Physical move
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. It is notable that while most physical moves contact their target(s), physical and contacting moves are not the same: an example is Earthquake, which, despite being physical, does not require that the user make contact with the target.
Generation I-III
Before Generation IV, damaging moves of the following types are physical moves:
From Generation IV onward, moves are designated as physical or special based on the move itself. Most damaging moves of the preceding types are physical moves, and most Dark moves are also physical. However, there are exceptions, such as Focus Blast and Hyper Beam.
Bug-type moves
Gen | Move | Category | Contest | Power | Accuracy | PP | Range | Description | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
IV | Attack Order | Physical | Smart | 90 | 100% | 15 (max 24) |
|
The user calls out its underlings to pummel the target. Critical hits land more easily. | |||||||||
IV | Bug Bite | Physical | Tough | 60 | 100% | 20 (max 32) |
|
The user bites the target. If the target is holding a Berry, the user eats it and gains its effect. | |||||||||
VI | Fell Stinger | Physical | 30 | 100% | 25 (max 40) |
|
When the user knocks out a target with this move, the user's Attack stat rises sharply. | ||||||||||
II | Fury Cutter | Physical | Cool | 40 | 95% | 20 (max 32) |
|
The target is slashed with scythes or claws. Its power increases if it hits in succession. | |||||||||
I | Leech Life | Physical | Smart | 20 | 100% | 20 (max 32) |
|
The user drains the target's blood. The user's HP is restored by half the damage taken by the target. | |||||||||
II | Megahorn | Physical | Cool | 120 | 85% | 10 (max 16) |
|
Using its tough and impressive horn, the user rams into the target with no letup. | |||||||||
I | Pin Missile | Physical | Cool | 25 | 95% | 20 (max 32) |
|
Sharp spikes are shot at the target in rapid succession. They hit two to five times in a row. | |||||||||
V | Steamroller | Physical | 65 | 100% | 20 (max 32) |
|
The user crushes its targets by rolling over them with its rolled-up body. This attack may make the target flinch. | ||||||||||
I | Twineedle | Physical | Cool | 25 | 100% | 20 (max 32) |
|
The user damages the target twice in succession by jabbing it with two spikes. It may also poison the target. | |||||||||
IV | U-turn | Physical | Cute | 70 | 100% | 20 (max 32) |
|
After making its attack, the user rushes back to switch places with a party Pokémon in waiting. | |||||||||
IV | X-Scissor | Physical | Beauty | 80 | 100% | 15 (max 24) |
|
The user slashes at the target by crossing its scythes or claws as if they were a pair of scissors. | |||||||||
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. |
Dark-type moves
Gen | Move | Category | Contest | Power | Accuracy | PP | Range | Description | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
IV | Assurance | Physical | Beauty | 60 | 100% | 10 (max 16) |
|
If the target has already taken some damage in the same turn, this attack's power is doubled. | |||||||||
II | Beat Up | Physical | Smart | Varies | 100% | 10 (max 16) |
|
The user gets all party Pokémon to attack the target. The more party Pokémon, the greater the number of attacks. | |||||||||
I | Bite | Physical | Tough | 60 | 100% | 25 (max 40) |
|
The target is bitten with viciously sharp fangs. It may make the target flinch. | |||||||||
II | Crunch | Physical | Tough | 80 | 100% | 15 (max 24) |
|
The user crunches up the target with sharp fangs. It may also lower the target's Defense stat. | |||||||||
II | Feint Attack | Physical | Smart | 60 | —% | 20 (max 32) |
|
The user approaches the target disarmingly, then throws a sucker punch. It hits without fail. | |||||||||
IV | Fling | Physical | Tough | Varies | 100% | 10 (max 16) |
|
The user flings its held item at the target to attack. Its power and effects depend on the item. | |||||||||
V | Foul Play | Physical | 95 | 100% | 15 (max 24) |
|
The user turns the target's power against it. The higher the target's Attack stat, the greater the damage. | ||||||||||
III | Knock Off | Physical | Smart | 65 | 100% | 20 (max 32) |
|
The user slaps down the target's held item, preventing that item from being used in the battle. | |||||||||
IV | Night Slash | Physical | Beauty | 70 | 100% | 15 (max 24) |
|
The user slashes the target the instant an opportunity arises. Critical hits land more easily. | |||||||||
IV | Payback | Physical | Cool | 50 | 100% | 10 (max 16) |
|
If the user moves after the target, this attack's power will be doubled. | |||||||||
IV | Punishment | Physical | Smart | Varies | 100% | 5 (max 8) |
|
This attack's power increases the more the target has powered up with stat changes. | |||||||||
II | Pursuit | Physical | Smart | 40 | 100% | 20 (max 32) |
|
An attack move that inflicts double damage if used on a target that is switching out of battle. | |||||||||
IV | Sucker Punch | Physical | Smart | 80 | 100% | 5 (max 8) |
|
This move enables the user to attack first. It fails if the target is not readying an attack, however. | |||||||||
IV | Switcheroo | Status | Cool | — | 100% | 10 (max 16) |
|
The user trades held items with the target faster than the eye can follow. | |||||||||
II | Thief | Physical | Tough | 60 | 100% | 25 (max 40) |
|
The user attacks and steals the target's held item simultaneously. It can't steal if the user holds an item. | |||||||||
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. |
Dragon-type moves
Gen | Move | Category | Contest | Power | Accuracy | PP | Range | Description | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
III | Dragon Claw | Physical | Cool | 80 | 100% | 15 (max 24) |
