Name
Type
Category
Power
Accuracy
Effect%
PP
Expert
Legendary
Name
Type
Cat.
Pow.
Acc.
%
PP
Absorb
GRASS
SPECIAL
20
100
-
PP 25
-
-
Drains half the damage inflicted to heal the user.
Absorb
GRASS
SPECIAL
20
100
-
PP 25
Drains half the damage inflicted to heal the user.
Accelerock
ROCK
PHYSICAL
40
100
-
PP 20
-
-
Has +1 move priority.
Accelerock
ROCK
PHYSICAL
40
100
-
PP 20
Has +1 move priority.
Acid
POISON
SPECIAL
40
100
10%
PP 30
-
-
Can lower the target's SP.DEF one stage.
Acid
POISON
SPECIAL
40
100
10%
PP 30
Can lower the target's SP.DEF one stage.
Acid Armor
POISON
STATUS
-
-
-
PP 20
-
-
Raises the user's DEF two stages.
Acid Armor
POISON
STATUS
-
-
-
PP 20
Raises the user's DEF two stages.
Acid Spray
POISON
SPECIAL
40
100
100%
PP 20
-
-
Lowers the target's SP.DEF two stages.
Acid Spray
POISON
SPECIAL
40
100
100%
PP 20
Lowers the target's SP.DEF two stages.
Acrobatics
FLYING
PHYSICAL
55
100
-
PP 15
-
-
If the user has no held item, this move has double power.
Acrobatics
FLYING
PHYSICAL
55
100
-
PP 15
If the user has no held item, this move has double power.
Acupressure
NORMAL
STATUS
-
-
-
PP 30
-
-
Randomly raises one of the target's stats two stages.
Acupressure
NORMAL
STATUS
-
-
-
PP 30
Randomly raises one of the target's stats two stages.
Aerial Ace
FLYING
PHYSICAL
60
-
-
PP 20
-
-
Doesn't miss.
Aerial Ace
FLYING
PHYSICAL
60
-
-
PP 20
Doesn't miss.
Aeroblast
FLYING
SPECIAL
100
95
-
PP 5
-
-
User's critical hit rate is one level higher when using this move.
Aeroblast
FLYING
SPECIAL
100
95
-
PP 5
User's critical hit rate is one level higher when using this move.
After You
NORMAL
STATUS
-
-
-
PP 15
-
-
The target moves immediately after the user.
After You
NORMAL
STATUS
-
-
-
PP 15
The target moves immediately after the user.
Agility
PSYCHIC
STATUS
-
-
-
PP 30
-
-
Raises the user's SPEED two stages.
Agility
PSYCHIC
STATUS
-
-
-
PP 30
Raises the user's SPEED two stages.
Air Cutter
FLYING
SPECIAL
60
95
-
PP 25
-
-
User's critical hit rate is one level higher when using this move.
Air Cutter
FLYING
SPECIAL
60
95
-
PP 25
User's critical hit rate is one level higher when using this move.
Air Slash
FLYING
SPECIAL
75
95
30%
PP 15
-
-
Can make the target flinch.
Air Slash
FLYING
SPECIAL
75
95
30%
PP 15
Can make the target flinch.
Ally Switch
PSYCHIC
STATUS
-
-
-
PP 15
-
-
User switches position on the field with a friendly Pokémon. Has +2 move priority.
Ally Switch
PSYCHIC
STATUS
-
-
-
PP 15
User switches position on the field with a friendly Pokémon. Has +2 move priority.
Amnesia
PSYCHIC
STATUS
-
-
-
PP 20
-
-
Raises the user's SP.DEF two stages.
Amnesia
PSYCHIC
STATUS
-
-
-
PP 20
Raises the user's SP.DEF two stages.
Anchor Shot
STEEL
PHYSICAL
80
100
100%
PP 20
-
-
The target cannot switch out normally. Prevents roaming Pokémon from escaping.
Anchor Shot
STEEL
PHYSICAL
80
100
100%
PP 20
The target cannot switch out normally. Prevents roaming Pokémon from escaping.
Ancient Power
ROCK
SPECIAL
60
100
10%
PP 5
-
-
Can raise all of the user's stats one stage.
Ancient Power
ROCK
SPECIAL
60
100
10%
PP 5
Can raise all of the user's stats one stage.
Aqua Jet
WATER
PHYSICAL
40
100
-
PP 20
-
-
Has +1 move priority.
Aqua Jet
WATER
PHYSICAL
40
100
-
PP 20
Has +1 move priority.
Aqua Ring
WATER
STATUS
-
-
-
PP 20
-
-
Restores 1/16 of the user's max HP each turn while on the field.
Aqua Ring
WATER
STATUS
-
-
-
PP 20
Restores 1/16 of the user's max HP each turn while on the field.
Aqua Tail
WATER
PHYSICAL
90
90
-
PP 10
-
-
Inflicts regular damage.
Aqua Tail
WATER
PHYSICAL
90
90
-
PP 10
Inflicts regular damage.
Arm Thrust
FIGHTING
PHYSICAL
15
100
-
PP 20
-
-
Hits 2–5 times in one turn.
Arm Thrust
FIGHTING
PHYSICAL
15
100
-
PP 20
Hits 2–5 times in one turn.
Aromatherapy
GRASS
STATUS
-
-
-
PP 5
-
-
Removes major status effects and confusion from every Pokémon in the user's party.
Aromatherapy
GRASS
STATUS
-
-
-
PP 5
Removes major status effects and confusion from every Pokémon in the user's party.
Aromatic Mist
FAIRY
STATUS
-
-
-
PP 20
-
Raises a selected ally's SP.DEF one stage.
Aromatic Mist
FAIRY
STATUS
-
-
-
PP 20
Raises a selected ally's SP.DEF one stage.
Assist
NORMAL
STATUS
-
-
-
PP 20
-
-
Randomly uses a move from another Pokémon in the user's party.
Assist
NORMAL
STATUS
-
-
-
PP 20
Randomly uses a move from another Pokémon in the user's party.
Assurance
DARK
PHYSICAL
60
100
-
PP 10
-
-
Double power if the target took damage this turn.
Assurance
DARK
PHYSICAL
60
100
-
PP 10
Double power if the target took damage this turn.
Astonish
GHOST
PHYSICAL
30
100
30%
PP 15
-
-
Can flinch the target.
Astonish
GHOST
PHYSICAL
30
100
30%
PP 15
Can flinch the target.
Attack Order
BUG
PHYSICAL
90
100
-
PP 15
-
User's critical hit rate is one level higher when using this move.
Attack Order
BUG
PHYSICAL
90
100
-
PP 15
User's critical hit rate is one level higher when using this move.
Attract
NORMAL
STATUS
-
100
-
PP 15
-
-
The target falls in love with the user, giving it a 50% chance to do nothing each turn. Fails if the user and target are the same gender, or either is genderless.
Attract
NORMAL
STATUS
-
100
-
PP 15
The target falls in love with the user, giving it a 50% chance to do nothing each turn. Fails if the user and target are the same gender, or either is genderless.
Aura Sphere
FIGHTING
SPECIAL
80
-
-
PP 20
-
-
Doesn't miss.
Aura Sphere
FIGHTING
SPECIAL
80
-
-
PP 20
Doesn't miss.
Aurora Beam
ICE
SPECIAL
65
100
10%
PP 20
-
-
Can lower the target's ATK one stage.
Aurora Beam
ICE
SPECIAL
65
100
10%
PP 20
Can lower the target's ATK one stage.
Aurora Veil
ICE
STATUS
-
-
-
PP 20
-
-
For five turns, physical and special moves deal 1/2 damage to friendly Pokémon. Must be hailing.
Aurora Veil
ICE
STATUS
-
-
-
PP 20
For five turns, physical and special moves deal 1/2 damage to friendly Pokémon. Must be hailing.
Autotomize
STEEL
STATUS
-
-
-
PP 15
-
-
Raises the user's SPEED two stages and halves weight. Doesn't stack.
Autotomize
STEEL
STATUS
-
-
-
PP 15
Raises the user's SPEED two stages and halves weight. Doesn't stack.
Avalanche
ICE
PHYSICAL
60
100
-
PP 10
-
-
If the target damaged the user this turn, this move has double power. Has -4 move priority.
Avalanche
ICE
PHYSICAL
60
100
-
PP 10
If the target damaged the user this turn, this move has double power. Has -4 move priority.
Baby-Doll Eyes
FAIRY
STATUS
-
100
-
PP 30
-
-
Lowers the target's ATK one stage. Has +1 move priority.
Baby-Doll Eyes
FAIRY
STATUS
-
100
-
PP 30
Lowers the target's ATK one stage. Has +1 move priority.
Baneful Bunker
POISON
STATUS
-
-
-
PP 10
-
-
This turn, the user is protected and attackers that make contact are poisoned. Has +4 move priority.
Baneful Bunker
POISON
STATUS
-
-
-
PP 10
This turn, the user is protected and attackers that make contact are poisoned. Has +4 move priority.
Barrage
NORMAL
PHYSICAL
15
85
-
PP 20
-
-
Hits 2–5 times in one turn.
Barrage
NORMAL
PHYSICAL
15
85
-
PP 20
Hits 2–5 times in one turn.
Barrier
PSYCHIC
STATUS
-
-
-
PP 20
-
-
Raises the user's DEF two stages.
Barrier
PSYCHIC
STATUS
-
-
-
PP 20
Raises the user's DEF two stages.
Baton Pass
NORMAL
STATUS
-
-
-
PP 40
-
-
Switch out the user but any stat changes and persistent move effects remain.
Baton Pass
NORMAL
STATUS
-
-
-
PP 40
Switch out the user but any stat changes and persistent move effects remain.
Beak Blast
FLYING
PHYSICAL
100
100
-
PP 15
-
-
Begins charging at the start of the turn, then attacks as normal. Any Pokémon that makes contact with the user while charging is burned. The charging is not affected by accuracy, sleep, paralysis, or any other effect that would interfere with a move. Has -3 move priority.
Beak Blast
FLYING
PHYSICAL
100
100
-
PP 15
Begins charging at the start of the turn, then attacks as normal. Any Pokémon that makes contact with the user while charging is burned. The charging is not affected by accuracy, sleep, paralysis, or any other effect that would interfere with a move. Has -3 move priority.
Beat Up
DARK
PHYSICAL
1
100
-
PP 10
-
-
Inflicts typeless regular damage. Increases in power for every non-fainted Pokémon in the user's party.
Beat Up
DARK
PHYSICAL
1
100
-
PP 10
Inflicts typeless regular damage. Increases in power for every non-fainted Pokémon in the user's party.
Belch
POISON
SPECIAL
120
90
-
PP 10
-
-
Can only be used if the user has eaten a berry since the beginning of the battle.
Belch
POISON
SPECIAL
120
90
-
PP 10
Can only be used if the user has eaten a berry since the beginning of the battle.
Belly Drum
NORMAL
STATUS
-
-
-
PP 10
-
-
User pays half its max HP to maximize its ATK stat.
Belly Drum
NORMAL
STATUS
-
-
-
PP 10
User pays half its max HP to maximize its ATK stat.
Bestow
NORMAL
STATUS
-
-
-
PP 15
-
-
Transfers the user's held item to the target.
