Move
|
Type
|
Category
|
Power
|
Accuracy
|
Notes
|
Absorb
|
Grass
|
Special
|
20
|
100%
|
Restores HP to the user equal to ¼ the damage inflicted.
|
Accelerock
|
Rock
|
Physical
|
40
|
100%
|
Has a priority of +1.
|
Acid
|
Poison
|
Special
|
40
|
100%
|
Has a 10% chance of lowering the target's Defense by one stage.
|
Acid Spray
|
Poison
|
Special
|
40
|
100%
|
Lowers the target's Special Defense by two stages.
|
Acrobatics
|
Flying
|
Physical
|
55
|
100%
|
Power is doubled if the user has no held item.
|
Aerial Ace
|
Flying
|
Physical
|
60
|
—
|
Never misses.
|
Aeroblast
|
Flying
|
Special
|
100
|
95%
|
Has a high critical hit ratio.
|
Air Cutter
|
Flying
|
Special
|
60
|
95%
|
Has a high critical hit ratio.
|
Air Slash
|
Flying
|
Special
|
75
|
95%
|
Has a 30% chance of causing the target to flinch.
|
Anchor Shot
|
Steel
|
Physical
|
80
|
100%
|
Prevents target from fleeing or switching out.
|
Ancient Power
|
Rock
|
Special
|
60
|
100%
|
Has a 10% chance of raising all of the user's stats by one stage.
|
Apple Acid
|
Grass
|
Special
|
80
|
100%
|
Lower's the target's Special Defense by one stage.
|
Aqua Jet
|
Water
|
Physical
|
40
|
100%
|
Has a priority of +1.
|
Aqua Tail
|
Water
|
Physical
|
90
|
90%
|
|
Arm Thrust
|
Fighting
|
Physical
|
15
|
100%
|
Strikes the target two to five times in a row.
|
Assurance
|
Dark
|
Physical
|
60
|
100%
|
Power doubles if user receives damage on the turn it is used.
|
Astonish
|
Ghost
|
Physical
|
30
|
100%
|
Has a 30% chance of causing the target to flinch.
|
Attack Order
|
Bug
|
Physical
|
90
|
100%
|
Has a high critical hit ratio.
|
Aura Sphere
|
Fighting
|
Special
|
80
|
—
|
Never misses.
|
Aura Wheel
|
Electric
|
Physical
|
110
|
100%
|
Raises the User's Speed stat by 1. If the user is in Hangry Mode, Aura Wheel becomes a Dark type move.
|
Aurora Beam
|
Ice
|
Special
|
65
|
100%
|
Has a 10% chance of lowering the target's Attack by one stage.
|
Avalanche
|
Ice
|
Physical
|
60
|
100%
|
Power doubles if the user is attacked by the target on the turn it is used.
|
Barrage
|
Normal
|
Physical
|
15
|
85%
|
Strikes the target two to five times in a row.
|
Beak Blast
|
Flying
|
Physical
|
100
|
100%
|
The user charges up at the beginning of the turn, then damages the foe at-3 priority. Contact with the user while charging up results in a burn.
|
Beat Up
|
Dark
|
Physical
|
—
|
100%
|
Each member of the user's party attacks once. Power based on user's Attack.
|
Behemoth Bash
|
Steel
|
Physical
|
100
|
100%
|
Deals twice the damage if the target is Dynamaxed.
|
Behemoth Blade
|
Steel
|
Physical
|
100
|
100%
|
Deals twice the damage if the target is Dynamaxed.
|
Belch
|
Poison
|
Special
|
120
|
90%
|
Requires the user to eat its held Berry.
|
Bide
|
Normal
|
Physical
|
—
|
—
|
Deals damage equal to 2× the damage taken by the user after two turns.
|
Bind
|
Normal
|
Physical
|
15
|
85%
|
Traps the target and causes damage equal to 1/16 of the target's max HP for four to five turns.
|
Bite
|
Dark
|
Physical
|
60
|
100%
|
Has a 30% chance of causing the target to flinch.
|
Blast Burn
|
Fire
|
Special
|
150
|
90%
|
User recharges on the second turn.
|
Blaze Kick
|
Fire
|
Physical
|
85
|
90%
|
Has a 10% chance of burning the target.
|
Blizzard
|
Ice
|
Special
|
110
|
70%
|
Has a 10% chance of freezing the target.
|
Blue Flare
|
Fire
|
Special
|
130
|
85%
|
Has a 20% chance of burning the target.
|
Body Slam
|
Normal
|
Physical
|
85
|
100%
|
Has a 30% chance of paralyzing the target.
|
Bolt Strike
|
Electric
|
Physical
|
130
|
85%
|
Has a 30% chance of paralyzing the target
|
Bolt Beak
|
Electric
|
Physical
|
85
|
100%
|
If the user attacks before the target, the move's power is doubled.
|
Bone Club
|
Ground
|
Physical
|
65
|
85%
|
Has a 10% chance of causing the target to flinch.
|
Bone Rush
|
Ground
|
Physical
|
25
|
90%
|
Strikes the target two to five times in a row.
|
Bonemerang
|
Ground
|
Physical
|
50
|
90%
|
Strikes the target twice in a row.
|
Boomburst
|
Normal
|
Special
|
140
|
100%
|
|
Bounce
|
Flying
|
Physical
|
85
|
85%
|
Has a 30% chance of paralyzing the target.
|
Brave Bird
|
Flying
|
Physical
|
120
|
100%
|
User receives ¼ of damage dealt as recoil damage.
|
Brick Break
|
Fighting
|
Physical
|
75
|
100%
|
Light Screen and Reflect are removed from the target.
|
Brine
|
Water
|
Special
|
65
|
100%
|
Power is doubled if target's health is below 50%.
|
Brutal Swing
|
Dark
|
Physical
|
60
|
100
|
|
Bubble
|
Water
|
Special
|
40
|
100%
|
Has a 10% chance of lowering the target's Speed by one stage.
|
Bubble Beam
|
Water
|
Special
|
65
|
100%
|
Has a 10% chance of lowering the target's Speed by one stage.
|
Bug Bite
|
Bug
|
Physical
|
60
|
100%
|
Eats the target's held Berry.
|
Bug Buzz
|
Bug
|
Special
|
90
|
100%
|
Has a 10% chance of lowering the target's Special Defense by one stage.
|
Bulldoze
|
Ground
|
Physical
|
60
|
100%
|
Lowers the target's Speed by one stage.
|
Bullet Punch
|
Steel
|
Physical
|
40
|
100%
|
Has a priority of +1.
|
Bullet Seed
|
Grass
|
Physical
|
25
|
100%
|
Strikes the target two to five times in a row.
|
Burn Up
|
Fire
|
Special
|
130
|
100%
|
Thaws a frozen user. When used, the user will no longer be Fire-type.