|
The user slashes the target with huge, sharp claws. | |||||||||
IV | Dragon Rush | Physical | Cool | 100 | 75% | 10 (max 16) |
|
The user tackles the target while exhibiting overwhelming menace. It may also make the target flinch. | |||||||||
V | Dragon Tail | Physical | 60 | 90% | 10 (max 16) |
|
The user knocks away the target and drags out another Pokémon in its party. In the wild, the battle ends. | ||||||||||
V | Dual Chop | Physical | 40 | 90% | 15 (max 24) |
|
The user attacks its target by hitting it with brutal strikes. The target is hit twice in a row. | ||||||||||
II | Outrage | Physical | Cool | 120 | 100% | 10 (max 16) |
|
The user rampages and attacks for two to three turns. It then becomes confused, however. | |||||||||
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. |
Electric-type moves
Gen | Move | Category | Contest | Power | Accuracy | PP | Range | Description | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
V | Bolt Strike | Physical | 130 | 85% | 5 (max 8) |
|
The user charges at its target, surrounding itself with a great amount of electricity. It may leave the target with paralysis. | ||||||||||
V | Fusion Bolt | Physical | 100 | 100% | 5 (max 8) |
|
The user throws down a giant thunderbolt. This attack does greater damage when influenced by an enormous flame. | ||||||||||
VI | Nuzzle | Physical | 20 | 100% | 20 (max 32) |
|
The user attacks by nuzzling its electrified cheeks against the target. This also leaves the target with paralysis. | ||||||||||
II | Spark | Physical | Cool | 65 | 100% | 20 (max 32) |
|
The user throws an electrically charged tackle at the target. It may also leave the target with paralysis. | |||||||||
IV | Thunder Fang | Physical | Smart | 65 | 95% | 15 (max 24) |
|
The user bites with electrified fangs. It may also make the target flinch or leave it with paralysis. | |||||||||
I | Thunder Punch | Physical | Cool | 75 | 100% | 15 (max 24) |
|
The target is punched with an electrified fist. It may also leave the target with paralysis. | |||||||||
III | Volt Tackle | Physical | Cool | 120 | 100% | 15 (max 24) |
|
The user electrifies itself, then charges. It causes considerable damage to the user and may leave the target with paralysis. | |||||||||
V | Wild Charge | Physical | 90 | 100% | 15 (max 24) |
|
The user shrouds itself in electricity and smashes into its target. It also damages the user a little. | ||||||||||
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. |
Fairy-type moves
Gen | Move | Category | Contest | Power | Accuracy | PP | Range | Description | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
VI | Play Rough | Physical | 90 | 90% | 10 (max 16) |
|
The user plays rough with the target and attacks it. This may also lower the target's Attack stat. | ||||||||||
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. |
Fighting-type moves
Gen | Move | Category | Contest | Power | Accuracy | PP | Range | Description | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
III | Arm Thrust | Physical | Tough | 15 | 100% | 20 (max 32) |
|
The user looses a flurry of open-palmed arm thrusts that hit two to five times in a row. | |||||||||
III | Brick Break | Physical | Cool | 75 | 100% | 15 (max 24) |
|
The user attacks with a swift chop. It can also break any barrier such as Light Screen and Reflect. | |||||||||
V | Circle Throw | Physical | 60 | 90% | 10 (max 16) |
|
The user throws the target and drags out another Pokémon in its party. In the wild, the battle ends. | ||||||||||
IV | Close Combat | Physical | Smart | 120 | 100% | 5 (max 8) |
|
The user fights the target up close without guarding itself. It also cuts the user's Defense and Sp. Def. | |||||||||
I | Counter | Physical | Tough | Varies | 100% | 20 (max 32) |
|
A retaliation move that counters any physical attack, inflicting double the damage taken. | |||||||||
II | Cross Chop | Physical | Cool | 100 | 80% | 5 (max 8) |
|
The user delivers a double chop with its forearms crossed. Critical hits land more easily. | |||||||||
I | Double Kick | Physical | Tough | 30 | 100% | 30 (max 48) |
|
The target is quickly kicked twice in succession using both feet. | |||||||||
IV | Drain Punch | Physical | Beauty | 75 | 100% | 10 (max 16) |
|
An energy-draining punch. The user's HP is restored by half the damage taken by the target. | |||||||||
II | Dynamic Punch | Physical | Cool | 100 | 50% | 5 (max 8) |
|
The user punches the target with full, concentrated power. It confuses the target if it hits. | |||||||||
VI | Flying Press | Physical | 80 | 95% | 10 (max 16) |
|
The user dives down onto the target from the sky. This move is Fighting and Flying type simultaneously. | ||||||||||
III | Focus Punch | Physical | Tough | 150 | 100% | 20 (max 32) |
|
The user focuses its mind before launching a punch. It will fail if the user is hit before it is used. | |||||||||
IV | Force Palm | Physical | Cool | 60 | 100% | 10 (max 16) |
|
The target is attacked with a shock wave. It may also leave the target with paralysis. | |||||||||
IV | Hammer Arm | Physical | Cool | 100 | 90% | 10 (max 16) |
|
The user swings and hits with its strong and heavy fist. It lowers the user's Speed, however. | |||||||||
I | Hi Jump Kick | Physical | Cool | 130 | 90% | 10 (max 16) |
|
The target is attacked with a knee kick from a jump. If it misses, the user is hurt instead. | |||||||||
I | Jump Kick | Physical | Cool | 100 | 95% | 10 (max 16) |
|
The user jumps up high, then strikes with a kick. If the kick misses, the user hurts itself. | |||||||||
I | Karate Chop | Physical | Tough | 50 | 100% | 25 (max 40) |
|
The target is attacked with a sharp chop. Critical hits land more easily. | |||||||||