Bestow
NORMAL
STATUS
-
-
-
PP 15
Transfers the user's held item to the target.
Bide
NORMAL
PHYSICAL
1
-
-
PP 10
-
-
Waits for two turns. On the second turn, the user inflicts twice the damage received as typeless damage. Has +1 move priority.
Bide
NORMAL
PHYSICAL
1
-
-
PP 10
Waits for two turns. On the second turn, the user inflicts twice the damage received as typeless damage. Has +1 move priority.
Bind
NORMAL
PHYSICAL
15
85
-
PP 20
-
-
For 2–5 turns, the target can't escape and loses 1/16th max HP each turn.
Bind
NORMAL
PHYSICAL
15
85
-
PP 20
For 2–5 turns, the target can't escape and loses 1/16th max HP each turn.
Bite
DARK
PHYSICAL
60
100
30%
PP 25
-
-
Can make the target flinch.
Bite
DARK
PHYSICAL
60
100
30%
PP 25
Can make the target flinch.
Blast Burn
FIRE
SPECIAL
150
90
-
PP 5
-
-
The user can't attack or switch out the turn after this is used.
Blast Burn
FIRE
SPECIAL
150
90
-
PP 5
The user can't attack or switch out the turn after this is used.
Blaze Kick
FIRE
PHYSICAL
85
90
10%
PP 10
-
-
User's critical hit rate is one level higher when using this move. Can burn the target.
Blaze Kick
FIRE
PHYSICAL
85
90
10%
PP 10
User's critical hit rate is one level higher when using this move. Can burn the target.
Blizzard
ICE
SPECIAL
110
70
10%
PP 5
-
-
Can freeze the target. Doesn't miss during hail.
Blizzard
ICE
SPECIAL
110
70
10%
PP 5
Can freeze the target. Doesn't miss during hail.
Block
NORMAL
STATUS
-
-
-
PP 5
-
-
The target cannot switch out normally. Prevents roaming Pokémon from escaping.
Block
NORMAL
STATUS
-
-
-
PP 5
The target cannot switch out normally. Prevents roaming Pokémon from escaping.
Blue Flare
FIRE
SPECIAL
130
85
20%
PP 5
-
-
Can burn the target.
Blue Flare
FIRE
SPECIAL
130
85
20%
PP 5
Can burn the target.
Body Slam
NORMAL
PHYSICAL
85
100
30%
PP 15
-
-
Can paralyze the target.
Body Slam
NORMAL
PHYSICAL
85
100
30%
PP 15
Can paralyze the target.
Bolt Strike
ELECTRIC
PHYSICAL
130
85
20%
PP 5
-
-
Can paralyze the target.
Bolt Strike
ELECTRIC
PHYSICAL
130
85
20%
PP 5
Can paralyze the target.
Bone Club
GROUND
PHYSICAL
65
85
10%
PP 20
-
-
Can make the target flinch.
Bone Club
GROUND
PHYSICAL
65
85
10%
PP 20
Can make the target flinch.
Bonemerang
GROUND
PHYSICAL
50
90
-
PP 10
-
-
Hits twice in one turn.
Bonemerang
GROUND
PHYSICAL
50
90
-
PP 10
Hits twice in one turn.
Bone Rush
GROUND
PHYSICAL
25
90
-
PP 10
-
-
Hits 2–5 times in one turn.
Bone Rush
GROUND
PHYSICAL
25
90
-
PP 10
Hits 2–5 times in one turn.
Boomburst
NORMAL
SPECIAL
140
100
-
PP 10
-
-
This is a sound move.
Boomburst
NORMAL
SPECIAL
140
100
-
PP 10
This is a sound move.
Bounce
FLYING
PHYSICAL
85
85
30%
PP 5
-
-
Bounce high into the air for one turn and hits on the second turn. Can paralyze the target.
Bounce
FLYING
PHYSICAL
85
85
30%
PP 5
Bounce high into the air for one turn and hits on the second turn. Can paralyze the target.
Brave Bird
FLYING
PHYSICAL
120
100
-
PP 15
-
-
User takes 1/3 the damage it inflicts in recoil.
Brave Bird
FLYING
PHYSICAL
120
100
-
PP 15
User takes 1/3 the damage it inflicts in recoil.
Brick Break
FIGHTING
PHYSICAL
75
100
-
PP 15
-
-
Destroys any Light Screen or Reflect on the target's side of the field.
Brick Break
FIGHTING
PHYSICAL
75
100
-
PP 15
Destroys any Light Screen or Reflect on the target's side of the field.
Brine
WATER
SPECIAL
65
100
-
PP 10
-
-
If the target has less than half its max HP remaining, this move has double power.
Brine
WATER
SPECIAL
65
100
-
PP 10
If the target has less than half its max HP remaining, this move has double power.
Brutal Swing
DARK
PHYSICAL
60
100
-
PP 20
-
-
Inflicts regular damage.
Brutal Swing
DARK
PHYSICAL
60
100
-
PP 20
Inflicts regular damage.
Bubble
WATER
SPECIAL
40
100
10%
PP 30
-
-
Can lower the target's SPEED one stage.
Bubble
WATER
SPECIAL
40
100
10%
PP 30
Can lower the target's SPEED one stage.
Bubble Beam
WATER
SPECIAL
65
100
10%
PP 20
-
-
Can lower the target's SPEED one stage.
Bubble Beam
WATER
SPECIAL
65
100
10%
PP 20
Can lower the target's SPEED one stage.
Bug Bite
BUG
PHYSICAL
60
100
-
PP 20
-
-
If the target is holding a berry, consume it and double this move's power.
Bug Bite
BUG
PHYSICAL
60
100
-
PP 20
If the target is holding a berry, consume it and double this move's power.
Bug Buzz
BUG
SPECIAL
90
100
10%
PP 10
-
-
Can lower the target's SP.DEF one stage.
Bug Buzz
BUG
SPECIAL
90
100
10%
PP 10
Can lower the target's SP.DEF one stage.
Bulk Up
FIGHTING
STATUS
-
-
-
PP 20
-
-
Raises the user's ATK and DEF one stage each.
Bulk Up
FIGHTING
STATUS
-
-
-
PP 20
Raises the user's ATK and DEF one stage each.
Bulldoze
GROUND
PHYSICAL
60
100
100%
PP 20
-
-
Lowers the target's SPEED one stage.
Bulldoze
GROUND
PHYSICAL
60
100
100%
PP 20
Lowers the target's SPEED one stage.
Bullet Punch
STEEL
PHYSICAL
40
100
-
PP 30
-
-
Has +1 move priority.
Bullet Punch
STEEL
PHYSICAL
40
100
-
PP 30
Has +1 move priority.
Bullet Seed
GRASS
PHYSICAL
25
100
-
PP 30
-
-
Hits 2–5 times in one turn.
Bullet Seed
GRASS
PHYSICAL
25
100
-
PP 30
Hits 2–5 times in one turn.
Burn Up
FIRE
SPECIAL
130
100
-
PP 5
-
-
Removes the user's Fire-type after the attack. Fails if the user isn't a Fire-type.
Burn Up
FIRE
SPECIAL
130
100
-
PP 5
Removes the user's Fire-type after the attack. Fails if the user isn't a Fire-type.
Calm Mind
PSYCHIC
STATUS
-
-
-
PP 20
-
-
Raises the user's SP.ATK and SP.DEF one stage.
Calm Mind
PSYCHIC
STATUS
-
-
-
PP 20
Raises the user's SP.ATK and SP.DEF one stage.
Camouflage
NORMAL
STATUS
-
-
-
PP 20
-
-
User's type changes according to the terrain.
Camouflage
NORMAL
STATUS
-
-
-
PP 20
User's type changes according to the terrain.
Captivate
NORMAL
STATUS
-
100
-
PP 20
-
-
Lowers the opposite gendered target's SP.ATK two stages.
Captivate
NORMAL
STATUS
-
100
-
PP 20
Lowers the opposite gendered target's SP.ATK two stages.
Celebrate
NORMAL
STATUS
-
-
-
PP 40
-
-
Does nothing.
Celebrate
NORMAL
STATUS
-
-
-
PP 40
Does nothing.
Charge
ELECTRIC
STATUS
-
-
-
PP 20
-
-
Raises the user's SP.DEF one stage. Doubles power of Electric move used next turn.
Charge
ELECTRIC
STATUS
-
-
-
PP 20
Raises the user's SP.DEF one stage. Doubles power of Electric move used next turn.
Charge Beam
ELECTRIC
SPECIAL
50
90
70%
PP 10
-
-
Can raise the user's SP.ATK one stage.
Charge Beam
ELECTRIC
SPECIAL
50
90
70%
PP 10
Can raise the user's SP.ATK one stage.
Charm
FAIRY
STATUS
-
100
-
PP 20
-
-
Lowers the target's ATK two stages.
Charm
FAIRY
STATUS
-
100
-
PP 20
Lowers the target's ATK two stages.
Chatter
FLYING
SPECIAL
65
100
100%
PP 20
-
-
Inflicts regular damage. Has either a 1%, 11%, or 31% chance to confuse the target, based on the volume of the recording made for this move; louder recordings increase the chance of confusion. If the user is not a chatot, this move will not cause confusion. This move cannot be copied by mimic, mirror move, or sketch, nor selected by assist, metronome, or sleep talk.
Chatter
FLYING
SPECIAL
65
100
100%
PP 20
Inflicts regular damage. Has either a 1%, 11%, or 31% chance to confuse the target, based on the volume of the recording made for this move; louder recordings increase the chance of confusion. If the user is not a chatot, this move will not cause confusion. This move cannot be copied by mimic, mirror move, or sketch, nor selected by assist, metronome, or sleep talk.
Chip Away
NORMAL
PHYSICAL
70
100
-
PP 20
-
-
Damage calculation ignores the target's stat modifiers, including evasion.
Chip Away
NORMAL
PHYSICAL
70
100
-
PP 20
Damage calculation ignores the target's stat modifiers, including evasion.
Circle Throw
FIGHTING
PHYSICAL
60
90
-
PP 10
-
-
Forces the target to switch out, but has -6 move priority.
Circle Throw
FIGHTING
PHYSICAL
60
90
-
PP 10
Forces the target to switch out, but has -6 move priority.
Clamp
WATER
PHYSICAL
35
85
-
PP 15
-
-
For the next 2–5 turns, the target cannot leave the field and takes 1/8 its max HP each turn.
Clamp
WATER
PHYSICAL
35
85
-
PP 15
For the next 2–5 turns, the target cannot leave the field and takes 1/8 its max HP each turn.
Clanging Scales
DRAGON
SPECIAL
110
100
-
PP 5
-
-
Inflicts regular damage. Lowers the user's DEF one stage.
Clanging Scales
DRAGON
SPECIAL
110
100
-
PP 5
Inflicts regular damage. Lowers the user's DEF one stage.
Clear Smog
POISON
SPECIAL
50
-
-
PP 15
-
-
All of the target's stat modifiers are reset to zero.
Clear Smog
POISON
SPECIAL
50
-
-
PP 15
All of the target's stat modifiers are reset to zero.
Close Combat
FIGHTING
PHYSICAL
120
100
-
PP 5
-
-
Lowers the user's DEF and SP.DEF one stage each.