|
Charge Beam
|
Electric
|
Special
|
50
|
90%
|
Has a 70% chance of raising the user's Special Attack by one stage.
|
Chatter
|
Flying
|
Special
|
65
|
100%
|
Has a 100% chance of confusing the target.
|
Chip Away
|
Normal
|
Physical
|
70
|
100%
|
Ignores the target's changes in Defense and evasion.
|
Circle Throw
|
Fighting
|
Physical
|
60
|
90%
|
Forces opposing Trainer to switch Pokémon and ends battles with wild Pokémon.
|
Clamp
|
Water
|
Physical
|
35
|
85%
|
Traps the target and causes damage equal to 1/16 of the target's max HP for four to five turns.
|
Clanging Scales
|
Dragon
|
Special
|
110
|
100%
|
Reduces the user's Defense by one stage
|
Clear Smog
|
Poison
|
Special
|
50
|
—
|
Resets all stat levels of the target to zero.
|
Close Combat
|
Fighting
|
Physical
|
120
|
100%
|
The user's Defense and Special Defense are decreased by one stage.
|
Comet Punch
|
Normal
|
Physical
|
18
|
85%
|
Strikes the target two to five times in a row.
|
Confusion
|
Psychic
|
Special
|
50
|
100%
|
Has a 10% chance of confusing the target.
|
Constrict
|
Normal
|
Physical
|
10
|
100%
|
Has a 10% of lowering the target's Speed by one stage.
|
Core Enforcer
|
Dragon
|
Special
|
100
|
100%
|
If the target has already used a move or had a Bag item used on it, this move eliminates the effect of the target's ability.
|
Counter
|
Fighting
|
Physical
|
—
|
100%
|
Deals back 2× damage inflicted if the user gets attacked by a Physical attack on the turn used.
|
Covet
|
Normal
|
Physical
|
60
|
100%
|
Steals the target's held item.
|
Crabhammer
|
Water
|
Physical
|
100
|
90%
|
Has a high critical hit ratio.
|
Cross Chop
|
Fighting
|
Physical
|
100
|
80%
|
Has a high critical hit ratio.
|
Cross Poison
|
Poison
|
Physical
|
70
|
100%
|
Has a high critical hit ratio and 10% chance of poisoning the target.
|
Crunch
|
Dark
|
Physical
|
80
|
100%
|
Has a 20% chance of lowering the target's Defense by one stage.
|
Crush Claw
|
Normal
|
Physical
|
75
|
95%
|
Has a 50% chance of lowering the target's Defense by one stage.
|
Crush Grip
|
Normal
|
Physical
|
—
|
100%
|
Damage depends on the target's current HP; strongest when target's HP is highest.
|
Cut
|
Normal
|
Physical
|
50
|
95%
|
|
Dark Pulse
|
Dark
|
Special
|
80
|
100%
|
Has a 20% chance of causing the target to flinch.
|
Darkest Lariat
|
Dark
|
Physical
|
85
|
100%
|
Ignores the target's changes in Defense and evasion.
|
Dazzling Gleam
|
Fairy
|
Special
|
80
|
100%
|
|
Diamond Storm
|
Rock
|
Physical
|
100
|
95%
|
Has a 50% chance of raising the user's Defense by one stage.
|
Dig
|
Ground
|
Physical
|
80
|
100%
|
User burrows underground on the first turn, attacks on the second.
|
Disarming Voice
|
Fairy
|
Special
|
40
|
—
|
Never misses.
|
Discharge
|
Electric
|
Special
|
80
|
100%
|
Has a 30% chance of paralyzing the target.
|
Dive
|
Water
|
Physical
|
80
|
100%
|
User dive underwater on the first turn, attacks on the second.
|
Dizzy Punch
|
Normal
|
Physical
|
70
|
100%
|
Has a 20% chance of confusing the target.
|
Doom Desire
|
Steel
|
Physical
|
140
|
100%
|
Deals damage two turns after usage.
|
Double Hit
|
Normal
|
Physical
|
35
|
90%
|
Strikes the target twice in a row.
|
Double Iron Bash
|
Steel
|
Physical
|
60
|
100%
|
Strikes the target twice in a row.
|
Double Kick
|
Fighting
|
Physical
|
30
|
100%
|
Strikes the target twice in a row.
|
Double-Edge
|
Normal
|
Physical
|
120
|
100%
|
User receives ¼ of damage dealt as recoil damage.
|
Double Slap
|
Normal
|
Physical
|
15
|
85%
|
Strikes the target two to five times in a row.
|
Draco Meteor
|
Dragon
|
Special
|
130
|
90%
|
Lowers the user's Special Attack by two stages after usage.
|
Dragon Ascent
|
Flying
|
Physical
|
120
|
100%
|
Lowers the user's Defense and Special Defense by one stage after usage.
|
Dragon Claw
|
Dragon
|
Physical
|
80
|
100%
|
|
Dragon Hammer
|
Dragon
|
Physical
|
90
|
100%
|
|
Dragon Pulse
|
Dragon
|
Special
|
85
|
100%
|
|
Dragon Rage
|
Dragon
|
Special
|
—
|
100%
|
Always deals 40 HP of damage.
|
Dragon Rush
|
Dragon
|
Physical
|
100
|
75%
|
Has a 20% chance of causing the target to flinch; double damage and never misses against Minimized targets.
|
Dragon Tail
|
Dragon
|
Physical
|
60
|
90%
|
Forces opposing Trainer to switch Pokémon and ends battles with wild Pokémon.
|
Dragon Breath
|
Dragon
|
Special
|
60
|
100%
|
Has a 30% chance of paralyzing the target.
|
Drain Punch
|
Fighting
|
Physical
|
75
|
100%
|
Restores HP to the user equal to 1/2 the damage inflicted.
|
Draining Kiss
|
Fairy
|
Special
|
50
|
100%
|
Restores HP to the user equal to 3/4 of the damage inflicted.
|
Dream Eater
|
Psychic
|
Special
|
100
|
100%
|
Target must be asleep; restores HP to the user equal to 1/2 the damage inflicted.
|
Drill Peck
|
Flying
|
Physical
|
80
|
100%
|
|
Drill Run
|
Ground
|
Physical
|
80
|
95%
|
Has a high critical hit ratio.
|
Drum Beating
|
Grass
|
Physical
|
80
|
100%
|
Lowers the target's speed stat by one stage.
|
Dual Chop
|
Dragon
|
Physical
|
40
|
90%
|
Strikes the target twice in a row.
|
Dynamax Cannon
|
Dragon
|
Special
|
100
|
100%
|
Deals twice the damage if the target is Dynamaxed.
|
Dynamic Punch
|
Fighting
|
Physical
|
100
|
50%
|
Also confuses the target.
|
Earth Power
|
Ground
|
Special
|
90
|
100%
|
Has a 10% chance of lowering the target's Special Defense by one stage.