I | Low Kick | Physical | Tough | Varies | 100% | 20 (max 32) |
|
A powerful low kick that makes the target fall over. It inflicts greater damage on heavier targets. | |||||||||
V | Low Sweep | Physical | 65 | 100% | 20 (max 32) |
|
The user attacks the target's legs swiftly, reducing the target's Speed stat. | ||||||||||
II | Mach Punch | Physical | Cool | 40 | 100% | 30 (max 48) |
|
The user throws a punch at blinding speed. It is certain to strike first. | |||||||||
VI | Power-Up Punch | Physical | 40 | 100% | 20 (max 32) |
|
Striking opponents over and over makes the user's fists harder. Hitting a target raises the Attack stat. | ||||||||||
III | Revenge | Physical | Tough | 60 | 100% | 10 (max 16) |
|
An attack move that inflicts double the damage if the user has been hurt by the opponent in the same turn. | |||||||||
II | Reversal | Physical | Cool | Varies | 100% | 15 (max 24) |
|
An all-out attack that becomes more powerful the less HP the user has. | |||||||||
II | Rock Smash | Physical | Tough | 40 | 100% | 15 (max 24) |
|
The user attacks with a punch that can shatter a rock. It may also lower the target's Defense stat. | |||||||||
I | Rolling Kick | Physical | Cool | 60 | 85% | 15 (max 24) |
|
The user lashes out with a quick, spinning kick. It may also make the target flinch. | |||||||||
V | Sacred Sword | Physical | 90 | 100% | 15 (max 24) |
|
The user attacks by slicing with its long horns. The target's stat changes don't affect this attack's damage. | ||||||||||
V | Secret Sword | Special | 85 | 100% | 10 (max 16) |
|
The user cuts with its long horn. The odd power contained in the horn does physical damage to the target. | ||||||||||
I | Seismic Toss | Physical | Tough | Varies | 100% | 20 (max 32) |
|
The target is thrown using the power of gravity. It inflicts damage equal to the user's level. | |||||||||
III | Sky Uppercut | Physical | Cool | 85 | 90% | 15 (max 24) |
|
The user attacks the target with an uppercut thrown skyward with force. | |||||||||
V | Storm Throw | Physical | 60 | 100% | 10 (max 16) |
|
The user strikes the target with a fierce blow. This attack always results in a critical hit. | ||||||||||
I | Submission | Physical | Cool | 80 | 80% | 25 (max 40) |
|
The user grabs the target and recklessly dives for the ground. It also hurts the user slightly. | |||||||||
III | Superpower | Physical | Tough | 120 | 100% | 5 (max 8) |
|
The user attacks the target with great power. However, it also lowers the user's Attack and Defense. | |||||||||
II | Triple Kick | Physical | Beauty | 10 | 90% | 10 (max 16) |
|
A consecutive three-kick attack that becomes more powerful with each successive hit. | |||||||||
II | Vital Throw | Physical | Cool | 70 | —% | 10 (max 16) |
|
The user attacks last. In return, this throw move is guaranteed not to miss. | |||||||||
IV | Wake-Up Slap | Physical | Smart | 70 | 100% | 10 (max 16) |
|
This attack inflicts big damage on a sleeping target. It also wakes the target up, however. | |||||||||
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. |
Fire-type moves
Gen | Move | Category | Contest | Power | Accuracy | PP | Range | Description | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
III | Blaze Kick | Physical | Beauty | 85 | 90% | 10 (max 16) |
|
The user launches a kick that lands a critical hit more easily. It may also leave the target with a burn. | |||||||||
IV | Fire Fang | Physical | Beauty | 65 | 95% | 15 (max 24) |
|
The user bites with flame-cloaked fangs. It may also make the target flinch or leave it burned. | |||||||||
I | Fire Punch | Physical | Beauty | 75 | 100% | 15 (max 24) |
|
The target is punched with a fiery fist. It may leave the target with a burn. | |||||||||
V | Flame Charge | Physical | 50 | 100% | 20 (max 32) |
|
The user cloaks itself with flame and attacks. Building up more power, it raises the user's Speed stat. | ||||||||||
II | Flame Wheel | Physical | Beauty | 60 | 100% | 25 (max 40) |
|
The user cloaks itself in fire and charges at the target. It may also leave the target with a burn. | |||||||||
IV | Flare Blitz | Physical | Smart | 120 | 100% | 15 (max 24) |
|
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 | Physical | Varies | 100% | 10 (max 16) |
|
The user slams its target with its flame-covered body. The more the user outweighs the target, the greater the damage. | ||||||||||
II | Sacred Fire | Physical | Beauty | 100 | 95% | 5 (max 8) |
|
The target is razed with a mystical fire of great intensity. It may also leave the target with a burn. | |||||||||
V | V-create | Physical | 180 | 95% | 5 (max 8) |
|
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. | ||||||||||
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. |
Flying-type moves
Gen | Move | Category | Contest | Power | Accuracy | PP | Range | Description | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
V | Acrobatics | Physical | 55 | 100% | 15 (max 24) |
|
The user nimbly strikes the target. If the user is not holding an item, this attack inflicts massive damage. | ||||||||||
III | Aerial Ace | Physical | Cool | 60 | —% | 20 (max 32) |
|
The user confounds the foe with speed, then slashes. The attack lands without fail. | |||||||||
III | Bounce | Physical | Cute | 85 | 85% | 5 (max 8) |
|
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 | Physical | Cute | 120 | 100% | 15 (max 24) |
|
The user tucks in its wings and charges from a low altitude. The user also takes serious damage. | |||||||||
I | Drill Peck | Physical | Cool | 80 | 100% | 20 (max 32) |
|
A corkscrewing attack with the sharp beak acting as a drill. | |||||||||
I | Fly | Physical | Smart | 90 | 95% | 15 (max 24) |