Close Combat
FIGHTING
PHYSICAL
120
100
-
PP 5
Lowers the user's DEF and SP.DEF one stage each.
Coil
POISON
STATUS
-
-
-
PP 20
-
-
Raises the user's ATK, DEF, and accuracy one stage each.
Coil
POISON
STATUS
-
-
-
PP 20
Raises the user's ATK, DEF, and accuracy one stage each.
Comet Punch
NORMAL
PHYSICAL
18
85
-
PP 15
-
-
Hits 2–5 times in one turn.
Comet Punch
NORMAL
PHYSICAL
18
85
-
PP 15
Hits 2–5 times in one turn.
Confide
NORMAL
STATUS
-
-
-
PP 20
-
-
Lowers the target's Special Attack one stage.
Confide
NORMAL
STATUS
-
-
-
PP 20
Lowers the target's Special Attack one stage.
Confuse Ray
GHOST
STATUS
-
100
-
PP 10
-
-
Confuses the target.
Confuse Ray
GHOST
STATUS
-
100
-
PP 10
Confuses the target.
Confusion
PSYCHIC
SPECIAL
50
100
10%
PP 25
-
-
Can confuse the target.
Confusion
PSYCHIC
SPECIAL
50
100
10%
PP 25
Can confuse the target.
Constrict
NORMAL
PHYSICAL
10
100
10%
PP 35
-
-
Can lower the target's SPEED one stage.
Constrict
NORMAL
PHYSICAL
10
100
10%
PP 35
Can lower the target's SPEED one stage.
Conversion
NORMAL
STATUS
-
-
-
PP 30
-
-
User's type changes to the type of the move in its first slot.
Conversion
NORMAL
STATUS
-
-
-
PP 30
User's type changes to the type of the move in its first slot.
Conversion 2
NORMAL
STATUS
-
-
-
PP 30
-
-
The user changes its type to make itself resistant to the type of the ATK the opponent used last.
Conversion 2
NORMAL
STATUS
-
-
-
PP 30
The user changes its type to make itself resistant to the type of the ATK the opponent used last.
Copycat
NORMAL
STATUS
-
-
-
PP 20
-
-
Uses the last move that was used successfully by any Pokémon, including the user.
Copycat
NORMAL
STATUS
-
-
-
PP 20
Uses the last move that was used successfully by any Pokémon, including the user.
Core Enforcer
DRAGON
SPECIAL
100
100
-
PP 10
-
If the target has already moved this turn, its ability is removed.
Core Enforcer
DRAGON
SPECIAL
100
100
-
PP 10
If the target has already moved this turn, its ability is removed.
Cosmic Power
PSYCHIC
STATUS
-
-
-
PP 20
-
-
Raises the user's DEF and SP.DEF one stage.
Cosmic Power
PSYCHIC
STATUS
-
-
-
PP 20
Raises the user's DEF and SP.DEF one stage.
Cotton Guard
GRASS
STATUS
-
-
-
PP 10
-
-
Raises the user's DEF by three stages.
Cotton Guard
GRASS
STATUS
-
-
-
PP 10
Raises the user's DEF by three stages.
Cotton Spore
GRASS
STATUS
-
100
-
PP 40
-
-
Lowers the target's SPEED two stages.
Cotton Spore
GRASS
STATUS
-
100
-
PP 40
Lowers the target's SPEED two stages.
Counter
FIGHTING
PHYSICAL
1
100
-
PP 20
-
-
Inflicts twice the physical damage last inflicted on the user. Has -5 move priority.
Counter
FIGHTING
PHYSICAL
1
100
-
PP 20
Inflicts twice the physical damage last inflicted on the user. Has -5 move priority.
Covet
NORMAL
PHYSICAL
60
100
-
PP 25
-
-
Steals the item of the target if the user isn't holding one. Permanently if the target is a wild Pokémon.
Covet
NORMAL
PHYSICAL
60
100
-
PP 25
Steals the item of the target if the user isn't holding one. Permanently if the target is a wild Pokémon.
Crabhammer
WATER
PHYSICAL
100
90
-
PP 10
-
-
User's critical hit rate is one level higher when using this move.
Crabhammer
WATER
PHYSICAL
100
90
-
PP 10
User's critical hit rate is one level higher when using this move.
Crafty Shield
FAIRY
STATUS
-
-
-
PP 10
-
-
Protects all friendly Pokémon from non-damaging moves for the rest of the turn. Has +3 move priority.
Crafty Shield
FAIRY
STATUS
-
-
-
PP 10
Protects all friendly Pokémon from non-damaging moves for the rest of the turn. Has +3 move priority.
Cross Chop
FIGHTING
PHYSICAL
100
80
-
PP 5
-
-
User's critical hit rate is one level higher when using this move.
Cross Chop
FIGHTING
PHYSICAL
100
80
-
PP 5
User's critical hit rate is one level higher when using this move.
Cross Poison
POISON
PHYSICAL
70
100
10%
PP 20
-
-
User's critical hit rate is one level higher when using this move. Can poison the target.
Cross Poison
POISON
PHYSICAL
70
100
10%
PP 20
User's critical hit rate is one level higher when using this move. Can poison the target.
Crunch
DARK
PHYSICAL
80
100
20%
PP 15
-
-
Can lower the target's DEF one stage.
Crunch
DARK
PHYSICAL
80
100
20%
PP 15
Can lower the target's DEF one stage.
Crush Claw
NORMAL
PHYSICAL
75
95
50%
PP 10
-
-
Can lower the target's DEF one stage.
Crush Claw
NORMAL
PHYSICAL
75
95
50%
PP 10
Can lower the target's DEF one stage.
Crush Grip
NORMAL
PHYSICAL
1
100
-
PP 5
-
-
Power increase the more HP the user has up to 121.
Crush Grip
NORMAL
PHYSICAL
1
100
-
PP 5
Power increase the more HP the user has up to 121.
Curse
GHOST
STATUS
-
-
-
PP 10
-
-
Lowers the user's SPEED one stage and raises its ATK and DEF one stage. If the user is a Ghost-type, instead the user pays 1/2 max HP so the target loses 1/4 max HP each turn.
Curse
GHOST
STATUS
-
-
-
PP 10
Lowers the user's SPEED one stage and raises its ATK and DEF one stage. If the user is a Ghost-type, instead the user pays 1/2 max HP so the target loses 1/4 max HP each turn.
Cut
NORMAL
PHYSICAL
50
95
-
PP 30
-
-
Inflicts regular damage.
Cut
NORMAL
PHYSICAL
50
95
-
PP 30
Inflicts regular damage.
Darkest Lariat
DARK
PHYSICAL
85
100
-
PP 10
-
Damage calculation ignores the target's stat modifiers, including evasion.
Darkest Lariat
DARK
PHYSICAL
85
100
-
PP 10
Damage calculation ignores the target's stat modifiers, including evasion.
Dark Pulse
DARK
SPECIAL
80
100
20%
PP 15
-
-
Can make the target flinch.
Dark Pulse
DARK
SPECIAL
80
100
20%
PP 15
Can make the target flinch.
Dark Void
DARK
STATUS
-
50
-
PP 10
-
-
Puts the target to sleep.
Dark Void
DARK
STATUS
-
50
-
PP 10
Puts the target to sleep.
Dazzling Gleam
FAIRY
SPECIAL
80
100
-
PP 10
-
-
Inflicts regular damage.
Dazzling Gleam
FAIRY
SPECIAL
80
100
-
PP 10
Inflicts regular damage.
Defend Order
BUG
STATUS
-
-
-
PP 10
-
Raises the user's DEF and SP.DEF one stage.
Defend Order
BUG
STATUS
-
-
-
PP 10
Raises the user's DEF and SP.DEF one stage.
Defense Curl
NORMAL
STATUS
-
-
-
PP 40
-
-
Raises user's DEF one stage. Ice Ball and Rollout's power are doubled.
Defense Curl
NORMAL
STATUS
-
-
-
PP 40
Raises user's DEF one stage. Ice Ball and Rollout's power are doubled.
Defog
FLYING
STATUS
-
-
-
PP 15
-
-
Lowers the target's evasion one stage. Clears away entry hazards.
Defog
FLYING
STATUS
-
-
-
PP 15
Lowers the target's evasion one stage. Clears away entry hazards.
Destiny Bond
GHOST
STATUS
-
-
-
PP 5
-
-
If the user faints before its next move, the Pokémon that KO'd it will faint too.
Destiny Bond
GHOST
STATUS
-
-
-
PP 5
If the user faints before its next move, the Pokémon that KO'd it will faint too.
Detect
FIGHTING
STATUS
-
-
-
PP 5
-
-
No moves will hit the user for the remainder of this turn. Has +4 move priority.
Detect
FIGHTING
STATUS
-
-
-
PP 5
No moves will hit the user for the remainder of this turn. Has +4 move priority.
Diamond Storm
ROCK
PHYSICAL
100
95
50%
PP 5
-
-
Can raise the user's DEF two stages for each target hit.
Diamond Storm
ROCK
PHYSICAL
100
95
50%
PP 5
Can raise the user's DEF two stages for each target hit.
Dig
GROUND
PHYSICAL
80
100
-
PP 10
-
-
User digs underground for one turn and hits on the second turn.
Dig
GROUND
PHYSICAL
80
100
-
PP 10
User digs underground for one turn and hits on the second turn.
Disable
NORMAL
STATUS
-
100
-
PP 20
-
-
Disables the target's last used move for the next 4-7 turns.
Disable
NORMAL
STATUS
-
100
-
PP 20
Disables the target's last used move for the next 4-7 turns.
Disarming Voice
FAIRY
SPECIAL
40
-
-
PP 15
-
-
Doesn't miss.
Disarming Voice
FAIRY
SPECIAL
40
-
-
PP 15
Doesn't miss.
Discharge
ELECTRIC
SPECIAL
80
100
30%
PP 15
-
-
Can paralyze the target.
Discharge
ELECTRIC
SPECIAL
80
100
30%
PP 15
Can paralyze the target.
Dive
WATER
PHYSICAL
80
100
-
PP 10
-
-
The user dives underwater for one turn and hits on the second turn.
Dive
WATER
PHYSICAL
80
100
-
PP 10
The user dives underwater for one turn and hits on the second turn.
Dizzy Punch
NORMAL
PHYSICAL
70
100
20%
PP 10
-
-
Can confuse the target.
Dizzy Punch
NORMAL
PHYSICAL
70
100
20%
PP 10
Can confuse the target.
Doom Desire
STEEL
SPECIAL
140
100
-
PP 5
-
-
Inflicts typeless damage at the end of the third turn. Can't critical hit.
Doom Desire
STEEL
SPECIAL
140
100
-
PP 5
Inflicts typeless damage at the end of the third turn. Can't critical hit.
Double-Edge
NORMAL
PHYSICAL
120
100
-
PP 15
-
-
User loses 1/3rd the damage it inflicts in recoil.
Double-Edge
NORMAL
PHYSICAL
120
100
-
PP 15
User loses 1/3rd the damage it inflicts in recoil.
Double Hit
NORMAL
PHYSICAL
35
90
-
PP 10
-
-
Hits twice in one turn.
Double Hit
NORMAL
PHYSICAL
35
90
-
PP 10
Hits twice in one turn.
