Physical move

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Damage categories
Physical
Special
Status

A physical move is one in which the user uses its physical strength or solid projectiles in order to damage its foes. Damage dealt by a physical move depends on both the Attack stat of the attacking Pokémon and the Defense stat of the defending Pokémon.

While most physical moves make contact, some do not. For example, Earthquake does not make contact despite being a physical move.

Generation I-III

Before Generation IV, damaging moves of the following types are physical moves:

Shadow moves

The following Shadow moves are physical moves:

Game Move Power Accuracy Target Description
XD Shadow Blast 80 100%
   
   
Anyone
A wicked blade of air is formed using a shadowy aura.
XD Shadow Blitz 40 100%
   
   
Anyone
A Pokémon throws this tackle while casting a shadowy aura.
XD Shadow Break 75 100%
   
   
Anyone
A shattering ram attack with a shadowy aura.
XD Shadow End 120 60%
   
   
Anyone
A shadowy aura ram attack that also rebounds on the user.
C Shadow Rush 55 100%
   
   
Anyone
A Pokémon executes a tackle while exuding a shadowy aura.
All details are accurate to Pokémon XD. For details that have changed between games, please see an individual move's page. Target data assumes user is in the lower left.

Generation IV on

From Generation IV onward, every individual move is designated as either physical or special, independent of its type. Most damaging moves of the types that were physical before Generation IV are physical moves, and most Dark moves are also largely physical. However, there are exceptions, such as Focus Blast and Hyper Beam.

List of moves

Gen Move Type Contest Power Accuracy PP Target Description
IV Attack Order Bug Smart 90 100% 15 (max 24)
     
     
Any adjacent Pokémon
The user calls out its underlings to pummel the target. Critical hits land more easily.
IV Bug Bite Bug Tough 60 100% 20 (max 32)
     
     
Any adjacent Pokémon
The user bites the target. If the target is holding a Berry, the user eats it and gains its effect.
VI Fell Stinger Bug 30 100% 25 (max 40)
     
     
Any adjacent Pokémon
When the user knocks out a target with this move, the user's Attack stat rises sharply.
II Fury Cutter Bug Cool 40 95% 20 (max 32)
     
     
Any adjacent Pokémon
The target is slashed with scythes or claws. Its power increases if it hits in succession.
I Leech Life Bug Smart 20 100% 20 (max 32)
     
     
Any adjacent Pokémon
The user drains the target's blood. The user's HP is restored by half the damage taken by the target.
II Megahorn Bug Cool 120 85% 10 (max 16)
     
     
Any adjacent Pokémon
Using its tough and impressive horn, the user rams into the target with no letup.
I Pin Missile Bug Cool 25 95% 20 (max 32)
     
     
Any adjacent Pokémon
Sharp spikes are shot at the target in rapid succession. They hit two to five times in a row.
V Steamroller Bug 65 100% 20 (max 32)
     
     
Any adjacent Pokémon
The user crushes its targets by rolling over them with its rolled-up body. This attack may make the target flinch.
I Twineedle Bug Cool 25 100% 20 (max 32)
     
     
Any adjacent Pokémon
The user damages the target twice in succession by jabbing it with two spikes. It may also poison the target.
IV U-turn Bug Cute 70 100% 20 (max 32)
     
     
Any adjacent Pokémon
After making its attack, the user rushes back to switch places with a party Pokémon in waiting.
IV X-Scissor Bug Beauty 80 100% 15 (max 24)
     
     
Any adjacent Pokémon
The user slashes at the target by crossing its scythes or claws as if they were a pair of scissors.
IV Assurance Dark Beauty 60 100% 10 (max 16)
     
     
Any adjacent Pokémon
If the target has already taken some damage in the same turn, this attack's power is doubled.
II Beat Up Dark Smart Varies 100% 10 (max 16)
     
     
Any adjacent Pokémon
The user gets all party Pokémon to attack the target. The more party Pokémon, the greater the number of attacks.
I Bite Dark Tough 60 100% 25 (max 40)
     
     
Any adjacent Pokémon
The target is bitten with viciously sharp fangs. It may make the target flinch.
II Crunch Dark Tough 80 100% 15 (max 24)
     
     
Any adjacent Pokémon
The user crunches up the target with sharp fangs. It may also lower the target's Defense stat.
II Feint Attack Dark Smart 60 % 20 (max 32)
     
     
Any adjacent Pokémon
The user approaches the target disarmingly, then throws a sucker punch. It hits without fail.
IV Fling Dark Tough Varies 100% 10 (max 16)
     
     
Any adjacent Pokémon
The user flings its held item at the target to attack. Its power and effects depend on the item.
V Foul Play Dark 95 100% 15 (max 24)
     
     
Any adjacent Pokémon
The user turns the target's power against it. The higher the target's Attack stat, the greater the damage.
III Knock Off Dark Smart 65 100% 20 (max 32)
     
     
Any adjacent Pokémon
The user slaps down the target's held item, preventing that item from being used in the battle.
IV Night Slash Dark Beauty 70 100% 15 (max 24)
     
     
Any adjacent Pokémon
The user slashes the target the instant an opportunity arises. Critical hits land more easily.
IV Payback Dark Cool 50 100% 10 (max 16)
     
     
Any adjacent Pokémon
If the user moves after the target, this attack's power will be doubled.
IV Punishment Dark Smart Varies 100% 5 (max 8)
     
