List of moves that do damage
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This article contains old or outdated information, or has not been updated in a while. Please check the content of this article and update it as required. Reason: Generation VII, VIII, and IX moves. |
Damage done to a Pokémon is the amount of HP taken away when a move is successful. The following moves can all deal damage (without calling other moves). Notably, this list does not include status moves.
Move | Type | Category | Pow. | Acc. | Notes |
---|---|---|---|---|---|
Absorb | Grass | Special | 20 | 100% | Restores HP to the user equal to ¼ the damage inflicted. |
Accelerock | Rock | Physical | 40 | 100% | Has a priority of +1. |
Acid | Poison | Special | 40 | 100% | Has a 10% chance of lowering the target's Defense by one stage. |
Acid Spray | Poison | Special | 40 | 100% | Lowers the target's Special Defense by two stages. |
Acrobatics | Flying | Physical | 55 | 100% | Power is doubled if the user has no held item. |
Aerial Ace | Flying | Physical | 60 | — | Never misses. |
Aeroblast | Flying | Special | 100 | 95% | Has a high critical hit ratio. |
Air Cutter | Flying | Special | 60 | 95% | Has a high critical hit ratio. |
Air Slash | Flying | Special | 75 | 95% | Has a 30% chance of causing the target to flinch. |
Anchor Shot | Steel | Physical | 80 | 100% | Prevents target from fleeing or switching out. |
Ancient Power | Rock | Special | 60 | 100% | Has a 10% chance of raising all of the user's stats by one stage. |
Apple Acid | Grass | Special | 80 | 100% | Lower's the target's Special Defense by one stage. |
Aqua Jet | Water | Physical | 40 | 100% | Has a priority of +1. |
Aqua Tail | Water | Physical | 90 | 90% | |
Arm Thrust | Fighting | Physical | 15 | 100% | Strikes the target two to five times in a row. |
Assurance | Dark | Physical | 60 | 100% | Power doubles if user receives damage on the turn it is used. |
Astonish | Ghost | Physical | 30 | 100% | Has a 30% chance of causing the target to flinch. |
Attack Order | Bug | Physical | 90 | 100% | Has a high critical hit ratio. |
Aura Sphere | Fighting | Special | 80 | — | Never misses. |
Aura Wheel | Electric | Physical | 110 | 100% | Raises the user's Speed stat by one stage. If the user is in Hangry Mode, becomes a Dark type move. |
Aurora Beam | Ice | Special | 65 | 100% | Has a 10% chance of lowering the target's Attack by one stage. |
Avalanche | Ice | Physical | 60 | 100% | Power doubles if the user is attacked by the target on the turn it is used. |
Barrage | Normal | Physical | 15 | 85% | Strikes the target two to five times in a row. |
Beak Blast | Flying | Physical | 100 | 100% | The user charges up at the beginning of the turn, then damages the foe at -3 priority. Contact with the user while charging up results in a burn. |
Beat Up | Dark | Physical | — | 100% | Each member of the user's party attacks once. Power based on user's Attack. |
Behemoth Bash | Steel | Physical | 100 | 100% | Deals twice the damage if the target is Dynamaxed. |
Behemoth Blade | Steel | Physical | 100 | 100% | Deals twice the damage if the target is Dynamaxed. |
Belch | Poison | Special | 120 | 90% | Requires the user to eat its held Berry. |
Bide | Normal | Physical | — | — | Deals damage equal to 2× the damage taken by the user after two turns. |
Bind | Normal | Physical | 15 | 85% | Traps the target and causes damage equal to ⅛ of the target's max HP for four to five turns. |
Bite | Dark | Physical | 60 | 100% | Has a 30% chance of causing the target to flinch. |
Blast Burn | Fire | Special | 150 | 90% | The user can't move on the next turn. |
Blaze Kick | Fire | Physical | 85 | 90% | Has a 10% chance of burning the target. |
Blizzard | Ice | Special | 110 | 70% | Has a 10% chance of freezing the target. |
Blue Flare | Fire | Special | 130 | 85% | Has a 20% chance of burning the target. |
Body Press | Fighting | Physical | 80 | 100% | The higher the user's Defense, the more damage it inflicts. |
Body Slam | Normal | Physical | 85 | 100% | Has a 30% chance of paralyzing the target. |
Bolt Strike | Electric | Physical | 130 | 85% | Has a 30% chance of paralyzing the target |
Bolt Beak | Electric | Physical | 85 | 100% | If the user attacks before the target, the move's power is doubled. |
Bone Club | Ground | Physical | 65 | 85% | Has a 10% chance of causing the target to flinch. |
Bone Rush | Ground | Physical | 25 | 90% | Strikes the target two to five times in a row. |
Bonemerang | Ground | Physical | 50 | 90% | Strikes the target twice in a row. |
Boomburst | Normal | Special | 140 | 100% | |
Bounce | Flying | Physical | 85 | 85% | Has a 30% chance of paralyzing the target. |
Brave Bird | Flying | Physical | 120 | 100% | User receives ¼ of damage dealt as recoil damage. |
Branch Poke | Grass | Physical | 40 | 100% | |
Breaking Swipe | Dragon | Physical | 60 | 100% | Attacks all opposing Pokémon, and lowers the Attack stat of all targets. |
Brick Break | Fighting | Physical | 75 | 100% | Light Screen and Reflect are removed from the target. |
Brine | Water | Special | 65 | 100% | Power is doubled if target's health is below 50%. |
Brutal Swing | Dark | Physical | 60 | 100% | |
Bubble | Water | Special | 40 | 100% | Has a 10% chance of lowering the target's Speed by one stage. |
Bubble Beam | Water | Special | 65 | 100% | Has a 10% chance of lowering the target's Speed by one stage. |