Double Iron Bash
STEEL
PHYSICAL
60
100
30%
PP 5
-
Hits twice in one turn.
Double Iron Bash
STEEL
PHYSICAL
60
100
30%
PP 5
Hits twice in one turn.
Double Kick
FIGHTING
PHYSICAL
30
100
-
PP 30
-
-
Hits twice in one turn.
Double Kick
FIGHTING
PHYSICAL
30
100
-
PP 30
Hits twice in one turn.
Double Slap
NORMAL
PHYSICAL
15
85
-
PP 10
-
-
Hits 2–5 times in one turn.
Double Slap
NORMAL
PHYSICAL
15
85
-
PP 10
Hits 2–5 times in one turn.
Double Team
NORMAL
STATUS
-
-
-
PP 15
-
-
Raises the user's evasion one stage.
Double Team
NORMAL
STATUS
-
-
-
PP 15
Raises the user's evasion one stage.
Draco Meteor
DRAGON
SPECIAL
130
90
-
PP 5
-
-
Inflicts regular damage, then lowers the user's Special Attack two stages.
Draco Meteor
DRAGON
SPECIAL
130
90
-
PP 5
Inflicts regular damage, then lowers the user's Special Attack two stages.
Dragon Ascent
FLYING
PHYSICAL
120
100
-
PP 5
-
-
Inflicts regular damage, then lowers the user's Defense and Special Defense one stage each.
Dragon Ascent
FLYING
PHYSICAL
120
100
-
PP 5
Inflicts regular damage, then lowers the user's Defense and Special Defense one stage each.
Dragon Breath
DRAGON
SPECIAL
60
100
30%
PP 20
-
-
Can paralyze the target.
Dragon Breath
DRAGON
SPECIAL
60
100
30%
PP 20
Can paralyze the target.
Dragon Claw
DRAGON
PHYSICAL
80
100
-
PP 15
-
-
Inflicts regular damage.
Dragon Claw
DRAGON
PHYSICAL
80
100
-
PP 15
Inflicts regular damage.
Dragon Dance
DRAGON
STATUS
-
-
-
PP 20
-
-
Raises the user's ATK and SPEED one stage each.
Dragon Dance
DRAGON
STATUS
-
-
-
PP 20
Raises the user's ATK and SPEED one stage each.
Dragon Hammer
DRAGON
PHYSICAL
90
100
-
PP 15
-
Inflicts regular damage.
Dragon Hammer
DRAGON
PHYSICAL
90
100
-
PP 15
Inflicts regular damage.
Dragon Pulse
DRAGON
SPECIAL
85
100
-
PP 10
-
-
Inflicts regular damage.
Dragon Pulse
DRAGON
SPECIAL
85
100
-
PP 10
Inflicts regular damage.
Dragon Rage
DRAGON
SPECIAL
1
100
-
PP 10
-
-
Inflicts exactly 40 damage.
Dragon Rage
DRAGON
SPECIAL
1
100
-
PP 10
Inflicts exactly 40 damage.
Dragon Rush
DRAGON
PHYSICAL
100
75
20%
PP 10
-
-
Can make the target flinch.
Dragon Rush
DRAGON
PHYSICAL
100
75
20%
PP 10
Can make the target flinch.
Dragon Tail
DRAGON
PHYSICAL
60
90
-
PP 10
-
-
Forces the target to switch out, but has -6 move priority.
Dragon Tail
DRAGON
PHYSICAL
60
90
-
PP 10
Forces the target to switch out, but has -6 move priority.
Draining Kiss
FAIRY
SPECIAL
50
100
-
PP 10
-
-
Heals the user 75% of the damage dealt to the target.
Draining Kiss
FAIRY
SPECIAL
50
100
-
PP 10
Heals the user 75% of the damage dealt to the target.
Drain Punch
FIGHTING
PHYSICAL
75
100
-
PP 10
-
-
Drains half the damage inflicted to heal the user.
Drain Punch
FIGHTING
PHYSICAL
75
100
-
PP 10
Drains half the damage inflicted to heal the user.
Dream Eater
PSYCHIC
SPECIAL
100
100
-
PP 15
-
-
Drains half the damage inflicted to a sleeping Pokémon to heal the user.
Dream Eater
PSYCHIC
SPECIAL
100
100
-
PP 15
Drains half the damage inflicted to a sleeping Pokémon to heal the user.
Drill Peck
FLYING
PHYSICAL
80
100
-
PP 20
-
-
Inflicts regular damage.
Drill Peck
FLYING
PHYSICAL
80
100
-
PP 20
Inflicts regular damage.
Drill Run
GROUND
PHYSICAL
80
95
-
PP 10
-
-
User's critical hit rate is one level higher when using this move.
Drill Run
GROUND
PHYSICAL
80
95
-
PP 10
User's critical hit rate is one level higher when using this move.
Dual Chop
DRAGON
PHYSICAL
40
90
-
PP 15
-
-
Hits twice in one turn.
Dual Chop
DRAGON
PHYSICAL
40
90
-
PP 15
Hits twice in one turn.
Dynamic Punch
FIGHTING
PHYSICAL
100
50
100%
PP 5
-
-
Confuses the target.
Dynamic Punch
FIGHTING
PHYSICAL
100
50
100%
PP 5
Confuses the target.
Earth Power
GROUND
SPECIAL
90
100
10%
PP 10
-
-
Can lower the target's SP.DEF one stage.
Earth Power
GROUND
SPECIAL
90
100
10%
PP 10
Can lower the target's SP.DEF one stage.
Earthquake
GROUND
PHYSICAL
100
100
-
PP 10
-
-
If the target is in the first turn of Dig, this move will hit with double power.
Earthquake
GROUND
PHYSICAL
100
100
-
PP 10
If the target is in the first turn of Dig, this move will hit with double power.
Echoed Voice
NORMAL
SPECIAL
40
100
-
PP 15
-
-
Power increases by 40 each consecutive turn used by a friendly Pokémon, to a max of 200.
Echoed Voice
NORMAL
SPECIAL
40
100
-
PP 15
Power increases by 40 each consecutive turn used by a friendly Pokémon, to a max of 200.
Eerie Impulse
ELECTRIC
STATUS
-
100
-
PP 15
-
-
Lowers the target's SP.ATK two stages.
Eerie Impulse
ELECTRIC
STATUS
-
100
-
PP 15
Lowers the target's SP.ATK two stages.
Egg Bomb
NORMAL
PHYSICAL
100
75
-
PP 10
-
-
Inflicts regular damage.
Egg Bomb
NORMAL
PHYSICAL
100
75
-
PP 10
Inflicts regular damage.
Electric Terrain
ELECTRIC
STATUS
-
-
-
PP 10
-
-
For five turns, prevents all Pokémon on the ground from sleeping and strengthens Electric moves by 1.5x power.
Electric Terrain
ELECTRIC
STATUS
-
-
-
PP 10
For five turns, prevents all Pokémon on the ground from sleeping and strengthens Electric moves by 1.5x power.
Electrify
ELECTRIC
STATUS
-
-
-
PP 20
-
If moving before the target, its chosen move this turn becomes Electric-type.
Electrify
ELECTRIC
STATUS
-
-
-
PP 20
If moving before the target, its chosen move this turn becomes Electric-type.
Electro Ball
ELECTRIC
SPECIAL
1
100
-
PP 10
-
-
Hits harder the faster the user is to the target, to a maximum power of 150.
Electro Ball
ELECTRIC
SPECIAL
1
100
-
PP 10
Hits harder the faster the user is to the target, to a maximum power of 150.
Electroweb
ELECTRIC
SPECIAL
55
95
100%
PP 15
-
-
Lowers the target's SPEED one stage.
Electroweb
ELECTRIC
SPECIAL
55
95
100%
PP 15
Lowers the target's SPEED one stage.
Embargo
DARK
STATUS
-
100
-
PP 15
-
-
For five turns, the target cannot use its held item.
Embargo
DARK
STATUS
-
100
-
PP 15
For five turns, the target cannot use its held item.
Ember
FIRE
SPECIAL
40
100
10%
PP 25
-
-
Can burn the target.
Ember
FIRE
SPECIAL
40
100
10%
PP 25
Can burn the target.
Encore
NORMAL
STATUS
-
100
-
PP 5
-
-
Forces the target to use the last used move for 3 turns.
Encore
NORMAL
STATUS
-
100
-
PP 5
Forces the target to use the last used move for 3 turns.
Endeavor
NORMAL
PHYSICAL
1
100
-
PP 5
-
-
Inflicts exactly enough damage to lower the target's HP to equal the user's.
Endeavor
NORMAL
PHYSICAL
1
100
-
PP 5
Inflicts exactly enough damage to lower the target's HP to equal the user's.
Endure
NORMAL
STATUS
-
-
-
PP 10
-
-
The user's HP cannot be lowered below 1. Has 50% chance to fail the next turn. Has +4 move priority.
Endure
NORMAL
STATUS
-
-
-
PP 10
The user's HP cannot be lowered below 1. Has 50% chance to fail the next turn. Has +4 move priority.
Energy Ball
GRASS
SPECIAL
90
100
10%
PP 10
-
-
Can lower the target's SP.DEF one stage.
Energy Ball
GRASS
SPECIAL
90
100
10%
PP 10
Can lower the target's SP.DEF one stage.
Entrainment
NORMAL
STATUS
-
100
-
PP 15
-
-
Changes the target's ability to match the user's.
Entrainment
NORMAL
STATUS
-
100
-
PP 15
Changes the target's ability to match the user's.
Eruption
FIRE
SPECIAL
150
100
-
PP 5
-
-
Power increase the more HP the user has up to 150.
Eruption
FIRE
SPECIAL
150
100
-
PP 5
Power increase the more HP the user has up to 150.
Explosion
NORMAL
PHYSICAL
250
100
-
PP 5
-
-
User faints.
Explosion
NORMAL
PHYSICAL
250
100
-
PP 5
User faints.
Extrasensory
PSYCHIC
SPECIAL
80
100
10%
PP 20
-
-
Can make the target flinch.
Extrasensory
PSYCHIC
SPECIAL
80
100
10%
PP 20
Can make the target flinch.
Extreme Speed
NORMAL
PHYSICAL
80
100
-
PP 5
-
-
Has +2 move priority.
Extreme Speed
NORMAL
PHYSICAL
80
100
-
PP 5
Has +2 move priority.
Facade
NORMAL
PHYSICAL
70
100
-
PP 20
-
-
If the user is burned, paralyzed, or poisoned, this move has double power.
Facade
NORMAL
PHYSICAL
70
100
-
PP 20
If the user is burned, paralyzed, or poisoned, this move has double power.
Fairy Lock
FAIRY
STATUS
-
-
-
PP 10
-
-
Prevents all Pokémon from fleeing or switching out during the next turn.
Fairy Lock
FAIRY
STATUS
-
-
-
PP 10
Prevents all Pokémon from fleeing or switching out during the next turn.
Fairy Wind
FAIRY
SPECIAL
40
100
-
PP 30
-
-
Inflicts regular damage.
Fairy Wind
FAIRY
SPECIAL
40
100
-
PP 30
Inflicts regular damage.
