Status move
Damage categories | |||
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Physical | |||
Special | |||
Status |
A status move is a move that, in the Pokémon games, does no direct damage, but instead causes a weather condition, status ailment, or changes the stats of a Pokémon during battle. This includes also other attacks which cannot be categorized under physical moves and special moves because of their unique or nearly-unique effects, such as Destiny Bond, Splash, Charge, and Recover. Status moves fall under the Other category in Pokémon Mystery Dungeon: Explorers of Time, Darkness and Sky.
The majority of Normal- and Psychic-type moves, as well as the only ???-type* move, Curse, are in this category. Very few moves of the other 16 types are status moves; for example, the Dragon type only features one status move, while Fire only features two.
Moves
Bug Moves
Gen | Move | Category | Contest | Power | Accuracy | PP | Range | Description | |||||||||
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IV | Defend Order | Status | Smart | — | —% | 10 (max 16) |
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The user calls out its underlings to shield its body, raising its Defense and Sp. Def stats. | |||||||||
IV | Heal Order | Status | Smart | — | —% | 10 (max 16) |
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The user calls out its underlings to heal it. The user regains up to half of its max HP. | |||||||||
VI | Powder | Status | — | —% | 20 (max 32) |
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The user covers the target in a powder that explodes and damages the target if it uses a Fire-type move. | ||||||||||
V | Quiver Dance | Status | — | —% | 20 (max 32) |
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The user lightly performs a beautiful, mystic dance. It boosts the user's Sp. Atk, Sp. Def, and Speed stats. | ||||||||||
V | Rage Powder | Status | — | —% | 20 (max 32) |
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The user scatters a cloud of irritating powder to draw attention to itself. Opponents aim only at the user. | ||||||||||
II | Spider Web | Status | Smart | — | —% | 10 (max 16) |
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The user ensnares the target with thin, gooey silk so it can't flee from battle. | |||||||||
I | String Shot | Status | Smart | — | 95% | 40 (max 64) |
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The targets are bound with silk blown from the user's mouth. This silk reduces the targets' Speed stat. | |||||||||
VI | Sticky Web | Status | — | —% | 20 (max 32) |
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The user weaves a sticky net around the opposing team, which lowers their Speed stat upon switching into battle. | ||||||||||
III | Tail Glow | Status | Beauty | — | —% | 20 (max 32) |
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The user stares at flashing lights to focus its mind, drastically raising its Sp. Atk 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. |
Dark Moves
Gen | Move | Category | Contest | Power | Accuracy | PP | Range | Description | |||||||||
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IV | Dark Void | Status | Smart | — | 80% | 10 (max 16) |
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Opposing Pokémon are dragged into a world of total darkness that makes them sleep. | |||||||||
IV | Embargo | Status | Cute | — | 100% | 15 (max 24) |
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It prevents the target from using its held item. Its Trainer is also prevented from using items on it. | |||||||||
III | Fake Tears | Status | Smart | — | 100% | 20 (max 32) |
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The user feigns crying to fluster the target, harshly lowering its Sp. Def stat. | |||||||||
III | Flatter | Status | Smart | — | 100% | 15 (max 24) |
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Flattery is used to confuse the target. However, it also raises the target's Sp. Atk stat. | |||||||||
V | Hone Claws | Status | — | —% | 15 (max 24) |
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The user sharpens its claws to boost its Attack stat and accuracy. | ||||||||||
III | Memento | Status | Tough | — | —% | 10 (max 16) |
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The user faints when using this move. In return, it harshly lowers the target's Attack and Sp. Atk. | |||||||||
IV | Nasty Plot | Status | Cute | — | —% | 20 (max 32) |
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The user stimulates its brain by thinking bad thoughts. It sharply raises the user's Sp. Atk. | |||||||||
VI | Parting Shot | Status | — | —% | 20 (max 32) |
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With a parting threat, the user lowers the target's Attack and Sp. Atk stats. Then it switches with a party Pokémon. | ||||||||||
V | Quash | Status | — | 100% | 15 (max 24) |
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The user suppresses the target and makes its move go last. | ||||||||||
III | Snatch | Status | Smart | — | —% | 10 (max 16) |
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The user steals the effects of any healing or stat-changing move the opponent attempts to use. | |||||||||
IV | Switcheroo | Status | Cool | — | 100% | 10 (max 16) |
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The user trades held items with the target faster than the eye can follow. | |||||||||
III | Taunt | Status | Smart | — | 100% | 20 (max 32) |
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The target is taunted into a rage that allows it to use only attack moves for three turns. | |||||||||
VI | Topsy-Turvy | Status | — | —% | 20 (max 32) |