|
Earthquake
|
Ground
|
Physical
|
100
|
100%
|
Deals double damage against targets using Dig.
|
Echoed Voice
|
Normal
|
Special
|
40
|
100%
|
Base power increases by 40 each consecutive turn it is used.
|
Egg Bomb
|
Normal
|
Physical
|
100
|
75%
|
|
Electro Ball
|
Electric
|
Special
|
—
|
100%
|
Inflicts more damage the faster the user is compared to the target.
|
Electroweb
|
Electric
|
Special
|
55
|
95%
|
Lowers the target's Speed by one stage.
|
Ember
|
Fire
|
Special
|
40
|
100%
|
Has a 10% chance of burning the target.
|
Endeavor
|
Normal
|
Physical
|
—
|
100%
|
Deals damages so that the target is left with HP equal to the user's.
|
Energy Ball
|
Grass
|
Special
|
90
|
100%
|
Has a 10% chance of lowering the target's Special Defense by one stage.
|
Eruption
|
Fire
|
Special
|
150
|
100%
|
Damage is based on the user's current HP; strongest when HP is highest.
|
Explosion
|
Normal
|
Physical
|
250
|
100%
|
User faints.
|
Extrasensory
|
Psychic
|
Special
|
80
|
100%
|
Has a 10% chance of causing the target to flinch.
|
Extreme Speed
|
Normal
|
Physical
|
80
|
100%
|
Has a priority of +2.
|
Facade
|
Normal
|
Physical
|
70
|
100%
|
Power doubles if user is burned, paralyzed, or poisoned.
|
Fairy Wind
|
Fairy
|
Special
|
40
|
100%
|
|
Fake Out
|
Normal
|
Physical
|
40
|
100%
|
Only works on the first turn after the user enters battle; makes the target flinch. Has a priority of +3.
|
False Surrender
|
Dark
|
Physical
|
80
|
—
|
This attack never misses.
|
False Swipe
|
Normal
|
Physical
|
40
|
100%
|
Will always leave the target with at least one HP.
|
Feint
|
Normal
|
Physical
|
30
|
100%
|
Breaks protection moves.
|
Feint Attack
|
Dark
|
Physical
|
60
|
—
|
Never misses.
|
Fell Stinger
|
Bug
|
Physical
|
30
|
100%
|
Raises the user's Attack two stages if it knocks out another Pokémon with this move.
|
Fiery Dance
|
Fire
|
Special
|
80
|
100%
|
Has a 50% chance of raising the user's Special Attack.
|
Final Gambit
|
Fighting
|
Special
|
—
|
100%
|
The target takes damage equal to the user's HP; user faints.
|
Fire Blast
|
Fire
|
Special
|
110
|
85%
|
Has a 10% chance of burning the target.
|
Fire Fang
|
Fire
|
Physical
|
65
|
95%
|
Has a 10% chance of burning or causing the target to flinch.
|
Fire Lash
|
Fire
|
Physical
|
80
|
100%
|
Lowers the target's Defense by one stage.
|
Fire Pledge
|
Fire
|
Special
|
80
|
100%
|
Deals double damage when used with Grass Pledge or Water Pledge in double or triple battles.
|
Fire Punch
|
Fire
|
Physical
|
75
|
100%
|
Has a 10% chance of burning the target.
|
Fire Spin
|
Fire
|
Special
|
35
|
85%
|
Traps the target and causes damage equal to 1/16 of the target's max HP for four to five turns.
|
First Impression
|
Bug
|
Physical
|
90
|
100%
|
Only works on the first turn after user enters battle; has a priority of +2.
|
Flail
|
Normal
|
Physical
|
—
|
100%
|
Damage is based on the user's current HP; strongest when HP is lowest.
|
Flame Burst
|
Fire
|
Special
|
70
|
100%
|
|
Flame Charge
|
Fire
|
Physical
|
50
|
100%
|
Raises the user's Speed by one stage.
|
Flame Wheel
|
Fire
|
Physical
|
60
|
100%
|
Has a 10% chance of burning the target; thaws frozen users.
|
Flamethrower
|
Fire
|
Special
|
90
|
100%
|
Has a 10% chance of burning the target.
|
Flare Blitz
|
Fire
|
Physical
|
120
|
100%
|
Has a 10% chance of burning the target; user receives 1/3 of damage dealt as recoil damage.
|
Flash Cannon
|
Steel
|
Special
|
80
|
100%
|
Has a 10% chance of lowering the target's Special Defense by one stage.
|
Fleur Cannon
|
Fairy
|
Special
|
130
|
90%
|
Lowers the user's Special Attack by two stages after usage.
|
Fling
|
Dark
|
Physical
|
—
|
100%
|
User inflicts various damage by losing its held item.
|
Fly
|
Flying
|
Physical
|
90
|
95%
|
User flies up on the first turn, attacks on the second.
|
Flying Press
|
Fighting
|
Physical
|
80
|
95%
|
Does Fighting-type and Flying-type damage.
|
Focus Blast
|
Fighting
|
Special
|
120
|
70%
|
Has a 10% chance of lowering the target's Special Defense by one stage.
|
Focus Punch
|
Fighting
|
Physical
|
150
|
100%
|
Attacks at the end of the round if the user is not hit by an attack.
|
Force Palm
|
Fighting
|
Physical
|
60
|
100%
|
Has a 30% chance of paralyzing the target.
|
Foul Play
|
Dark
|
Physical
|
95
|
100%
|
Damage is calculated using the target's Attack.
|
Freeze-Dry
|
Ice
|
Special
|
70
|
100%
|
Has a 10% chance of freezing the target; is super effective on Water types.
|
Freeze Shock
|
Ice
|
Physical
|
140
|
90%
|
User charges on the first, attacks on the second; has a 30% chance of paralyzing the target.
|
Frenzy Plant
|
Grass
|
Special
|
150
|
90%
|
User recharges on the second turn.
|
Frost Breath
|
Ice
|
Special
|
60
|
90%
|
Always lands a critical hit.
|
Frustration
|
Normal
|
Physical
|
—
|
100%
|
Damage depends on user's friendship level.
|
Fury Attack
|
Normal
|
Physical
|
15
|
85%
|
Strikes the target two to five times in a row.
|
Fury Cutter
|
Bug
|
Physical
|
40
|
95%
|
Doubles power with each consecutive hit.
|
Fury Swipes
|
Normal
|
Physical
|
18
|
80%
|
Strikes the target two to five times in a row.
|
Fusion Bolt
|
Electric
|
Physical
|
100
|
100%
|
Power doubles is the opponent uses Fusion Flare immediately before this move is executed.
|
Fusion Flare
|
Fire
|
Special
|
100
|
100%
|
Power doubles is the opponent uses Fusion Bolt immediately before this move is executed.
|
Future Sight
|
Psychic
|
Special
|
120
|
100%
|
Deals damage two turns after usage.
