Rock Smash}}
| {{m|Rock Smash}}
Line 2,020: Line 2,430:
| 150
| 150
| 90%
| 90%
| User recharges on the second turn.
| The user can't move on the next turn.
|-
|-
| {{m|Rolling Kick}}
| {{m|Rolling Kick}}
Line 2,027: Line 2,437:
| 60
| 60
| 85%
| 85%
| Has a 30% chance of causing the target to {{status|flinch}}.
| Has a 30% chance of causing the target to [[flinch]].
|-
|-
| {{m|Rollout}}
| {{m|Rollout}}
Line 2,045: Line 2,455:
| {{m|Sacred Fire}}
| {{m|Sacred Fire}}
{{typetable|Fire}}
{{typetable|Fire}}
{{statustable|Special}}
{{statustable|Physical}}
| 100
| 100
| 95%
| 95%
Line 2,062: Line 2,472:
| {{tt|35|15 in Generations III-IV}}
| {{tt|35|15 in Generations III-IV}}
| {{tt|85%|70% in Generations III-IV}}
| {{tt|85%|70% in Generations III-IV}}
| Traps the target and causes damage equal to 1/16 of the target's max HP for four to five turns.
| Traps the target and causes damage equal to 1/8 of the target's max HP for four to five turns.
|-
|-
| {{m|Scald}}
| {{m|Scald}}
Line 2,071: Line 2,481:
| Has a 30% chance of {{status|burn}}ing the target; thaws {{status|frozen}} user or target.
| Has a 30% chance of {{status|burn}}ing the target; thaws {{status|frozen}} user or target.
|-
|-
| {{m|Scratch}}
| {{m|Scale Shot}}
{{typetable|Normal}}
{{typetable|Dragon}}
{{statustable|Physical}}
{{statustable|Physical}}
| 40
| 25
| 100%
| 90%
|
| Strikes the target two to five times in a row. Lowers the user's {{stat|Defense}}, but also raises the user's {{stat|Speed}}.
|-
| {{m|Scorching Sands}}
{{typetable|Ground}}
{{statustable|Special}}
| 70
| 100%
| Has a 30% chance of {{status|burn}}ing the target; thaws {{status|frozen}} user or target.
|-
| {{m|Scratch}}
{{typetable|Normal}}
{{statustable|Physical}}
| 40
| 100%
|
|-
|-
| {{m|Searing Shot}}
| {{m|Searing Shot}}
Line 2,090: Line 2,514:
| 70
| 70
| 100%
| 100%
| Has a 30% chance of a secondary effect, depending on current battlefield. May lower the target's {{stat|Attack}}, {{stat|Special Attack}}, {{stat|Speed}} or {{stat|accuracy}} one stage, or inflict {{status|flinch}}, {{status|paralysis}}, {{status|burn}}, {{status|freeze}} or {{status|sleep}} on the target.
| Has a 30% chance of a secondary effect, depending on current battlefield. May lower the target's {{stat|Attack}}, {{stat|Special Attack}}, {{stat|Speed}} or {{stat|accuracy}} one stage, or inflict [[flinch]], {{status|paralysis}}, {{status|burn}}, {{status|freeze}} or {{status|sleep}} on the target.
|-
|-
| {{m|Secret Sword}}
| {{m|Secret Sword}}
Line 2,133: Line 2,557:
| 100%
| 100%
| Has a 20% chance of lowering the target's {{stat|Special Defense}} by one stage.
| Has a 20% chance of lowering the target's {{stat|Special Defense}} by one stage.
|-
| {{m|Shadow Bone}}
{{typetable|Ghost}}
{{statustable|Physical}}
| 85
| 100%
| Has a 20% chance to lower the target's [[stat|Defense]] by one stage.
|-
|-
| {{m|Shadow Blast}}
| {{m|Shadow Blast}}
Line 2,238: Line 2,669:
| 100%
| 100%
|  
|  
|-
| {{m|Shell Side Arm}}
{{typetable|Poison}}
{{statustable|Special}}
| 90
| 100%
| Has a 20% chance of {{status|poison}}ing the target. Deals either physical or special damage based on whichever would be higher.
|-
|-
| {{m|Shock Wave}}
| {{m|Shock Wave}}
Line 2,259: Line 2,697:
| 100%
| 100%
| Has a 10% chance of raising all of the user's [[stats]] by one stage.
| Has a 10% chance of raising all of the user's [[stats]] by one stage.
|-
| {{m|Skitter Smack}}
{{typetable|Bug}}
{{statustable|Physical}}
| 70
| 90%
| Lowers the target's {{stat|Special Attack}} by one stage.
|-
|-
| {{m|Skull Bash}}
| {{m|Skull Bash}}
Line 2,351: Line 2,796:
| Lowers the target's {{stat|Special Attack}} by one stage.
| Lowers the target's {{stat|Special Attack}} by one stage.
|-
|-
| {{m|Snore}}
| {{m|Snap Trap}}
{{typetable|Normal}}
{{typetable|Grass}}
{{statustable|Special}}
{{statustable|Physical}}
| {{tt|50|40 in Generations II-V}}
| 35
| 100%
| 100%
| Has a 30% chance of causing the target to {{status|flinch}}; only works if user is {{status|sleep|asleep}}.
| Traps the target and causes damage equal to 1/8 of the target's max HP for four to five turns.
|-
|-
| {{m|Solar Beam}}
| {{m|Snipe Shot}}
{{typetable|Water}}
{{statustable|Special}}
| 80
| 100%
| Ignores moves/abilites that draw in moves, like [[Storm Drain]].
|-
| {{m|Snore}}
{{typetable|Normal}}
{{statustable|Special}}
| {{tt|50|40 in Generations II-V}}
| 100%
| Has a 30% chance of causing the target to [[flinch]]; only works if user is {{status|sleep|asleep}}.
|-
| {{m|Solar Beam}}
{{typetable|Grass}}
{{typetable|Grass}}
{{statustable|Special}}
{{statustable|Special}}
Line 2,392: Line 2,851:
| 100%
| 100%
| Strikes the target two to five times in a row.
| Strikes the target two to five times in a row.
|-
| {{m|Spirit Break}}
{{typetable|Fairy}}
{{statustable|Physical}}
| 75
| 100%
| Lowers the target's {{stat|Special Attack}} by one stage.
|-
|-
| {{m|Spit Up}}
| {{m|Spit Up}}
Line 2,412: Line 2,878:
| 65
| 65
| 100%
| 100%
| Has a 30% chance of causing the target to {{status|flinch}}; double damage and never misses against {{m|Minimize}}d targets.
| Has a 30% chance of causing the target to [[flinch]]; double damage and never misses against {{m|Minimize}}d targets.