Bug Bite | Bug | Physical | 60 | 100% | Eats the target's held Berry. |
Bug Buzz | Bug | Special | 90 | 100% | Has a 10% chance of lowering the target's Special Defense by one stage. |
Bulldoze | Ground | Physical | 60 | 100% | Lowers the target's Speed by one stage. |
Bullet Punch | Steel | Physical | 40 | 100% | Has a priority of +1. |
Bullet Seed | Grass | Physical | 25 | 100% | Strikes the target two to five times in a row. |
Burn Up | Fire | Special | 130 | 100% | Thaws a frozen user. When used, the user will no longer be Fire-type. |
Burning Jealousy | Fire | Special | 70 | 100% | Burns any opponent that has increased its stats during that turn. |
Charge Beam | Electric | Special | 50 | 90% | Has a 70% chance of raising the user's Special Attack by one stage. |
Chatter | Flying | Special | 65 | 100% | Has a 100% chance of confusing the target. |
Chip Away | Normal | Physical | 70 | 100% | Ignores the target's changes in Defense and evasion. |
Circle Throw | Fighting | Physical | 60 | 90% | Forces opposing Trainer to switch Pokémon and ends battles with wild Pokémon. |
Clamp | Water | Physical | 35 | 85% | Traps the target and causes damage equal to ⅛ of the target's max HP for four to five turns. |
Clanging Scales | Dragon | Special | 110 | 100% | Reduces the user's Defense by one stage |
Clear Smog | Poison | Special | 50 | — | Resets all stat levels of the target to zero. |
Close Combat | Fighting | Physical | 120 | 100% | The user's Defense and Special Defense are decreased by one stage. |
Comet Punch | Normal | Physical | 18 | 85% | Strikes the target two to five times in a row. |
Confusion | Psychic | Special | 50 | 100% | Has a 10% chance of confusing the target. |
Constrict | Normal | Physical | 10 | 100% | Has a 10% of lowering the target's Speed by one stage. |
Core Enforcer | Dragon | Special | 100 | 100% | If the target has already used a move or had a Bag item used on it, this move eliminates the effect of the target's ability. |
Counter | Fighting | Physical | — | 100% | Deals back 2× damage inflicted if the user gets attacked by a Physical attack on the turn used. |
Covet | Normal | Physical | 60 | 100% | Steals the target's held item. |
Crabhammer | Water | Physical | 100 | 90% | Has a high critical hit ratio. |
Cross Chop | Fighting | Physical | 100 | 80% | Has a high critical hit ratio. |
Cross Poison | Poison | Physical | 70 | 100% | Has a high critical hit ratio and 10% chance of poisoning the target. |
Crunch | Dark | Physical | 80 | 100% | Has a 20% chance of lowering the target's Defense by one stage. |
Crush Claw | Normal | Physical | 75 | 95% | Has a 50% chance of lowering the target's Defense by one stage. |
Crush Grip | Normal | Physical | — | 100% | Damage depends on the target's current HP; strongest when target's HP is highest. |
Cut | Normal | Physical | 50 | 95% | |
Dark Pulse | Dark | Special | 80 | 100% | Has a 20% chance of causing the target to flinch. |
Darkest Lariat | Dark | Physical | 85 | 100% | Ignores the target's changes in Defense and evasion. |
Dazzling Gleam | Fairy | Special | 80 | 100% | |
Diamond Storm | Rock | Physical | 100 | 95% | Has a 50% chance of raising the user's Defense by 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 Breath | Dragon | Special | 60 | 100% | Has a 30% chance of paralyzing the target. |
Dragon Claw | Dragon | Physical | 80 | 100% | |
Dragon Darts | Dragon | Physical | 50 | 100% | Deals damage twice. If there are two opponents, it hits them both once. |
Dragon Hammer | Dragon | Physical | 90 | 100% | |
Dragon Pulse | Dragon | Special | 85 | 100% | |
Dragon Rage | Dragon | Special | — | 100% | Always deals 40 HP of damage. |
Dragon Rush | Dragon | Physical | 100 | 75% | Has a 20% chance of causing the target to flinch; double damage and never misses against Minimized targets. |
Dragon Tail | Dragon | Physical | 60 | 90% | Forces opposing Trainer to switch Pokémon and ends battles with wild Pokémon. |
Drain Punch | Fighting | Physical | 75 | 100% | Restores HP to the user equal to ½ the damage inflicted. |
Draining Kiss | Fairy | Special | 50 | 100% | Restores HP to the user equal to ¾ of the damage inflicted. |
Dream Eater | Psychic | Special | 100 | 100% | Target must be asleep; restores HP to the user equal to ½ the damage inflicted. |
Drill Peck | Flying | Physical | 80 | 100% | |
Drill Run | Ground | Physical | 80 | 95% | Has a high critical hit ratio. |
Drum Beating | Grass | Physical | 80 | 100% | Lowers the target's speed stat by one stage. |
Dual Chop | Dragon | Physical | 40 | 90% | Strikes the target twice in a row. |
Dual Wingbeat | Flying | Physical | 40 | 90% | Strikes the target twice in a row. |
Dynamax Cannon | Dragon | Special | 100 | 100% | Deals twice the damage if the target is Dynamaxed. |
Dynamic Punch | Fighting | Physical | 100 | 50% | Also confuses the target. |
Earth Power | Ground | Special | 90 | 100% | Has a 10% chance of lowering the target's Special Defense by one stage. |
Earthquake | Ground | Physical | 100 | 100% | Deals double damage against targets using Dig. |
Echoed Voice | Normal | Special | 40 | 100% | Base power increases by 40 each consecutive turn it is used. |
Egg Bomb | Normal | Physical | 100 | 75% | |
Electro Ball | Electric | Special | — | 100% | Inflicts more damage the faster the user is compared to the target. |