|
Gear Grind
|
Steel
|
Physical
|
50
|
85%
|
Strikes the target twice in a row.
|
Giga Drain
|
Grass
|
Special
|
75
|
100%
|
Restores HP to the user equal to 1/2 the damage inflicted.
|
Giga Impact
|
Normal
|
Physical
|
150
|
90%
|
User recharges on the second turn.
|
Glaciate
|
Ice
|
Special
|
65
|
95%
|
Lowers the target's Speed by one stage.
|
Grass Knot
|
Grass
|
Special
|
—
|
100%
|
Deals damage based on the target's weight.
|
Grass Pledge
|
Grass
|
Special
|
80
|
100%
|
Deals double damage when used with Fire Pledge or Water Pledge in double or triple battles.
|
Grav Apple
|
Grass
|
Physical
|
80
|
100%
|
Lowers the target's Defense by one stage. If Gravity is in effect, it's power increases to 120.
|
Gunk Shot
|
Poison
|
Physical
|
120
|
80%
|
Has a 30% chance of poisoning the target.
|
Gust
|
Flying
|
Special
|
40
|
100%
|
Deals double damage against targets using Fly.
|
Gyro Ball
|
Steel
|
Physical
|
—
|
100%
|
Deals damage based on the user's Speed compared to the target's Speed.
|
Hammer Arm
|
Fighting
|
Physical
|
100
|
90%
|
Lowers the user's Speed by one stage.
|
Head Charge
|
Normal
|
Physical
|
120
|
100%
|
User receives ¼ of damage dealt as recoil damage.
|
Head Smash
|
Rock
|
Physical
|
150
|
80%
|
User receives 1/2 of damage dealt as recoil damage.
|
Headbutt
|
Normal
|
Physical
|
70
|
100%
|
Has a 30% chance of causing the target to flinch.
|
Heart Stamp
|
Psychic
|
Physical
|
60
|
100%
|
Has a 30% of causing the target to flinch.
|
Heat Crash
|
Fire
|
Physical
|
—
|
100%
|
Inflicts more damage the heavier the user is compared to the target.
|
Heat Wave
|
Fire
|
Special
|
95
|
90%
|
Has a 10% chance of burning the target.
|
Heavy Slam
|
Steel
|
Physical
|
—
|
100%
|
Inflicts more damage the heavier the user is compared to the target.
|
Hex
|
Ghost
|
Special
|
65
|
100%
|
Power is doubled if the target is afflicted with a major status condition.
|
High Jump Kick
|
Fighting
|
Physical
|
130
|
90%
|
Deals recoil equal to 1/2 of the user's HP if the user misses.
|
Hidden Power
|
Normal
|
Special
|
60
|
100%
|
Type and base power based on the user's individual values.
|
High Horsepower
|
Ground
|
Physical
|
95
|
95%
|
|
Hold Back
|
Normal
|
Physical
|
40
|
100%
|
Will always leave the target with at least one HP.
|
Horn Attack
|
Normal
|
Physical
|
65
|
100%
|
|
Horn Leech
|
Grass
|
Physical
|
75
|
100%
|
Restores HP to the user equal to 1/2 the damage inflicted.
|
Hurricane
|
Flying
|
Special
|
110
|
70%
|
Has a 30% chance of confusing the target.
|
Hydro Cannon
|
Water
|
Special
|
150
|
90%
|
User recharges on the second turn.
|
Hydro Pump
|
Water
|
Special
|
110
|
80%
|
|
Hyper Beam
|
Normal
|
Special
|
150
|
90%
|
User recharges on the second turn.
|
Hyper Fang
|
Normal
|
Physical
|
80
|
90%
|
Has a 10% chance of causing the target to flinch.
|
Hyper Voice
|
Normal
|
Special
|
90
|
100%
|
|
Hyperspace Hole
|
Psychic
|
Special
|
80
|
—
|
Never misses.
|
Hyperspace Fury
|
Dark
|
Physical
|
100
|
—
|
Never misses; breaks protection moves; lowers the user's Defense by one stage after usage. Can only be used by Hoopa Unbound.
|
Ice Ball
|
Ice
|
Physical
|
30
|
90%
|
Used five turns in a row, with the power doubling after each hit.
|
Ice Beam
|
Ice
|
Special
|
90
|
100%
|
Has a 10% chance of freezing the target.
|
Ice Burn
|
Ice
|
Special
|
140
|
90%
|
Has a 30% chance of burning the target; charges on the first turn, attacks on the second.
|
Ice Fang
|
Ice
|
Physical
|
65
|
95%
|
Has a 10% chance of freezing or causing the target to flinch.
|
Ice Hammer
|
Ice
|
Physical
|
100
|
90%
|
Lowers the user's Speed by one stage
|
Ice Punch
|
Ice
|
Physical
|
75
|
100%
|
Has a 10% chance of freezing the target.
|
Ice Shard
|
Ice
|
Physical
|
40
|
100%
|
Has a priority of +1.
|
Icicle Crash
|
Ice
|
Physical
|
85
|
90%
|
Has a 30% chance of causing the target to flinch.
|
Icicle Spear
|
Ice
|
Physical
|
25
|
100%
|
Strikes the target two to five times in a row.
|
Icy Wind
|
Ice
|
Special
|
55
|
95%
|
Lowers the target's Speed by one stage.
|
Incinerate
|
Fire
|
Special
|
60
|
100%
|
Renders the target's Berry unusable.
|
Inferno
|
Fire
|
Special
|
100
|
50%
|
Leaves the target with a burn.
|
Infestation
|
Bug
|
Special
|
20
|
100%
|
Traps the target and inflicts additional damage of 1/8 of the target's max HP for four to five turns.
|
Iron Head
|
Steel
|
Physical
|
80
|
100%
|
Has a 30% chance of causing the target to flinch.
|
Iron Tail
|
Steel
|
Physical
|
100
|
75%
|
Has a 30% chance of lowering the target's Defense by one stage.
|
Jaw Lock
|
Dark
|
Physical
|
80
|
100%
|
Prevents the user and the target from switching out. The effect goes away if either of the Pokémon faints or leaves the field.
|
Judgment
|
Normal
|
Special
|
100
|
100%
|
Changes type based on its held Plate.
|
Jump Kick
|
Fighting
|
Physical
|
100
|
95%
|
Deals recoil damage equal to half the user's HP if the user misses.
|
Karate Chop
|
Fighting
|
Physical
|
50
|
100%
|
Has a high critical hit ratio.
|
Knock Off
|
Dark
|
Physical
|
65
|
100%
|
Removes the target's held item.
|
Land's Wrath
|
Ground
|
Physical
|
90
|
100%
|
|
Last Resort
|
Normal
|
Physical
|
140
|
100%
|
Can only be used after user has used all of its other moves.
|
Lava Plume
|
Fire
|
Special
|
80
|
100%
|
Has a 30% chance of burning the target.