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All stat changes affecting the target turn topsy-turvy and become the opposite of what they were. | ||||||||||
III | Torment | Status | Smart | — | 100% | 15 (max 24) |
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The user torments and enrages the target, making it incapable of using the same move twice in a row. | |||||||||
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 Moves
Gen | Move | Category | Contest | Power | Accuracy | PP | Range | Description | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
III | Dragon Dance | Status | Cool | — | —% | 20 (max 32) |
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The user vigorously performs a mystic, powerful dance that boosts its Attack 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. |
Electric Moves
Gen | Move | Category | Contest | Power | Accuracy | PP | Range | Description | |||||||||
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III | Charge | Status | Smart | — | —% | 20 (max 32) |
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The user boosts the power of the Electric move it uses on the next turn. It also raises the user's Sp. Def stat. | |||||||||
VI | Eerie Impulse | Status | — | 100% | 15 (max 24) |
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The user's body generates an eerie impulse. Exposing the target to it harshly lowers the target's Sp. Atk stat. | ||||||||||
VI | Electric Terrain | Status | — | —% | 10 (max 16) |
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The user electrifies the ground under everyone's feet for five turns. Pokémon on the ground no longer fall asleep. | ||||||||||
VI | Electrify | Status | — | —% | 15 (max 24) |
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If the target is electrified before it uses a move during that turn, the target's move becomes Electric type. | ||||||||||
VI | Ion Deluge | Status | — | —% | 25 (max 40) |
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The user disperses electrically charged particles, which changes Normal-type moves to Electric-type moves. | ||||||||||
IV | Magnet Rise | Status | Cute | — | —% | 10 (max 16) |
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The user levitates using electrically generated magnetism for five turns. | |||||||||
VI | Magnetic Flux | Status | — | —% | 20 (max 32) |
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The user manipulates magnetic fields which raises the Defense and Sp. Def stats of ally Pokémon with the Plus or Minus Ability. | ||||||||||
I | Thunder Wave | Status | Cool | — | 100% | 20 (max 32) |
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A weak electric charge is launched at the target. It causes paralysis 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. |
Fairy Moves
Gen | Move | Category | Contest | Power | Accuracy | PP | Range | Description | |||||||||
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VI | Baby-Doll Eyes | Status | — | 100% | 30 (max 48) |
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The user stares at the target with its baby-doll eyes, which lowers its Attack stat. This move always goes first. | ||||||||||
II | Charm | Status | Cute | — | 100% | 20 (max 32) |
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The user gazes at the target rather charmingly, making it less wary. This harshly lowers its Attack stat. | |||||||||
VI | Geomancy | Status | — | —% | 10 (max 16) |
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The user absorbs energy and sharply raises its Sp. Atk, Sp. Def, and Speed stats on the next turn. | ||||||||||
VI | Misty Terrain | Status | — | —% | 10 (max 16) |
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The user covers the ground under everyone's feet with mist for five turns. This protects Pokémon on the ground from status conditions. | ||||||||||
II | Moonlight | Status | Beauty | — | —% | 5 (max 8) |
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The user restores its own HP. The amount of HP regained varies with the weather. | |||||||||
II | Sweet Kiss | Status | Cute | — | 75% | 10 (max 16) |
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The user kisses the target with a sweet, angelic cuteness that causes confusion. | |||||||||
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 Moves
Gen | Move | Category | Contest | Power | Accuracy | PP | Range | Description | |||||||||
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III | Bulk Up | Status | Beauty | — | —% | 20 (max 32) |
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The user tenses its muscles to bulk up its body, boosting both its Attack and Defense stats. | |||||||||
II | Detect | Status | Cool | — | —% | 5 (max 8) |
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It enables the user to evade all attacks. Its chance of failing rises if it is used in succession. | |||||||||
VI | Mat Block | Status | — | —% | 15 (max 24) |
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Using a pulled-up mat as a shield, the user protects itself and its allies from damaging moves. This does not stop status moves. | ||||||||||
V | Quick Guard | Status | — | —% | 15 (max 24) |
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The user protects itself and its allies from priority moves. If used in succession, its chance of failing rises. | ||||||||||
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 Moves
Gen | Move | Category | Contest | Power | Accuracy | PP | Range | Description | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
II | Sunny Day | Status | Beauty | — | —% | 5 (max 8) |
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The user intensifies the sun for five turns, powering up Fire-type moves. | |||||||||