Electroweb | Electric | Special | 55 | 95% | Lowers the target's Speed by one stage. |
Ember | Fire | Special | 40 | 100% | Has a 10% chance of burning the target. |
Endeavor | Normal | Physical | — | 100% | Deals damages so that the target is left with HP equal to the user's. |
Energy Ball | Grass | Special | 90 | 100% | Has a 10% chance of lowering the target's Special Defense by one stage. |
Eruption | Fire | Special | 150 | 100% | Damage is based on the user's current HP; strongest when HP is highest. |
Eternabeam | Dragon | Special | 160 | 90% | The user can't move on the next turn. |
Expanding Force | Psychic | Special | 80 | 100% | Power is increased and hits all opposing Pokémon if used on Psychic Terrain. |
Explosion | Normal | Physical | 250 | 100% | User faints. |
Extrasensory | Psychic | Special | 80 | 100% | Has a 10% chance of causing the target to flinch. |
Extreme Speed | Normal | Physical | 80 | 100% | Has a priority of +2. |
Facade | Normal | Physical | 70 | 100% | Power doubles if user is burned, paralyzed, or poisoned. |
Fairy Wind | Fairy | Special | 40 | 100% | |
Fake Out | Normal | Physical | 40 | 100% | Only works on the first turn after the user enters battle; makes the target flinch. Has a priority of +3. |
False Surrender | Dark | Physical | 80 | — | This attack never misses. |
False Swipe | Normal | Physical | 40 | 100% | Will always leave the target with at least one HP. |
Feint | Normal | Physical | 30 | 100% | Breaks protection moves. |
Feint Attack | Dark | Physical | 60 | — | Never misses. |
Fell Stinger | Bug | Physical | 30 | 100% | Raises the user's Attack two stages if it knocks out another Pokémon with this move. |
Fiery Dance | Fire | Special | 80 | 100% | Has a 50% chance of raising the user's Special Attack. |
Final Gambit | Fighting | Special | — | 100% | The target takes damage equal to the user's HP; user faints. |
Fire Blast | Fire | Special | 110 | 85% | Has a 10% chance of burning the target. |
Fire Fang | Fire | Physical | 65 | 95% | Has a 10% chance of burning or causing the target to flinch. |
Fire Lash | Fire | Physical | 80 | 100% | Lowers the target's Defense by one stage. |
Fire Pledge | Fire | Special | 80 | 100% | Deals double damage when used with Grass Pledge or Water Pledge in double or triple battles. |
Fire Punch | Fire | Physical | 75 | 100% | Has a 10% chance of burning the target. |
Fire Spin | Fire | Special | 35 | 85% | Traps the target and causes damage equal to ⅛ of the target's max HP for four to five turns. |
First Impression | Bug | Physical | 90 | 100% | Only works on the first turn after user enters battle; has a priority of +2. |
Fishious Rend | Water | Physical | 85 | 100% | If the user attacks before the target, the move's power is doubled. |
Flail | Normal | Physical | — | 100% | Damage is based on the user's current HP; strongest when HP is lowest. |
Flame Burst | Fire | Special | 70 | 100% | |
Flame Charge | Fire | Physical | 50 | 100% | Raises the user's Speed by one stage. |
Flame Wheel | Fire | Physical | 60 | 100% | Has a 10% chance of burning the target; thaws frozen users. |
Flamethrower | Fire | Special | 90 | 100% | Has a 10% chance of burning the target. |
Flare Blitz | Fire | Physical | 120 | 100% | Has a 10% chance of burning the target; user receives ⅓ of damage dealt as recoil damage. |
Flash Cannon | Steel | Special | 80 | 100% | Has a 10% chance of lowering the target's Special Defense by one stage. |
Fleur Cannon | Fairy | Special | 130 | 90% | Lowers the user's Special Attack by two stages after usage. |
Fling | Dark | Physical | — | 100% | User inflicts various damage by losing its held item. |
Flip Turn | Water | Physical | 60 | 100% | User switches out after attacking. |
Fly | Flying | Physical | 90 | 95% | User flies up on the first turn, attacks on the second. |
Flying Press | Fighting | Physical | 80 | 95% | Does Fighting-type and Flying-type damage. |
Focus Blast | Fighting | Special | 120 | 70% | Has a 10% chance of lowering the target's Special Defense by one stage. |
Focus Punch | Fighting | Physical | 150 | 100% | Attacks at the end of the round if the user is not hit by an attack. |
Force Palm | Fighting | Physical | 60 | 100% | Has a 30% chance of paralyzing the target. |
Foul Play | Dark | Physical | 95 | 100% | Damage is calculated using the target's Attack. |
Freeze-Dry | Ice | Special | 70 | 100% | Has a 10% chance of freezing the target; is super effective on Water types. |
Freeze Shock | Ice | Physical | 140 | 90% | User charges on the first, attacks on the second; has a 30% chance of paralyzing the target. |
Frenzy Plant | Grass | Special | 150 | 90% | The user can't move on the next turn. |
Frost Breath | Ice | Special | 60 | 90% | Always lands a critical hit. |
Frustration | Normal | Physical | — | 100% | Damage depends on user's friendship level. |
Fury Attack | Normal | Physical | 15 | 85% | Strikes the target two to five times in a row. |
Fury Cutter | Bug | Physical | 40 | 95% | Doubles power with each consecutive hit. |
Fury Swipes | Normal | Physical | 18 | 80% | Strikes the target two to five times in a row. |
Fusion Bolt | Electric | Physical | 100 | 100% | Power doubles is the opponent uses Fusion Flare immediately before this move is executed. |
Fusion Flare | Fire | Special | 100 | 100% | Power doubles is the opponent uses Fusion Bolt immediately before this move is executed. |