|-
| {{m|Steel Beam}}
{{typetable|Steel}}
{{statustable|Special}}
| 140
| 95%
| The user takes damage equal to half of its maximum HP, rounded up.
|-
| {{m|Steel Roller}}
{{typetable|Steel}}
{{statustable|Physical}}
| 130
| 100%
| Removes any active [[terrain]]. Fails when there is no terrain.
|-
|-
| {{m|Steel Wing}}
| {{m|Steel Wing}}
Line 2,426: Line 2,906:
| 65
| 65
| 100%
| 100%
| Has a 30% chance of causing the target to {{status|flinch}}; double damage and never misses against {{m|Minimize}}d targets.
| Has a 30% chance of causing the target to [[flinch]]; double damage and never misses against {{m|Minimize}}d targets.
|-
|-
| {{m|Stone Edge}}
| {{m|Stone Edge}}
Line 2,440: Line 2,920:
| 20
| 20
| 100%
| 100%
| Power increases whenever the user increases its [[stats]].
| Power increases whenever user increases its [[stats]].
|-
|-
| {{m|Storm Throw}}
| {{m|Storm Throw}}
Line 2,448: Line 2,928:
| 100%
| 100%
| Always lands a critical hit.
| Always lands a critical hit.
|-
| {{m|Strange Steam}}
{{typetable|Fairy}}
{{statustable|Special}}
| 90
| 95%
| Has a 20% chance of {{status|confusion|confusing}} the target.
|-
|-
| {{m|Strength}}
| {{m|Strength}}
Line 2,480: Line 2,967:
{{typetable|Dark}}
{{typetable|Dark}}
{{statustable|Physical}}
{{statustable|Physical}}
| 80
| 70
| 100%
| 100%
| Always goes first, fails if target is not using an attack move.
| Always goes first, fails if target is not using an attack move.
Line 2,504: Line 2,991:
| 100%
| 100%
| Double damage against a target using {{m|Dive}}.
| Double damage against a target using {{m|Dive}}.
|-
| {{m|Surging Strikes}}
{{typetable|Water}}
{{statustable|Physical}}
| 25
| 100%
| Strikes the target three times in a row. Each hit always lands a critical hit.
|-
|-
| {{m|Swift}}
| {{m|Swift}}
Line 2,546: Line 3,040:
| 100%
| 100%
| Type changes depending on the [[Drive]] the user is holding.
| Type changes depending on the [[Drive]] the user is holding.
|-
| {{m|Terrain Pulse}}
{{typetable|Normal}}
{{statustable|Special}}
| 50
| 100%
| Power doubles and changes type depending on the [[terrain]].
|-
|-
| {{m|Thousand Arrows}}
| {{m|Thousand Arrows}}
Line 2,587: Line 3,088:
| 65
| 65
| 95%
| 95%
| Has a 10% chance of {{status|paralysis|paralyzing}} or causing the target to {{status|flinch}}.
| Has a 10% chance of {{status|paralysis|paralyzing}} or causing the target to [[flinch]].
|-
|-
| {{m|Thunder Punch}}
| {{m|Thunder Punch}}
Line 2,616: Line 3,117:
| 100%
| 100%
| Has a 6.67% chance each to {{status|paralyze}}, {{status|freeze}}, or {{status|burn}} the target.
| Has a 6.67% chance each to {{status|paralyze}}, {{status|freeze}}, or {{status|burn}} the target.
|-
| {{m|Triple Axel}}
{{typetable|Ice}}
{{statustable|Physical}}
| 20
| 90%
| Strikes the target three times in a row; base power doubles with each strike.
|-
|-
| {{m|Triple Kick}}
| {{m|Triple Kick}}
Line 2,629: Line 3,137:
| —
| —
| —
| —
| Power depends on remaining {{PP}}.
| Power depends on remaining [[PP]].
|-
|-
| {{m|Twineedle}}
| {{m|Twineedle}}
Line 2,643: Line 3,151:
| 40
| 40
| 100%
| 100%
| Has a 20% chance of causing the target to {{status|flinch}}.
| Has a 20% chance of causing the target to [[flinch]].
|-
|-
| {{m|U-turn}}
| {{m|U-turn}}
Line 2,680: Line 3,188:
| Deals double damage is the target is {{status|poisoned}}.
| Deals double damage is the target is {{status|poisoned}}.
|-
|-
| {{m|Vice Grip}}
| {{m|Vine Whip}}
{{typetable|Normal}}
{{typetable|Grass}}
{{statustable|Physical}}
{{statustable|Physical}}
| 55
| {{tt|45|35 in Generations I-V}}
| 100%
| 100%
|  
|  
|-
|-
| {{m|Vine Whip}}
| {{m|Vise Grip}}
{{typetable|Grass}}
{{typetable|Normal}}
{{statustable|Physical}}
{{statustable|Physical}}
| {{tt|45|35 in Generations I-V}}
| 55
| 100%
| 100%
|  
|  
Line 2,745: Line 3,253:
| {{m|Water Shuriken}}
| {{m|Water Shuriken}}
{{typetable|Water}}
{{typetable|Water}}
{{statustable|Physical}}
{{statustable|Special}}
| 15
| 15
| 100%
| 100%
Line 2,762: Line 3,270:
| 80
| 80
| 100%
| 100%
| Has a 20% chance of causing the target to {{status|flinch}}.
| Has a 20% chance of causing the target to [[flinch]].
|-
|-
| {{m|Weather Ball}}
| {{m|Weather Ball}}
Line 2,776: Line 3,284:
| {{tt|35|15 in Generations II-IV}}
| {{tt|35|15 in Generations II-IV}}
| {{tt|85%|70% in Generations II-IV}}
| {{tt|85%|70% in Generations II-IV}}
| Traps the target and causes damage equal to 1/16 of the target's max HP for four to five turns.
| Traps the target and causes damage equal to 1/8 of the target's max HP for four to five turns.
|-
| {{m|Wicked Blow}}
{{typetable|Dark}}
{{statustable|Physical}}
| 80
| 100%
| Always lands a critical hit.
|-
|-
| {{m|Wild Charge}}
| {{m|Wild Charge}}
Line 2,804: Line 3,319:
| 15
| 15
| {{tt|90%|85% in Generations I-IV}}
| {{tt|90%|85% in Generations I-IV}}
| Traps the target and causes damage equal to 1/16 of the target's max HP for four to five turns.
| Traps the target and causes damage equal to 1/8 of the target's max HP for four to five turns.
|-
|-
| {{m|Wring Out}}
| {{m|Wring Out}}
Line 2,832: Line 3,347:
| 80
| 80
| 90%
| 90%
| Has a 20% chance of causing the target to {{status|flinch}}.
| Has a 20% chance of causing the target to [[flinch]].
|}
|}
|}
|}

Latest revision as of 18:17, 15 March 2023

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This page was last edited on March 15, 2023 at 6:17 PM.