     
Any adjacent Pokémon
This attack's power increases the more the target has powered up with stat changes.
II Pursuit Dark Smart 40 100% 20 (max 32)
     
     
Any adjacent Pokémon
An attack move that inflicts double damage if used on a target that is switching out of battle.
IV Sucker Punch Dark Smart 80 100% 5 (max 8)
     
     
Any adjacent Pokémon
This move enables the user to attack first. It fails if the target is not readying an attack, however.
II Thief Dark Tough 60 100% 25 (max 40)
     
     
Any adjacent Pokémon
The user attacks and steals the target's held item simultaneously. It can't steal if the user holds an item.
III Dragon Claw Dragon Cool 80 100% 15 (max 24)
     
     
Any adjacent Pokémon
The user slashes the target with huge, sharp claws.
IV Dragon Rush Dragon Cool 100 75% 10 (max 16)
     
     
Any adjacent Pokémon
The user tackles the target while exhibiting overwhelming menace. It may also make the target flinch.
V Dragon Tail Dragon 60 90% 10 (max 16)
     
     
Any adjacent Pokémon
The user knocks away the target and drags out another Pokémon in its party. In the wild, the battle ends.
V Dual Chop Dragon 40 90% 15 (max 24)
     
     
Any adjacent Pokémon
The user attacks its target by hitting it with brutal strikes. The target is hit twice in a row.
II Outrage Dragon Cool 120 100% 10 (max 16)
     
     
Any adjacent foe
The user rampages and attacks for two to three turns. It then becomes confused, however.
V Bolt Strike Electric 130 85% 5 (max 8)
     
     
Any adjacent Pokémon
The user charges at its target, surrounding itself with a great amount of electricity. It may leave the target with paralysis.
V Fusion Bolt Electric 100 100% 5 (max 8)
     
     
Any adjacent Pokémon
The user throws down a giant thunderbolt. This attack does greater damage when influenced by an enormous flame.
VI Nuzzle Electric 20 100% 20 (max 32)
     
     
Any adjacent Pokémon
The user attacks by nuzzling its electrified cheeks against the target. This also leaves the target with paralysis.
II Spark Electric Cool 65 100% 20 (max 32)
     
     
Any adjacent Pokémon
The user throws an electrically charged tackle at the target. It may also leave the target with paralysis.
IV Thunder Fang Electric Smart 65 95% 15 (max 24)
     
     
Any adjacent Pokémon
The user bites with electrified fangs. It may also make the target flinch or leave it with paralysis.
I Thunder Punch Electric Cool 75 100% 15 (max 24)
     
     
Any adjacent Pokémon
The target is punched with an electrified fist. It may also leave the target with paralysis.
III Volt Tackle Electric Cool 120 100% 15 (max 24)
     
     
Any adjacent Pokémon
The user electrifies itself, then charges. It causes considerable damage to the user and may leave the target with paralysis.
V Wild Charge Electric 90 100% 15 (max 24)
     
     
Any adjacent Pokémon
The user shrouds itself in electricity and smashes into its target. It also damages the user a little.
VI Play Rough Fairy 90 90% 10 (max 16)
     
     
Any adjacent Pokémon
The user plays rough with the target and attacks it. This may also lower the target's Attack stat.
III Arm Thrust Fighting Tough 15 100% 20 (max 32)
     
     
Any adjacent Pokémon
The user looses a flurry of open-palmed arm thrusts that hit two to five times in a row.
III Brick Break Fighting Cool 75 100% 15 (max 24)
     
     
Any adjacent Pokémon
The user attacks with a swift chop. It can also break any barrier such as Light Screen and Reflect.
V Circle Throw Fighting 60 90% 10 (max 16)
     
     
Any adjacent Pokémon
The user throws the target and drags out another Pokémon in its party. In the wild, the battle ends.
IV Close Combat Fighting Smart 120 100% 5 (max 8)
     
     
Any adjacent Pokémon
The user fights the target up close without guarding itself. It also cuts the user's Defense and Sp. Def.
I Counter Fighting Tough Varies 100% 20 (max 32)
     
     
Self
A retaliation move that counters any physical attack, inflicting double the damage taken.
II Cross Chop Fighting Cool 100 80% 5 (max 8)
     
     
Any adjacent Pokémon
The user delivers a double chop with its forearms crossed. Critical hits land more easily.
I Double Kick Fighting Tough 30 100% 30 (max 48)
     
     
Any adjacent Pokémon
The target is quickly kicked twice in succession using both feet.
IV Drain Punch Fighting Beauty 75 100% 10 (max 16)
     
     
Any adjacent Pokémon
An energy-draining punch. The user's HP is restored by half the damage taken by the target.
II Dynamic Punch Fighting Cool 100 50% 5 (max 8)
     
     
Any adjacent Pokémon
The user punches the target with full, concentrated power. It confuses the target if it hits.
VI Flying Press Fighting 80 95% 10 (max 16)
     
     
Any adjacent Pokémon
The user dives down onto the target from the sky. This move is Fighting and Flying type simultaneously.
III Focus Punch Fighting Tough 150 100% 20 (max 32)
     
     
Any adjacent Pokémon
The user focuses its mind before launching a punch. It will fail if the user is hit before it is used.
IV Force Palm Fighting Cool 60 100% 10 (max 16)
     
     
Any adjacent Pokémon
The target is attacked with a shock wave. It may also leave the target with paralysis.
IV Hammer Arm Fighting Cool 100 90% 10 (max 16)
     