|
Leafage
|
Grass
|
Physical
|
40
|
100%
|
|
Leaf Blade
|
Grass
|
Physical
|
90
|
100%
|
Has a high critical hit ratio.
|
Leaf Storm
|
Grass
|
Special
|
130
|
90%
|
Lowers the user's Special Attack by two stages after usage.
|
Leaf Tornado
|
Grass
|
Special
|
65
|
90%
|
Has a 30% chance of lowering the target's accuracy.
|
Leech Life
|
Bug
|
Physical
|
20
|
100%
|
Restores HP to the user equal to 1/2 the damage inflicted.
|
Lick
|
Ghost
|
Physical
|
30
|
100%
|
Has a 30% chance of paralyzing the target.
|
Light of Ruin
|
Fairy
|
Special
|
140
|
90%
|
Deals 1/2 of damage dealt as recoil damage.
|
Liquidation
|
Water
|
Physical
|
85
|
100%
|
Has a 20% chance of lowering the target's Defense by one stage.
|
Low Kick
|
Fighting
|
Physical
|
—
|
100%
|
Deals damage based on the target's weight.
|
Low Sweep
|
Fighting
|
Physical
|
65
|
100%
|
Lowers the target's speed by one stage.
|
Lunge
|
Bug
|
Physical
|
80
|
100%
|
Lowers the target's Attack by one stage.
|
Luster Purge
|
Psychic
|
Special
|
70
|
100%
|
Has a 50% chance of lowering the target's Special Defense by one stage.
|
Mach Punch
|
Fighting
|
Physical
|
40
|
100%
|
Has a priority of +1.
|
Magical Leaf
|
Grass
|
Special
|
60
|
—
|
Never misses.
|
Magma Storm
|
Fire
|
Special
|
100
|
75%
|
Traps the target and causes damage equal to 1/16 of the target's max HP for four to five turns.
|
Magnet Bomb
|
Steel
|
Physical
|
60
|
—
|
Never misses.
|
Magnitude
|
Ground
|
Physical
|
—
|
100%
|
Deals random damage based on Magnitude's scale.
|
Mega Drain
|
Grass
|
Special
|
40
|
100%
|
Restores HP to the user equal to 1/2 the damage inflicted.
|
Mega Kick
|
Normal
|
Physical
|
120
|
75%
|
|
Mega Punch
|
Normal
|
Physical
|
80
|
85%
|
|
Megahorn
|
Bug
|
Physical
|
120
|
85%
|
|
Metal Burst
|
Steel
|
Physical
|
—
|
100%
|
Deals back 1.5× damage inflicted if the user gets attacked on the turn used.
|
Metal Claw
|
Steel
|
Physical
|
50
|
95%
|
Has a 10% chance of raising the user's Attack by one stage.
|
Meteor Assault
|
Fighting
|
Physical
|
150
|
100%
|
Can't use a move on the next turn.
|
Meteor Mash
|
Steel
|
Physical
|
90
|
90%
|
Has a 20% chance of raising the user's Attack by one stage.
|
Mind Blown
|
Fire
|
Special
|
150
|
100%
|
Deals recoil equal to 1/2 of the user's HP.
|
Mirror Coat
|
Psychic
|
Special
|
—
|
100%
|
Deals back 2× damage inflicted if the user gets attacked by a special attack on the turn used.
|
Mirror Shot
|
Steel
|
Special
|
65
|
85%
|
Has a 30% chance of lowering the target's accuracy by one stage.
|
Mist Ball
|
Psychic
|
Special
|
70
|
100%
|
Has a 50% chance of lowering the target's Special Attack by one stage.
|
Moonblast
|
Fairy
|
Special
|
95
|
100%
|
May lower the target's Special Attack
|
Moongeist Beam
|
Ghost
|
Special
|
100
|
100%
|
Ignores all ignorable Abilities
|
Mud Bomb
|
Ground
|
Special
|
65
|
85%
|
Has a 30% chance of lowering the target's accuracy by one stage.
|
Mud Shot
|
Ground
|
Special
|
55
|
95%
|
Lowers the target's Speed by one stage.
|
Mud-Slap
|
Ground
|
Special
|
20
|
100%
|
Lowers the target's accuracy by one stage.
|
Muddy Water
|
Water
|
Special
|
90
|
85%
|
Has a 30% chance of lowering the target's accuracy by one stage.
|
Multi-Attack
|
Normal
|
Physical
|
120
|
100%
|
The memory held by the user determines this move's type.
|
Mystical Fire
|
Fire
|
Special
|
65
|
100%
|
Lowers the target's Special Attack by one stage per hit.
|
Natural Gift
|
Normal
|
Physical
|
—
|
100%
|
Power and type depend on thrown held Berry.
|
Nature's Madness
|
Fairy
|
Special
|
—
|
90%
|
Deals damage equal to half the target's remaining HP; always deals at least 1 HP of damage.
|
Needle Arm
|
Grass
|
Physical
|
60
|
100%
|
Has a 30% chance of causing the target to flinch.
|
Night Daze
|
Dark
|
Special
|
85
|
95%
|
Has a 40% chance of lowering the target's accuracy.
|
Night Shade
|
Ghost
|
Special
|
—
|
100%
|
Deals damage equal to the user's current level.
|
Night Slash
|
Dark
|
Physical
|
70
|
100%
|
Has a high critical hit ratio.
|
Nuzzle
|
Electric
|
Physical
|
20
|
100%
|
Paralyzes the target.
|
Oblivion Wing
|
Flying
|
Special
|
80
|
100%
|
Restores HP to the user equal to 3/4 of the damage inflicted.
|
Octazooka
|
Water
|
Special
|
65
|
85%
|
Has a 50% chance of lowering the target's accuracy by one stage.
|
Ominous Wind
|
Ghost
|
Special
|
60
|
100%
|
Has a 10% chance of raising all of the user's stats by one stage.
|
Origin Pulse
|
Water
|
Special
|
110
|
85%
|
|
Outrage
|
Dragon
|
Physical
|
120
|
100%
|
Used two to three turns in a row, confusing the user after it stops.
|
Overheat
|
Fire
|
Special
|
130
|
90%
|
Lowers the user's Special Attack by two stages after usage.
|
Parabolic Charge
|
Electric
|
Special
|
50
|
100%
|
Restores HP to the user equal to 1/2 of the damage inflicted.
|
Pay Day
|
Normal
|
Physical
|
40
|
100%
|
Collects extra money after battles.
|
Payback
|
Dark
|
Physical
|
50
|
100%
|
Power is doubled if user is hit by foe first.
|
Peck
|
Flying
|
Physical
|
40
|
100%
|
|
Petal Blizzard
|
Grass
|
Special
|
90
|
100%
|
|
Petal Dance
|
Grass
|
Special
|
120
|
100%
|
Used two to three turns in a row, confusing the user after it stops.
