List of moves that do damage
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| This article contains old or outdated information, or has not been updated in a while. Please check the content of this article and update it as required. Reason: Generation VII, VIII, and IX moves. |
Damage dealt 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 | Pow. | Acc. | 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, 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 ⅛ 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 ⅛ 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 two stages for each target it hits. |
| 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 ½ the damage inflicted. |
| Draining Kiss | Fairy | Special | 50 | 100% | Restores HP to the user equal to ¾ of the damage inflicted. |
| Dream Eater | Psychic | Special | 100 | 100% | Target must be asleep; restores HP to the user equal to ½ 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 ⅛ 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 ⅓ 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 ½ 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, its 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 ½ 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 ½ 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 ½ 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 ⅛ 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 ½ the damage inflicted. |
| Lick | Ghost | Physical | 30 | 100% | Has a 30% chance of paralyzing the target. |
| Light of Ruin | Fairy | Special | 140 | 90% | Deals ½ 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 ⅛ 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 ½ 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 ½ 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 ¾ 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 ½ 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, ½ 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 ⅛ 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 two stages. |
| 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 | Shadow | Special | 80 | 100% | Has a high critical hit ratio. |
| Shadow Blitz | Shadow | Physical | 40 | 100% | |
| Shadow Bolt | Shadow | Special | 75 | 100% | Has a 10% chance of paralyzing the target. |
| Shadow Break | Shadow | Physical | 75 | 100% | |
| Shadow Chill | Shadow | 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 | Shadow | Physical | 120 | 60% | Deals ½ of current HP dealt as recoil damage. |
| Shadow Fire | Shadow | 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 | Shadow | Special | 70 | 100% | |
| Shadow Rush | Shadow | Physical | 55 | 100% | |
| Shadow Sneak | Ghost | Physical | 40 | 100% | Has a priority of +1. |
| Shadow Storm | Shadow | Special | 95 | 100% | |
| Shadow Wave | Shadow | 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 ⅛ 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 ⅓ 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 ⅛ 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 ⅛ 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. |
Related articles
| Moves by effect | |
|---|---|
| Burn • Confuse • Damage • Flinch Freeze • Paralyze • Poison • Sleep • Traps | |