III | Will-O-Wisp | Status | Beauty | — | 75% | 15 (max 24) |
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The user shoots a sinister, bluish-white flame at the target to inflict a burn. | |||||||||
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 Moves
Gen | Move | Category | Contest | Power | Accuracy | PP | Range | Description | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
IV | Defog | Status | Beauty | — | —% | 15 (max 24) |
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A strong wind blows away the target's obstacles such as Reflect or Light Screen. It also lowers the target's evasiveness. | |||||||||
III | FeatherDance | Status | Beauty | — | 100% | 15 (max 24) |
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The user covers the target's body with a mass of down that harshly lowers its Attack stat. | |||||||||
I | Mirror Move | Status | Smart | — | 100% | 20 (max 32) |
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The user counters the target by mimicking the target's last move. | |||||||||
IV | Roost | Status | Cool | — | —% | 10 (max 16) |
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The user lands and rests its body. It restores the user's HP by up to half of its max HP. | |||||||||
IV | Tailwind | Status | Smart | — | —% | 30 (max 48) |
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The user whips up a turbulent whirlwind that ups the Speed of all party Pokémon for four 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. |
Ghost Moves
Gen | Move | Category | Contest | Power | Accuracy | PP | Range | Description | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
I | Confuse Ray | Status | Smart | — | 100% | 10 (max 16) |
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The target is exposed to a sinister ray that triggers confusion. | |||||||||
II | Curse | Status | Tough | — | —% | 10 (max 16) |
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A move that works differently for the Ghost type than for all the other types. | |||||||||
II | Destiny Bond | Status | Smart | — | —% | 5 (max 8) |
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When this move is used, if the user faints, the Pokémon that landed the knockout hit also faints. | |||||||||
III | Grudge | Status | Tough | — | —% | 5 (max 8) |
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If the user faints, the user's grudge fully depletes the PP of the opponent's move that knocked it out. | |||||||||
II | Nightmare | Status | Smart | — | 100% | 15 (max 24) |
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A sleeping target sees a nightmare that inflicts some damage every turn. | |||||||||
II | Spite | Status | Smart | — | 100% | 10 (max 16) |
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The user unleashes its grudge on the move last used by the target by cutting 4 PP from it. | |||||||||
VI | Trick-or-Treat | Status | — | 100% | 20 (max 32) |
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The user takes the target trick-or-treating. This adds Ghost type to the target's type. | ||||||||||
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 Moves
Gen | Move | Category | Contest | Power | Accuracy | PP | Range | Description | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
III | Aromatherapy | Status | Smart | — | —% | 5 (max 8) |
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The user releases a soothing scent that heals all status problems affecting the user's party. | |||||||||
V | Cotton Guard | Status | — | —% | 10 (max 16) |
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The user protects itself by wrapping its body in soft cotton, drastically raising the user's Defense stat. | ||||||||||
II | Cotton Spore | Status | Beauty | — | 100% | 40 (max 64) |
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The user releases cotton-like spores that cling to the target, harshly reducing its Speed stat. | |||||||||
VI | Forest's Curse | Status | — | —% | 20 (max 32) |
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The user puts a forest curse on the target. Afflicted targets are now Grass type as well. | ||||||||||
III | GrassWhistle | Status | Smart | — | 55% | 15 (max 24) |
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The user plays a pleasant melody that lulls the target into a deep sleep. | |||||||||
VI | Grassy Terrain | Status | — | —% | 10 (max 16) |
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The user turns the ground under everyone's feet to grass for five turns. This restores the HP of Pokémon on the ground a little every turn. | ||||||||||
III | Ingrain | Status | Smart | — | —% | 20 (max 32) |
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The user lays roots that restore its HP on every turn. Because it is rooted, it can't switch out. | |||||||||
I | Leech Seed | Status | Smart | — | 90% | 10 (max 16) |
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A seed is planted on the target. It steals some HP from the target every turn. | |||||||||
I | Spore | Status | Smart | — | 100% | 15 (max 24) |
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The user scatters bursts of spores that induce sleep. | |||||||||
I | Stun Spore | Status | Smart | — | 75% | 30 (max 48) |
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The user scatters a cloud of paralyzing powder. It may leave the target with paralysis. | |||||||||
II | Synthesis | Status | Smart | — | —% | 5 (max 8) |
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The user restores its own HP. The amount of HP regained varies with the weather. | |||||||||
IV | Worry Seed | Status | Beauty | — | 100% | 10 (max 16) |