Future Sight | Psychic | Special | 120 | 100% | Deals damage two turns after usage. |
Gear Grind | Steel | Physical | 50 | 85% | Strikes the target twice in a row. |
Giga Drain | Grass | Special | 75 | 100% | Restores HP to the user equal to ½ the damage inflicted. |
Giga Impact | Normal | Physical | 150 | 90% | The user can't move on the next turn. |
Glaciate | Ice | Special | 65 | 95% | Lowers the target's Speed by one stage. |
Grass Knot | Grass | Special | — | 100% | Deals damage based on the target's weight. |
Grass Pledge | Grass | Special | 80 | 100% | Deals double damage when used with Fire Pledge or Water Pledge in double or triple battles. |
Grassy Glide | Grass | Physical | 70 | 100% | Increased priority if used on Grassy Terrain. |
Grav Apple | Grass | Physical | 80 | 100% | Lowers the target's Defense by one stage. If Gravity is in effect, 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 ½ of damage dealt as recoil damage. |
Headbutt | Normal | Physical | 70 | 100% | Has a 30% chance of causing the target to flinch. |
Heart Stamp | Psychic | Physical | 60 | 100% | Has a 30% of causing the target to flinch. |
Heat Crash | Fire | Physical | — | 100% | Inflicts more damage the heavier the user is compared to the target. |
Heat Wave | Fire | Special | 95 | 90% | Has a 10% chance of burning the target. |
Heavy Slam | Steel | Physical | — | 100% | Inflicts more damage the heavier the user is compared to the target. |
Hex | Ghost | Special | 65 | 100% | Power is doubled if the target is afflicted with a major status condition. |
High Jump Kick | Fighting | Physical | 130 | 90% | Deals crash damage equal to ½ of the user's HP if the user misses. |
Hidden Power | Normal | Special | 60 | 100% | Type and base power based on the user's individual values. |
High Horsepower | Ground | Physical | 95 | 95% | |
Hold Back | Normal | Physical | 40 | 100% | Will always leave the target with at least one HP. |
Horn Attack | Normal | Physical | 65 | 100% | |
Horn Leech | Grass | Physical | 75 | 100% | Restores HP to the user equal to ½ the damage inflicted. |
Hurricane | Flying | Special | 110 | 70% | Has a 30% chance of confusing the target. |
Hydro Cannon | Water | Special | 150 | 90% | The user can't move on the next turn. |
Hydro Pump | Water | Special | 110 | 80% | |
Hyper Beam | Normal | Special | 150 | 90% | The user can't move on the next turn. |
Hyper Fang | Normal | Physical | 80 | 90% | Has a 10% chance of causing the target to flinch. |
Hyper Voice | Normal | Special | 90 | 100% | |
Hyperspace Hole | Psychic | Special | 80 | — | Never misses. |
Hyperspace Fury | Dark | Physical | 100 | — | Never misses; breaks protection moves; lowers the user's Defense by one stage after usage. Can only be used by Hoopa Unbound. |
Ice Ball | Ice | Physical | 30 | 90% | Used five turns in a row, with the power doubling after each hit. |
Ice Beam | Ice | Special | 90 | 100% | Has a 10% chance of freezing the target. |
Ice Burn | Ice | Special | 140 | 90% | Has a 30% chance of burning the target; charges on the first turn, attacks on the second. |
Ice Fang | Ice | Physical | 65 | 95% | Has a 10% chance of freezing or causing the target to flinch. |
Ice Hammer | Ice | Physical | 100 | 90% | Lowers the user's Speed by one stage |
Ice Punch | Ice | Physical | 75 | 100% | Has a 10% chance of freezing the target. |
Ice Shard | Ice | Physical | 40 | 100% | Has a priority of +1. |
Icicle Crash | Ice | Physical | 85 | 90% | Has a 30% chance of causing the target to flinch. |
Icicle Spear | Ice | Physical | 25 | 100% | Strikes the target two to five times in a row. |
Icy Wind | Ice | Special | 55 | 95% | Lowers the target's Speed by one stage. |
Incinerate | Fire | Special | 60 | 100% | Renders the target's Berry unusable. |
Inferno | Fire | Special | 100 | 50% | Leaves the target with a burn. |
Infestation | Bug | Special | 20 | 100% | Traps the target and inflicts additional damage of ⅛ of the target's max HP for four to five turns. |
Iron Head | Steel | Physical | 80 | 100% | Has a 30% chance of causing the target to flinch. |
Iron Tail | Steel | Physical | 100 | 75% | Has a 30% chance of lowering the target's Defense by one stage. |
Jaw Lock | Dark | Physical | 80 | 100% | Prevents the user and the target from switching out. The effect goes away if either of the Pokémon faints or leaves the field. |
Judgment | Normal | Special | 100 | 100% | Changes type based on its held Plate. |
Jump Kick | Fighting | Physical | 100 | 95% | Deals crash damage equal to half the user's HP if the user misses. |
Karate Chop | Fighting | Physical | 50 | 100% | Has a high critical hit ratio. |
Knock Off | Dark | Physical | 65 | 100% | Removes the target's held item. |
Land's Wrath | Ground | Physical | 90 | 100% | |
Last Resort | Normal | Physical | 140 | 100% | Can only be used after user has used all of its other moves. |
Lash Out | Dark | Physical | 75 | 100% | Power doubles if any of the user's stats were lowered on the turn it is used. |
Lava Plume | Fire | Special | 80 | 100% | Has a 30% chance of burning the target. |
Leafage | Grass | Physical | 40 | 100% | |
Leaf Blade | Grass | Physical | 90 | 100% | Has a high critical hit ratio. |
Leaf Storm | Grass | Special | 130 | 90% | Lowers the user's Special Attack by two stages after usage. |