|
The user soars, then strikes its target on the second turn. It can also be used for flying to any familiar town. | |||||||||
I | Peck | Physical | Cool | 35 | 100% | 35 (max 56) |
|
The target is jabbed with a sharply pointed beak or horn. | |||||||||
IV | Pluck | Physical | Cute | 60 | 100% | 20 (max 32) |
|
The user pecks the target. If the target is holding a Berry, the user eats it and gains its effect. | |||||||||
I | Sky Attack | Physical | Cool | 140 | 90% | 5 (max 8) |
|
A second-turn attack move where critical hits land more easily. It may also make the target flinch. | |||||||||
V | Sky Drop | Physical | 60 | 100% | 10 (max 16) |
|
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 | Physical | Cool | 60 | 100% | 35 (max 56) |
|
The target is struck with large, imposing wings spread wide to inflict damage. | |||||||||
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. |
Ghost-type moves
Gen | Move | Category | Contest | Power | Accuracy | PP | Range | Description | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
III | Astonish | Physical | Smart | 30 | 100% | 15 (max 24) |
|
The user attacks the target while shouting in a startling fashion. It may also make the target flinch. | |||||||||
I | Lick | Physical | Tough | 30 | 100% | 30 (max 48) |
|
The target is licked with a long tongue, causing damage. It may also leave the target with paralysis. | |||||||||
VI | Phantom Force | Physical | 90 | 100% | 10 (max 16) |
|
The user vanishes somewhere, then strikes the target on the next turn. This move hits even if the target protects itself. | ||||||||||
IV | Shadow Claw | Physical | Cute | 70 | 100% | 15 (max 24) |
|
The user slashes with a sharp claw made from shadows. Critical hits land more easily. | |||||||||
IV | Shadow Force | Physical | Smart | 120 | 100% | 5 (max 8) |
|
The user disappears, then strikes the target on the second turn. It hits even if the target protects itself. | |||||||||
III | Shadow Punch | Physical | Smart | 60 | —% | 20 (max 32) |
|
The user throws a punch from the shadows. The punch lands without fail | |||||||||
IV | Shadow Sneak | Physical | Smart | 40 | 100% | 30 (max 48) |
|
The user extends its shadow and attacks the target from behind. This move always goes first. | |||||||||
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. |
Grass-type moves
Gen | Move | Category | Contest | Power | Accuracy | PP | Range | Description | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
III | Bullet Seed | Physical | Cool | 25 | 100% | 30 (max 48) |
|
The user forcefully shoots seeds at the target. Two to five seeds are shot in rapid succession. | |||||||||
V | Horn Leech | Physical | 75 | 100% | 10 (max 16) |
|
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 | Physical | Cool | 90 | 100% | 15 (max 24) |
|
The user handles a sharp leaf like a sword and attacks by cutting its target. Critical hits land more easily. | |||||||||
III | Needle Arm | Physical | Smart | 60 | 100% | 15 (max 24) |
|
The user attacks by wildly swinging its thorny arms. It may also make the target flinch. | |||||||||
VI | Petal Blizzard | Physical | 90 | 100% | 15 (max 24) |
|
The user stirs up a violent petal blizzard and attacks everything around it. | ||||||||||
IV | Power Whip | Physical | Beauty | 120 | 85% | 10 (max 16) |
|
The user violently whirls its vines or tentacles to harshly lash the target. | |||||||||
I | Razor Leaf | Physical | Cool | 55 | 95% | 25 (max 40) |
|
Sharp-edged leaves are launched to slash at the opposing team. Critical hits land more easily. | |||||||||
IV | Seed Bomb | Physical | Smart | 80 | 100% | 15 (max 24) |
|
The user slams a barrage of hard-shelled seeds down on the target from above. | |||||||||
I | Vine Whip | Physical | Cool | 45 | 100% | 25 (max 40) |
|
The target is struck with slender, whiplike vines to inflict damage. | |||||||||
IV | Wood Hammer | Physical | Tough | 120 | 100% | 15 (max 24) |
|
The user slams its rugged body into the target to attack. The user also sustains serious damage. | |||||||||
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. |
Ground-type moves
Gen | Move | Category | Contest | Power | Accuracy | PP | Range | Description | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
I | Bone Club | Physical | Tough | 65 | 85% | 20 (max 32) |
|
The user clubs the target with a bone. It may also make the target flinch. | |||||||||
II | Bone Rush | Physical | Tough | 25 | 90% | 10 (max 16) |
|
The user strikes the target with a hard bone two to five times in a row. | |||||||||
I | Bonemerang | Physical | Tough | 50 | 90% | 10 (max 16) |
|
The user throws the bone it holds. The bone loops to hit the target twice, coming and going. | |||||||||
V | Bulldoze | Physical | 60 | 100% | 20 (max 32) |
|
The user stomps down on the ground and attacks everything in the area. Hit Pokémon's Speed stat is reduced. | ||||||||||
I | Dig | Physical | Smart | 80 | 100% | 10 (max 16) |
|
The user burrows, then attacks on the second turn. It can also be used to exit dungeons. | |||||||||
V | Drill Run | Physical | 80 | 95% | 10 (max 16) |
|
The user crashes into its target while rotating its body like a drill. Critical hits land more easily. | ||||||||||
I | Earthquake | Physical | Tough | 100 | 100% | 10 (max 16) |
|
The user sets off an earthquake that strikes every Pokémon around it. | |||||||||
I | Fissure | Physical | Tough | — | 30% | 5 (max 8) |
|
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 | Physical | 90 | 100% | 10 (max 16) |
|
The user gathers the energy of the land and focuses that power on opposing Pokémon to damage them. | ||||||||||
II | Magnitude | Physical | Tough | Varies | 100% | 30 (max 48) |