Fake Out
NORMAL
PHYSICAL
40
100
100%
PP 10
-
-
Causes the target to flinch. Can only be used on the user's first turn after entering the field. Has +3 move priority.
Fake Out
NORMAL
PHYSICAL
40
100
100%
PP 10
Causes the target to flinch. Can only be used on the user's first turn after entering the field. Has +3 move priority.
Fake Tears
DARK
STATUS
-
100
-
PP 20
-
-
Lowers the target's SP.DEF two stages.
Fake Tears
DARK
STATUS
-
100
-
PP 20
Lowers the target's SP.DEF two stages.
False Swipe
NORMAL
PHYSICAL
40
100
-
PP 40
-
-
Will not reduce the target's HP below 1.
False Swipe
NORMAL
PHYSICAL
40
100
-
PP 40
Will not reduce the target's HP below 1.
Feather Dance
FLYING
STATUS
-
100
-
PP 15
-
-
Lowers the target's ATK two stages.
Feather Dance
FLYING
STATUS
-
100
-
PP 15
Lowers the target's ATK two stages.
Feint
NORMAL
PHYSICAL
30
100
-
PP 10
-
-
Removes the effects of detect or protect from the target before hitting. Has +2 move priority.
Feint
NORMAL
PHYSICAL
30
100
-
PP 10
Removes the effects of detect or protect from the target before hitting. Has +2 move priority.
Feint Attack
DARK
PHYSICAL
60
-
-
PP 20
-
-
Doesn't miss.
Feint Attack
DARK
PHYSICAL
60
-
-
PP 20
Doesn't miss.
Fell Stinger
BUG
PHYSICAL
50
100
-
PP 25
-
-
Raises the user's ATK three stages if it KOs the target.
Fell Stinger
BUG
PHYSICAL
50
100
-
PP 25
Raises the user's ATK three stages if it KOs the target.
Fiery Dance
FIRE
SPECIAL
80
100
50%
PP 10
-
-
Can raise the user's SP.ATK one stage.
Fiery Dance
FIRE
SPECIAL
80
100
50%
PP 10
Can raise the user's SP.ATK one stage.
Final Gambit
FIGHTING
SPECIAL
1
100
-
PP 5
-
-
Inflicts damage equal to the user's remaining HP. User faints.
Final Gambit
FIGHTING
SPECIAL
1
100
-
PP 5
Inflicts damage equal to the user's remaining HP. User faints.
Fire Blast
FIRE
SPECIAL
110
85
10%
PP 5
-
-
Can burn the target.
Fire Blast
FIRE
SPECIAL
110
85
10%
PP 5
Can burn the target.
Fire Fang
FIRE
PHYSICAL
65
95
100%
PP 15
-
-
Can burn the target or flinch the target. Both have their own independent effect chance.
Fire Fang
FIRE
PHYSICAL
65
95
100%
PP 15
Can burn the target or flinch the target. Both have their own independent effect chance.
Fire Lash
FIRE
PHYSICAL
80
100
100%
PP 15
-
-
Inflicts regular damage. Lowers the target's Defense one stage.
Fire Lash
FIRE
PHYSICAL
80
100
100%
PP 15
Inflicts regular damage. Lowers the target's Defense one stage.
Fire Pledge
FIRE
SPECIAL
50
100
-
PP 10
-
-
When used after Water Pledge or Grass Pledge this turn, power increases to 150. With Water Pledge, chances of move's secondary effects doubles. With Grass Pledge, the target loses 1/8th max HP each turn. Both last 4 turns.
Fire Pledge
FIRE
SPECIAL
50
100
-
PP 10
When used after Water Pledge or Grass Pledge this turn, power increases to 150. With Water Pledge, chances of move's secondary effects doubles. With Grass Pledge, the target loses 1/8th max HP each turn. Both last 4 turns.
Fire Punch
FIRE
PHYSICAL
75
100
10%
PP 15
-
-
Can burn the target.
Fire Punch
FIRE
PHYSICAL
75
100
10%
PP 15
Can burn the target.
Fire Spin
FIRE
SPECIAL
35
85
-
PP 15
-
-
For 2–5 turns, the target can't escape and loses 1/8th max HP each turn.
Fire Spin
FIRE
SPECIAL
35
85
-
PP 15
For 2–5 turns, the target can't escape and loses 1/8th max HP each turn.
First Impression
BUG
PHYSICAL
90
100
-
PP 10
-
-
Can only be used on the user's first turn after entering the field. Has +2 move priority.
First Impression
BUG
PHYSICAL
90
100
-
PP 10
Can only be used on the user's first turn after entering the field. Has +2 move priority.
Fissure
GROUND
PHYSICAL
1
30
-
PP 5
-
-
One-hit KO. If the user is a lower level than the target, this move will fail.
Fissure
GROUND
PHYSICAL
1
30
-
PP 5
One-hit KO. If the user is a lower level than the target, this move will fail.
Flail
NORMAL
PHYSICAL
1
100
-
PP 15
-
-
Power increases the less HP the user has up to 200.
Flail
NORMAL
PHYSICAL
1
100
-
PP 15
Power increases the less HP the user has up to 200.
Flame Burst
FIRE
SPECIAL
70
100
-
PP 15
-
-
Pokémon adjacent to the target lose 1/16th max HP.
Flame Burst
FIRE
SPECIAL
70
100
-
PP 15
Pokémon adjacent to the target lose 1/16th max HP.
Flame Charge
FIRE
PHYSICAL
50
100
100%
PP 20
-
-
Raises the user's SPEED one stage.
Flame Charge
FIRE
PHYSICAL
50
100
100%
PP 20
Raises the user's SPEED one stage.
Flamethrower
FIRE
SPECIAL
90
100
10%
PP 15
-
-
Can burn the target.
Flamethrower
FIRE
SPECIAL
90
100
10%
PP 15
Can burn the target.
Flame Wheel
FIRE
PHYSICAL
60
100
10%
PP 25
-
-
Can burn the target. Thaws the user if Frozen.
Flame Wheel
FIRE
PHYSICAL
60
100
10%
PP 25
Can burn the target. Thaws the user if Frozen.
Flare Blitz
FIRE
PHYSICAL
120
100
10%
PP 15
-
-
User takes 1/3 the damage it inflicts in recoil. Can burn the target. Thaws the user if Frozen.
Flare Blitz
FIRE
PHYSICAL
120
100
10%
PP 15
User takes 1/3 the damage it inflicts in recoil. Can burn the target. Thaws the user if Frozen.
Flash
NORMAL
STATUS
-
100
-
PP 20
-
-
Lowers the target's accuracy one stage.
Flash
NORMAL
STATUS
-
100
-
PP 20
Lowers the target's accuracy one stage.
Flash Cannon
STEEL
SPECIAL
80
100
10%
PP 10
-
-
Can lower the target's SP.DEF one stage.
Flash Cannon
STEEL
SPECIAL
80
100
10%
PP 10
Can lower the target's SP.DEF one stage.
Flatter
DARK
STATUS
-
100
-
PP 15
-
-
Raises the target's SP.ATK one stage, then confuses it.
Flatter
DARK
STATUS
-
100
-
PP 15
Raises the target's SP.ATK one stage, then confuses it.
Fleur Cannon
FAIRY
SPECIAL
130
90
-
PP 5
-
Inflicts regular damage, then lowers the user's SP.ATK two stages.
Fleur Cannon
FAIRY
SPECIAL
130
90
-
PP 5
Inflicts regular damage, then lowers the user's SP.ATK two stages.
Fling
DARK
PHYSICAL
1
100
-
PP 10
-
-
Consumes user's held item. Power and type are determined by the item.
Fling
DARK
PHYSICAL
1
100
-
PP 10
Consumes user's held item. Power and type are determined by the item.
Floral Healing
FAIRY
STATUS
-
-
-
PP 10
-
Heals the target by 1/2 its max HP, or 2/3 if grassy terrain is in effect.
Floral Healing
FAIRY
STATUS
-
-
-
PP 10
Heals the target by 1/2 its max HP, or 2/3 if grassy terrain is in effect.
Flower Shield
FAIRY
STATUS
-
-
-
PP 10
-
-
Raises the DEF of all grass Pokémon in battle.
Flower Shield
FAIRY
STATUS
-
-
-
PP 10
Raises the DEF of all grass Pokémon in battle.
Fly
FLYING
PHYSICAL
90
95
-
PP 15
-
-
User flies high into the air for one turn, then hits on the second turn.
Fly
FLYING
PHYSICAL
90
95
-
PP 15
User flies high into the air for one turn, then hits on the second turn.
Flying Press
FIGHTING
PHYSICAL
100
95
-
PP 10
-
-
This move is Fighting and Flying-type simultaneously.
Flying Press
FIGHTING
PHYSICAL
100
95
-
PP 10
This move is Fighting and Flying-type simultaneously.
Focus Blast
FIGHTING
SPECIAL
120
70
10%
PP 5
-
-
Can lower the target's SP.DEF one stage.
Focus Blast
FIGHTING
SPECIAL
120
70
10%
PP 5
Can lower the target's SP.DEF one stage.
Focus Energy
NORMAL
STATUS
-
-
-
PP 30
-
-
User's critical hit rate is two levels higher until it leaves the field.
Focus Energy
NORMAL
STATUS
-
-
-
PP 30
User's critical hit rate is two levels higher until it leaves the field.
Focus Punch
FIGHTING
PHYSICAL
150
100
-
PP 20
-
-
If the user takes damage this turn before hitting, this move will fail. Has -3 move priority.
Focus Punch
FIGHTING
PHYSICAL
150
100
-
PP 20
If the user takes damage this turn before hitting, this move will fail. Has -3 move priority.
Follow Me
NORMAL
STATUS
-
-
-
PP 20
-
-
Until the end of this turn, opposing Pokémon attack the user instead of allies. Has +2 move priority.
Follow Me
NORMAL
STATUS
-
-
-
PP 20
Until the end of this turn, opposing Pokémon attack the user instead of allies. Has +2 move priority.
Force Palm
FIGHTING
PHYSICAL
60
100
30%
PP 10
-
-
Can paralyze the target.
Force Palm
FIGHTING
PHYSICAL
60
100
30%
PP 10
Can paralyze the target.
Foresight
NORMAL
STATUS
-
-
-
PP 40
-
-
Resets the target's evasion to normal and prevents any further boosting until it leaves the field.
Foresight
NORMAL
STATUS
-
-
-
PP 40
Resets the target's evasion to normal and prevents any further boosting until it leaves the field.
Forest's Curse
GRASS
STATUS
-
100
-
PP 20
-
-
Adds grass to the target's types.
Forest's Curse
GRASS
STATUS
-
100
-
PP 20
Adds grass to the target's types.
Foul Play
DARK
PHYSICAL
95
100
-
PP 15
-
-
Damage is calculated using the target's ATKing stat rather than the user's.
Foul Play
DARK
PHYSICAL
95
100
-
PP 15
Damage is calculated using the target's ATKing stat rather than the user's.
Freeze-Dry
ICE
SPECIAL
70
100
10%
PP 20
-
-
Super-effective against Water-type Pokémon.
Freeze-Dry
ICE
SPECIAL
70
100
10%
PP 20
Super-effective against Water-type Pokémon.