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A seed that causes worry is planted on the target. It prevents sleep by making its Ability Insomnia. | |||||||||
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 Moves
Gen | Move | Category | Contest | Power | Accuracy | PP | Range | Description | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
III | Mud Sport | Status | Cute | — | —% | 15 (max 24) |
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The user covers itself with mud. It weakens Electric-type moves while the user is in the battle. | |||||||||
VI | Rototiller | Status | — | —% | 10 (max 16) |
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Tilling the soil, the user makes it easier for plants to grow. This raises the Attack and Sp. Atk stats of Grass-type Pokémon. | ||||||||||
I | Sand-Attack | Status | Cute | — | 100% | 15 (max 24) |
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Sand is hurled in the target's face, reducing its accuracy. | |||||||||
II | Spikes | Status | Smart | — | —% | 20 (max 32) |
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The user lays a trap of spikes at the opposing team's feet. The trap hurts Pokémon that switch into battle. | |||||||||
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 Moves
Gen | Move | Category | Contest | Power | Accuracy | PP | Range | Description | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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) |
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The user creates a haze that eliminates every stat change among all the Pokémon engaged in battle. | |||||||||
I | Mist | Status | Beauty | — | 100% | 30 (max 48) |
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The user cloaks its body with a white mist that prevents any of its stats from being cut for 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. |
Normal Moves
Gen | Move | Category | Contest | Power | Accuracy | PP | Range | Description | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
IV | Acupressure | Status | Cool | — | —% | 30 (max 48) |
|
The user applies pressure to stress points, sharply boosting one of its stats. | |||||||||
V | After You | Status | — | —% | 15 (max 24) |
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The user helps the target and makes it use its move right after the user. | ||||||||||
III | Assist | Status | Cute | — | —% | 20 (max 32) |
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The user hurriedly and randomly uses a move among those known by other Pokémon in the party. | |||||||||
II | Attract | Status | Cute | — | 100% | 15 (max 24) |
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If it is the opposite gender of the user, the target becomes infatuated and less likely to attack. | |||||||||
II | Baton Pass | Status | Cute | — | —% | 40 (max 64) |
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The user switches places with a party Pokémon in waiting, passing along any stat changes. | |||||||||
II | Belly Drum | Status | Cute | — | —% | 10 (max 16) |
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The user maximizes its Attack stat in exchange for HP equal to half its max HP. | |||||||||
V | Bestow | Status | — | —% | 15 (max 24) |
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The user passes its held item to the target when the target isn't holding an item. | ||||||||||
III | Block | Status | Cute | — | —% | 5 (max 8) |
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The user blocks the target's way with arms spread wide to prevent escape. | |||||||||
III | Camouflage | Status | Smart | — | —% | 20 (max 32) |
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The user's type is changed depending on its environment, such as at water's edge, in grass, or in a cave. | |||||||||
IV | Captivate | Status | Beauty | — | 100% | 20 (max 32) |
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If it is the opposite gender of the user, the target is charmed into harshly lowering its Sp. Atk stat. | |||||||||
VI | Confide | Status | — | —% | 20 (max 32) |
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The user tells the target a secret, and the target loses its ability to concentrate. This lowers the target's Sp. Atk. stat. | ||||||||||
I | Conversion | Status | Beauty | — | —% | 30 (max 48) |
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The user changes its type to become the same type as one of its moves. | |||||||||
II | Conversion 2 | Status | Beauty | — | —% | 30 (max 48) |
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The user changes its type to make itself resistant to the type of the attack the opponent used last. | |||||||||
IV | Copycat | Status | Cool | — | —% | 20 (max 32) |
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The user mimics the move used immediately before it. The move fails if no other move has been used yet. | |||||||||
I | Defense Curl | Status | Cute | — | —% | 40 (max 64) |
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The user curls up to conceal weak spots and raise its Defense stat. | |||||||||
I | Disable | Status | Smart | — | 100% | 20 (max 32) |
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For four turns, this move prevents the target from using the move it last used. | |||||||||
I | Double Team | Status | Cool | — | —% | 15 (max 24) |
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By moving rapidly, the user makes illusory copies of itself to raise its evasiveness. | |||||||||
II | Encore | Status | Cute | — | 100% | 5 (max 8) |
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The user compels the target to keep using only the move it last used for three turns. | |||||||||
II | Endure | Status | Tough | — | —% | 10 (max 16) |