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.
Specifically, it needs Generation VII, VIII, and IX moves.

Damage done to a Pokémon is the amount of HP taken away when a move is successful. The following moves can all deal damage (without calling other moves). Notably, this list does not include status moves.

Move Type Category Power Accuracy Notes
Absorb Grass Special 20 100% Restores HP to the user equal to ¼ the damage inflicted.
Accelerock Rock Physical 40 100% Has a priority of +1.
Acid Poison Special 40 100% Has a 10% chance of lowering the target's Defense by one stage.
Acid Spray Poison Special 40 100% Lowers the target's Special Defense by two stages.
Acrobatics Flying Physical 55 100% Power is doubled if the user has no held item.
Aerial Ace Flying Physical 60 Never misses.
Aeroblast Flying Special 100 95% Has a high critical hit ratio.
Air Cutter Flying Special 60 95% Has a high critical hit ratio.
Air Slash Flying Special 75 95% Has a 30% chance of causing the target to flinch.
Anchor Shot Steel Physical 80 100% Prevents target from fleeing or switching out.
Ancient Power Rock Special 60 100% Has a 10% chance of raising all of the user's stats by one stage.
Apple Acid Grass Special 80 100% Lower's the target's Special Defense by one stage.
Aqua Jet Water Physical 40 100% Has a priority of +1.
Aqua Tail Water Physical 90 90%
Arm Thrust Fighting Physical 15 100% Strikes the target two to five times in a row.
Assurance Dark Physical 60 100% Power doubles if user receives damage on the turn it is used.
Astonish Ghost Physical 30 100% Has a 30% chance of causing the target to flinch.
Attack Order Bug Physical 90 100% Has a high critical hit ratio.
Aura Sphere Fighting Special 80 Never misses.
Aura Wheel Electric Physical 110 100% Raises the user's Speed stat by one stage. If the user is in Hangry Mode, Aura Wheel becomes a Dark type move.
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.
Beak Blast Flying Physical 100 100% The user charges up at the beginning of the turn, then damages the foe at-3 priority. Contact with the user while charging up results in a burn.
Beat Up Dark Physical 100% Each member of the user's party attacks once. Power based on user's Attack.
Behemoth Bash Steel Physical 100 100% Deals twice the damage if the target is Dynamaxed.
Behemoth Blade Steel Physical 100 100% Deals twice the damage if the target is Dynamaxed.
Belch Poison Special 120 90% Requires the user to eat its held Berry.
Bide Normal Physical Deals damage equal to 2× the damage taken by the user after two turns.
Bind Normal Physical 15 85% Traps the target and causes damage equal to 1/8 of the target's max HP for four to five turns.
Bite Dark Physical 60 100% Has a 30% chance of causing the target to flinch.
Blast Burn Fire Special 150 90% The user can't move on the next turn.
Blaze Kick Fire Physical 85 90% Has a 10% chance of burning the target.
Blizzard Ice Special 110 70% Has a 10% chance of freezing the target.
Blue Flare Fire Special 130 85% Has a 20% chance of burning the target.
Body Press Fighting Physical 80 100% The higher the user's Defense, the more damage it inflicts.
Body Slam Normal Physical 85 100% Has a 30% chance of paralyzing the target.
Bolt Strike Electric Physical 130 85% Has a 30% chance of paralyzing the target
Bolt Beak Electric Physical 85 100% If the user attacks before the target, the move's power is doubled.
Bone Club Ground Physical 65 85% Has a 10% chance of causing the target to flinch.
Bone Rush Ground Physical 25 90% Strikes the target two to five times in a row.
Bonemerang Ground Physical 50 90% Strikes the target twice in a row.
Boomburst Normal Special 140 100%
Bounce Flying Physical 85 85% Has a 30% chance of paralyzing the target.
Brave Bird Flying Physical 120 100% User receives ¼ of damage dealt as recoil damage.
Branch Poke Grass Physical 40 100%
Breaking Swipe Dragon Physical 60 100% Attacks all opposing Pokémon, and lowers the Attack stat of all targets.
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%.
Brutal Swing Dark Physical 60 100%
Bubble Water Special 40 100% Has a 10% chance of lowering the target's Speed by one stage.
Bubble Beam Water Special 65 100% Has a 10% chance of lowering the target's Speed by one stage.
Bug Bite Bug Physical 60 100% Eats the target's held Berry.
Bug Buzz Bug Special 90 100% Has a 10% chance of lowering the target's Special Defense by one stage.
Bulldoze Ground Physical 60 100% Lowers the target's Speed by one stage.
Bullet Punch Steel Physical 40 100% Has a priority of +1.
Bullet Seed Grass Physical 25 100% Strikes the target two to five times in a row.
Burn Up Fire Special 130 100% Thaws a frozen user. When used, the user will no longer be Fire-type.
Burning Jealousy Fire Special 70 100% Burns any opponent that has increased its stats during that turn.
Charge Beam Electric Special 50 90% Has a 70% chance of raising the user's Special Attack by one stage.
Chatter Flying Special 65 100% Has a 100% chance of confusing the target.
Chip Away Normal Physical 70 100% Ignores the target's changes in Defense and evasion.
Circle Throw Fighting Physical 60 90% Forces opposing Trainer to switch Pokémon and ends battles with wild Pokémon.
Clamp Water Physical 35 85% Traps the target and causes damage equal to 1/8 of the target's max HP for four to five turns.
Clanging Scales Dragon Special 110 100% Reduces the user's Defense by one stage
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.
Core Enforcer Dragon Special 100 100% If the target has already used a move or had a Bag item used on it, this move eliminates the effect of the target's ability.
Counter Fighting Physical 100% Deals back 2× damage inflicted if the user gets attacked by a Physical attack on the turn used.
Covet Normal Physical 60 100% Steals the target's held item.
Crabhammer Water Physical 100 90% Has a high critical hit ratio.
Cross Chop Fighting Physical 100 80% Has a high critical hit ratio.
Cross Poison Poison Physical 70 100% Has a high critical hit ratio and 10% chance of poisoning the target.
Crunch Dark Physical 80 100% Has a 20% chance of lowering the target's Defense by one stage.
Crush Claw Normal Physical 75 95% Has a 50% chance of lowering the target's Defense by one stage.
Crush Grip Normal Physical 100% Damage depends on the target's current HP; strongest when target's HP is highest.
Cut Normal Physical 50 95%
Dark Pulse Dark Special 80 100% Has a 20% chance of causing the target to flinch.
Darkest Lariat Dark Physical 85 100% Ignores the target's changes in Defense and evasion.