Freeze Shock
ICE
PHYSICAL
140
90
30%
PP 5
-
User charges for one turn before attacking. Can paralyze the target.
Freeze Shock
ICE
PHYSICAL
140
90
30%
PP 5
User charges for one turn before attacking. Can paralyze the target.
Frenzy Plant
GRASS
SPECIAL
150
90
-
PP 5
-
-
The user can't attack or switch out the turn after this is used.
Frenzy Plant
GRASS
SPECIAL
150
90
-
PP 5
The user can't attack or switch out the turn after this is used.
Frost Breath
ICE
SPECIAL
60
90
-
PP 10
-
-
Always scores a critical hit.
Frost Breath
ICE
SPECIAL
60
90
-
PP 10
Always scores a critical hit.
Frustration
NORMAL
PHYSICAL
1
100
-
PP 20
-
-
Power increases with unhappiness up to 102.
Frustration
NORMAL
PHYSICAL
1
100
-
PP 20
Power increases with unhappiness up to 102.
Fury Attack
NORMAL
PHYSICAL
15
85
-
PP 20
-
-
Hits 2–5 times in one turn.
Fury Attack
NORMAL
PHYSICAL
15
85
-
PP 20
Hits 2–5 times in one turn.
Fury Cutter
BUG
PHYSICAL
40
95
-
PP 20
-
-
Power doubles after every time this move is used up to 160.
Fury Cutter
BUG
PHYSICAL
40
95
-
PP 20
Power doubles after every time this move is used up to 160.
Fury Swipes
NORMAL
PHYSICAL
18
80
-
PP 15
-
-
Hits 2–5 times in one turn.
Fury Swipes
NORMAL
PHYSICAL
18
80
-
PP 15
Hits 2–5 times in one turn.
Fusion Bolt
ELECTRIC
PHYSICAL
100
100
-
PP 5
-
-
If a friendly Pokémon used fusion flare earlier this turn, this move has double power.
Fusion Bolt
ELECTRIC
PHYSICAL
100
100
-
PP 5
If a friendly Pokémon used fusion flare earlier this turn, this move has double power.
Fusion Flare
FIRE
SPECIAL
100
100
-
PP 5
-
-
If a friendly Pokémon used fusion bolt earlier this turn, this move has double power.
Fusion Flare
FIRE
SPECIAL
100
100
-
PP 5
If a friendly Pokémon used fusion bolt earlier this turn, this move has double power.
Future Sight
PSYCHIC
SPECIAL
120
100
-
PP 10
-
-
Inflicts typeless damage at the end of the third turn, starting with this one. Can't critical hit.
Future Sight
PSYCHIC
SPECIAL
120
100
-
PP 10
Inflicts typeless damage at the end of the third turn, starting with this one. Can't critical hit.
Gastro Acid
POISON
STATUS
-
100
-
PP 10
-
-
The target's ability is disabled as long as it remains on the field.
Gastro Acid
POISON
STATUS
-
100
-
PP 10
The target's ability is disabled as long as it remains on the field.
Gear Grind
STEEL
PHYSICAL
50
85
-
PP 15
-
-
Hits twice in one turn.
Gear Grind
STEEL
PHYSICAL
50
85
-
PP 15
Hits twice in one turn.
Gear Up
STEEL
STATUS
-
-
-
PP 20
-
-
Raises the ATK and SP.ATK of all friendly Pokémon with plus or minus one stage.
Gear Up
STEEL
STATUS
-
-
-
PP 20
Raises the ATK and SP.ATK of all friendly Pokémon with plus or minus one stage.
Geomancy
FAIRY
STATUS
-
-
-
PP 10
-
Takes one turn to charge, then raises the user's SP.ATK, SP.DEF, and SPEED two stages.
Geomancy
FAIRY
STATUS
-
-
-
PP 10
Takes one turn to charge, then raises the user's SP.ATK, SP.DEF, and SPEED two stages.
Giga Drain
GRASS
SPECIAL
75
100
-
PP 10
-
-
Half the damage dealt is restored to the user's HP.
Giga Drain
GRASS
SPECIAL
75
100
-
PP 10
Half the damage dealt is restored to the user's HP.
Giga Impact
NORMAL
PHYSICAL
150
90
-
PP 5
-
-
The user can't attack or switch out the turn after this is used.
Giga Impact
NORMAL
PHYSICAL
150
90
-
PP 5
The user can't attack or switch out the turn after this is used.
Glaciate
ICE
SPECIAL
65
95
100%
PP 10
-
-
Lowers the target's SPEED one stage.
Glaciate
ICE
SPECIAL
65
95
100%
PP 10
Lowers the target's SPEED one stage.
Glare
NORMAL
STATUS
-
100
-
PP 30
-
-
Paralyzes the target.
Glare
NORMAL
STATUS
-
100
-
PP 30
Paralyzes the target.
Grass Knot
GRASS
SPECIAL
1
100
-
PP 20
-
-
Power increases with the target's weight to a maximum of 120.
Grass Knot
GRASS
SPECIAL
1
100
-
PP 20
Power increases with the target's weight to a maximum of 120.
Grass Pledge
GRASS
SPECIAL
50
100
-
PP 10
-
-
When used after Fire Pledge or Water Pledge this turn, has 150 power. With Fire Pledge, a non-Fire type target loses 1/8th its max HP each turn. With Water Pledge, reduces their SPEED by 75%. Both last 4 turns.
Grass Pledge
GRASS
SPECIAL
50
100
-
PP 10
When used after Fire Pledge or Water Pledge this turn, has 150 power. With Fire Pledge, a non-Fire type target loses 1/8th its max HP each turn. With Water Pledge, reduces their SPEED by 75%. Both last 4 turns.
Grass Whistle
GRASS
STATUS
-
55
-
PP 15
-
-
Puts the target to sleep.
Grass Whistle
GRASS
STATUS
-
55
-
PP 15
Puts the target to sleep.
Grassy Terrain
GRASS
STATUS
-
-
-
PP 10
-
-
For five turns, restore 1/16th max HP to Pokémon on the ground and Grass-type moves have 1.5× power.
Grassy Terrain
GRASS
STATUS
-
-
-
PP 10
For five turns, restore 1/16th max HP to Pokémon on the ground and Grass-type moves have 1.5× power.
Gravity
PSYCHIC
STATUS
-
-
-
PP 5
-
-
For five turns, all immunities to ground moves are disabled and evasion is lowered two stages.
Gravity
PSYCHIC
STATUS
-
-
-
PP 5
For five turns, all immunities to ground moves are disabled and evasion is lowered two stages.
Growl
NORMAL
STATUS
-
100
-
PP 40
-
-
Lowers the target's ATK one stage.
Growl
NORMAL
STATUS
-
100
-
PP 40
Lowers the target's ATK one stage.
Growth
NORMAL
STATUS
-
-
-
PP 20
-
-
Raises the user's ATK and SP.ATK one stage each, or two stages in sunny weather.
Growth
NORMAL
STATUS
-
-
-
PP 20
Raises the user's ATK and SP.ATK one stage each, or two stages in sunny weather.
Grudge
GHOST
STATUS
-
-
-
PP 5
-
-
If the user faints before its next move, the move that KO'd it will have its PP dropped to 0.
Grudge
GHOST
STATUS
-
-
-
PP 5
If the user faints before its next move, the move that KO'd it will have its PP dropped to 0.
Guard Split
PSYCHIC
STATUS
-
-
-
PP 10
-
-
Averages the user's unmodified DEF with the target's unmodified DEF.
Guard Split
PSYCHIC
STATUS
-
-
-
PP 10
Averages the user's unmodified DEF with the target's unmodified DEF.
Guard Swap
PSYCHIC
STATUS
-
-
-
PP 10
-
-
User swaps its DEF and SP.DEF modifiers with the target.
Guard Swap
PSYCHIC
STATUS
-
-
-
PP 10
User swaps its DEF and SP.DEF modifiers with the target.
Guillotine
NORMAL
PHYSICAL
1
30
-
PP 5
-
-
One-hit KO. Fails if the user is a lower level than the target.
Guillotine
NORMAL
PHYSICAL
1
30
-
PP 5
One-hit KO. Fails if the user is a lower level than the target.
Gunk Shot
POISON
PHYSICAL
120
80
30%
PP 5
-
-
Can poison the target.
Gunk Shot
POISON
PHYSICAL
120
80
30%
PP 5
Can poison the target.
Gust
FLYING
SPECIAL
40
100
-
PP 35
-
-
If the target is under the effect of Bounce, Fly, or Sky Drop, this move will hit with double power.
Gust
FLYING
SPECIAL
40
100
-
PP 35
If the target is under the effect of Bounce, Fly, or Sky Drop, this move will hit with double power.
Gyro Ball
STEEL
PHYSICAL
1
100
-
PP 5
-
-
Hits harder the slower the user is to the target, to a maximum power of 150.
Gyro Ball
STEEL
PHYSICAL
1
100
-
PP 5
Hits harder the slower the user is to the target, to a maximum power of 150.
Hail
ICE
STATUS
-
-
-
PP 10
-
-
For five turns the weather becomes hail, hurting all non-Ice-type Pokémon 1/16th max HP each turn.
Hail
ICE
STATUS
-
-
-
PP 10
For five turns the weather becomes hail, hurting all non-Ice-type Pokémon 1/16th max HP each turn.
Hammer Arm
FIGHTING
PHYSICAL
100
90
-
PP 10
-
-
Lowers the user's SPEED one stage.
Hammer Arm
FIGHTING
PHYSICAL
100
90
-
PP 10
Lowers the user's SPEED one stage.
Happy Hour
NORMAL
STATUS
-
-
-
PP 30
-
Doubles prize money. Stacks with Amulet Coin. Only works once per battle.
Happy Hour
NORMAL
STATUS
-
-
-
PP 30
Doubles prize money. Stacks with Amulet Coin. Only works once per battle.
Harden
NORMAL
STATUS
-
-
-
PP 30
-
-
Raises the user's DEF one stage.
Harden
NORMAL
STATUS
-
-
-
PP 30
Raises the user's DEF one stage.
Haze
ICE
STATUS
-
-
-
PP 30
-
-
Removes stat, accuracy, and evasion modifiers from every Pokémon on the field.
Haze
ICE
STATUS
-
-
-
PP 30
Removes stat, accuracy, and evasion modifiers from every Pokémon on the field.
Headbutt
NORMAL
PHYSICAL
70
100
30%
PP 15
-
-
Can make the target flinch.
Headbutt
NORMAL
PHYSICAL
70
100
30%
PP 15
Can make the target flinch.
Head Charge
NORMAL
PHYSICAL
120
100
-
PP 15
-
-
Inflicts regular damage. User takes 1/4 the damage it inflicts in recoil.
Head Charge
NORMAL
PHYSICAL
120
100
-
PP 15
Inflicts regular damage. User takes 1/4 the damage it inflicts in recoil.
Head Smash
ROCK
PHYSICAL
150
80
-
PP 5
-
-
User takes 1/2 the damage it inflicts in recoil.
Head Smash
ROCK
PHYSICAL
150
80
-
PP 5
User takes 1/2 the damage it inflicts in recoil.
Heal Bell
NORMAL
STATUS
-
-
-
PP 5
-
-
Removes major status effects from every Pokémon in the user's party.