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The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession. | |||||||||
V | Entrainment | Status | — | 100% | 15 (max 24) |
|
The user dances with an odd rhythm that compels the target to mimic it, making the target's Ability the same as the user's. | ||||||||||
I | Flash | Status | Beauty | — | 100% | 20 (max 32) |
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The user flashes a light that cuts the target's accuracy. It can also be used to illuminate caves. | |||||||||
I | Focus Energy | Status | Cool | — | —% | 30 (max 48) |
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The user takes a deep breath and focuses so that critical hits land more easily. | |||||||||
III | Follow Me | Status | Cute | — | —% | 20 (max 32) |
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The user draws attention to itself, making all targets take aim only at the user. | |||||||||
II | Foresight | Status | Smart | — | —% | 40 (max 64) |
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Enables a Ghost-type target to be hit by Normal- and Fighting-type attacks. It also enables an evasive target to be hit. | |||||||||
I | Glare | Status | Tough | — | 90% | 30 (max 48) |
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The user intimidates the target with the pattern on its belly to cause paralysis. | |||||||||
I | Growl | Status | Cute | — | 100% | 40 (max 64) |
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The user growls in an endearing way, making the opposing team less wary. The foes' Attack stats are lowered. | |||||||||
I | Growth | Status | Beauty | — | —% | 40 (max 64) |
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The user's body grows all at once, raising the Atk and Sp. Atk stats. | |||||||||
I | Harden | Status | Tough | — | —% | 30 (max 48) |
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The user stiffens all the muscles in its body to raise its Defense stat. | |||||||||
II | Heal Bell | Status | Beauty | — | —% | 5 (max 8) |
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The user makes a soothing bell chime to heal the status problems of all the party Pokémon. | |||||||||
III | Helping Hand | Status | Smart | — | —% | 20 (max 32) |
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The user assists an ally by boosting the power of its attack. | |||||||||
III | Howl | Status | Cool | — | —% | 40 (max 64) |
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The user howls loudly to raise its spirit, boosting its Attack stat. | |||||||||
I | Leer | Status | Cool | — | 100% | 30 (max 48) |
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The opposing team gains an intimidating leer with sharp eyes. The opposing team's Defense stats are reduced. | |||||||||
II | Lock-On | Status | Smart | — | —% | 5 (max 8) |
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The user takes sure aim at the target. It ensures the next attack does not fail to hit the target. | |||||||||
I | Lovely Kiss | Status | Beauty | — | 75% | 10 (max 16) |
|
With a scary face, the user tries to force a kiss on the target. If it succeeds, the target falls asleep. | |||||||||
IV | Lucky Chant | Status | Cute | — | —% | 30 (max 48) |
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The user chants an incantation toward the sky, preventing opposing Pokémon from landing critical hits. | |||||||||
IV | Me First | Status | Cute | — | —% | 20 (max 32) |
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The user tries to cut ahead of the target to steal and use the target's intended move with greater power. | |||||||||
II | Mean Look | Status | Beauty | — | —% | 5 (max 8) |
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The user pins the target with a dark, arresting look. The target becomes unable to flee. | |||||||||
I | Metronome | Status | Cute | — | —% | 10 (max 16) |
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The user waggles a finger and stimulates its brain into randomly using nearly any move. | |||||||||
II | Milk Drink | Status | Cute | — | —% | 10 (max 16) |
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The user restores its own HP by up to half of its maximum HP. May also be used in the field to heal HP. | |||||||||
I | Mimic | Status | Cute | — | —% | 10 (max 16) |
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The user copies the target's last move. The move can be used during battle until the Pokémon is switched out. | |||||||||
II | Mind Reader | Status | Smart | — | —% | 5 (max 8) |
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The user senses the target's movements with its mind to ensure its next attack does not miss the target. | |||||||||
I | Minimize | Status | Cute | — | —% | 20 (max 32) |
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The user compresses its body to make itself look smaller, which sharply raises its evasiveness. | |||||||||
II | Morning Sun | Status | Beauty | — | —% | 5 (max 8) |
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The user restores its own HP. The amount of HP regained varies with the weather. | |||||||||
III | Nature Power | Status | Beauty | — | —% | 20 (max 32) |
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An attack that makes use of nature's power. Its effects vary depending on the user's environment. | |||||||||
VI | Noble Roar | Status | — | —% | 30 (max 48) |
|
Letting out a noble roar, the user intimidates the target and lowers its Attack and Sp. Atk stats. | ||||||||||
III | Odor Sleuth | Status | Smart | — | —% | 40 (max 64) |
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Enables a Ghost-type target to be hit with Normal- and Fighting-type attacks. It also enables an evasive target to be hit. | |||||||||