|
The user looses a ground-shaking quake affecting everyone around the user. Its power varies. | |||||||||
III | Sand Tomb | Physical | Smart | 35 | 85% | 15 (max 24) |
|
The user traps the target inside a harshly raging sandstorm for four to five turns. | |||||||||
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. |
Ice-type moves
Gen | Move | Category | Contest | Power | Accuracy | PP | Range | Description | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
I | Aurora Beam | Special | Beauty | 65 | 100% | 20 (max 32) |
|
The target is hit with a rainbow-colored beam. This may also lower the target's Attack stat. | |||||||||
IV | Avalanche | Physical | Cool | 60 | 100% | 10 (max 16) |
|
An attack move that inflicts double the damage if the user has been hurt by the target in the same turn. | |||||||||
I | Blizzard | Special | Beauty | 110 | 70% | 5 (max 8) |
|
A howling blizzard is summoned to strike the opposing team. It may also freeze them solid. | |||||||||
VI | Freeze-Dry | Special | 70 | 100% | 20 (max 32) |
|
The user rapidly cools the target. This may also leave the target frozen. This move is super effective on Water types. | ||||||||||
V | Freeze Shock | Physical | 140 | 90% | 5 (max 8) |
|
On the second turn, the user hits the target with electrically charged ice. It may leave the target with paralysis. | ||||||||||
V | Frost Breath | Special | 60 | 90% | 10 (max 16) |
|
The user blows a cold breath on the target. This attack always results in a critical hit. | ||||||||||
V | Glaciate | Special | 65 | 95% | 10 (max 16) |
|
The user attacks by blowing freezing cold air at opposing Pokémon. This attack reduces the targets' Speed stat. | ||||||||||
III | Hail | Status | Beauty | — | 100% | 10 (max 16) |
|
The user summons a hail storm lasting five turns. It damages all Pokémon except the Ice type. | |||||||||
I | Haze | Status | Beauty | — | 100% | 30 (max 48) |
|
The user creates a haze that eliminates every stat change among all the Pokémon engaged in battle. | |||||||||
III | Ice Ball | Physical | Beauty | 30 | 90% | 20 (max 32) |
|
The user continually rolls into the target over five turns. It becomes stronger each time it hits. | |||||||||
I | Ice Beam | Special | Beauty | 90 | 100% | 10 (max 16) |
|
The target is struck with an icy-cold beam of energy. It may also freeze the target solid. | |||||||||
V | Ice Burn | Special | 140 | 90% | 5 (max 8) |
|
On the second turn, an ultracold, freezing wind surrounds the target. This may leave the target with a burn. | ||||||||||
IV | Ice Fang | Physical | Cool | 65 | 95% | 15 (max 24) |
|
The user bites with cold-infused fangs. It may also make the target flinch or leave it frozen. | |||||||||
I | Ice Punch | Physical | Beauty | 75 | 100% | 15 (max 24) |
|
The target is punched with an icy fist. It may also leave the target frozen. | |||||||||
IV | Ice Shard | Physical | Beauty | 40 | 100% | 30 (max 48) |
|
The user flash freezes chunks of ice and hurls them at the target. This move always goes first. | |||||||||
V | Icicle Crash | Physical | 85 | 90% | 10 (max 16) |
|
The user attacks by harshly dropping an icicle onto the target. It may also make the target flinch. | ||||||||||
III | Icicle Spear | Physical | Beauty | 25 | 100% | 30 (max 48) |
|
The user launches sharp icicles at the target. It strikes two to five times in a row. | |||||||||
II | Icy Wind | Special | Beauty | 55 | 95% | 15 (max 24) |
|
The user attacks with a gust of chilled air. It also lowers the targets' Speed stat. | |||||||||
I | Mist | Status | Beauty | — | 100% | 30 (max 48) |
|
The user cloaks its body with a white mist that prevents any of its stats from being cut for five turns. | |||||||||
II | Powder Snow | Special | Beauty | 40 | 100% | 25 (max 40) |
|
The user attacks with a chilling gust of powdery snow. It may also freeze the targets. | |||||||||
III | Sheer Cold | Special | Beauty | — | 30% | 5 (max 8) |
|
The target is attacked with a blast of absolute-zero cold. The target instantly faints if it hits. | |||||||||
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. |
Normal-type moves
Gen | Move | Category | Contest | Power | Accuracy | PP | Range | Description | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
I | Barrage | Physical | Tough | 15 | 85% | 20 (max 32) |
|
Round objects are hurled at the target to strike two to five times in a row. | |||||||||
I | Bide | Physical | Tough | Varies | —% | 10 (max 16) |
|
The user endures attacks for two turns, then strikes back to cause double the damage taken. | |||||||||
I | Bind | Physical | Tough | 15 | 85% | 20 (max 32) |
|
Things such as long bodies or tentacles are used to bind and squeeze the target for four to five turns. | |||||||||
I | Body Slam | Physical | Tough | 85 | 100% | 15 (max 24) |
|
The user drops onto the target with its full body weight. It may leave the target with paralysis. | |||||||||
V | Chip Away | Physical | 70 | 100% | 20 (max 32) |
|
Looking for an opening, the user strikes continually. The target's stat changes don't affect this attack's damage. | ||||||||||
I | Comet Punch | Physical | Tough | 18 | 85% | 15 (max 24) |
|
The target is hit with a flurry of punches that strike two to five times in a row. | |||||||||
I | Constrict | Physical | Tough | 10 | 100% | 35 (max 56) |
|
The target is attacked with long, creeping tentacles or vines. It may also lower the target's Speed stat. | |||||||||
III | Covet | Physical | Cute | 60 | 100% | 25 (max 40) |
|
The user endearingly approaches the target, then steals the target's held item. | |||||||||
III | Crush Claw | Physical | Cool | 75 | 95% | 10 (max 16) |
|