Heal Bell
NORMAL
STATUS
-
-
-
PP 5
Removes major status effects from every Pokémon in the user's party.
Heal Block
PSYCHIC
STATUS
-
100
-
PP 15
-
-
For the next five turns, the target can't restore HP with moves.
Heal Block
PSYCHIC
STATUS
-
100
-
PP 15
For the next five turns, the target can't restore HP with moves.
Healing Wish
PSYCHIC
STATUS
-
-
-
PP 10
-
-
User faints. Its replacement's HP is fully restored, and any major status effect is removed.
Healing Wish
PSYCHIC
STATUS
-
-
-
PP 10
User faints. Its replacement's HP is fully restored, and any major status effect is removed.
Heal Order
BUG
STATUS
-
-
-
PP 10
-
Heals the user for half its max HP.
Heal Order
BUG
STATUS
-
-
-
PP 10
Heals the user for half its max HP.
Heal Pulse
PSYCHIC
STATUS
-
-
-
PP 10
-
-
Heals the target for half its max HP.
Heal Pulse
PSYCHIC
STATUS
-
-
-
PP 10
Heals the target for half its max HP.
Heart Stamp
PSYCHIC
PHYSICAL
60
100
30%
PP 25
-
-
Can make the target flinch.
Heart Stamp
PSYCHIC
PHYSICAL
60
100
30%
PP 25
Can make the target flinch.
Heart Swap
PSYCHIC
STATUS
-
-
-
PP 10
-
-
User swaps its stat modifiers with the target.
Heart Swap
PSYCHIC
STATUS
-
-
-
PP 10
User swaps its stat modifiers with the target.
Heat Crash
FIRE
PHYSICAL
1
100
-
PP 10
-
Power maxes out at 120, depending on how much heavier the user is than the target.
Heat Crash
FIRE
PHYSICAL
1
100
-
PP 10
Power maxes out at 120, depending on how much heavier the user is than the target.
Heat Wave
FIRE
SPECIAL
95
90
10%
PP 10
-
-
Can burn the target. Hits adjacent Pokémon.
Heat Wave
FIRE
SPECIAL
95
90
10%
PP 10
Can burn the target. Hits adjacent Pokémon.
Heavy Slam
STEEL
PHYSICAL
1
100
-
PP 10
-
-
Power maxes out at 120, depending on how much heavier the user is than the target.
Heavy Slam
STEEL
PHYSICAL
1
100
-
PP 10
Power maxes out at 120, depending on how much heavier the user is than the target.
Helping Hand
NORMAL
STATUS
-
-
-
PP 20
-
-
Boosts the power of the target's moves by 50% until the end of this turn. Has +5 move priority.
Helping Hand
NORMAL
STATUS
-
-
-
PP 20
Boosts the power of the target's moves by 50% until the end of this turn. Has +5 move priority.
Hex
GHOST
SPECIAL
65
100
-
PP 10
-
-
If the target has a major status ailment, this move has double power.
Hex
GHOST
SPECIAL
65
100
-
PP 10
If the target has a major status ailment, this move has double power.
Hidden Power
NORMAL
SPECIAL
60
100
-
PP 15
-
-
Power and type are determined by the user's IVs.
Hidden Power
NORMAL
SPECIAL
60
100
-
PP 15
Power and type are determined by the user's IVs.
High Horsepower
GROUND
PHYSICAL
95
95
-
PP 10
-
-
Inflicts regular damage.
High Horsepower
GROUND
PHYSICAL
95
95
-
PP 10
Inflicts regular damage.
High Jump Kick
FIGHTING
PHYSICAL
130
90
-
PP 10
-
-
The target is attacked with a knee kick from a jump. If it misses, the user is hurt instead.
High Jump Kick
FIGHTING
PHYSICAL
130
90
-
PP 10
The target is attacked with a knee kick from a jump. If it misses, the user is hurt instead.
Hold Back
NORMAL
PHYSICAL
40
100
-
PP 40
-
-
Inflicts regular damage. Will not reduce the target's HP below 1.
Hold Back
NORMAL
PHYSICAL
40
100
-
PP 40
Inflicts regular damage. Will not reduce the target's HP below 1.
Hold Hands
NORMAL
STATUS
-
-
-
PP 40
-
Does nothing.
Hold Hands
NORMAL
STATUS
-
-
-
PP 40
Does nothing.
Hone Claws
DARK
STATUS
-
-
-
PP 15
-
-
Raises the user's ATK and accuracy one stage.
Hone Claws
DARK
STATUS
-
-
-
PP 15
Raises the user's ATK and accuracy one stage.
Horn Attack
NORMAL
PHYSICAL
65
100
-
PP 25
-
-
Inflicts regular damage.
Horn Attack
NORMAL
PHYSICAL
65
100
-
PP 25
Inflicts regular damage.
Horn Drill
NORMAL
PHYSICAL
1
30
-
PP 5
-
-
One-hit KO. If the user is a lower level than the target, this move will fail.
Horn Drill
NORMAL
PHYSICAL
1
30
-
PP 5
One-hit KO. If the user is a lower level than the target, this move will fail.
Horn Leech
GRASS
PHYSICAL
75
100
-
PP 10
-
-
Inflicts regular damage. Drains half the damage inflicted to heal the user.
Horn Leech
GRASS
PHYSICAL
75
100
-
PP 10
Inflicts regular damage. Drains half the damage inflicted to heal the user.
Howl
NORMAL
STATUS
-
-
-
PP 40
-
-
Raises the user's ATK one stage.
Howl
NORMAL
STATUS
-
-
-
PP 40
Raises the user's ATK one stage.
Hurricane
FLYING
SPECIAL
110
70
30%
PP 10
-
-
Can confuse the target. Doesn't miss during rain, but 50% accurate in sunny weather. Doesn't miss if the target is under the effect of Bounce, Fly, or Sky Drop.
Hurricane
FLYING
SPECIAL
110
70
30%
PP 10
Can confuse the target. Doesn't miss during rain, but 50% accurate in sunny weather. Doesn't miss if the target is under the effect of Bounce, Fly, or Sky Drop.
Hydro Cannon
WATER
SPECIAL
150
90
-
PP 5
-
-
The user can't attack or switch out the turn after this is used.
Hydro Cannon
WATER
SPECIAL
150
90
-
PP 5
The user can't attack or switch out the turn after this is used.
Hydro Pump
WATER
SPECIAL
110
80
-
PP 5
-
-
Inflicts regular damage.
Hydro Pump
WATER
SPECIAL
110
80
-
PP 5
Inflicts regular damage.
Hyper Beam
NORMAL
SPECIAL
150
90
-
PP 5
-
-
The user can't attack or switch out the turn after this is used.
Hyper Beam
NORMAL
SPECIAL
150
90
-
PP 5
The user can't attack or switch out the turn after this is used.
Hyper Fang
NORMAL
PHYSICAL
80
90
10%
PP 15
-
-
Can make the target flinch.
Hyper Fang
NORMAL
PHYSICAL
80
90
10%
PP 15
Can make the target flinch.
Hyperspace Fury
DARK
PHYSICAL
100
-
-
PP 5
-
Bypasses any protection effect of the target. Lowers the user's DEF one stage.
Hyperspace Fury
DARK
PHYSICAL
100
-
-
PP 5
Bypasses any protection effect of the target. Lowers the user's DEF one stage.
Hyperspace Hole
PSYCHIC
SPECIAL
80
-
-
PP 5
-
-
Inflicts regular damage. Bypasses and removes any protection effect on the target.
Hyperspace Hole
PSYCHIC
SPECIAL
80
-
-
PP 5
Inflicts regular damage. Bypasses and removes any protection effect on the target.
Hyper Voice
NORMAL
SPECIAL
90
100
-
PP 10
-
-
Inflicts regular damage.
Hyper Voice
NORMAL
SPECIAL
90
100
-
PP 10
Inflicts regular damage.
Hypnosis
PSYCHIC
STATUS
-
60
-
PP 20
-
-
Puts the target to sleep.
Hypnosis
PSYCHIC
STATUS
-
60
-
PP 20
Puts the target to sleep.
Ice Ball
ICE
PHYSICAL
30
90
-
PP 20
-
-
User is forced to use this move for five turns, doubling in power each time up to 16x.
Ice Ball
ICE
PHYSICAL
30
90
-
PP 20
User is forced to use this move for five turns, doubling in power each time up to 16x.
Ice Beam
ICE
SPECIAL
90
100
10%
PP 10
-
-
Can freeze the target.
Ice Beam
ICE
SPECIAL
90
100
10%
PP 10
Can freeze the target.
Ice Burn
ICE
SPECIAL
140
90
30%
PP 5
-
Charges for one turn before attacking. Can burn the target.
Ice Burn
ICE
SPECIAL
140
90
30%
PP 5
Charges for one turn before attacking. Can burn the target.
Ice Fang
ICE
PHYSICAL
65
95
100%
PP 15
-
-
Can freeze or flinch the target. Both have their own independent effect chance.
Ice Fang
ICE
PHYSICAL
65
95
100%
PP 15
Can freeze or flinch the target. Both have their own independent effect chance.
Ice Hammer
ICE
PHYSICAL
100
90
-
PP 10
-
Lowers the user's SPEED one stage.
Ice Hammer
ICE
PHYSICAL
100
90
-
PP 10
Lowers the user's SPEED one stage.
Ice Punch
ICE
PHYSICAL
75
100
10%
PP 15
-
-
Can freeze the target.
Ice Punch
ICE
PHYSICAL
75
100
10%
PP 15
Can freeze the target.
Ice Shard
ICE
PHYSICAL
40
100
-
PP 30
-
-
Has +1 move priority.
Ice Shard
ICE
PHYSICAL
40
100
-
PP 30
Has +1 move priority.
Icicle Crash
ICE
PHYSICAL
85
90
30%
PP 10
-
-
Can make the target flinch.
Icicle Crash
ICE
PHYSICAL
85
90
30%
PP 10
Can make the target flinch.
Icicle Spear
ICE
PHYSICAL
25
100
-
PP 30
-
-
Hits 2–5 times in one turn.
Icicle Spear
ICE
PHYSICAL
25
100
-
PP 30
Hits 2–5 times in one turn.
Icy Wind
ICE
SPECIAL
55
95
100%
PP 15
-
-
Lowers the target's SPEED one stage.
Icy Wind
ICE
SPECIAL
55
95
100%
PP 15
Lowers the target's SPEED one stage.
Imprison
PSYCHIC
STATUS
-
-
-
PP 10
-
-
Prevents opposing Pokémon from using any move the user knows until the user leaves the field.
Imprison
PSYCHIC
STATUS
-
-
-
PP 10
Prevents opposing Pokémon from using any move the user knows until the user leaves the field.
Incinerate
FIRE
SPECIAL
60
100
-
PP 15
-
-
Destroys any berry the target is holding.
Incinerate
FIRE
SPECIAL
60
100
-
PP 15
Destroys any berry the target is holding.
Inferno
FIRE
SPECIAL
100
50
100%
PP 5
-
-
Burns the target.
Inferno
FIRE
SPECIAL
100
50
100%
PP 5
Burns the target.