II | Pain Split | Status | Smart | — | —% | 20 (max 32) |
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The user adds its HP to the target's HP, then equally shares the combined HP with the target. | |||||||||
II | Perish Song | Status | Beauty | — | —% | 5 (max 8) |
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Any Pokémon that hears this song faints in three turns, unless it switches out of battle. | |||||||||
II | Protect | Status | Cute | — | —% | 10 (max 16) |
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It enables the user to evade all attacks. Its chance of failing rises if it is used in succession. | |||||||||
III | Psych Up | Status | Smart | — | —% | 10 (max 16) |
|
The user hypnotizes itself into copying any stat change made by the target. | |||||||||
I | Recover | Status | Smart | — | —% | 10 (max 16) |
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Restoring its own cells, the user restores its own HP by half of its max HP. | |||||||||
III | Recycle | Status | Smart | — | —% | 10 (max 16) |
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The user recycles a held item that has been used in battle so it can be used again. | |||||||||
V | Reflect Type | Status | — | —% | 15 (max 24) |
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The user reflects the target's type, making it the same type as the target. | ||||||||||
III | Refresh | Status | Cute | — | —% | 20 (max 32) |
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The user rests to cure itself of a poisoning, burn, or paralysis. | |||||||||
I | Roar | Status | Cool | — | 100% | 20 (max 32) |
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The target is scared off and replaced by another Pokémon in its party. In the wild, the battle ends. | |||||||||
II | Safeguard | Status | Beauty | — | —% | 25 (max 40) |
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The user creates a protective field that prevents status problems for five turns. | |||||||||
II | Scary Face | Status | Tough | — | 100% | 10 (max 16) |
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The user frightens the target with a scary face to harshly reduce its Speed stat. | |||||||||
I | Screech | Status | Smart | — | 85% | 40 (max 64) |
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An earsplitting screech harshly reduces the target's Defense stat. | |||||||||
I | Sharpen | Status | Cute | — | —% | 30 (max 48) |
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The user reduces its polygon count to make itself more jagged, raising the Attack stat. | |||||||||
V | Shell Smash | Status | — | —% | 15 (max 24) |
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The user breaks its shell, lowering its Defense and Sp. Def stats but sharply raising Attack, Sp. Atk, and Speed stats. | ||||||||||
V | Simple Beam | Status | — | 100% | 15 (max 24) |
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The user's mysterious psychic wave changes the target's Ability to Simple. | ||||||||||
I | Sing | Status | Cute | — | 55% | 15 (max 24) |
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A soothing lullaby is sung in a calming voice that puts the target into a deep slumber. | |||||||||
II | Sketch | Status | Smart | — | —% | 1 (max 1) |
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It enables the user to permanently learn the move last used by the target. Once used, Sketch disappears. | |||||||||
III | Slack Off | Status | Cute | — | —% | 10 (max 16) |
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The user slacks off, restoring its own HP by up to half of its maximum HP. | |||||||||
II | Sleep Talk | Status | Cute | — | —% | 10 (max 16) |
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While it is asleep, the user randomly uses one of the moves it knows. | |||||||||
I | SmokeScreen | Status | Smart | — | 100% | 20 (max 32) |
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The user releases an obscuring cloud of smoke or ink. It reduces the target's accuracy. | |||||||||
I | Softboiled | Status | Beauty | — | —% | 10 (max 16) |
|
The user restores its own HP by up to half of its maximum HP. May also be used in the field to heal HP. | |||||||||
I | Splash | Status | Cute | — | —% | 40 (max 64) |
|
The user just flops and splashes around to no effect at all... | |||||||||
III | Stockpile | Status | Tough | — | —% | 20 (max 32) |
|
The user charges up power and raises both its Defense and Sp. Def. The move can be used three times. | |||||||||
I | Substitute | Status | Smart | — | —% | 10 (max 16) |
|
The user makes a copy of itself using some of its HP. The copy serves as the user's decoy. | |||||||||
I | Supersonic | Status | Smart | — | 55% | 20 (max 32) |
|
The user generates odd sound waves from its body. It may confuse the target. | |||||||||
II | Swagger | Status | Cute | — | 90% | 15 (max 24) |
|
The user enrages and confuses the target. However, it also sharply raises the target's Attack stat. | |||||||||
III | Swallow | Status | Tough | — | —% | 10 (max 16) |
|
The power stored using the move Stockpile is absorbed by the user to heal its HP. Storing more power heals more HP. | |||||||||
II | Sweet Scent | Status | Cute | — | 100% | 20 (max 32) |
|
A sweet scent that lowers the opposing team's evasiveness. It also lures wild Pokémon if used in grass, etc. | |||||||||
I | Swords Dance | Status | Beauty | — | —% | 30 (max 48) |
|
A frenetic dance to uplift the fighting spirit. It sharply raises the user's Attack stat. | |||||||||
I | Tail Whip | Status | Cute | — | 100% | 30 (max 48) |
|
The user wags its tail cutely, making opposing Pokémon less wary and lowering their Defense stat. | |||||||||