Dazzling Gleam Fairy Special 80 100%
Diamond Storm Rock Physical 100 95% Has a 50% chance of raising the user's Defense by one stage.
Dig Ground Physical 80 100% User burrows underground on the first turn, attacks on the second.
Disarming Voice Fairy Special 40 Never misses.
Discharge Electric Special 80 100% Has a 30% chance of paralyzing the target.
Dive Water Physical 80 100% User dive underwater on the first turn, attacks on the second.
Dizzy Punch Normal Physical 70 100% Has a 20% chance of confusing the target.
Doom Desire Steel Physical 140 100% Deals damage two turns after usage.
Double Hit Normal Physical 35 90% Strikes the target twice in a row.
Double Iron Bash Steel Physical 60 100% Strikes the target twice in a row.
Double Kick Fighting Physical 30 100% Strikes the target twice in a row.
Double-Edge Normal Physical 120 100% User receives ¼ of damage dealt as recoil damage.
Double Slap Normal Physical 15 85% Strikes the target two to five times in a row.
Draco Meteor Dragon Special 130 90% Lowers the user's Special Attack by two stages after usage.
Dragon Ascent Flying Physical 120 100% Lowers the user's Defense and Special Defense by one stage after usage.
Dragon Breath Dragon Special 60 100% Has a 30% chance of paralyzing the target.
Dragon Claw Dragon Physical 80 100%
Dragon Darts Dragon Physical 50 100% Deals damage twice. If there are two opponents, it hits them both once.
Dragon Hammer Dragon Physical 90 100%
Dragon Pulse Dragon Special 85 100%
Dragon Rage Dragon Special 100% Always deals 40 HP of damage.
Dragon Rush Dragon Physical 100 75% Has a 20% chance of causing the target to flinch; double damage and never misses against Minimized targets.
Dragon Tail Dragon Physical 60 90% Forces opposing Trainer to switch Pokémon and ends battles with wild Pokémon.
Drain Punch Fighting Physical 75 100% Restores HP to the user equal to 1/2 the damage inflicted.
Draining Kiss Fairy Special 50 100% Restores HP to the user equal to 3/4 of the damage inflicted.
Dream Eater Psychic Special 100 100% Target must be asleep; restores HP to the user equal to 1/2 the damage inflicted.
Drill Peck Flying Physical 80 100%
Drill Run Ground Physical 80 95% Has a high critical hit ratio.
Drum Beating Grass Physical 80 100% Lowers the target's speed stat by one stage.
Dual Chop Dragon Physical 40 90% Strikes the target twice in a row.
Dual Wingbeat Flying Physical 40 90% Strikes the target twice in a row.
Dynamax Cannon Dragon Special 100 100% Deals twice the damage if the target is Dynamaxed.
Dynamic Punch Fighting Physical 100 50% Also confuses the target.
Earth Power Ground Special 90 100% Has a 10% chance of lowering the target's Special Defense by one stage.
Earthquake Ground Physical 100 100% Deals double damage against targets using Dig.
Echoed Voice Normal Special 40 100% Base power increases by 40 each consecutive turn it is used.
Egg Bomb Normal Physical 100 75%
Electro Ball Electric Special 100% Inflicts more damage the faster the user is compared to the target.
Electroweb Electric Special 55 95% Lowers the target's Speed by one stage.
Ember Fire Special 40 100% Has a 10% chance of burning the target.
Endeavor Normal Physical 100% Deals damages so that the target is left with HP equal to the user's.
Energy Ball Grass Special 90 100% Has a 10% chance of lowering the target's Special Defense by one stage.
Eruption Fire Special 150 100% Damage is based on the user's current HP; strongest when HP is highest.
Eternabeam Dragon Special 160 90% The user can't move on the next turn.
Expanding Force Psychic Special 80 100% Power is increased and hits all opposing Pokémon if used on Psychic Terrain.
Explosion Normal Physical 250 100% User faints.
Extrasensory Psychic Special 80 100% Has a 10% chance of causing the target to flinch.
Extreme Speed Normal Physical 80 100% Has a priority of +2.
Facade Normal Physical 70 100% Power doubles if user is burned, paralyzed, or poisoned.
Fairy Wind Fairy Special 40 100%
Fake Out Normal Physical 40 100% Only works on the first turn after the user enters battle; makes the target flinch. Has a priority of +3.
False Surrender Dark Physical 80 This attack never misses.
False Swipe Normal Physical 40 100% Will always leave the target with at least one HP.
Feint Normal Physical 30 100% Breaks protection moves.
Feint Attack Dark Physical 60 Never misses.
Fell Stinger Bug Physical 30 100% Raises the user's Attack two stages if it knocks out another Pokémon with this move.
Fiery Dance Fire Special 80 100% Has a 50% chance of raising the user's Special Attack.
Final Gambit Fighting Special 100% The target takes damage equal to the user's HP; user faints.
Fire Blast Fire Special 110 85% Has a 10% chance of burning the target.
Fire Fang Fire Physical 65 95% Has a 10% chance of burning or causing the target to flinch.
Fire Lash Fire Physical 80 100% Lowers the target's Defense by one stage.
Fire Pledge Fire Special 80 100% Deals double damage when used with Grass Pledge or Water Pledge in double or triple battles.
Fire Punch Fire Physical 75 100% Has a 10% chance of burning the target.
Fire Spin Fire Special 35 85% Traps the target and causes damage equal to 1/8 of the target's max HP for four to five turns.
First Impression Bug Physical 90 100% Only works on the first turn after user enters battle; has a priority of +2.
Fishious Rend Water Physical 85 100% If the user attacks before the target, the move's power is doubled.
Flail Normal Physical 100% Damage is based on the user's current HP; strongest when HP is lowest.
Flame Burst Fire Special 70 100%
Flame Charge Fire Physical 50 100% Raises the user's Speed by one stage.
Flame Wheel Fire Physical 60 100% Has a 10% chance of burning the target; thaws frozen users.
Flamethrower Fire Special 90 100% Has a 10% chance of burning the target.
Flare Blitz Fire Physical 120 100% Has a 10% chance of burning the target; user receives 1/3 of damage dealt as recoil damage.
Flash Cannon Steel Special 80 100% Has a 10% chance of lowering the target's Special Defense by one stage.
Fleur Cannon Fairy Special 130 90% Lowers the user's Special Attack by two stages after usage.
Fling Dark Physical 100% User inflicts various damage by losing its held item.
Flip Turn Water Physical 60 100% User switches out after attacking.
Fly Flying Physical 90 95% User flies up on the first turn, attacks on the second.
Flying Press Fighting Physical 80 95% Does Fighting-type and Flying-type damage.