     
Any adjacent Pokémon
The user swings and hits with its strong and heavy fist. It lowers the user's Speed, however.
I Hi Jump Kick Fighting Cool 130 90% 10 (max 16)
     
     
Any adjacent Pokémon
The target is attacked with a knee kick from a jump. If it misses, the user is hurt instead.
I Jump Kick Fighting Cool 100 95% 10 (max 16)
     
     
Any adjacent Pokémon
The user jumps up high, then strikes with a kick. If the kick misses, the user hurts itself.
I Karate Chop Fighting Tough 50 100% 25 (max 40)
     
     
Any adjacent Pokémon
The target is attacked with a sharp chop. Critical hits land more easily.
I Low Kick Fighting Tough Varies 100% 20 (max 32)
     
     
Any adjacent Pokémon
A powerful low kick that makes the target fall over. It inflicts greater damage on heavier targets.
V Low Sweep Fighting 65 100% 20 (max 32)
     
     
Any adjacent Pokémon
The user attacks the target's legs swiftly, reducing the target's Speed stat.
II Mach Punch Fighting Cool 40 100% 30 (max 48)
     
     
Any adjacent Pokémon
The user throws a punch at blinding speed. It is certain to strike first.
VI Power-Up Punch Fighting 40 100% 20 (max 32)
     
     
Any adjacent Pokémon
Striking opponents over and over makes the user's fists harder. Hitting a target raises the Attack stat.
III Revenge Fighting Tough 60 100% 10 (max 16)
     
     
Any adjacent Pokémon
An attack move that inflicts double the damage if the user has been hurt by the opponent in the same turn.
II Reversal Fighting Cool Varies 100% 15 (max 24)
     
     
Any adjacent Pokémon
An all-out attack that becomes more powerful the less HP the user has.
II Rock Smash Fighting Tough 40 100% 15 (max 24)
     
     
Any adjacent Pokémon
The user attacks with a punch that can shatter a rock. It may also lower the target's Defense stat.
I Rolling Kick Fighting Cool 60 85% 15 (max 24)
     
     
Any adjacent Pokémon
The user lashes out with a quick, spinning kick. It may also make the target flinch.
V Sacred Sword Fighting 90 100% 15 (max 24)
     
     
Any adjacent Pokémon
The user attacks by slicing with its long horns. The target's stat changes don't affect this attack's damage.
I Seismic Toss Fighting Tough Varies 100% 20 (max 32)
     
     
Any adjacent Pokémon
The target is thrown using the power of gravity. It inflicts damage equal to the user's level.
III Sky Uppercut Fighting Cool 85 90% 15 (max 24)
     
     
Any adjacent Pokémon
The user attacks the target with an uppercut thrown skyward with force.
V Storm Throw Fighting 60 100% 10 (max 16)
     
     
Any adjacent Pokémon
The user strikes the target with a fierce blow. This attack always results in a critical hit.
I Submission Fighting Cool 80 80% 25 (max 40)
     
     
Any adjacent Pokémon
The user grabs the target and recklessly dives for the ground. It also hurts the user slightly.
III Superpower Fighting Tough 120 100% 5 (max 8)
     
     
Any adjacent Pokémon
The user attacks the target with great power. However, it also lowers the user's Attack and Defense.
II Triple Kick Fighting Beauty 10 90% 10 (max 16)
     
     
Any adjacent Pokémon
A consecutive three-kick attack that becomes more powerful with each successive hit.
II Vital Throw Fighting Cool 70 % 10 (max 16)
     
     
Any adjacent Pokémon
The user attacks last. In return, this throw move is guaranteed not to miss.
IV Wake-Up Slap Fighting Smart 70 100% 10 (max 16)
     
     
Any adjacent Pokémon
This attack inflicts big damage on a sleeping target. It also wakes the target up, however.
III Blaze Kick Fire Beauty 85 90% 10 (max 16)
     
     
Any adjacent Pokémon
The user launches a kick that lands a critical hit more easily. It may also leave the target with a burn.
IV Fire Fang Fire Beauty 65 95% 15 (max 24)
     
     
Any adjacent Pokémon
The user bites with flame-cloaked fangs. It may also make the target flinch or leave it burned.
I Fire Punch Fire Beauty 75 100% 15 (max 24)
     
     
Any adjacent Pokémon
The target is punched with a fiery fist. It may leave the target with a burn.
V Flame Charge Fire 50 100% 20 (max 32)
     
     
Any adjacent Pokémon
The user cloaks itself with flame and attacks. Building up more power, it raises the user's Speed stat.
II Flame Wheel Fire Beauty 60 100% 25 (max 40)
     
     
Any adjacent Pokémon
The user cloaks itself in fire and charges at the target. It may also leave the target with a burn.
IV Flare Blitz Fire Smart 120 100% 15 (max 24)
     
     
Any adjacent Pokémon
The user cloaks itself in fire and charges at the target. The user sustains serious damage and may leave the target burned.
V Heat Crash Fire Varies 100% 10 (max 16)
     
     
Any adjacent Pokémon
The user slams its target with its flame-covered body. The more the user outweighs the target, the greater the damage.
II Sacred Fire Fire Beauty 100 95% 5 (max 8)
     
     
Any adjacent Pokémon
The target is razed with a mystical fire of great intensity. It may also leave the target with a burn.
V V-create Fire 180 95% 5 (max 8)
     