III | Teeter Dance | Status | Cute | — | 100% | 20 (max 32) |
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The user performs a wobbly dance that confuses the Pokémon around it. | |||||||||
III | Tickle | Status | Cute | — | 100% | 20 (max 32) |
|
The user tickles the target into laughing, reducing its Attack and Defense stats. | |||||||||
I | Transform | Status | Smart | — | —% | 10 (max 16) |
|
The user transforms into a copy of the target right down to having the same move set. | |||||||||
I | Whirlwind | Status | Smart | — | 100% | 20 (max 32) |
|
The foe is blown away, to be replaced by another Pokémon in its party. In the wild, the battle ends. | |||||||||
III | Wish | Status | Cute | — | —% | 10 (max 16) |
|
One turn after this move is used, the target's HP is restored by half the user's maximum HP. | |||||||||
V | Work Up | Status | — | —% | 30 (max 48) |
|
The user is roused, and its Attack and Sp. Atk stats increase. | ||||||||||
III | Yawn | Status | Cute | — | —% | 10 (max 16) |
|
The user lets loose a huge yawn that lulls the target into falling asleep on the next turn. | |||||||||
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 Moves
Gen | Move | Category | Contest | Power | Accuracy | PP | Range | Description | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
I | Acid Armor | Status | Tough | — | —% | 40 (max 64) |
|
The user alters its cellular structure to liquefy itself, sharply raising its Defense stat. | |||||||||
V | Coil | Status | — | —% | 20 (max 32) |
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The user coils up and concentrates. This raises its Attack and Defense stats as well as its accuracy. | ||||||||||
IV | Gastro Acid | Status | Beauty | — | 100% | 10 (max 16) |
|
The user hurls up its stomach acids on the target. The fluid eliminates the effect of the target's Ability. | |||||||||
I | Poison Gas | Status | Smart | — | 80% | 40 (max 64) |
|
A cloud of poison gas is sprayed in the face of opposing Pokémon. It may poison those hit. | |||||||||
I | PoisonPowder | Status | Smart | — | 75% | 35 (max 56) |
|
The user scatters a cloud of poisonous dust on the target. It may poison the target. | |||||||||
I | Toxic | Status | Smart | — | 90% | 10 (max 16) |
|
A move that leaves the target badly poisoned. Its poison damage worsens every turn. | |||||||||
IV | Toxic Spikes | Status | Smart | — | —% | 20 (max 32) |
|
The user lays a trap of poison spikes at the opponent's feet. They poison opponents that switch into battle. | |||||||||
VI | Venom Drench | Status | — | —% | 20 (max 32) |
|
Opposing Pokémon are drenched in an odd poisonous liquid. This lowers the Attack, Sp. Atk, and Speed stats of a poisoned target. | ||||||||||
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 Moves
Gen | Move | Category | Contest | Power | Accuracy | PP | Range | Description | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
I | Agility | Status | Cool | — | —% | 30 (max 48) |
|
The user relaxes and lightens its body to move faster. It sharply boosts the Speed stat. | |||||||||
V | Ally Switch | Status | — | —% | 10 (max 16) |
|
The user teleports using a strange power and switches its place with one of its allies. | ||||||||||
I | Amnesia | Status | Cute | — | —% | 20 (max 32) |
|
The user temporarily empties its mind to forget its concerns. It sharply raises the user's Sp. Def stat. | |||||||||
I | Barrier | Status | Cool | — | —% | 30 (max 48) |
|
The user throws up a sturdy wall that sharply raises its Defense stat. | |||||||||
III | Calm Mind | Status | Smart | — | —% | 20 (max 32) |
|
The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats. | |||||||||
III | Cosmic Power | Status | Cool | — | —% | 20 (max 32) |
|
The user absorbs a mystical power from space to raise its Defense and Sp. Def stats. | |||||||||
IV | Gravity | Status | Beauty | — | —% | 5 (max 8) |
|
Gravity is intensified for five turns, making moves involving flying unusable and negating Levitation. | |||||||||
V | Guard Split | Status | — | —% | 10 (max 16) |
|
The user employs its psychic power to average its Defense and Sp. Def stats with those of its target's. | ||||||||||
IV | Guard Swap | Status | Cute | — | —% | 10 (max 16) |
|
The user employs its psychic power to switch changes to its Defense and Sp. Def with the target. | |||||||||
IV | Heal Block | Status | Cute | — | 100% | 15 (max 24) |
|
For five turns, the user prevents the opposing team from using any moves, Abilities, or held items that recover HP. | |||||||||
V | Heal Pulse | Status | — | —% | 10 (max 16) |
|
The user emits a healing pulse which restores the target's HP by up to half of its max HP. | ||||||||||
IV | Healing Wish | Status | Cute | — | —% | 10 (max 16) |
|
The user faints. In return, the Pokémon taking its place will have its HP restored and status cured. | |||||||||
IV | Heart Swap | Status | Cool | — | —% | 10 (max 16) |
|
The user employs its psychic power to switch stat changes with the target. | |||||||||
I | Hypnosis | Status | Smart | — | 60% | 20 (max 32) |
|
The user employs hypnotic suggestion to make the target fall into a deep sleep. | |||||||||
III | Imprison | Status | Smart | — | —% | 10 (max 16) |
|
If the opponents know any move also known by the user, the opponents are prevented from using it. | |||||||||
I | Kinesis | Status | Smart | — | 80% | 15 (max 24) |
|
The user distracts the target by bending a spoon. It lowers the target's accuracy. | |||||||||
I | Light Screen | Status | Beauty | — | —% | 30 (max 48) |
|
A wondrous wall of light is put up to suppress damage from special attacks for five turns. | |||||||||
IV | Lunar Dance | Status | Beauty | — | —% | 10 (max 16) |
|