Leaf Tornado | Grass | Special | 65 | 90% | Has a 30% chance of lowering the target's accuracy. |
Leech Life | Bug | Physical | 20 | 100% | Restores HP to the user equal to ½ the damage inflicted. |
Lick | Ghost | Physical | 30 | 100% | Has a 30% chance of paralyzing the target. |
Light of Ruin | Fairy | Special | 140 | 90% | Deals ½ of damage dealt as recoil damage. |
Liquidation | Water | Physical | 85 | 100% | Has a 20% chance of lowering the target's Defense by one stage. |
Low Kick | Fighting | Physical | — | 100% | Deals damage based on the target's weight. |
Low Sweep | Fighting | Physical | 65 | 100% | Lowers the target's speed by one stage. |
Lunge | Bug | Physical | 80 | 100% | Lowers the target's Attack by one stage. |
Luster Purge | Psychic | Special | 70 | 100% | Has a 50% chance of lowering the target's Special Defense by one stage. |
Mach Punch | Fighting | Physical | 40 | 100% | Has a priority of +1. |
Magical Leaf | Grass | Special | 60 | — | Never misses. |
Magma Storm | Fire | Special | 100 | 75% | Traps the target and causes damage equal to ⅛ of the target's max HP for four to five turns. |
Magnet Bomb | Steel | Physical | 60 | — | Never misses. |
Magnitude | Ground | Physical | — | 100% | Deals random damage based on Magnitude's scale. |
Mega Drain | Grass | Special | 40 | 100% | Restores HP to the user equal to ½ the damage inflicted. |
Mega Kick | Normal | Physical | 120 | 75% | |
Mega Punch | Normal | Physical | 80 | 85% | |
Megahorn | Bug | Physical | 120 | 85% | |
Metal Burst | Steel | Physical | — | 100% | Deals back 1.5× damage inflicted if the user gets attacked on the turn used. |
Metal Claw | Steel | Physical | 50 | 95% | Has a 10% chance of raising the user's Attack by one stage. |
Meteor Assault | Fighting | Physical | 150 | 100% | The user can't move on the next turn. |
Meteor Beam | Rock | Special | 120 | 90% | Prepares on the first turn and raises the user's Special Attack by one stage, attacks on the second. |
Meteor Mash | Steel | Physical | 90 | 90% | Has a 20% chance of raising the user's Attack by one stage. |
Mind Blown | Fire | Special | 150 | 100% | Deals recoil equal to ½ of the user's HP. |
Mirror Coat | Psychic | Special | — | 100% | Deals back 2× damage inflicted if the user gets attacked by a special attack on the turn used. |
Mirror Shot | Steel | Special | 65 | 85% | Has a 30% chance of lowering the target's accuracy by one stage. |
Mist Ball | Psychic | Special | 70 | 100% | Has a 50% chance of lowering the target's Special Attack by one stage. |
Misty Explosion | Fairy | Special | 100 | 100% | User faints. Base power is increased by 50% if used on Misty Terrain. |
Moonblast | Fairy | Special | 95 | 100% | May lower the target's Special Attack. |
Moongeist Beam | Ghost | Special | 100 | 100% | Ignores all ignorable Abilities. |
Mud Bomb | Ground | Special | 65 | 85% | Has a 30% chance of lowering the target's accuracy by one stage. |
Mud Shot | Ground | Special | 55 | 95% | Lowers the target's Speed by one stage. |
Mud-Slap | Ground | Special | 20 | 100% | Lowers the target's accuracy by one stage. |
Muddy Water | Water | Special | 90 | 85% | Has a 30% chance of lowering the target's accuracy by one stage. |
Multi-Attack | Normal | Physical | 120 | 100% | The memory held by the user determines this move's type. |
Mystical Fire | Fire | Special | 75 | 100% | Lowers the target's Special Attack by one stage. |
Natural Gift | Normal | Physical | — | 100% | Power and type depend on thrown held Berry. |
Nature's Madness | Fairy | Special | — | 90% | Deals damage equal to half the target's remaining HP; always deals at least 1 HP of damage. |
Needle Arm | Grass | Physical | 60 | 100% | Has a 30% chance of causing the target to flinch. |
Night Daze | Dark | Special | 85 | 95% | Has a 40% chance of lowering the target's accuracy. |
Night Shade | Ghost | Special | — | 100% | Deals damage equal to the user's current level. |
Night Slash | Dark | Physical | 70 | 100% | Has a high critical hit ratio. |
Nuzzle | Electric | Physical | 20 | 100% | Paralyzes the target. |
Oblivion Wing | Flying | Special | 80 | 100% | Restores HP to the user equal to ¾ of the damage inflicted. |
Octazooka | Water | Special | 65 | 85% | Has a 50% chance of lowering the target's accuracy by one stage. |
Ominous Wind | Ghost | Special | 60 | 100% | Has a 10% chance of raising all of the user's stats by one stage. |
Origin Pulse | Water | Special | 110 | 85% | |
Outrage | Dragon | Physical | 120 | 100% | Used two to three turns in a row, confusing the user after it stops. |
Overdrive | Electric | Special | 80 | 100% | |
Overheat | Fire | Special | 130 | 90% | Lowers the user's Special Attack by two stages after usage. |
Parabolic Charge | Electric | Special | 50 | 100% | Restores HP to the user equal to ½ of the damage inflicted. |
Pay Day | Normal | Physical | 40 | 100% | Collects extra money after battles. |
Payback | Dark | Physical | 50 | 100% | Power is doubled if user is hit by foe first. |
Peck | Flying | Physical | 40 | 100% | |
Petal Blizzard | Grass | Special | 90 | 100% | |
Petal Dance | Grass | Special | 120 | 100% | Used two to three turns in a row, confusing the user after it stops. |
Phantom Force | Ghost | Physical | 90 | 100% | Disappears on first turn, attacks on second; breaks protection moves. |
Photon Geyser | Psychic | Special | 100 | 100% | Deals either Attack or Special Attack depending on which of the user's stats are higher. |