     
Any adjacent Pokémon
With a hot flame on its forehead, the user hurls itself at its target. It lowers the user's Defense, Sp. Def, and Speed stats.
V Acrobatics Flying 55 100% 15 (max 24)
     
     
Anyone
The user nimbly strikes the target. If the user is not holding an item, this attack inflicts massive damage.
III Aerial Ace Flying Cool 60 % 20 (max 32)
     
     
Anyone
The user confounds the foe with speed, then slashes. The attack lands without fail.
III Bounce Flying Cute 85 85% 5 (max 8)
     
     
Anyone
The user bounces up high, then drops on the target on the second turn. It may also leave the target with paralysis.
IV Brave Bird Flying Cute 120 100% 15 (max 24)
     
     
Anyone
The user tucks in its wings and charges from a low altitude. The user also takes serious damage.
I Drill Peck Flying Cool 80 100% 20 (max 32)
     
     
Anyone
A corkscrewing attack with the sharp beak acting as a drill.
I Fly Flying Smart 90 95% 15 (max 24)
     
     
Anyone
The user soars, then strikes its target on the second turn. It can also be used for flying to any familiar town.
I Peck Flying Cool 35 100% 35 (max 56)
     
     
Anyone
The target is jabbed with a sharply pointed beak or horn.
IV Pluck Flying Cute 60 100% 20 (max 32)
     
     
Anyone
The user pecks the target. If the target is holding a Berry, the user eats it and gains its effect.
I Sky Attack Flying Cool 140 90% 5 (max 8)
     
     
Anyone
A second-turn attack move where critical hits land more easily. It may also make the target flinch.
V Sky Drop Flying 60 100% 10 (max 16)
     
     
Anyone
The user takes the target into the sky, then drops it during the next turn. The target cannot attack while in the sky.
I Wing Attack Flying Cool 60 100% 35 (max 56)
     
     
Anyone
The target is struck with large, imposing wings spread wide to inflict damage.
III Astonish Ghost Smart 30 100% 15 (max 24)
     
     
Any adjacent Pokémon
The user attacks the target while shouting in a startling fashion. It may also make the target flinch.
I Lick Ghost Tough 30 100% 30 (max 48)
     
     
Any adjacent Pokémon
The target is licked with a long tongue, causing damage. It may also leave the target with paralysis.
VI Phantom Force Ghost 90 100% 10 (max 16)
     
     
Any adjacent Pokémon
The user vanishes somewhere, then strikes the target on the next turn. This move hits even if the target protects itself.
IV Shadow Claw Ghost Cute 70 100% 15 (max 24)
     
     
Any adjacent Pokémon
The user slashes with a sharp claw made from shadows. Critical hits land more easily.
IV Shadow Force Ghost Smart 120 100% 5 (max 8)
     
     
Any adjacent Pokémon
The user disappears, then strikes the target on the second turn. It hits even if the target protects itself.
III Shadow Punch Ghost Smart 60 % 20 (max 32)
     
     
Any adjacent Pokémon
The user throws a punch from the shadows. The punch lands without fail
IV Shadow Sneak Ghost Smart 40 100% 30 (max 48)
     
     
Any adjacent Pokémon
The user extends its shadow and attacks the target from behind. This move always goes first.
III Bullet Seed Grass Cool 25 100% 30 (max 48)
     
     
Any adjacent Pokémon
The user forcefully shoots seeds at the target. Two to five seeds are shot in rapid succession.
V Horn Leech Grass 75 100% 10 (max 16)
     
     
Any adjacent Pokémon
The user drains the target's energy with its horns. The user's HP is restored by half the damage taken by the target.
III Leaf Blade Grass Cool 90 100% 15 (max 24)
     
     
Any adjacent Pokémon
The user handles a sharp leaf like a sword and attacks by cutting its target. Critical hits land more easily.
III Needle Arm Grass Smart 60 100% 15 (max 24)
     
     
Any adjacent Pokémon
The user attacks by wildly swinging its thorny arms. It may also make the target flinch.
VI Petal Blizzard Grass 90 100% 15 (max 24)
     
     
Any adjacent Pokémon
The user stirs up a violent petal blizzard and attacks everything around it.
IV Power Whip Grass Beauty 120 85% 10 (max 16)
     
     
Any adjacent Pokémon
The user violently whirls its vines or tentacles to harshly lash the target.
I Razor Leaf Grass Cool 55 95% 25 (max 40)
     
     
All adjacent foes
Sharp-edged leaves are launched to slash at the opposing team. Critical hits land more easily.
IV Seed Bomb Grass Smart 80 100% 15 (max 24)
     
     
Any adjacent Pokémon
The user slams a barrage of hard-shelled seeds down on the target from above.
I Vine Whip Grass Cool 45 100% 25 (max 40)
     
     
Any adjacent Pokémon
The target is struck with slender, whiplike vines to inflict damage.
IV Wood Hammer Grass Tough 120 100% 15 (max 24)
     
     
Any adjacent Pokémon
The user slams its rugged body into the target to attack. The user also sustains serious damage.
I Bone Club Ground Tough 65 85% 20 (max 32)
     
     
Any adjacent Pokémon
The user clubs the target with a bone. It may also make the target flinch.
II Bone Rush Ground Tough 25 90% 10 (max 16)
     
     
Any adjacent Pokémon
The user strikes the target with a hard bone two to five times in a row.
I Bonemerang Ground Tough 50 90% 10 (max 16)
     