Focus Blast Fighting Special 120 70% Has a 10% chance of lowering the target's Special Defense by one stage.
Focus Punch Fighting Physical 150 100% Attacks at the end of the round if the user is not hit by an attack.
Force Palm Fighting Physical 60 100% Has a 30% chance of paralyzing the target.
Foul Play Dark Physical 95 100% Damage is calculated using the target's Attack.
Freeze-Dry Ice Special 70 100% Has a 10% chance of freezing the target; is super effective on Water types.
Freeze Shock Ice Physical 140 90% User charges on the first, attacks on the second; has a 30% chance of paralyzing the target.
Frenzy Plant Grass Special 150 90% The user can't move on the next turn.
Frost Breath Ice Special 60 90% Always lands a critical hit.
Frustration Normal Physical 100% Damage depends on user's friendship level.
Fury Attack Normal Physical 15 85% Strikes the target two to five times in a row.
Fury Cutter Bug Physical 40 95% Doubles power with each consecutive hit.
Fury Swipes Normal Physical 18 80% Strikes the target two to five times in a row.
Fusion Bolt Electric Physical 100 100% Power doubles is the opponent uses Fusion Flare immediately before this move is executed.
Fusion Flare Fire Special 100 100% Power doubles is the opponent uses Fusion Bolt immediately before this move is executed.
Future Sight Psychic Special 120 100% Deals damage two turns after usage.
Gear Grind Steel Physical 50 85% Strikes the target twice in a row.
Giga Drain Grass Special 75 100% Restores HP to the user equal to 1/2 the damage inflicted.
Giga Impact Normal Physical 150 90% The user can't move on the next turn.
Glaciate Ice Special 65 95% Lowers the target's Speed by one stage.
Grass Knot Grass Special 100% Deals damage based on the target's weight.
Grass Pledge Grass Special 80 100% Deals double damage when used with Fire Pledge or Water Pledge in double or triple battles.
Grassy Glide Grass Physical 70 100% Increased priority if used on Grassy Terrain.
Grav Apple Grass Physical 80 100% Lowers the target's Defense by one stage. If Gravity is in effect, it's power increases to 120.
Gunk Shot Poison Physical 120 80% Has a 30% chance of poisoning the target.
Gust Flying Special 40 100% Deals double damage against targets using Fly.
Gyro Ball Steel Physical 100% Deals damage based on the user's Speed compared to the target's Speed.
Hammer Arm Fighting Physical 100 90% Lowers the user's Speed by one stage.
Head Charge Normal Physical 120 100% User receives ¼ of damage dealt as recoil damage.
Head Smash Rock Physical 150 80% User receives 1/2 of damage dealt as recoil damage.
Headbutt Normal Physical 70 100% Has a 30% chance of causing the target to flinch.
Heart Stamp Psychic Physical 60 100% Has a 30% of causing the target to flinch.
Heat Crash Fire Physical 100% Inflicts more damage the heavier the user is compared to the target.
Heat Wave Fire Special 95 90% Has a 10% chance of burning the target.
Heavy Slam Steel Physical 100% Inflicts more damage the heavier the user is compared to the target.
Hex Ghost Special 65 100% Power is doubled if the target is afflicted with a major status condition.
High Jump Kick Fighting Physical 130 90% Deals crash damage equal to 1/2 of the user's HP if the user misses.
Hidden Power Normal Special 60 100% Type and base power based on the user's individual values.
High Horsepower Ground Physical 95 95%
Hold Back Normal Physical 40 100% Will always leave the target with at least one HP.
Horn Attack Normal Physical 65 100%
Horn Leech Grass Physical 75 100% Restores HP to the user equal to 1/2 the damage inflicted.
Hurricane Flying Special 110 70% Has a 30% chance of confusing the target.
Hydro Cannon Water Special 150 90% The user can't move on the next turn.
Hydro Pump Water Special 110 80%
Hyper Beam Normal Special 150 90% The user can't move on the next turn.
Hyper Fang Normal Physical 80 90% Has a 10% chance of causing the target to flinch.
Hyper Voice Normal Special 90 100%
Hyperspace Hole Psychic Special 80 Never misses.
Hyperspace Fury Dark Physical 100 Never misses; breaks protection moves; lowers the user's Defense by one stage after usage. Can only be used by Hoopa Unbound.
Ice Ball Ice Physical 30 90% Used five turns in a row, with the power doubling after each hit.
Ice Beam Ice Special 90 100% Has a 10% chance of freezing the target.
Ice Burn Ice Special 140 90% Has a 30% chance of burning the target; charges on the first turn, attacks on the second.
Ice Fang Ice Physical 65 95% Has a 10% chance of freezing or causing the target to flinch.
Ice Hammer Ice Physical 100 90% Lowers the user's Speed by one stage
Ice Punch Ice Physical 75 100% Has a 10% chance of freezing the target.
Ice Shard Ice Physical 40 100% Has a priority of +1.
Icicle Crash Ice Physical 85 90% Has a 30% chance of causing the target to flinch.
Icicle Spear Ice Physical 25 100% Strikes the target two to five times in a row.
Icy Wind Ice Special 55 95% Lowers the target's Speed by one stage.
Incinerate Fire Special 60 100% Renders the target's Berry unusable.
Inferno Fire Special 100 50% Leaves the target with a burn.
Infestation Bug Special 20 100% Traps the target and inflicts additional damage of 1/8 of the target's max HP for four to five turns.
Iron Head Steel Physical 80 100% Has a 30% chance of causing the target to flinch.
Iron Tail Steel Physical 100 75% Has a 30% chance of lowering the target's Defense by one stage.
Jaw Lock Dark Physical 80 100% Prevents the user and the target from switching out. The effect goes away if either of the Pokémon faints or leaves the field.
Judgment Normal Special 100 100% Changes type based on its held Plate.
Jump Kick Fighting Physical 100 95% Deals crash damage equal to half the user's HP if the user misses.
Karate Chop Fighting Physical 50 100% Has a high critical hit ratio.
Knock Off Dark Physical 65 100% Removes the target's held item.
Land's Wrath Ground Physical 90 100%
Last Resort Normal Physical 140 100% Can only be used after user has used all of its other moves.
Lash Out Dark Physical 75 100% Power doubles if any of the user's stats were lowered on the turn it is used.
Lava Plume Fire Special 80 100% Has a 30% chance of burning the target.
Leafage Grass Physical 40 100%
Leaf Blade Grass Physical 90 100% Has a high critical hit ratio.
Leaf Storm Grass Special 130 90% Lowers the user's Special Attack by two stages after usage.
Leaf Tornado Grass Special 65 90% Has a 30% chance of lowering the target's accuracy.