Pin Missile | Bug | Physical | 25 | 95% | Strikes the target two to five times in a row. |
Plasma Fists | Electric | Physical | 100 | 100% | For the remainder of the turn, all Normal-type moves become Electric-type. |
Play Rough | Fairy | Physical | 90 | 90% | May lower the target's Attack by one stage. |
Pluck | Flying | Physical | 60 | 100% | Eats the target's held Berry. |
Poison Fang | Poison | Physical | 50 | 100% | Has a 50% chance of badly poisoning the target. |
Poison Jab | Poison | Physical | 80 | 100% | Has a 30% chance of poisoning the target. |
Poison Sting | Poison | Physical | 15 | 100% | Has a 30% chance of poisoning the target. |
Poison Tail | Poison | Physical | 50 | 100% | Has a high critical hit ratio and a 10% chance of poisoning the target. |
Pollen Puff | Bug | Special | 90 | 100% | If an ally is targeted, ½ their maximum HP is restored. |
Poltergeist | Ghost | Physical | 110 | 90% | Fails if the target has no held item. |
Pound | Normal | Physical | 40 | 100% | |
Powder Snow | Ice | Special | 40 | 100% | Has a 10% chance of freezing the target. |
Power Gem | Rock | Special | 80 | 100% | |
Power-Up Punch | Fighting | Physical | 40 | 100% | Raises the user's Attack by one stage. |
Power Trip | Dark | Physical | 20 | 100% | Power increases whenever user increases its stats. |
Power Whip | Grass | Physical | 120 | 85% | |
Precipice Blades | Ground | Physical | 120 | 85% | |
Present | Normal | Physical | — | 90% | Randomly damages or heals the target. |
Prismatic Laser | Psychic | Special | 160 | 100% | User recharges on the next turn. |
Psybeam | Psychic | Special | 65 | 100% | Has a 10% chance of confusing the target. |
Psychic | Psychic | Special | 90 | 100% | Has a 10% chance of lowering the target's Special Defense by one stage. |
Psychic Fangs | Psychic | Physical | 85 | 100% | Destroys Light Screen, Reflect and Aurora Veil. |
Psycho Boost | Psychic | Special | 140 | 90% | Lowers the user's Special Attack by two stages after usage. |
Psycho Cut | Psychic | Physical | 70 | 100% | Has a high critical hit ratio. |
Psyshock | Psychic | Special | 80 | 100% | Damage calculated using the user's Special Attack and the target's Defense. |
Psystrike | Psychic | Special | 100 | 100% | Damage calculated using the user's Special Attack and the target's Defense. |
Psywave | Psychic | Special | — | 100% | Randomly inflicts between one HP and (user's level ×1.5) HP of damage. |
Punishment | Dark | Physical | — | 100% | Power of this attack rises with the target's stat increases. |
Pursuit | Dark | Physical | 40 | 100% | Power doubles if target switches out. |
Pyro Ball | Fire | Physical | 120 | 90% | Has a 10% chance of burning the target; thaws frozen user. |
Quick Attack | Normal | Physical | 40 | 100% | Has a priority of +1. |
Rage | Normal | Physical | 20 | 100% | User's Attack increases by one stage if attacked after using this move. |
Rapid Spin | Normal | Physical | 20 | 100% | Removes user from various annoyances. |
Razor Leaf | Grass | Physical | 55 | 95% | Has a high critical hit ratio. |
Razor Shell | Water | Physical | 75 | 95% | Has a 50% chance of lowering the target's defense. |
Razor Wind | Normal | Special | 80 | 100% | Charges on the first turn, attacks on the second. |
Relic Song | Normal | Special | 75 | 100% | Has a 10% chance of putting the target to sleep. |
Retaliate | Normal | Physical | 70 | 100% | Power doubles if one of the user's teammates fainted in the previous turn. |
Return | Normal | Physical | — | 100% | Damage depends on user's friendship level. |
Revelation Dance | Normal | Special | 90 | 100% | Changes type based on the user's type. |
Revenge | Fighting | Physical | 60 | 100% | Power doubles if the user is attacked by the target on the turn it is used. |
Reversal | Fighting | Physical | — | 100% | Damage is based on the user's current HP; strongest when HP is lowest. |
Rising Voltage | Electric | Special | 70 | 100% | Power doubles when the target is on Electric Terrain. |
Roar of Time | Dragon | Special | 150 | 90% | The user can't move on the next turn. |
Rock Blast | Rock | Physical | 25 | 90% | Strikes the target two to five times in a row. |
Rock Climb | Normal | Physical | 90 | 85% | Has a 20% chance of confusing the target. |
Rock Slide | Rock | Physical | 75 | 90% | Has a 30% chance of causing the target to flinch. |
Rock Smash | Fighting | Physical | 40 | 100% | Has a 50% chance of lowering the target's Defense by one stage. |
Rock Throw | Rock | Physical | 50 | 90% | |
Rock Tomb | Rock | Physical | 60 | 95% | Lowers the target's Speed by one stage. |
Rock Wrecker | Rock | Physical | 150 | 90% | The user can't move on the next turn. |
Rolling Kick | Fighting | Physical | 60 | 85% | Has a 30% chance of causing the target to flinch. |
Rollout | Rock | Physical | 30 | 90% | Used five turns in a row, with the power doubling after each hit. |
Round | Normal | Special | 60 | 100% | Power doubles if used consecutively by an ally. |
Sacred Fire | Fire | Physical | 100 | 95% | Has a 50% chance of burning the target; thaws frozen user. |
Sacred Sword | Fighting | Physical | 90 | 100% | Ignores the target's changes in Defense and evasion. |
Sand Tomb | Ground | Physical | 35 | 85% | Traps the target and causes damage equal to ⅛ of the target's max HP for four to five turns. |