The user faints. In return, the Pokémon taking its place will have its status and HP fully restored. | |||||||||
III | Magic Coat | Status | Beauty | — | —% | 15 (max 24) |
|
A barrier reflects back to the target moves like Leech Seed and moves that damage status. | |||||||||
V | Magic Room | Status | — | —% | 10 (max 16) |
|
The user creates a bizarre area in which Pokémon's held items lose their effects for five turns. | ||||||||||
I | Meditate | Status | Beauty | — | —% | 40 (max 64) |
|
The user meditates to awaken the power deep within its body and raise its Attack stat. | |||||||||
IV | Miracle Eye | Status | Cute | — | —% | 40 (max 64) |
|
Enables a Dark-type target to be hit by Psychic-type attacks. It also enables an evasive target to be hit. | |||||||||
V | Power Split | Status | — | —% | 10 (max 16) |
|
The user employs its psychic power to average its Attack and Sp. Atk stats with those of the target's. | ||||||||||
IV | Power Swap | Status | Beauty | — | —% | 10 (max 16) |
|
The user employs its psychic power to switch changes to its Attack and Sp. Atk with the target. | |||||||||
IV | Power Trick | Status | Cool | — | —% | 10 (max 16) |
|
The user employs its psychic power to switch its Attack with its Defense stat. | |||||||||
IV | Psycho Shift | Status | Cool | — | 90% | 10 (max 16) |
|
Using its psychic power of suggestion, the user transfers its status problems to the target. | |||||||||
I | Reflect | Status | Smart | — | —% | 20 (max 32) |
|
A wondrous wall of light is put up to suppress damage from physical attacks for five turns. | |||||||||
I | Rest | Status | Cute | — | —% | 10 (max 16) |
|
The user goes to sleep for two turns. It fully restores the user's HP and heals any status problem. | |||||||||
III | Role Play | Status | Cute | — | —% | 10 (max 16) |
|
The user mimics the target completely, copying the target's natural Ability. | |||||||||
III | Skill Swap | Status | Smart | — | —% | 10 (max 16) |
|
The user employs its psychic power to exchange Abilities with the target. | |||||||||
V | Telekinesis | Status | — | —% | 15 (max 24) |
|
The user makes the target float with its psychic power. The target is easier to hit for three turns. | ||||||||||
I | Teleport | Status | Cool | — | —% | 20 (max 32) |
|
Use it to flee from any wild Pokémon. It can also warp to the last Pokémon Center visited. | |||||||||
III | Trick | Status | Smart | — | 100% | 10 (max 16) |
|
The user catches the target off guard and swaps its held item with its own. | |||||||||
IV | Trick Room | Status | Cute | — | —% | 5 (max 8) |
|
The user creates a bizarre area in which slower Pokémon get to move first for five turns. | |||||||||
V | Wonder Room | Status | — | —% | 10 (max 16) |
|
The user creates a bizarre area in which Pokémon's Defense and Sp. Def stats are swapped for 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. |
Rock Moves
Gen | Move | Category | Contest | Power | Accuracy | PP | Range | Description | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
IV | Rock Polish | Status | Tough | — | —% | 20 (max 32) |
|
The user polishes its body to reduce drag. It can sharply raise the Speed stat. | |||||||||
II | Sandstorm | Status | Tough | — | —% | 20 (max 32) |
|
A five-turn sandstorm is summoned to hurt all combatants except the Rock, Ground, and Steel types. | |||||||||
IV | Stealth Rock | Status | Cool | — | —% | 20 (max 32) |
|
The user lays a trap of levitating stones around the opponent's team. The trap hurts opponents that switch into battle. | |||||||||
V | Wide Guard | Status | — | —% | 10 (max 16) |
|
The user and its allies are protected from wide-ranging attacks for one turn. If used in succession, its chances of failing rises. | ||||||||||
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 Moves
Gen | Move | Category | Contest | Power | Accuracy | PP | Range | Description | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
V | Autotomize | Status | — | —% | 15 (max 24) |
|
The user sheds part of its body to make itself lighter and sharply raise its Speed stat. | ||||||||||
III | Iron Defense | Status | Tough | — | —% | 15 (max 24) |
|
The user hardens its body's surface like iron, sharply raising its Defense stat. | |||||||||
VI | King's Shield | Status | — | —% | 10 (max 16) |
|
The user takes a defensive stance while it protects itself from damage. It also harshly lowers the Attack stat of any attacker who makes direct contact. | ||||||||||
III | Metal Sound | Status | Smart | — | 85% | 40 (max 64) |
|
A horrible sound like scraping metal harshly reduces the target's Sp. Def stat. | |||||||||
V | Shift Gear | Status | — | —% | 10 (max 16) |
|
The user rotates its gears, raising its Attack and sharply raising its Speed. | ||||||||||
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 Moves
Gen | Move | Category | Contest | Power | Accuracy | PP | Range | Description | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
IV | Aqua Ring | Status | Beauty | — | —% | 20 (max 32) |
|
The user envelops itself in a veil made of water. It regains some HP on every turn. | |||||||||
II | Rain Dance | Status | Tough | — | —% | 5 (max 8) |
|
The user summons a heavy rain that falls for five turns, powering up Water-type moves. | |||||||||
V | Soak | Status | — | 100% | 20 (max 32) |
|
The user shoots a torrent of water at the target and changes the target's type to Water. | ||||||||||
III | Water Sport | Status | Cute | — | —% | 15 (max 24) |
|
The user soaks itself with water. The move weakens Fire-type moves while the user is in the battle. | |||||||||
I | Withdraw | Status | Cute | — | —% | 40 (max 64) |
|
The user withdraws its body into its hard shell, raising its 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. |
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. |