Leech Life Bug Physical 20 100% Restores HP to the user equal to 1/2 the damage inflicted.
Lick Ghost Physical 30 100% Has a 30% chance of paralyzing the target.
Light of Ruin Fairy Special 140 90% Deals 1/2 of damage dealt as recoil damage.
Liquidation Water Physical 85 100% Has a 20% chance of lowering the target's Defense by one stage.
Low Kick Fighting Physical 100% Deals damage based on the target's weight.
Low Sweep Fighting Physical 65 100% Lowers the target's speed by one stage.
Lunge Bug Physical 80 100% Lowers the target's Attack by one stage.
Luster Purge Psychic Special 70 100% Has a 50% chance of lowering the target's Special Defense by one stage.
Mach Punch Fighting Physical 40 100% Has a priority of +1.
Magical Leaf Grass Special 60 Never misses.
Magma Storm Fire Special 100 75% Traps the target and causes damage equal to 1/8 of the target's max HP for four to five turns.
Magnet Bomb Steel Physical 60 Never misses.
Magnitude Ground Physical 100% Deals random damage based on Magnitude's scale.
Mega Drain Grass Special 40 100% Restores HP to the user equal to 1/2 the damage inflicted.
Mega Kick Normal Physical 120 75%
Mega Punch Normal Physical 80 85%
Megahorn Bug Physical 120 85%
Metal Burst Steel Physical 100% Deals back 1.5× damage inflicted if the user gets attacked on the turn used.
Metal Claw Steel Physical 50 95% Has a 10% chance of raising the user's Attack by one stage.
Meteor Assault Fighting Physical 150 100% The user can't move on the next turn.
Meteor Beam Rock Special 120 90% Prepares on the first turn and raises the user's Special Attack by one stage, attacks on the second.
Meteor Mash Steel Physical 90 90% Has a 20% chance of raising the user's Attack by one stage.
Mind Blown Fire Special 150 100% Deals recoil equal to 1/2 of the user's HP.
Mirror Coat Psychic Special 100% Deals back 2× damage inflicted if the user gets attacked by a special attack on the turn used.
Mirror Shot Steel Special 65 85% Has a 30% chance of lowering the target's accuracy by one stage.
Mist Ball Psychic Special 70 100% Has a 50% chance of lowering the target's Special Attack by one stage.
Misty Explosion Fairy Special 100 100% User faints. Base power is increased by 50% if used on Misty Terrain.
Moonblast Fairy Special 95 100% May lower the target's Special Attack.
Moongeist Beam Ghost Special 100 100% Ignores all ignorable Abilities.
Mud Bomb Ground Special 65 85% Has a 30% chance of lowering the target's accuracy by one stage.
Mud Shot Ground Special 55 95% Lowers the target's Speed by one stage.
Mud-Slap Ground Special 20 100% Lowers the target's accuracy by one stage.
Muddy Water Water Special 90 85% Has a 30% chance of lowering the target's accuracy by one stage.
Multi-Attack Normal Physical 120 100% The memory held by the user determines this move's type.
Mystical Fire Fire Special 75 100% Lowers the target's Special Attack by one stage.
Natural Gift Normal Physical 100% Power and type depend on thrown held Berry.
Nature's Madness Fairy Special 90% Deals damage equal to half the target's remaining HP; always deals at least 1 HP of damage.
Needle Arm Grass Physical 60 100% Has a 30% chance of causing the target to flinch.
Night Daze Dark Special 85 95% Has a 40% chance of lowering the target's accuracy.
Night Shade Ghost Special 100% Deals damage equal to the user's current level.
Night Slash Dark Physical 70 100% Has a high critical hit ratio.
Nuzzle Electric Physical 20 100% Paralyzes the target.
Oblivion Wing Flying Special 80 100% Restores HP to the user equal to 3/4 of the damage inflicted.
Octazooka Water Special 65 85% Has a 50% chance of lowering the target's accuracy by one stage.
Ominous Wind Ghost Special 60 100% Has a 10% chance of raising all of the user's stats by one stage.
Origin Pulse Water Special 110 85%
Outrage Dragon Physical 120 100% Used two to three turns in a row, confusing the user after it stops.
Overdrive Electric Special 80 100%
Overheat Fire Special 130 90% Lowers the user's Special Attack by two stages after usage.
Parabolic Charge Electric Special 50 100% Restores HP to the user equal to 1/2 of the damage inflicted.
Pay Day Normal Physical 40 100% Collects extra money after battles.
Payback Dark Physical 50 100% Power is doubled if user is hit by foe first.
Peck Flying Physical 40 100%
Petal Blizzard Grass Special 90 100%
Petal Dance Grass Special 120 100% Used two to three turns in a row, confusing the user after it stops.
Phantom Force Ghost Physical 90 100% Disappears on first turn, attacks on second; breaks protection moves.
Photon Geyser Psychic Special 100 100% Deals either Attack or Special Attack depending on which of the user's stats are higher.
Pin Missile Bug Physical 25 95% Strikes the target two to five times in a row.
Plasma Fists Electric Physical 100 100% For the remainder of the turn, all Normal-type moves become Electric-type.
Play Rough Fairy Physical 90 90% May lower the target's Attack by one stage.
Pluck Flying Physical 60 100% Eats the target's held Berry.
Poison Fang Poison Physical 50 100% Has a 50% chance of badly poisoning the target.
Poison Jab Poison Physical 80 100% Has a 30% chance of poisoning the target.
Poison Sting Poison Physical 15 100% Has a 30% chance of poisoning the target.
Poison Tail Poison Physical 50 100% Has a high critical hit ratio and a 10% chance of poisoning the target.
Pollen Puff Bug Special 90 100% If an ally is targeted, 1/2 their maximum HP is restored.
Poltergeist Ghost Physical 110 90% Fails if the target has no held item.
Pound Normal Physical 40 100%
Powder Snow Ice Special 40 100% Has a 10% chance of freezing the target.
Power Gem Rock Special 80 100%
Power-Up Punch Fighting Physical 40 100% Raises the user's Attack by one stage.
Power Trip Dark Physical 20 100% Power increases whenever user increases its stats.
Power Whip Grass Physical 120 85%
Precipice Blades Ground Physical 120 85%
Present Normal Physical 90% Randomly damages or heals the target.
Prismatic Laser Psychic Special 160 100% User recharges on the next turn.
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.
Psychic Fangs Psychic Physical 85 100% Destroys Light Screen, Reflect and Aurora Veil.
Psycho Boost Psychic Special 140 90% Lowers the user's Special Attack by two stages after usage.
Psycho Cut Psychic Physical 70 100% Has a high critical hit ratio.
Psyshock Psychic Special 80 100% Damage calculated using the user's Special Attack and the target's Defense.