Scald | Water | Special | 80 | 100% | Has a 30% chance of burning the target; thaws frozen user or target. |
Scale Shot | Dragon | Physical | 25 | 90% | Strikes the target two to five times in a row. Lowers the user's Defense, but also raises the user's Speed. |
Scorching Sands | Ground | Special | 70 | 100% | Has a 30% chance of burning the target; thaws frozen user or target. |
Scratch | Normal | Physical | 40 | 100% | |
Searing Shot | Fire | Special | 100 | 100% | Has a 30% chance of burning the target. |
Secret Power | Normal | Physical | 70 | 100% | Has a 30% chance of a secondary effect, depending on current battlefield. May lower the target's Attack, Special Attack, Speed or accuracy one stage, or inflict flinch, paralysis, burn, freeze or sleep on the target. |
Secret Sword | Fighting | Special | 85 | 100% | Damage calculated using the user's Special Attack and the target's Defense. |
Seed Bomb | Grass | Physical | 80 | 100% | |
Seed Flare | Grass | Special | 120 | 85% | Has a 40% chance of lowering the target's Special Defense by 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 ½ 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% | |
Shell Side Arm | Poison | Special | 90 | 100% | Has a 20% chance of poisoning the target. Deals either physical or special damage based on whichever would be higher. |
Shock Wave | Electric | Special | 60 | — | Never misses. |
Signal Beam | Bug | Special | 75 | 100% | Has a 10% chance of confusing the target. |
Silver Wind | Bug | Special | 60 | 100% | Has a 10% chance of raising all of the user's stats by one stage. |
Skitter Smack | Bug | Physical | 70 | 90% | Lowers the target's Special Attack by one stage. |
Skull Bash | Normal | Physical | 130 | 100% | Prepares on the first turn and raises the user's Defense by one stage, attacks on the second. |
Sky Attack | Flying | Physical | 140 | 90% | Prepares on the first turn, attacks on the second. |
Sky Drop | Flying | Physical | 60 | 100% | Both the user and the target are unable to move the first turn, attacks on the second. |
Sky Uppercut | Fighting | Physical | 85 | 90% | Can hit targets using Fly. |
Slam | Normal | Physical | 80 | 75% | |
Slash | Normal | Physical | 70 | 100% | Has a high critical hit ratio. |
Sludge | Poison | Special | 65 | 100% | Has a 30% chance of poisoning the target. |
Sludge Bomb | Poison | Special | 90 | 100% | Has a 30% chance of poisoning the target. |
Sludge Wave | Poison | Special | 95 | 100% | Has a 10% chance of poisoning the target. |
Smack Down | Rock | Physical | 50 | 100% | Knocks airborne targets to the ground. |
Smelling Salts | Normal | Physical | 70 | 100% | If target is paralyzed, power is doubled and target is healed of paralysis. |
Smog | Poison | Special | 30 | 70% | Has a 40% chance of poisoning the target. |
Snarl | Dark | Special | 55 | 95% | Lowers the target's Special Attack by one stage. |
Snap Trap | Grass | Physical | 35 | 100% | Traps the target and causes damage equal to ⅛ of the target's max HP for four to five turns. |
Snipe Shot | Water | Special | 80 | 100% | Ignores moves/abilites that draw in moves, like Storm Drain. |
Snore | Normal | Special | 50 | 100% | Has a 30% chance of causing the target to flinch; only works if user is asleep. |
Solar Beam | Grass | Special | 120 | 100% | Charges on the first turn, attacks on the second; no charge during Sunny Day. |
Sonic Boom | Normal | Special | — | 100% | Always deals 20 HP of damage. |
Spacial Rend | Dragon | Special | 100 | 95% | Has a high critical hit ratio. |
Spark | Electric | Physical | 65 | 100% | Has a 30% chance of paralyzing the target. |
Spike Cannon | Normal | Physical | 20 | 100% | Strikes the target two to five times in a row. |
Spirit Break | Fairy | Physical | 75 | 100% | Lowers the target's Special Attack by one stage. |
Spit Up | Normal | Special | — | 100% | Deals damage based on Stockpiled energy. |
Steam Eruption | Water | Special | 110 | 95% | Has a 30% chance of burning the target; thaws frozen user or target. |
Steamroller | Bug | Physical | 65 | 100% | Has a 30% chance of causing the target to flinch; double damage and never misses against Minimized targets. |
Steel Beam | Steel | Special | 140 | 95% | The user takes damage equal to half of its maximum HP, rounded up. |
Steel Roller | Steel | Physical | 130 | 100% | Removes any active terrain. Fails when there is no terrain. |
Steel Wing | Steel | Physical | 70 | 90% | Has a 10% chance of raising the user's Defense by one stage. |
Stomp | Normal | Physical | 65 | 100% | Has a 30% chance of causing the target to flinch; double damage and never misses against Minimized targets. |
Stone Edge | Rock | Physical | 100 | 80% | Has a high critical hit ratio. |
Stored Power | Psychic | Special | 20 | 100% | Power increases whenever user increases its stats. |
Storm Throw | Fighting | Physical | 60 | 100% | Always lands a critical hit. |
Strange Steam | Fairy | Special | 90 | 95% | Has a 20% chance of confusing the target. |
Strength | Normal | Physical | 80 | 100% | |
Struggle | Normal | Physical | 50 | 100% | Deals ¼ of maximum HP dealt as recoil damage; hits Ghost-types. |
Struggle Bug | Bug | Special | 50 | 100% | Lowers the target's Special Attack by one stage. |
Submission | Fighting | Physical | 80 | 80% | Deals ¼ of damage dealt as recoil damage. |