|
Phantom Force
|
Ghost
|
Physical
|
90
|
100%
|
Disappears on first turn, attacks on second; breaks protection moves.
|
Photon Geyser
|
Psychic
|
Special
|
100
|
100%
|
Deals either Attack or Special Attack depending on which of the user's stats are higher.
|
Pin Missile
|
Bug
|
Physical
|
25
|
95%
|
Strikes the target two to five times in a row.
|
Plasma Fists
|
Electric
|
Physical
|
100
|
100%
|
For the remainder of the turn, all Normal-type moves become Electric-type.
|
Play Rough
|
Fairy
|
Physical
|
90
|
90%
|
May lower the target's Attack by one stage.
|
Pluck
|
Flying
|
Physical
|
60
|
100%
|
Eats the target's held Berry.
|
Poison Fang
|
Poison
|
Physical
|
50
|
100%
|
Has a 50% chance of badly poisoning the target.
|
Poison Jab
|
Poison
|
Physical
|
80
|
100%
|
Has a 30% chance of poisoning the target.
|
Poison Sting
|
Poison
|
Physical
|
15
|
100%
|
Has a 30% chance of poisoning the target.
|
Poison Tail
|
Poison
|
Physical
|
50
|
100%
|
Has a high critical hit ratio and a 10% chance of poisoning the target.
|
Pollen Puff
|
Bug
|
Special
|
90
|
100%
|
If an ally is targeted, 1/2 their maximum HP is restored.
|
Pound
|
Normal
|
Physical
|
40
|
100%
|
|
Powder Snow
|
Ice
|
Special
|
40
|
100%
|
Has a 10% chance of freezing the target.
|
Power Gem
|
Rock
|
Special
|
80
|
100%
|
|
Power-Up Punch
|
Fighting
|
Physical
|
40
|
100%
|
Raises the user's Attack by one stage.
|
Power Trip
|
Dark
|
Physical
|
20
|
100%
|
Power increases whenever user increases its stats.
|
Power Whip
|
Grass
|
Physical
|
120
|
85%
|
|
Precipice Blades
|
Ground
|
Physical
|
120
|
85%
|
|
Present
|
Normal
|
Physical
|
—
|
90%
|
Randomly damages or heals the target.
|
Prismatic Laser
|
Psychic
|
Special
|
160
|
100%
|
User recharges on the next turn.
|
Psybeam
|
Psychic
|
Special
|
65
|
100%
|
Has a 10% chance of confusing the target.
|
Psychic
|
Psychic
|
Special
|
90
|
100%
|
Has a 10% chance of lowering the target's Special Defense by one stage.
|
Psychic Fangs
|
Psychic
|
Physical
|
85
|
100%
|
Destroys Light Screen, Reflect and Aurora Veil.
|
Psycho Boost
|
Psychic
|
Special
|
140
|
90%
|
Lowers the user's Special Attack by two stages after usage.
|
Psycho Cut
|
Psychic
|
Physical
|
70
|
100%
|
Has a high critical hit ratio.
|
Psyshock
|
Psychic
|
Special
|
80
|
100%
|
Damage calculated using the user's Special Attack and the target's Defense.
|
Psystrike
|
Psychic
|
Special
|
100
|
100%
|
Damage calculated using the user's Special Attack and the target's Defense.
|
Psywave
|
Psychic
|
Special
|
—
|
100%
|
Randomly inflicts between one HP and (user's level ×1.5) HP of damage.
|
Punishment
|
Dark
|
Physical
|
—
|
100%
|
Power of this attack rises with the target's stat increases.
|
Pursuit
|
Dark
|
Physical
|
40
|
100%
|
Power doubles if target switches out.
|
Pyro Ball
|
Fire
|
Physical
|
120
|
90%
|
May leave the target with a burn.
|
Quick Attack
|
Normal
|
Physical
|
40
|
100%
|
Has a priority of +1.
|
Rage
|
Normal
|
Physical
|
20
|
100%
|
User's Attack increases by one stage if attacked after using this move.
|
Rapid Spin
|
Normal
|
Physical
|
20
|
100%
|
Removes user from various annoyances.
|
Razor Leaf
|
Grass
|
Physical
|
55
|
95%
|
Has a high critical hit ratio.
|
Razor Shell
|
Water
|
Physical
|
75
|
95%
|
Has a 50% chance of lowering the target's defense.
|
Razor Wind
|
Normal
|
Special
|
80
|
100%
|
Charges on the first turn, attacks on the second.
|
Relic Song
|
Normal
|
Special
|
75
|
100%
|
Has a 10% chance of putting the target to sleep.
|
Retaliate
|
Normal
|
Physical
|
70
|
100%
|
Power doubles if one of the user's teammates fainted in the previous turn.
|
Return
|
Normal
|
Physical
|
—
|
100%
|
Damage depends on user's friendship level.
|
Revelation Dance
|
Normal
|
Special
|
90
|
100%
|
Changes type based on the user's type.
|
Revenge
|
Fighting
|
Physical
|
60
|
100%
|
Power doubles if the user is attacked by the target on the turn it is used.
|
Reversal
|
Fighting
|
Physical
|
—
|
100%
|
Damage is based on the user's current HP; strongest when HP is lowest.
|
Roar of Time
|
Dragon
|
Special
|
150
|
90%
|
User recharges on the second turn.
|
Rock Blast
|
Rock
|
Physical
|
25
|
90%
|
Strikes the target two to five times in a row.
|
Rock Climb
|
Normal
|
Physical
|
90
|
85%
|
Has a 20% chance of confusing the target.
|
Rock Slide
|
Rock
|
Physical
|
75
|
90%
|
Has a 30% chance of causing the target to flinch.
|
Rock Smash
|
Fighting
|
Physical
|
40
|
100%
|
Has a 50% chance of lowering the target's Defense by one stage.
|
Rock Throw
|
Rock
|
Physical
|
50
|
90%
|
|
Rock Tomb
|
Rock
|
Physical
|
60
|
95%
|
Lowers the target's Speed by one stage.
|
Rock Wrecker
|
Rock
|
Physical
|
150
|
90%
|
User recharges on the second turn.
|
Rolling Kick
|
Fighting
|
Physical
|
60
|
85%
|
Has a 30% chance of causing the target to flinch.
|
Rollout
|
Rock
|
Physical
|
30
|
90%
|
Used five turns in a row, with the power doubling after each hit.
|
Round
|
Normal
|
Special
|
60
|
100%
|
Power doubles if used consecutively by an ally.
|
Sacred Fire
|
Fire
|
Special
|
100
|
95%
|
Has a 50% chance of burning the target; thaws frozen user.
|
Sacred Sword
|
Fighting
|
Physical
|
90
|
100%
|
Ignores the target's changes in Defense and evasion.
|
Sand Tomb
|
Ground
|
Physical
|
35
|
85%
|
Traps the target and causes damage equal to 1/16 of the target's max HP for four to five turns.