Psystrike Psychic Special 100 100% Damage calculated using the user's Special Attack and the target's Defense.
Psywave Psychic Special 100% Randomly inflicts between one HP and (user's level ×1.5) HP of damage.
Punishment Dark Physical 100% Power of this attack rises with the target's stat increases.
Pursuit Dark Physical 40 100% Power doubles if target switches out.
Pyro Ball Fire Physical 120 90% Has a 10% chance of burning the target; thaws frozen user.
Quick Attack Normal Physical 40 100% Has a priority of +1.
Rage Normal Physical 20 100% User's Attack increases by one stage if attacked after using this move.
Rapid Spin Normal Physical 20 100% Removes user from various annoyances.
Razor Leaf Grass Physical 55 95% Has a high critical hit ratio.
Razor Shell Water Physical 75 95% Has a 50% chance of lowering the target's defense.
Razor Wind Normal Special 80 100% Charges on the first turn, attacks on the second.
Relic Song Normal Special 75 100% Has a 10% chance of putting the target to sleep.
Retaliate Normal Physical 70 100% Power doubles if one of the user's teammates fainted in the previous turn.
Return Normal Physical 100% Damage depends on user's friendship level.
Revelation Dance Normal Special 90 100% Changes type based on the user's type.
Revenge Fighting Physical 60 100% Power doubles if the user is attacked by the target on the turn it is used.
Reversal Fighting Physical 100% Damage is based on the user's current HP; strongest when HP is lowest.
Rising Voltage Electric Special 70 100% Power doubles when the target is on Electric Terrain.
Roar of Time Dragon Special 150 90% The user can't move on the next turn.
Rock Blast Rock Physical 25 90% Strikes the target two to five times in a row.
Rock Climb Normal Physical 90 85% Has a 20% chance of confusing the target.
Rock Slide Rock Physical 75 90% Has a 30% chance of causing the target to flinch.
Rock Smash Fighting Physical 40 100% Has a 50% chance of lowering the target's Defense by one stage.
Rock Throw Rock Physical 50 90%
Rock Tomb Rock Physical 60 95% Lowers the target's Speed by one stage.
Rock Wrecker Rock Physical 150 90% The user can't move on the next turn.
Rolling Kick Fighting Physical 60 85% Has a 30% chance of causing the target to flinch.
Rollout Rock Physical 30 90% Used five turns in a row, with the power doubling after each hit.
Round Normal Special 60 100% Power doubles if used consecutively by an ally.
Sacred Fire Fire Physical 100 95% Has a 50% chance of burning the target; thaws frozen user.
Sacred Sword Fighting Physical 90 100% Ignores the target's changes in Defense and evasion.
Sand Tomb Ground Physical 35 85% Traps the target and causes damage equal to 1/8 of the target's max HP for four to five turns.
Scald Water Special 80 100% Has a 30% chance of burning the target; thaws frozen user or target.
Scale Shot Dragon Physical 25 90% Strikes the target two to five times in a row. Lowers the user's Defense, but also raises the user's Speed.
Scorching Sands Ground Special 70 100% Has a 30% chance of burning the target; thaws frozen user or target.
Scratch Normal Physical 40 100%
Searing Shot Fire Special 100 100% Has a 30% chance of burning the target.
Secret Power Normal Physical 70 100% Has a 30% chance of a secondary effect, depending on current battlefield. May lower the target's Attack, Special Attack, Speed or accuracy one stage, or inflict flinch, paralysis, burn, freeze or sleep on the target.
Secret Sword Fighting Special 85 100% Damage calculated using the user's Special Attack and the target's Defense.
Seed Bomb Grass Physical 80 100%
Seed Flare Grass Special 120 85% Has a 40% chance of lowering the target's Special Defense by one stage.
Seismic Toss Fighting Physical 100% Deals damage equal to the user's current level.
Self-Destruct Normal Physical 200 100% User faints.
Shadow Ball Ghost Special 80 100% Has a 20% chance of lowering the target's Special Defense by one stage.
Shadow Bone Ghost Physical 85 100% Has a 20% chance to lower the target's Defense by one stage.
Shadow Blast ------ Special 80 100% Has a high critical hit ratio.
Shadow Blitz ------ Physical 40 100%
Shadow Bolt ------ Special 75 100% Has a 10% chance of paralyzing the target.
Shadow Break ------ Physical 75 100%
Shadow Chill ------ Special 75 100% Has a 10% chance of freezing the target.
Shadow Claw Ghost Physical 70 100% Has a high critical hit ratio.
Shadow End ------ Physical 120 60% Deals 1/2 of current HP dealt as recoil damage.
Shadow Fire ------ Special 75 100% Has a 10% chance of burning the target.
Shadow Force Ghost Physical 120 100% Disappears on first turn, attacks on second; breaks protection moves.
Shadow Punch Ghost Physical 60 Never misses.
Shadow Rave ------ Special 70 100%
Shadow Rush ------ Physical 55 100%
Shadow Sneak Ghost Physical 40 100% Has a priority of +1.
Shadow Storm ------ Special 95 100%
Shadow Wave ------ Special 50 100%
Shell Side Arm Poison Special 90 100% Has a 20% chance of poisoning the target. Deals either physical or special damage based on whichever would be higher.
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.
Skitter Smack Bug Physical 70 90% Lowers the target's Special Attack by one stage.
Skull Bash Normal Physical 130 100% Prepares on the first turn and raises the user's Defense by one stage, attacks on the second.
Sky Attack Flying Physical 140 90% Prepares on the first turn, attacks on the second.
Sky Drop Flying Physical 60 100% Both the user and the target are unable to move the first turn, attacks on the second.
Sky Uppercut Fighting Physical 85 90% Can hit targets using Fly.
Slam Normal Physical 80 75%
Slash Normal Physical 70 100% Has a high critical hit ratio.
Sludge Poison Special 65 100% Has a 30% chance of poisoning the target.
Sludge Bomb Poison Special 90 100% Has a 30% chance of poisoning the target.
Sludge Wave Poison Special 95 100% Has a 10% chance of poisoning the target.
Smack Down Rock Physical 50 100% Knocks airborne targets to the ground.
Smelling Salts Normal Physical 70 100% If target is paralyzed, power is doubled and target is healed of paralysis.
Smog Poison Special 30 70% Has a 40% chance of poisoning the target.
Snarl Dark Special 55 95% Lowers the target's Special Attack by one stage.
Snap Trap Grass Physical 35 100% Traps the target and causes damage equal to 1/8 of the target's max HP for four to five turns.
Snipe Shot Water Special 80 100% Ignores moves/abilites that draw in moves, like Storm Drain.
Snore Normal Special 50 100% Has a 30% chance of causing the target to flinch; only works if user is asleep.