     
Any adjacent Pokémon
The user throws the bone it holds. The bone loops to hit the target twice, coming and going.
V Bulldoze Ground 60 100% 20 (max 32)
     
     
All adjacent Pokémon
The user stomps down on the ground and attacks everything in the area. Hit Pokémon's Speed stat is reduced.
I Dig Ground Smart 80 100% 10 (max 16)
     
     
Any adjacent Pokémon
The user burrows, then attacks on the second turn. It can also be used to exit dungeons.
V Drill Run Ground 80 95% 10 (max 16)
     
     
Any adjacent Pokémon
The user crashes into its target while rotating its body like a drill. Critical hits land more easily.
I Earthquake Ground Tough 100 100% 10 (max 16)
     
     
All adjacent Pokémon
The user sets off an earthquake that strikes every Pokémon around it.
I Fissure Ground Tough 30% 5 (max 8)
     
     
Any adjacent Pokémon
The user opens up a fissure in the ground and drops the target in. The target instantly faints if it hits.
VI Land's Wrath Ground 90 100% 10 (max 16)
     
     
Any adjacent Pokémon
The user gathers the energy of the land and focuses that power on opposing Pokémon to damage them.
II Magnitude Ground Tough Varies 100% 30 (max 48)
     
     
All adjacent Pokémon
The user looses a ground-shaking quake affecting everyone around the user. Its power varies.
III Sand Tomb Ground Smart 35 85% 15 (max 24)
     
     
Any adjacent Pokémon
The user traps the target inside a harshly raging sandstorm for four to five turns.
IV Avalanche Ice Cool 60 100% 10 (max 16)
     
     
Any adjacent Pokémon
An attack move that inflicts double the damage if the user has been hurt by the target in the same turn.
V Freeze Shock Ice 140 90% 5 (max 8)
     
     
Any adjacent Pokémon
On the second turn, the user hits the target with electrically charged ice. It may leave the target with paralysis.
III Ice Ball Ice Beauty 30 90% 20 (max 32)
     
     
Any adjacent Pokémon
The user continually rolls into the target over five turns. It becomes stronger each time it hits.
IV Ice Fang Ice Cool 65 95% 15 (max 24)
     
     
Any adjacent Pokémon
The user bites with cold-infused fangs. It may also make the target flinch or leave it frozen.
I Ice Punch Ice Beauty 75 100% 15 (max 24)
     
     
Any adjacent Pokémon
The target is punched with an icy fist. It may also leave the target frozen.
IV Ice Shard Ice Beauty 40 100% 30 (max 48)
     
     
Any adjacent Pokémon
The user flash freezes chunks of ice and hurls them at the target. This move always goes first.
V Icicle Crash Ice 85 90% 10 (max 16)
     
     
Any adjacent Pokémon
The user attacks by harshly dropping an icicle onto the target. It may also make the target flinch.
III Icicle Spear Ice Beauty 25 100% 30 (max 48)
     
     
Any adjacent Pokémon
The user launches sharp icicles at the target. It strikes two to five times in a row.
I Barrage Normal Tough 15 85% 20 (max 32)
     
     
Any adjacent Pokémon
Round objects are hurled at the target to strike two to five times in a row.
I Bide Normal Tough Varies % 10 (max 16)
     
     
Self
The user endures attacks for two turns, then strikes back to cause double the damage taken.
I Bind Normal Tough 15 85% 20 (max 32)
     
     
Any adjacent Pokémon
Things such as long bodies or tentacles are used to bind and squeeze the target for four to five turns.
I Body Slam Normal Tough 85 100% 15 (max 24)
     
     
Any adjacent Pokémon
The user drops onto the target with its full body weight. It may leave the target with paralysis.
V Chip Away Normal 70 100% 20 (max 32)
     
     
Any adjacent Pokémon
Looking for an opening, the user strikes continually. The target's stat changes don't affect this attack's damage.
I Comet Punch Normal Tough 18 85% 15 (max 24)
     
     
Any adjacent Pokémon
The target is hit with a flurry of punches that strike two to five times in a row.
I Constrict Normal Tough 10 100% 35 (max 56)
     
     
Any adjacent Pokémon
The target is attacked with long, creeping tentacles or vines. It may also lower the target's Speed stat.
III Covet Normal Cute 60 100% 25 (max 40)
     
     
Any adjacent Pokémon
The user endearingly approaches the target, then steals the target's held item.
III Crush Claw Normal Cool 75 95% 10 (max 16)
     
     
Any adjacent Pokémon
The user slashes the target with hard and sharp claws. It may also lower the target's Defense.
IV Crush Grip Normal Tough Varies 100% 5 (max 8)
     
     
Any adjacent Pokémon
The target is crushed with great force. The attack is more powerful the more HP the target has left.
I Cut Normal Cool 50 95% 30 (max 48)
     
     
Any adjacent Pokémon
The target is cut with a scythe or a claw. It can also be used to cut down thin trees.
I Dizzy Punch Normal Cool 70 100% 10 (max 16)
     
     
Any adjacent Pokémon
The target is hit with rhythmically launched punches that may also leave it confused.
IV Double Hit Normal Smart 35 90% 10 (max 16)
     
     
Any adjacent Pokémon
The user slams the target with a long tail, vines, or tentacle. The target is hit twice in a row.
I Double Slap Normal Tough 15 85% 10 (max 16)
     