The user slashes the target with hard and sharp claws. It may also lower the target's Defense. | |||||||||
IV | Crush Grip | Physical | Tough | Varies | 100% | 5 (max 8) |
|
The target is crushed with great force. The attack is more powerful the more HP the target has left. | |||||||||
I | Cut | Physical | Cool | 50 | 95% | 30 (max 48) |
|
The target is cut with a scythe or a claw. It can also be used to cut down thin trees. | |||||||||
I | Dizzy Punch | Physical | Cool | 70 | 100% | 10 (max 16) |
|
The target is hit with rhythmically launched punches that may also leave it confused. | |||||||||
IV | Double Hit | Physical | Smart | 35 | 90% | 10 (max 16) |
|
The user slams the target with a long tail, vines, or tentacle. The target is hit twice in a row. | |||||||||
I | Double Slap | Physical | Tough | 15 | 85% | 10 (max 16) |
|
The target is slapped repeatedly, back and forth, two to five times in a row. | |||||||||
I | Double-Edge | Physical | Tough | 120 | 100% | 15 (max 24) |
|
A reckless, life-risking tackle. It also damages the user by a fairly large amount, however. | |||||||||
I | Egg Bomb | Physical | Tough | 100 | 75% | 10 (max 16) |
|
A large egg is hurled at the target with maximum force to inflict damage. | |||||||||
III | Endeavor | Physical | Tough | Varies | 100% | 5 (max 8) |
|
An attack move that cuts down the target's HP to equal the user's HP. | |||||||||
I | Explosion | Physical | Beauty | 250 | 100% | 5 (max 8) |
|
The user explodes to inflict damage on those around it. The user faints upon using this move. | |||||||||
II | Extreme Speed | Physical | Cool | 80 | 100% | 5 (max 8) |
|
The user charges the target at blinding speed. This attack always goes before any other move. | |||||||||
III | Facade | Physical | Cute | 70 | 100% | 20 (max 32) |
|
An attack move that doubles its power if the user is poisoned, burned, or has paralysis. | |||||||||
III | Fake Out | Physical | Cute | 40 | 100% | 10 (max 16) |
|
An attack that hits first and makes the target flinch. It only works the first turn the user is in battle. | |||||||||
II | False Swipe | Physical | Cool | 40 | 100% | 40 (max 64) |
|
A restrained attack that prevents the target from fainting. The target is left with at least 1 HP. | |||||||||
IV | Feint | Physical | Beauty | 30 | 100% | 10 (max 16) |
|
An attack that hits a target using Protect or Detect. It also lifts the effects of those moves. | |||||||||
II | Flail | Physical | Cute | Varies | 100% | 15 (max 24) |
|
The user flails about aimlessly to attack. It becomes more powerful the less HP the user has. | |||||||||
II | Frustration | Physical | Cute | Varies | 100% | 20 (max 32) |
|
A full-power attack that grows more powerful the less the user likes its Trainer. | |||||||||
I | Fury Attack | Physical | Cool | 15 | 85% | 20 (max 32) |
|
The target is jabbed repeatedly with a horn or beak two to five times in a row. | |||||||||
I | Fury Swipes | Physical | Tough | 18 | 80% | 15 (max 24) |
|
The target is raked with sharp claws or scythes for two to five times in quick succession. | |||||||||
IV | Giga Impact | Physical | Beauty | 150 | 90% | 5 (max 8) |
|
The user charges at the target using every bit of its power. The user must rest on the next turn. | |||||||||
I | Guillotine | Physical | Cool | — | —% | 5 (max 8) |
|
A vicious, tearing attack with big pincers. The target will faint instantly if this attack hits. | |||||||||
V | Head Charge | Physical | 120 | 100% | 15 (max 24) |
|
The user charges its head into its target, using its powerful guard hair. It also damages the user a little. | ||||||||||
I | Headbutt | Physical | Tough | 70 | 100% | 15 (max 24) |
|
The user sticks out its head and attacks by charging straight into the target. It may also make the target flinch. | |||||||||
VI | Hold Back | Physical | 40 | 100% | 40 (max 64) |
|
The user holds back when it attacks and the target is left with at least 1 HP. | ||||||||||
I | Horn Attack | Physical | Cool | 65 | 100% | 25 (max 40) |
|
The target is jabbed with a sharply pointed horn to inflict damage. | |||||||||
I | Horn Drill | Physical | Cool | — | —% | 5 (max 8) |
|
The user stabs the target with a horn that rotates like a drill. If it hits, the target faints instantly. | |||||||||
I | Hyper Fang | Physical | Cool | 80 | 90% | 15 (max 24) |
|
The user bites hard on the target with its sharp front fangs. It may also make the target flinch. | |||||||||
IV | Last Resort | Physical | Cute | 140 | 100% | 5 (max 8) |
|
This move can be used only after the user has used all the other moves it knows in the battle. | |||||||||
I | Mega Kick | Physical | Cool | 120 | 75% | 5 (max 8) |
|
The target is attacked by a kick launched with muscle-packed power. | |||||||||
I | Mega Punch | Physical | Tough | 80 | 85% | 20 (max 32) |
|
The target is slugged by a punch thrown with muscle-packed power. | |||||||||
IV | Natural Gift | Physical | Cool | Varies | 100% | 15 (max 24) |
|
The user draws power to attack by using its held Berry. The Berry determines its type and power. | |||||||||
I | Pay Day | Physical | Smart | 40 | 100% | 20 (max 32) |
|
Numerous coins are hurled at the target to inflict damage. Money is earned after battle. | |||||||||
I | Pound | Physical | Tough | 40 | 100% | 35 (max 56) |
|
The target is physically pounded with a long tail or a foreleg, etc. | |||||||||
II | Present | Physical | Cute | Varies | 90% | 15 (max 24) |
|
The user attacks by giving the target a gift with a hidden trap. It restores HP sometimes, however. | |||||||||
I | Quick Attack | Physical | Cool | 40 | 100% | 30 (max 48) |
|
The user lunges at the target at a speed that makes it almost invisible. It is sure to strike first. | |||||||||