Solar Beam Grass Special 120 100% Charges on the first turn, attacks on the second; no charge during Sunny Day.
Sonic Boom Normal Special 100% Always deals 20 HP of damage.
Spacial Rend Dragon Special 100 95% Has a high critical hit ratio.
Spark Electric Physical 65 100% Has a 30% chance of paralyzing the target.
Spike Cannon Normal Physical 20 100% Strikes the target two to five times in a row.
Spirit Break Fairy Physical 75 100% Lowers the target's Special Attack by one stage.
Spit Up Normal Special 100% Deals damage based on Stockpiled energy.
Steam Eruption Water Special 110 95% Has a 30% chance of burning the target; thaws frozen user or target.
Steamroller Bug Physical 65 100% Has a 30% chance of causing the target to flinch; double damage and never misses against Minimized targets.
Steel Beam Steel Special 140 95% The user takes damage equal to half of its maximum HP, rounded up.
Steel Roller Steel Physical 130 100% Removes any active terrain. Fails when there is no terrain.
Steel Wing Steel Physical 70 90% Has a 10% chance of raising the user's Defense by one stage.
Stomp Normal Physical 65 100% Has a 30% chance of causing the target to flinch; double damage and never misses against Minimized targets.
Stone Edge Rock Physical 100 80% Has a high critical hit ratio.
Stored Power Psychic Special 20 100% Power increases whenever user increases its stats.
Storm Throw Fighting Physical 60 100% Always lands a critical hit.
Strange Steam Fairy Special 90 95% Has a 20% chance of confusing the target.
Strength Normal Physical 80 100%
Struggle Normal Physical 50 100% Deals ¼ of maximum HP dealt as recoil damage; hits Ghost-types.
Struggle Bug Bug Special 50 100% Lowers the target's Special Attack by one stage.
Submission Fighting Physical 80 80% Deals ¼ of damage dealt as recoil damage.
Sucker Punch Dark Physical 70 100% Always goes first, fails if target is not using an attack move.
Super Fang Normal Physical 90% Target's remaining HP is halved.
Superpower Fighting Physical 120 100% The user's Attack and Defense are decreased by one stage.
Surf Water Special 90 100% Double damage against a target using Dive.
Surging Strikes Water Physical 25 100% Strikes the target three times in a row. Each hit always lands a critical hit.
Swift Normal Special 60 Never misses.
Synchronoise Psychic Special 120 100% Only damages Pokémon the same type as the user.
Tackle Normal Physical 50 100%
Tail Slap Normal Physical 25 85% Strikes the target two to five times in a row.
Take Down Normal Physical 90 85% Deals ¼ of damage dealt as recoil damage.
Techno Blast Normal Special 120 100% Type changes depending on the Drive the user is holding.
Terrain Pulse Normal Special 50 100% Power doubles and changes type depending on the terrain.
Thousand Arrows Ground Physical 90 100% Knocks airborne targets to the ground.
Thousand Waves Ground Physical 90 100% Prevents targets from switching.
Thief Dark Physical 60 100% If user is not holding an item, user steals the target's held item.
Thrash Normal Physical 120 100% Used two to three turns in a row, confusing the user after it stops.
Thunder Electric Special 110 70% Has a 30% chance of paralyzing the target; has 100% accuracy during Rain Dance, 50% accuracy in Sunny Day.
Thunder Fang Electric Physical 65 95% Has a 10% chance of paralyzing or causing the target to flinch.
Thunder Punch Electric Physical 75 100% Has a 10% chance of paralyzing the target.
Thunder Shock Electric Special 40 100% Has a 10% chance of paralyzing the target.
Thunderbolt Electric Special 90 100% Has a 10% chance of paralyzing the target.
Tri Attack Normal Special 80 100% Has a 6.67% chance each to paralyze, freeze, or burn the target.
Triple Axel Ice Physical 20 90% Strikes the target three times in a row; base power doubles with each strike.
Triple Kick Fighting Physical 10 90% Strikes the target three times in a row; base power doubles with each strike.
Trump Card Normal Special Power depends on remaining PP.
Twineedle Bug Physical 25 100% Strikes the target twice in a row; has a 20% chance of poisoning the target.
Twister Dragon Special 40 100% Has a 20% chance of causing the target to flinch.
U-turn Bug Physical 70 100% User switches out after attacking.
Uproar Normal Special 90 100% Used three turns in a row, preventing all Pokémon from falling asleep for its duration.
V-create Fire Physical 180 95% Lowers the user's Defense, Special Defense, and Speed.
Vacuum Wave Fighting Special 40 100% Has a priority of +1.
Venoshock Poison Special 65 100% Deals double damage is the target is poisoned.
Vine Whip Grass Physical 45 100%
Vise Grip Normal Physical 55 100%
Vital Throw Fighting Physical 70 100% Always strikes last, never misses.
Volt Switch Electric Special 70 100% The user switches out after dealing damage.
Volt Tackle Electric Physical 120 100% User receives 1/3 of damage dealt as recoil damage.
Wake-Up Slap Fighting Physical 70 100% If target is asleep, power is doubled and target is woken up.
Water Gun Water Special 40 100%
Water Pledge Water Special 80 100% Strikes the target two to five times in a row.
Water Pulse Water Special 60 100% Has a 20% chance of confusing the target.
Water Shuriken Water Special 15 100% Has a priority of +1; strikes the target two to five times in a row.
Water Spout Water Special 150 100% Damage is based on the user's current HP; strongest when HP is highest.
Waterfall Water Physical 80 100% Has a 20% chance of causing the target to flinch.
Weather Ball Normal Special 50 100% Power doubles and type changes during weather: Fire-type during Sunny Day, Water-type during Rain Dance, Ice-type during Hail, Rock-type during Sandstorm.
Whirlpool Water Special 35 85% Traps the target and causes damage equal to 1/8 of the target's max HP for four to five turns.
Wicked Blow Dark Physical 80 100% Always lands a critical hit.
Wild Charge Electric Physical 90 100% User receives ¼ of damage dealt as recoil damage.
Wing Attack Flying Physical 60 100%
Wood Hammer Grass Physical 120 100% User receives ¼ of damage dealt as recoil damage.
Wrap Normal Physical 15 90% Traps the target and causes damage equal to 1/8 of the target's max HP for four to five turns.
Wring Out Normal Special 100% Damage depends on the target's current HP; strongest when target's HP is highest.
X-Scissor Bug Physical 80 100%
Zap Cannon Electric Special 120 50% Paralyzes the target.
Zen Headbutt Psychic Physical 80 90% Has a 20% chance of causing the target to flinch.


Moves by effect
BurnConfuseDamageFlinch
FreezeParalyzePoisonSleepTraps