     
Any adjacent Pokémon
The target is slapped repeatedly, back and forth, two to five times in a row.
I Double-Edge Normal Tough 120 100% 15 (max 24)
     
     
Any adjacent Pokémon
A reckless, life-risking tackle. It also damages the user by a fairly large amount, however.
I Egg Bomb Normal Tough 100 75% 10 (max 16)
     
     
Any adjacent Pokémon
A large egg is hurled at the target with maximum force to inflict damage.
III Endeavor Normal Tough Varies 100% 5 (max 8)
     
     
Any adjacent Pokémon
An attack move that cuts down the target's HP to equal the user's HP.
I Explosion Normal Beauty 250 100% 5 (max 8)
     
     
All adjacent Pokémon
The user explodes to inflict damage on those around it. The user faints upon using this move.
II Extreme Speed Normal Cool 80 100% 5 (max 8)
     
     
Any adjacent Pokémon
The user charges the target at blinding speed. This attack always goes before any other move.
III Facade Normal Cute 70 100% 20 (max 32)
     
     
Any adjacent Pokémon
An attack move that doubles its power if the user is poisoned, burned, or has paralysis.
III Fake Out Normal Cute 40 100% 10 (max 16)
     
     
Any adjacent Pokémon
An attack that hits first and makes the target flinch. It only works the first turn the user is in battle.
II False Swipe Normal Cool 40 100% 40 (max 64)
     
     
Any adjacent Pokémon
A restrained attack that prevents the target from fainting. The target is left with at least 1 HP.
IV Feint Normal Beauty 30 100% 10 (max 16)
     
     
Any adjacent Pokémon
An attack that hits a target using Protect or Detect. It also lifts the effects of those moves.
II Flail Normal Cute Varies 100% 15 (max 24)
     
     
Any adjacent Pokémon
The user flails about aimlessly to attack. It becomes more powerful the less HP the user has.
II Frustration Normal Cute Varies 100% 20 (max 32)
     
     
Any adjacent Pokémon
A full-power attack that grows more powerful the less the user likes its Trainer.
I Fury Attack Normal Cool 15 85% 20 (max 32)
     
     
Any adjacent Pokémon
The target is jabbed repeatedly with a horn or beak two to five times in a row.
I Fury Swipes Normal Tough 18 80% 15 (max 24)
     
     
Any adjacent Pokémon
The target is raked with sharp claws or scythes for two to five times in quick succession.
IV Giga Impact Normal Beauty 150 90% 5 (max 8)
     
     
Any adjacent Pokémon
The user charges at the target using every bit of its power. The user must rest on the next turn.
I Guillotine Normal Cool % 5 (max 8)
     
     
Any adjacent Pokémon
A vicious, tearing attack with big pincers. The target will faint instantly if this attack hits.
V Head Charge Normal 120 100% 15 (max 24)
     
     
Any adjacent Pokémon
The user charges its head into its target, using its powerful guard hair. It also damages the user a little.
I Headbutt Normal Tough 70 100% 15 (max 24)
     
     
Any adjacent Pokémon
The user sticks out its head and attacks by charging straight into the target. It may also make the target flinch.
VI Hold Back Normal 40 100% 40 (max 64)
     
     
No target
The user holds back when it attacks and the target is left with at least 1 HP.
I Horn Attack Normal Cool 65 100% 25 (max 40)
     
     
Any adjacent Pokémon
The target is jabbed with a sharply pointed horn to inflict damage.
I Horn Drill Normal Cool % 5 (max 8)
     
     
Any adjacent Pokémon
The user stabs the target with a horn that rotates like a drill. If it hits, the target faints instantly.
I Hyper Fang Normal Cool 80 90% 15 (max 24)
     
     
Any adjacent Pokémon
The user bites hard on the target with its sharp front fangs. It may also make the target flinch.
IV Last Resort Normal Cute 140 100% 5 (max 8)
     
     
Any adjacent Pokémon
This move can be used only after the user has used all the other moves it knows in the battle.
I Mega Kick Normal Cool 120 75% 5 (max 8)
     
     
Any adjacent Pokémon
The target is attacked by a kick launched with muscle-packed power.
I Mega Punch Normal Tough 80 85% 20 (max 32)
     
     
Any adjacent Pokémon
The target is slugged by a punch thrown with muscle-packed power.
IV Natural Gift Normal Cool Varies 100% 15 (max 24)
     
     
Any adjacent Pokémon
The user draws power to attack by using its held Berry. The Berry determines its type and power.
I Pay Day Normal Smart 40 100% 20 (max 32)
     
     
Any adjacent Pokémon
Numerous coins are hurled at the target to inflict damage. Money is earned after battle.
I Pound Normal Tough 40 100% 35 (max 56)
     
     
Any adjacent Pokémon
The target is physically pounded with a long tail or a foreleg, etc.
II Present Normal Cute Varies 90% 15 (max 24)
     
     
Any adjacent Pokémon
The user attacks by giving the target a gift with a hidden trap. It restores HP sometimes, however.
I Quick Attack Normal Cool 40 100% 30 (max 48)
     
     
Any adjacent Pokémon
The user lunges at the target at a speed that makes it almost invisible. It is sure to strike first.
I Rage Normal Cool 20 100% 20 (max 32)
     
     
Any adjacent Pokémon
As long as this move is in use, the power of rage raises the Attack stat each time the user is hit in battle.
II Rapid Spin Normal Cool 20 100% 40 (max 64)
     