|
Scald
|
Water
|
Special
|
80
|
100%
|
Has a 30% chance of burning the target; thaws frozen user or target.
|
Scratch
|
Normal
|
Physical
|
40
|
100%
|
|
Searing Shot
|
Fire
|
Special
|
100
|
100%
|
Has a 30% chance of burning the target.
|
Secret Power
|
Normal
|
Physical
|
70
|
100%
|
Has a 30% chance of a secondary effect, depending on current battlefield. May lower the target's Attack, Special Attack, Speed or accuracy one stage, or inflict flinch, paralysis, burn, freeze or sleep on the target.
|
Secret Sword
|
Fighting
|
Special
|
85
|
100%
|
Damage calculated using the user's Special Attack and the target's Defense.
|
Seed Bomb
|
Grass
|
Physical
|
80
|
100%
|
|
Seed Flare
|
Grass
|
Special
|
120
|
85%
|
Has a 40% chance of lowering the target's Special Defense by one stage.
|
Seismic Toss
|
Fighting
|
Physical
|
—
|
100%
|
Deals damage equal to the user's current level.
|
Self-Destruct
|
Normal
|
Physical
|
200
|
100%
|
User faints.
|
Shadow Ball
|
Ghost
|
Special
|
80
|
100%
|
Has a 20% chance of lowering the target's Special Defense by one stage.
|
Shadow Bone
|
Ghost
|
Physical
|
85
|
100%
|
Has a 20% chance to lower the target's Defense by one stage.
|
Shadow Blast
|
------
|
Special
|
80
|
100%
|
Has a high critical hit ratio.
|
Shadow Blitz
|
------
|
Physical
|
40
|
100%
|
|
Shadow Bolt
|
------
|
Special
|
75
|
100%
|
Has a 10% chance of paralyzing the target.
|
Shadow Break
|
------
|
Physical
|
75
|
100%
|
|
Shadow Chill
|
------
|
Special
|
75
|
100%
|
Has a 10% chance of freezing the target.
|
Shadow Claw
|
Ghost
|
Physical
|
70
|
100%
|
Has a high critical hit ratio.
|
Shadow End
|
------
|
Physical
|
120
|
60%
|
Deals 1/2 of current HP dealt as recoil damage.
|
Shadow Fire
|
------
|
Special
|
75
|
100%
|
Has a 10% chance of burning the target.
|
Shadow Force
|
Ghost
|
Physical
|
120
|
100%
|
Disappears on first turn, attacks on second; breaks protection moves.
|
Shadow Punch
|
Ghost
|
Physical
|
60
|
—
|
Never misses.
|
Shadow Rave
|
------
|
Special
|
70
|
100%
|
|
Shadow Rush
|
------
|
Physical
|
55
|
100%
|
|
Shadow Sneak
|
Ghost
|
Physical
|
40
|
100%
|
Has a priority of +1.
|
Shadow Storm
|
------
|
Special
|
95
|
100%
|
|
Shadow Wave
|
------
|
Special
|
50
|
100%
|
|
Shock Wave
|
Electric
|
Special
|
60
|
—
|
Never misses.
|
Signal Beam
|
Bug
|
Special
|
75
|
100%
|
Has a 10% chance of confusing the target.
|
Silver Wind
|
Bug
|
Special
|
60
|
100%
|
Has a 10% chance of raising all of the user's stats by one stage.
|
Skull Bash
|
Normal
|
Physical
|
130
|
100%
|
Prepares on the first turn and raises the user's Defense by one stage, attacks on the second.
|
Sky Attack
|
Flying
|
Physical
|
140
|
90%
|
Prepares on the first turn, attacks on the second.
|
Sky Drop
|
Flying
|
Physical
|
60
|
100%
|
Both the user and the target are unable to move the first turn, attacks on the second.
|
Sky Uppercut
|
Fighting
|
Physical
|
85
|
90%
|
Can hit targets using Fly.
|
Slam
|
Normal
|
Physical
|
80
|
75%
|
|
Slash
|
Normal
|
Physical
|
70
|
100%
|
Has a high critical hit ratio.
|
Sludge
|
Poison
|
Special
|
65
|
100%
|
Has a 30% chance of poisoning the target.
|
Sludge Bomb
|
Poison
|
Special
|
90
|
100%
|
Has a 30% chance of poisoning the target.
|
Sludge Wave
|
Poison
|
Special
|
95
|
100%
|
Has a 10% chance of poisoning the target.
|
Smack Down
|
Rock
|
Physical
|
50
|
100%
|
Knocks airborne targets to the ground.
|
Smelling Salts
|
Normal
|
Physical
|
70
|
100%
|
If target is paralyzed, power is doubled and target is healed of paralysis.
|
Smog
|
Poison
|
Special
|
30
|
70%
|
Has a 40% chance of poisoning the target.
|
Snarl
|
Dark
|
Special
|
55
|
95%
|
Lowers the target's Special Attack by one stage.
|
Snipe Shot
|
Water
|
Special
|
80
|
100%
|
Ignores moves/abilites that draw in moves, like Storm Drain.
|
Snore
|
Normal
|
Special
|
50
|
100%
|
Has a 30% chance of causing the target to flinch; only works if user is asleep.
|
Solar Beam
|
Grass
|
Special
|
120
|
100%
|
Charges on the first turn, attacks on the second; no charge during Sunny Day.
|
Sonic Boom
|
Normal
|
Special
|
—
|
100%
|
Always deals 20 HP of damage.
|
Spacial Rend
|
Dragon
|
Special
|
100
|
95%
|
Has a high critical hit ratio.
|
Spark
|
Electric
|
Physical
|
65
|
100%
|
Has a 30% chance of paralyzing the target.
|
Spike Cannon
|
Normal
|
Physical
|
20
|
100%
|
Strikes the target two to five times in a row.
|
Spirit Break
|
Fairy
|
Physical
|
75
|
100
|
Lowers the target's Sp. Atk stat.
|
Spit Up
|
Normal
|
Special
|
—
|
100%
|
Deals damage based on Stockpiled energy.
|
Steam Eruption
|
Water
|
Special
|
110
|
95%
|
Has a 30% chance of burning the target; thaws frozen user or target.
|
Steamroller
|
Bug
|
Physical
|
65
|
100%
|
Has a 30% chance of causing the target to flinch; double damage and never misses against Minimized targets.
|
Steel Wing
|
Steel
|
Physical
|
70
|
90%
|
Has a 10% chance of raising the user's Defense by one stage.
|
Stomp
|
Normal
|
Physical
|
65
|
100%
|
Has a 30% chance of causing the target to flinch; double damage and never misses against Minimized targets.
|
Stone Edge
|
Rock
|
Physical
|
100
|
80%
|
Has a high critical hit ratio.
|
Stored Power
|
Psychic
|
Special
|
20
|
100%
|
Power increases whenever user increases its stats.