I | Rage | Physical | Cool | 20 | 100% | 20 (max 32) |
|
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 | Physical | Cool | 20 | 100% | 40 (max 64) |
|
A spin attack that can also eliminate such moves as Bind, Wrap, Leech Seed, and Spikes. | |||||||||
V | Retaliate | Physical | 70 | 100% | 5 (max 8) |
|
The user gets revenge for a fainted ally. If an ally fainted in the previous turn, this attack's damage increases. | ||||||||||
II | Return | Physical | Cute | Varies | 100% | 20 (max 32) |
|
A full-power attack that grows more powerful the more the user likes its Trainer. | |||||||||
IV | Rock Climb | Physical | Cool | 90 | 85% | 20 (max 32) |
|
The user attacks the target by smashing into it with incredible force. It may also confuse the target. | |||||||||
I | Scratch | Physical | Tough | 40 | 100% | 35 (max 56) |
|
Hard, pointed, and sharp claws rake the target to inflict damage. | |||||||||
III | Secret Power | Physical | Smart | 70 | 100% | 20 (max 32) |
|
The user attacks the target with a secret power. Its added effects vary depending on the user's environment. | |||||||||
I | Self-Destruct | Physical | Beauty | 200 | 100% | 5 (max 8) |
|
The user attacks everything around it by causing an explosion. The user faints upon using this move. | |||||||||
I | Skull Bash | Physical | Tough | 130 | 100% | 10 (max 16) |
|
The user tucks in its head to raise its Defense in the first turn, then rams the target on the next turn. | |||||||||
I | Slam | Physical | Tough | 80 | 75% | 20 (max 32) |
|
The target is slammed with a long tail, vines, etc., to inflict damage. | |||||||||
I | Slash | Physical | Cool | 70 | 100% | 20 (max 32) |
|
The target is attacked with a slash of claws or blades. Critical hits land more easily. | |||||||||
III | Smelling Salts | Physical | Smart | 70 | 100% | 10 (max 16) |
|
This attack inflicts double damage on a target with paralysis. It also cures the target's paralysis, however. | |||||||||
I | Spike Cannon | Physical | Cool | 20 | 100% | 15 (max 24) |
|
Sharp spikes are shot at the target in rapid succession. They hit two to five times in a row. | |||||||||
I | Stomp | Physical | Tough | 65 | 100% | 20 (max 32) |
|
The target is stomped with a big foot. It may also make the target flinch. | |||||||||
I | Strength | Physical | Tough | 80 | 100% | 15 (max 24) |
|
The target is slugged with a punch thrown at maximum power. It can also be used to move heavy boulders. | |||||||||
I | Struggle | Physical | Cool | 50 | —% | 1 (max 1) |
|
An attack that is used in desperation only if the user has no PP. It also hurts the user slightly. | |||||||||
I | Super Fang | Physical | Tough | Varies | 90% | 10 (max 16) |
|
The user chomps hard on the target with its sharp front fangs. It cuts the target's HP to half. | |||||||||
I | Tackle | Physical | Tough | 50 | 100% | 35 (max 56) |
|
A physical attack in which the user charges and slams into the target with its whole body. | |||||||||
V | Tail Slap | Physical | 25 | 85% | 10 (max 16) |
|
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 | Physical | Tough | 90 | 85% | 20 (max 32) |
|
A reckless, full-body charge attack for slamming into the target. It also damages the user a little. | |||||||||
I | Thrash | Physical | Tough | 120 | 100% | 10 (max 16) |
|
The user rampages and attacks for two to three turns. It then becomes confused, however. | |||||||||
I | Vice Grip | Physical | Tough | 55 | 100% | 30 (max 48) |
|
The target is gripped and squeezed from both sides to inflict damage. | |||||||||
I | Wrap | Physical | Tough | 15 | 90% | 20 (max 32) |
|
A long body or vines are used to wrap and squeeze the target for four to five turns. | |||||||||
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. |
Poison-type moves
Gen | Move | Category | Contest | Power | Accuracy | PP | Range | Description | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
IV | Cross Poison | Physical | Cool | 70 | 100% | 20 (max 32) |
|
A slashing attack with a poisonous blade that may also leave the target poisoned. Critical hits land more easily. | |||||||||
IV | Gunk Shot | Physical | Cool | 120 | 80% | 5 (max 8) |
|
The user shoots filthy garbage at the target to attack. It may also poison the target. | |||||||||
III | Poison Fang | Physical | Smart | 50 | 100% | 15 (max 24) |
|
The user bites the target with toxic fangs. It may also leave the target badly poisoned. | |||||||||
IV | Poison Jab | Physical | Smart | 80 | 100% | 20 (max 32) |
|
The target is stabbed with a tentacle or arm seeped with poison. It may also poison the target. | |||||||||
I | Poison Sting | Physical | Smart | 15 | 100% | 35 (max 56) |
|
The user stabs the target with a poisonous stinger. This may also poison the target. | |||||||||
III | Poison Tail | Physical | Smart | 50 | 100% | 25 (max 40) |
|
The user hits the target with its tail. It may also poison the target. Critical hits land more easily. | |||||||||
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. |
Psychic-type moves
Gen | Move | Category | Contest | Power | Accuracy | PP | Range | Description | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
V | Heart Stamp | Physical | 60 | 100% | 25 (max 40) |
|
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 | Physical | Cool | 70 | 100% | 20 (max 32) |
|
The user tears at the target with blades formed by psychic power. Critical hits land more easily. | |||||||||
V | Psyshock | Special | 80 | 100% | 10 (max 16) |
|
The user materializes an odd psychic wave to attack the target. This attack does physical damage. | ||||||||||
V | Psystrike | Special | 100 | 100% | 10 (max 16) |
|
The user materializes an odd psychic wave to attack the target. This attack does physical damage. | ||||||||||