     
Any adjacent Pokémon
A spin attack that can also eliminate such moves as Bind, Wrap, Leech Seed, and Spikes.
V Retaliate Normal 70 100% 5 (max 8)
     
     
Any adjacent Pokémon
The user gets revenge for a fainted ally. If an ally fainted in the previous turn, this attack's damage increases.
II Return Normal Cute Varies 100% 20 (max 32)
     
     
Any adjacent Pokémon
A full-power attack that grows more powerful the more the user likes its Trainer.
IV Rock Climb Normal Cool 90 85% 20 (max 32)
     
     
Any adjacent Pokémon
The user attacks the target by smashing into it with incredible force. It may also confuse the target.
I Scratch Normal Tough 40 100% 35 (max 56)
     
     
Any adjacent Pokémon
Hard, pointed, and sharp claws rake the target to inflict damage.
III Secret Power Normal Smart 70 100% 20 (max 32)
     
     
Any adjacent Pokémon
The user attacks the target with a secret power. Its added effects vary depending on the user's environment.
I Self-Destruct Normal Beauty 200 100% 5 (max 8)
     
     
All adjacent Pokémon
The user attacks everything around it by causing an explosion. The user faints upon using this move.
I Skull Bash Normal Tough 130 100% 10 (max 16)
     
     
Any adjacent Pokémon
The user tucks in its head to raise its Defense in the first turn, then rams the target on the next turn.
I Slam Normal Tough 80 75% 20 (max 32)
     
     
Any adjacent Pokémon
The target is slammed with a long tail, vines, etc., to inflict damage.
I Slash Normal Cool 70 100% 20 (max 32)
     
     
Any adjacent Pokémon
The target is attacked with a slash of claws or blades. Critical hits land more easily.
III Smelling Salts Normal Smart 70 100% 10 (max 16)
     
     
Any adjacent Pokémon
This attack inflicts double damage on a target with paralysis. It also cures the target's paralysis, however.
I Spike Cannon Normal Cool 20 100% 15 (max 24)
     
     
Any adjacent Pokémon
Sharp spikes are shot at the target in rapid succession. They hit two to five times in a row.
I Stomp Normal Tough 65 100% 20 (max 32)
     
     
Any adjacent Pokémon
The target is stomped with a big foot. It may also make the target flinch.
I Strength Normal Tough 80 100% 15 (max 24)
     
     
Any adjacent Pokémon
The target is slugged with a punch thrown at maximum power. It can also be used to move heavy boulders.
I Struggle Normal Cool 50 % 1 (max 1)
     
     
Any adjacent foe
An attack that is used in desperation only if the user has no PP. It also hurts the user slightly.
I Super Fang Normal Tough Varies 90% 10 (max 16)
     
     
Any adjacent Pokémon
The user chomps hard on the target with its sharp front fangs. It cuts the target's HP to half.
I Tackle Normal Tough 50 100% 35 (max 56)
     
     
Any adjacent Pokémon
A physical attack in which the user charges and slams into the target with its whole body.
V Tail Slap Normal 25 85% 10 (max 16)
     
     
Any adjacent Pokémon
The user attacks by striking the target with its hard tail. It hits the Pokémon two to five times in a row.
I Take Down Normal Tough 90 85% 20 (max 32)
     
     
Any adjacent Pokémon
A reckless, full-body charge attack for slamming into the target. It also damages the user a little.
I Thrash Normal Tough 120 100% 10 (max 16)
     
     
Any adjacent foe
The user rampages and attacks for two to three turns. It then becomes confused, however.
I Vice Grip Normal Tough 55 100% 30 (max 48)
     
     
Any adjacent Pokémon
The target is gripped and squeezed from both sides to inflict damage.
I Wrap Normal Tough 15 90% 20 (max 32)
     
     
Any adjacent Pokémon
A long body or vines are used to wrap and squeeze the target for four to five turns.
IV Cross Poison Poison Cool 70 100% 20 (max 32)
     
     
Any adjacent Pokémon
A slashing attack with a poisonous blade that may also leave the target poisoned. Critical hits land more easily.
IV Gunk Shot Poison Cool 120 80% 5 (max 8)
     
     
Any adjacent Pokémon
The user shoots filthy garbage at the target to attack. It may also poison the target.
III Poison Fang Poison Smart 50 100% 15 (max 24)
     
     
Any adjacent Pokémon
The user bites the target with toxic fangs. It may also leave the target badly poisoned.
IV Poison Jab Poison Smart 80 100% 20 (max 32)
     
     
Any adjacent Pokémon
The target is stabbed with a tentacle or arm seeped with poison. It may also poison the target.
I Poison Sting Poison Smart 15 100% 35 (max 56)
     
     
Any adjacent Pokémon
The user stabs the target with a poisonous stinger. This may also poison the target.
III Poison Tail Poison Smart 50 100% 25 (max 40)
     
     
Any adjacent Pokémon
The user hits the target with its tail. It may also poison the target. Critical hits land more easily.
V Heart Stamp Psychic 60 100% 25 (max 40)
     
     
Any adjacent Pokémon
The user unleashes a vicious blow after its cute act makes the target less wary. It may also make the target flinch.
IV Psycho Cut Psychic Cool 70 100% 20 (max 32)
     
     
Any adjacent Pokémon
The user tears at the target with blades formed by psychic power. Critical hits land more easily.
IV Zen Headbutt Psychic Beauty 80 90% 15 (max 24)
     