|
Storm Throw
|
Fighting
|
Physical
|
60
|
100%
|
Always lands a critical hit.
|
Strength
|
Normal
|
Physical
|
80
|
100%
|
|
Struggle
|
Normal
|
Physical
|
50
|
100%
|
Deals ¼ of maximum HP dealt as recoil damage; hits Ghost-types.
|
Struggle Bug
|
Bug
|
Special
|
50
|
100%
|
Lowers the target's Special Attack by one stage.
|
Submission
|
Fighting
|
Physical
|
80
|
80%
|
Deals ¼ of damage dealt as recoil damage.
|
Sucker Punch
|
Dark
|
Physical
|
70
|
100%
|
Always goes first, fails if target is not using an attack move.
|
Super Fang
|
Normal
|
Physical
|
—
|
90%
|
Target's remaining HP is halved.
|
Superpower
|
Fighting
|
Physical
|
120
|
100%
|
The user's Attack and Defense are decreased by one stage.
|
Surf
|
Water
|
Special
|
90
|
100%
|
Double damage against a target using Dive.
|
Swift
|
Normal
|
Special
|
60
|
—
|
Never misses.
|
Synchronoise
|
Psychic
|
Special
|
120
|
100%
|
Only damages Pokémon the same type as the user.
|
Tackle
|
Normal
|
Physical
|
50
|
100%
|
|
Tail Slap
|
Normal
|
Physical
|
25
|
85%
|
Strikes the target two to five times in a row.
|
Take Down
|
Normal
|
Physical
|
90
|
85%
|
Deals ¼ of damage dealt as recoil damage.
|
Techno Blast
|
Normal
|
Special
|
120
|
100%
|
Type changes depending on the Drive the user is holding.
|
Thousand Arrows
|
Ground
|
Physical
|
90
|
100%
|
Knocks airborne targets to the ground.
|
Thousand Waves
|
Ground
|
Physical
|
90
|
100%
|
Prevents targets from switching.
|
Thief
|
Dark
|
Physical
|
60
|
100%
|
If user is not holding an item, user steals the target's held item.
|
Thrash
|
Normal
|
Physical
|
120
|
100%
|
Used two to three turns in a row, confusing the user after it stops.
|
Thunder
|
Electric
|
Special
|
110
|
70%
|
Has a 30% chance of paralyzing the target; has 100% accuracy during Rain Dance, 50% accuracy in Sunny Day.
|
Thunder Fang
|
Electric
|
Physical
|
65
|
95%
|
Has a 10% chance of paralyzing or causing the target to flinch.
|
Thunder Punch
|
Electric
|
Physical
|
75
|
100%
|
Has a 10% chance of paralyzing the target.
|
Thunder Shock
|
Electric
|
Special
|
40
|
100%
|
Has a 10% chance of paralyzing the target.
|
Thunderbolt
|
Electric
|
Special
|
90
|
100%
|
Has a 10% chance of paralyzing the target.
|
Tri Attack
|
Normal
|
Special
|
80
|
100%
|
Has a 6.67% chance each to paralyze, freeze, or burn the target.
|
Triple Kick
|
Fighting
|
Physical
|
10
|
90%
|
Strikes the target three times in a row; base power doubles with each strike.
|
Trump Card
|
Normal
|
Special
|
—
|
—
|
Power depends on remaining PP.
|
Twineedle
|
Bug
|
Physical
|
25
|
100%
|
Strikes the target twice in a row; has a 20% chance of poisoning the target.
|
Twister
|
Dragon
|
Special
|
40
|
100%
|
Has a 20% chance of causing the target to flinch.
|
U-turn
|
Bug
|
Physical
|
70
|
100%
|
User switches out after attacking.
|
Uproar
|
Normal
|
Special
|
90
|
100%
|
Used three turns in a row, preventing all Pokémon from falling asleep for its duration.
|
V-create
|
Fire
|
Physical
|
180
|
95%
|
Lowers the user's Defense, Special Defense, and Speed.
|
Vacuum Wave
|
Fighting
|
Special
|
40
|
100%
|
Has a priority of +1.
|
Venoshock
|
Poison
|
Special
|
65
|
100%
|
Deals double damage is the target is poisoned.
|
Vine Whip
|
Grass
|
Physical
|
45
|
100%
|
|
Vise Grip
|
Normal
|
Physical
|
55
|
100%
|
|
Vital Throw
|
Fighting
|
Physical
|
70
|
100%
|
Always strikes last, never misses.
|
Volt Switch
|
Electric
|
Special
|
70
|
100%
|
The user switches out after dealing damage.
|
Volt Tackle
|
Electric
|
Physical
|
120
|
100%
|
User receives 1/3 of damage dealt as recoil damage.
|
Wake-Up Slap
|
Fighting
|
Physical
|
70
|
100%
|
If target is asleep, power is doubled and target is woken up.
|
Water Gun
|
Water
|
Special
|
40
|
100%
|
|
Water Pledge
|
Water
|
Special
|
80
|
100%
|
Strikes the target two to five times in a row.
|
Water Pulse
|
Water
|
Special
|
60
|
100%
|
Has a 20% chance of confusing the target.
|
Water Shuriken
|
Water
|
Special
|
15
|
100%
|
Has a priority of +1; strikes the target two to five times in a row.
|
Water Spout
|
Water
|
Special
|
150
|
100%
|
Damage is based on the user's current HP; strongest when HP is highest.
|
Waterfall
|
Water
|
Physical
|
80
|
100%
|
Has a 20% chance of causing the target to flinch.
|
Weather Ball
|
Normal
|
Special
|
50
|
100%
|
Power doubles and type changes during weather: Fire-type during Sunny Day, Water-type during Rain Dance, Ice-type during Hail, Rock-type during Sandstorm.
|
Whirlpool
|
Water
|
Special
|
35
|
85%
|
Traps the target and causes damage equal to 1/16 of the target's max HP for four to five turns.
|
Wild Charge
|
Electric
|
Physical
|
90
|
100%
|
User receives ¼ of damage dealt as recoil damage.
|
Wing Attack
|
Flying
|
Physical
|
60
|
100%
|
|
Wood Hammer
|
Grass
|
Physical
|
120
|
100%
|
User receives ¼ of damage dealt as recoil damage.
|
Wrap
|
Normal
|
Physical
|
15
|
90%
|
Traps the target and causes damage equal to 1/16 of the target's max HP for four to five turns.
|
Wring Out
|
Normal
|
Special
|
—
|
100%
|
Damage depends on the target's current HP; strongest when target's HP is highest.
|
X-Scissor
|
Bug
|
Physical
|
80
|
100%
|
|
Zap Cannon
|
Electric
|
Special
|
120
|
50%
|
Paralyzes the target.
|
Zen Headbutt
|
Psychic
|
Physical
|
80
|
90%
|
Has a 20% chance of causing the target to flinch.
|