Sucker Punch | Dark | Physical | 70 | 100% | Always goes first, fails if target is not using an attack move. |
Super Fang | Normal | Physical | — | 90% | Target's remaining HP is halved. |
Superpower | Fighting | Physical | 120 | 100% | The user's Attack and Defense are decreased by one stage. |
Surf | Water | Special | 90 | 100% | Double damage against a target using Dive. |
Surging Strikes | Water | Physical | 25 | 100% | Strikes the target three times in a row. Each hit always lands a critical hit. |
Swift | Normal | Special | 60 | — | Never misses. |
Synchronoise | Psychic | Special | 120 | 100% | Only damages Pokémon the same type as the user. |
Tackle | Normal | Physical | 50 | 100% | |
Tail Slap | Normal | Physical | 25 | 85% | Strikes the target two to five times in a row. |
Take Down | Normal | Physical | 90 | 85% | Deals ¼ of damage dealt as recoil damage. |
Techno Blast | Normal | Special | 120 | 100% | Type changes depending on the Drive the user is holding. |
Terrain Pulse | Normal | Special | 50 | 100% | Power doubles and changes type depending on the terrain. |
Thousand Arrows | Ground | Physical | 90 | 100% | Knocks airborne targets to the ground. |
Thousand Waves | Ground | Physical | 90 | 100% | Prevents targets from switching. |
Thief | Dark | Physical | 60 | 100% | If user is not holding an item, user steals the target's held item. |
Thrash | Normal | Physical | 120 | 100% | Used two to three turns in a row, confusing the user after it stops. |
Thunder | Electric | Special | 110 | 70% | Has a 30% chance of paralyzing the target; has 100% accuracy during Rain Dance, 50% accuracy in Sunny Day. |
Thunder Fang | Electric | Physical | 65 | 95% | Has a 10% chance of paralyzing or causing the target to flinch. |
Thunder Punch | Electric | Physical | 75 | 100% | Has a 10% chance of paralyzing the target. |
Thunder Shock | Electric | Special | 40 | 100% | Has a 10% chance of paralyzing the target. |
Thunderbolt | Electric | Special | 90 | 100% | Has a 10% chance of paralyzing the target. |
Tri Attack | Normal | Special | 80 | 100% | Has a 6.67% chance each to paralyze, freeze, or burn the target. |
Triple Axel | Ice | Physical | 20 | 90% | Strikes the target three times in a row; base power doubles with each strike. |
Triple Kick | Fighting | Physical | 10 | 90% | Strikes the target three times in a row; base power doubles with each strike. |
Trump Card | Normal | Special | — | — | Power depends on remaining PP. |
Twineedle | Bug | Physical | 25 | 100% | Strikes the target twice in a row; has a 20% chance of poisoning the target. |
Twister | Dragon | Special | 40 | 100% | Has a 20% chance of causing the target to flinch. |
U-turn | Bug | Physical | 70 | 100% | User switches out after attacking. |
Uproar | Normal | Special | 90 | 100% | Used three turns in a row, preventing all Pokémon from falling asleep for its duration. |
V-create | Fire | Physical | 180 | 95% | Lowers the user's Defense, Special Defense, and Speed. |
Vacuum Wave | Fighting | Special | 40 | 100% | Has a priority of +1. |
Venoshock | Poison | Special | 65 | 100% | Deals double damage is the target is poisoned. |
Vine Whip | Grass | Physical | 45 | 100% | |
Vise Grip | Normal | Physical | 55 | 100% | |
Vital Throw | Fighting | Physical | 70 | 100% | Always strikes last, never misses. |
Volt Switch | Electric | Special | 70 | 100% | The user switches out after dealing damage. |
Volt Tackle | Electric | Physical | 120 | 100% | User receives ⅓ of damage dealt as recoil damage. |
Wake-Up Slap | Fighting | Physical | 70 | 100% | If target is asleep, power is doubled and target is woken up. |
Water Gun | Water | Special | 40 | 100% | |
Water Pledge | Water | Special | 80 | 100% | Strikes the target two to five times in a row. |
Water Pulse | Water | Special | 60 | 100% | Has a 20% chance of confusing the target. |
Water Shuriken | Water | Special | 15 | 100% | Has a priority of +1; strikes the target two to five times in a row. |
Water Spout | Water | Special | 150 | 100% | Damage is based on the user's current HP; strongest when HP is highest. |
Waterfall | Water | Physical | 80 | 100% | Has a 20% chance of causing the target to flinch. |
Weather Ball | Normal | Special | 50 | 100% | Power doubles and type changes during weather: Fire-type during Sunny Day, Water-type during Rain Dance, Ice-type during Hail, Rock-type during Sandstorm. |
Whirlpool | Water | Special | 35 | 85% | Traps the target and causes damage equal to ⅛ of the target's max HP for four to five turns. |
Wicked Blow | Dark | Physical | 80 | 100% | Always lands a critical hit. |
Wild Charge | Electric | Physical | 90 | 100% | User receives ¼ of damage dealt as recoil damage. |
Wing Attack | Flying | Physical | 60 | 100% | |
Wood Hammer | Grass | Physical | 120 | 100% | User receives ¼ of damage dealt as recoil damage. |
Wrap | Normal | Physical | 15 | 90% | Traps the target and causes damage equal to ⅛ of the target's max HP for four to five turns. |
Wring Out | Normal | Special | — | 100% | Damage depends on the target's current HP; strongest when target's HP is highest. |
X-Scissor | Bug | Physical | 80 | 100% | |
Zap Cannon | Electric | Special | 120 | 50% | Paralyzes the target. |
Zen Headbutt | Psychic | Physical | 80 | 90% | Has a 20% chance of causing the target to flinch. |
Moves by effect | |
---|---|
Burn • Confuse • Damage • Flinch Freeze • Paralyze • Poison • Sleep • Traps |