I | Reflect | Status | Smart | — | —% | 20 (max 32) |
|
A wondrous wall of light is put up to suppress damage from physical attacks for five turns. | |||||||||
IV | Zen Headbutt | Physical | Beauty | 80 | 90% | 15 (max 24) |
|
The user focuses its willpower to its head and attacks the target. It may also make the target flinch. | |||||||||
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. |
Rock-type moves
Gen | Move | Category | Contest | Power | Accuracy | PP | Range | Description | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
IV | Head Smash | Physical | Tough | 150 | 80% | 5 (max 8) |
|
The user attacks the target with a hazardous, full-power headbutt. The user also takes terrible damage. | |||||||||
III | Rock Blast | Physical | Tough | 25 | 90% | 10 (max 16) |
|
The user hurls hard rocks at the target. Two to five rocks are launched in quick succession. | |||||||||
I | Rock Slide | Physical | Tough | 75 | 90% | 10 (max 16) |
|
Large boulders are hurled at the opposing team to inflict damage. It may also make the targets flinch. | |||||||||
I | Rock Throw | Physical | Tough | 50 | 90% | 15 (max 24) |
|
The user picks up and throws a small rock at the target to attack. | |||||||||
III | Rock Tomb | Physical | Smart | 60 | 95% | 15 (max 24) |
|
Boulders are hurled at the target. It also lowers the target's Speed by preventing its movement. | |||||||||
IV | Rock Wrecker | Physical | Tough | 150 | 90% | 5 (max 8) |
|
The user launches a huge boulder at the target to attack. It must rest on the next turn, however. | |||||||||
II | Rollout | Physical | Tough | 30 | 90% | 20 (max 32) |
|
The user continually rolls into the target over five turns. It becomes stronger each time it hits. | |||||||||
V | Smack Down | Physical | 50 | 100% | 15 (max 24) |
|
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 | Physical | Tough | 100 | 80% | 5 (max 8) |
|
The user stabs the target with sharpened stones from below. Critical hits land more easily. | |||||||||
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. |
Steel-type moves
Gen | Move | Category | Contest | Power | Accuracy | PP | Range | Description | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
IV | Bullet Punch | Physical | Smart | 40 | 100% | 30 (max 48) |
|
The user strikes the target with tough punches as fast as bullets. This move always goes first. | |||||||||
V | Gear Grind | Physical | 50 | 85% | 10 (max 16) |
|
The user attacks by throwing two steel gears at its target. | ||||||||||
IV | Gyro Ball | Physical | Beauty | Varies | 100% | 5 (max 8) |
|
The user tackles the target with a high-speed spin. The slower the user, the greater the damage. | |||||||||
V | Heavy Slam | Physical | Varies | 100% | 10 (max 16) |
|
The user slams into the target with its heavy body. The more the user outweighs the target, the greater its damage. | ||||||||||
IV | Iron Head | Physical | Tough | 80 | 100% | 15 (max 24) |
|
The foe slams the target with its steel-hard head. It may also make the target flinch. | |||||||||
II | Iron Tail | Physical | Cool | 100 | 75% | 15 (max 24) |
|
The target is slammed with a steel-hard tail. It may also lower the target's Defense stat. | |||||||||
IV | Magnet Bomb | Physical | Cool | 60 | —% | 20 (max 32) |
|
The user launches steel bombs that stick to the target. This attack will not miss. | |||||||||
IV | Metal Burst | Physical | Beauty | Varies | 100% | 10 (max 16) |
|
The user retaliates with much greater power against the target that last inflicted damage on it. | |||||||||
II | Metal Claw | Physical | Cool | 50 | 95% | 35 (max 56) |
|
The target is raked with steel claws. It may also raise the user's Attack stat. | |||||||||
III | Meteor Mash | Physical | Cool | 90 | 90% | 10 (max 16) |
|
The target is hit with a hard punch fired like a meteor. It may also raise the user's Attack. | |||||||||
II | Steel Wing | Physical | Cool | 70 | 90% | 25 (max 40) |
|
The target is hit with wings of steel. It may also raise the user's Defense stat. | |||||||||
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. |
Water-type moves
Gen | Move | Category | Contest | Power | Accuracy | PP | Range | Description | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
IV | Aqua Jet | Physical | Beauty | 40 | 100% | 20 (max 32) |
|
The user lunges at the target at a speed that makes it almost invisible. It is sure to strike first. | |||||||||
IV | Aqua Tail | Physical | Cute | 90 | 90% | 10 (max 16) |
|
The user attacks by swinging its tail as if it were a vicious wave in a raging storm. | |||||||||
I | Clamp | Physical | Tough | 35 | 85% | 15 (max 24) |
|
The target is clamped and squeezed by the user's very thick and sturdy shell for four to five turns. | |||||||||
I | Crabhammer | Physical | Tough | 100 | 90% | 10 (max 16) |
|
The target is hammered with a large pincer. Critical hits land more easily. | |||||||||
III | Dive | Physical | Beauty | 80 | 100% | 10 (max 16) |
|
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 | Physical | 75 | 95% | 10 (max 16) |
|
The user cuts its target with sharp shells. This attack may also lower the target's Defense stat. | ||||||||||
VI | Water Shuriken | Physical | 15 | 100% | 20 (max 32) |
|
The user hits the target with throwing stars two to five times in a row. This move always goes first. | ||||||||||
I | Waterfall | Physical | Tough | 80 | 100% | 15 (max 24) |
|
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
This move-related article is a stub. You can help Bulbapedia by expanding it. |
This game mechanic article is part of Project Games, a Bulbapedia project that aims to write comprehensive articles on the Pokémon games. |