     
Any adjacent Pokémon
The user focuses its willpower to its head and attacks the target. It may also make the target flinch.
IV Head Smash Rock Tough 150 80% 5 (max 8)
     
     
Any adjacent Pokémon
The user attacks the target with a hazardous, full-power headbutt. The user also takes terrible damage.
III Rock Blast Rock Tough 25 90% 10 (max 16)
     
     
Any adjacent Pokémon
The user hurls hard rocks at the target. Two to five rocks are launched in quick succession.
I Rock Slide Rock Tough 75 90% 10 (max 16)
     
     
All adjacent foes
Large boulders are hurled at the opposing team to inflict damage. It may also make the targets flinch.
I Rock Throw Rock Tough 50 90% 15 (max 24)
     
     
Any adjacent Pokémon
The user picks up and throws a small rock at the target to attack.
III Rock Tomb Rock Smart 60 95% 15 (max 24)
     
     
Any adjacent Pokémon
Boulders are hurled at the target. It also lowers the target's Speed by preventing its movement.
IV Rock Wrecker Rock Tough 150 90% 5 (max 8)
     
     
Any adjacent Pokémon
The user launches a huge boulder at the target to attack. It must rest on the next turn, however.
II Rollout Rock Tough 30 90% 20 (max 32)
     
     
Any adjacent Pokémon
The user continually rolls into the target over five turns. It becomes stronger each time it hits.
V Smack Down Rock 50 100% 15 (max 24)
     
     
Any adjacent Pokémon
The user throws a stone or projectile to attack an opponent. A flying Pokémon will fall to the ground when it's hit.
IV Stone Edge Rock Tough 100 80% 5 (max 8)
     
     
Any adjacent Pokémon
The user stabs the target with sharpened stones from below. Critical hits land more easily.
IV Bullet Punch Steel Smart 40 100% 30 (max 48)
     
     
Any adjacent Pokémon
The user strikes the target with tough punches as fast as bullets. This move always goes first.
V Gear Grind Steel 50 85% 10 (max 16)
     
     
Any adjacent Pokémon
The user attacks by throwing two steel gears at its target.
IV Gyro Ball Steel Beauty Varies 100% 5 (max 8)
     
     
Any adjacent Pokémon
The user tackles the target with a high-speed spin. The slower the user, the greater the damage.
V Heavy Slam Steel Varies 100% 10 (max 16)
     
     
Any adjacent Pokémon
The user slams into the target with its heavy body. The more the user outweighs the target, the greater its damage.
IV Iron Head Steel Tough 80 100% 15 (max 24)
     
     
Any adjacent Pokémon
The foe slams the target with its steel-hard head. It may also make the target flinch.
II Iron Tail Steel Cool 100 75% 15 (max 24)
     
     
Any adjacent Pokémon
The target is slammed with a steel-hard tail. It may also lower the target's Defense stat.
IV Magnet Bomb Steel Cool 60 % 20 (max 32)
     
     
Any adjacent Pokémon
The user launches steel bombs that stick to the target. This attack will not miss.
IV Metal Burst Steel Beauty Varies 100% 10 (max 16)
     
     
Self
The user retaliates with much greater power against the target that last inflicted damage on it.
II Metal Claw Steel Cool 50 95% 35 (max 56)
     
     
Any adjacent Pokémon
The target is raked with steel claws. It may also raise the user's Attack stat.
III Meteor Mash Steel Cool 90 90% 10 (max 16)
     
     
Any adjacent Pokémon
The target is hit with a hard punch fired like a meteor. It may also raise the user's Attack.
II Steel Wing Steel Cool 70 90% 25 (max 40)
     
     
Any adjacent Pokémon
The target is hit with wings of steel. It may also raise the user's Defense stat.
IV Aqua Jet Water Beauty 40 100% 20 (max 32)
     
     
Any adjacent Pokémon
The user lunges at the target at a speed that makes it almost invisible. It is sure to strike first.
IV Aqua Tail Water Cute 90 90% 10 (max 16)
     
     
Any adjacent Pokémon
The user attacks by swinging its tail as if it were a vicious wave in a raging storm.
I Clamp Water Tough 35 85% 15 (max 24)
     
     
Any adjacent Pokémon
The target is clamped and squeezed by the user's very thick and sturdy shell for four to five turns.
I Crabhammer Water Tough 100 90% 10 (max 16)
     
     
Any adjacent Pokémon
The target is hammered with a large pincer. Critical hits land more easily.
III Dive Water Beauty 80 100% 10 (max 16)
     
     
Any adjacent Pokémon
Diving on the first turn, the user floats up and attacks on the second turn. It can be used to dive deep in the ocean.
V Razor Shell Water 75 95% 10 (max 16)
     
     
Any adjacent Pokémon
The user cuts its target with sharp shells. This attack may also lower the target's Defense stat.
VI Water Shuriken Water 15 100% 20 (max 32)
     
     
Any adjacent Pokémon
The user hits the target with throwing stars two to five times in a row. This move always goes first.
I Waterfall Water Tough 80 100% 15 (max 24)
     
     
Any adjacent Pokémon
The user charges at the target and may make it flinch. It can also be used to climb a waterfall.
All details are accurate to Generation VII games. For details that have changed between generations, please see an individual move's page. Target data assumes user is in the lower left.

See also


Project Games logo.png This game mechanic article is part of Project Games, a Bulbapedia project that aims to write comprehensive articles on the Pokémon games.