Infestation
BUG
SPECIAL
20
100
-
PP 20
-
-
For the next 2–5 turns, the target can't escape and loses 1/8th max HP each turn.
Infestation
BUG
SPECIAL
20
100
-
PP 20
For the next 2–5 turns, the target can't escape and loses 1/8th max HP each turn.
Ingrain
GRASS
STATUS
-
-
-
PP 20
-
-
Prevents the user from switching out and restores 1/16th max HP each turn.
Ingrain
GRASS
STATUS
-
-
-
PP 20
Prevents the user from switching out and restores 1/16th max HP each turn.
Instruct
PSYCHIC
STATUS
-
-
-
PP 15
-
The user instructs the target to use its last move again in addition to its action for the turn.
Instruct
PSYCHIC
STATUS
-
-
-
PP 15
The user instructs the target to use its last move again in addition to its action for the turn.
Ion Deluge
ELECTRIC
STATUS
-
-
-
PP 25
-
-
All Normal-type moves become Electric-type moves for the rest of the turn. Has +1 move priority.
Ion Deluge
ELECTRIC
STATUS
-
-
-
PP 25
All Normal-type moves become Electric-type moves for the rest of the turn. Has +1 move priority.
Iron Defense
STEEL
STATUS
-
-
-
PP 15
-
-
Raises the user's DEF two stages.
Iron Defense
STEEL
STATUS
-
-
-
PP 15
Raises the user's DEF two stages.
Iron Head
STEEL
PHYSICAL
80
100
30%
PP 15
-
-
Can make the target flinch.
Iron Head
STEEL
PHYSICAL
80
100
30%
PP 15
Can make the target flinch.
Iron Tail
STEEL
PHYSICAL
100
75
30%
PP 15
-
-
Can lower the target's DEF one stage.
Iron Tail
STEEL
PHYSICAL
100
75
30%
PP 15
Can lower the target's DEF one stage.
Judgment
NORMAL
SPECIAL
100
100
-
PP 10
-
-
Type is the same as the plate the user is holding.
Judgment
NORMAL
SPECIAL
100
100
-
PP 10
Type is the same as the plate the user is holding.
Jump Kick
FIGHTING
PHYSICAL
100
95
-
PP 10
-
-
If this move misses or is blocked, the user takes damage equal to half of its max HP.
Jump Kick
FIGHTING
PHYSICAL
100
95
-
PP 10
If this move misses or is blocked, the user takes damage equal to half of its max HP.
Karate Chop
FIGHTING
PHYSICAL
50
100
-
PP 25
-
-
User's critical hit rate is one level higher when using this move.
Karate Chop
FIGHTING
PHYSICAL
50
100
-
PP 25
User's critical hit rate is one level higher when using this move.
Kinesis
PSYCHIC
STATUS
-
80
-
PP 15
-
-
Lowers the target's accuracy one stage.
Kinesis
PSYCHIC
STATUS
-
80
-
PP 15
Lowers the target's accuracy one stage.
King's Shield
STEEL
STATUS
-
-
-
PP 10
-
-
Blocks damaging attacks and lowers attacker's ATK two stages on contact. Has +4 move priority.
King's Shield
STEEL
STATUS
-
-
-
PP 10
Blocks damaging attacks and lowers attacker's ATK two stages on contact. Has +4 move priority.
Knock Off
DARK
PHYSICAL
65
100
-
PP 20
-
-
Target loses its held item. That item can't be recovered with Recycle.
Knock Off
DARK
PHYSICAL
65
100
-
PP 20
Target loses its held item. That item can't be recovered with Recycle.
Land's Wrath
GROUND
PHYSICAL
90
100
-
PP 10
-
Also hits adjacent Pokémon.
Land's Wrath
GROUND
PHYSICAL
90
100
-
PP 10
Also hits adjacent Pokémon.
Laser Focus
NORMAL
STATUS
-
-
-
PP 30
-
-
The user's next move will result in a critical hit.
Laser Focus
NORMAL
STATUS
-
-
-
PP 30
The user's next move will result in a critical hit.
Last Resort
NORMAL
PHYSICAL
140
100
-
PP 5
-
-
Fails if the user hasn't used its other three moves at least once while on the field.
Last Resort
NORMAL
PHYSICAL
140
100
-
PP 5
Fails if the user hasn't used its other three moves at least once while on the field.
Lava Plume
FIRE
SPECIAL
80
100
30%
PP 15
-
-
Can burn the target.
Lava Plume
FIRE
SPECIAL
80
100
30%
PP 15
Can burn the target.
Leafage
GRASS
PHYSICAL
40
100
-
PP 40
-
-
Inflicts regular damage.
Leafage
GRASS
PHYSICAL
40
100
-
PP 40
Inflicts regular damage.
Leaf Blade
GRASS
PHYSICAL
90
100
-
PP 15
-
-
User's critical hit rate is one level higher when using this move.
Leaf Blade
GRASS
PHYSICAL
90
100
-
PP 15
User's critical hit rate is one level higher when using this move.
Leaf Storm
GRASS
SPECIAL
130
90
-
PP 5
-
-
Lowers the user's SP.ATK two stages after attacking.
Leaf Storm
GRASS
SPECIAL
130
90
-
PP 5
Lowers the user's SP.ATK two stages after attacking.
Leaf Tornado
GRASS
SPECIAL
65
90
50%
PP 10
-
-
Can lower the target's accuracy one stage.
Leaf Tornado
GRASS
SPECIAL
65
90
50%
PP 10
Can lower the target's accuracy one stage.
Leech Life
BUG
PHYSICAL
80
100
-
PP 10
-
-
Drains half the damage inflicted to heal the user.
Leech Life
BUG
PHYSICAL
80
100
-
PP 10
Drains half the damage inflicted to heal the user.
Leech Seed
GRASS
STATUS
-
90
-
PP 10
-
-
Drains 1/8th max HP from a non-Grass target each turn to heal the user.
Leech Seed
GRASS
STATUS
-
90
-
PP 10
Drains 1/8th max HP from a non-Grass target each turn to heal the user.
Leer
NORMAL
STATUS
-
100
-
PP 30
-
-
Lowers the target's DEF one stage.
Leer
NORMAL
STATUS
-
100
-
PP 30
Lowers the target's DEF one stage.
Lick
GHOST
PHYSICAL
30
100
30%
PP 30
-
-
Can paralyze the target.
Lick
GHOST
PHYSICAL
30
100
30%
PP 30
Can paralyze the target.
Light of Ruin
FAIRY
SPECIAL
140
90
-
PP 5
-
User takes 1/2 the damage it inflicts in recoil.
Light of Ruin
FAIRY
SPECIAL
140
90
-
PP 5
User takes 1/2 the damage it inflicts in recoil.
Light Screen
PSYCHIC
STATUS
-
-
-
PP 30
-
-
For five turns, special attacks deal 1/2 damage to friendly Pokémon, or 1/3 in double battles.
Light Screen
PSYCHIC
STATUS
-
-
-
PP 30
For five turns, special attacks deal 1/2 damage to friendly Pokémon, or 1/3 in double battles.
Liquidation
WATER
PHYSICAL
85
100
20%
PP 10
-
-
Inflicts regular damage. Has a 20% chance to lower the target's Defense one stage.
Liquidation
WATER
PHYSICAL
85
100
20%
PP 10
Inflicts regular damage. Has a 20% chance to lower the target's Defense one stage.
Lock-On
NORMAL
STATUS
-
-
-
PP 5
-
-
Guarantees the next move will hit the target.
Lock-On
NORMAL
STATUS
-
-
-
PP 5
Guarantees the next move will hit the target.
Lovely Kiss
NORMAL
STATUS
-
75
-
PP 10
-
-
Puts the target to sleep.
Lovely Kiss
NORMAL
STATUS
-
75
-
PP 10
Puts the target to sleep.
Low Kick
FIGHTING
PHYSICAL
1
100
-
PP 20
-
-
Power increases with the target's weight in kilograms, to a maximum of 120.
Low Kick
FIGHTING
PHYSICAL
1
100
-
PP 20
Power increases with the target's weight in kilograms, to a maximum of 120.
Low Sweep
FIGHTING
PHYSICAL
65
100
100%
PP 20
-
-
Lowers the target's SPEED one stage.
Low Sweep
FIGHTING
PHYSICAL
65
100
100%
PP 20
Lowers the target's SPEED one stage.
Lucky Chant
NORMAL
STATUS
-
-
-
PP 30
-
-
For five turns, opposing Pokémon cannot score critical hits.
Lucky Chant
NORMAL
STATUS
-
-
-
PP 30
For five turns, opposing Pokémon cannot score critical hits.
Lunar Dance
PSYCHIC
STATUS
-
-
-
PP 10
-
-
User faints. Its replacement's HP and PP are fully restored, and any major status effect is removed.
Lunar Dance
PSYCHIC
STATUS
-
-
-
PP 10
User faints. Its replacement's HP and PP are fully restored, and any major status effect is removed.
Lunge
BUG
PHYSICAL
80
100
100%
PP 15
-
Lowers the target's ATK one stage.
Lunge
BUG
PHYSICAL
80
100
100%
PP 15
Lowers the target's ATK one stage.
Luster Purge
PSYCHIC
SPECIAL
70
100
50%
PP 5
-
-
Can lower the target's SP.DEF one stage.
Luster Purge
PSYCHIC
SPECIAL
70
100
50%
PP 5
Can lower the target's SP.DEF one stage.
Mach Punch
FIGHTING
PHYSICAL
40
100
-
PP 30
-
-
Has +1 move priority.
Mach Punch
FIGHTING
PHYSICAL
40
100
-
PP 30
Has +1 move priority.
Magical Leaf
GRASS
SPECIAL
60
-
-
PP 20
-
-
Doesn't miss.
Magical Leaf
GRASS
SPECIAL
60
-
-
PP 20
Doesn't miss.
Magic Coat
PSYCHIC
STATUS
-
-
-
PP 15
-
-
A barrier reflects back to the target moves like Leech Seed and moves that damage status. Has +4 move priority.
Magic Coat
PSYCHIC
STATUS
-
-
-
PP 15
A barrier reflects back to the target moves like Leech Seed and moves that damage status. Has +4 move priority.
Magic Room
PSYCHIC
STATUS
-
-
-
PP 10
-
-
For five turns, passive effects of held items are negated.
Magic Room
PSYCHIC
STATUS
-
-
-
PP 10
For five turns, passive effects of held items are negated.
Magma Storm
FIRE
SPECIAL
100
75
-
PP 5
-
For the next 2–5 turns, the target cannot leave the field and loses 1/8th max HP each turn.
Magma Storm
FIRE
SPECIAL
100
75
-
PP 5
For the next 2–5 turns, the target cannot leave the field and loses 1/8th max HP each turn.
Magnet Bomb
STEEL
PHYSICAL
60
-
-
PP 20
-
-
Doesn't miss.
Magnet Bomb
STEEL
PHYSICAL
60
-
-
PP 20
Doesn't miss.
Magnetic Flux
ELECTRIC
STATUS
-
-
-
PP 20
-
-
Raises the DEF and SP.DEF of all friendly Pokémon with plus or minus one stage.
Magnetic Flux
ELECTRIC
STATUS
-
-
-
PP 20
Raises the DEF and SP.DEF of all friendly Pokémon with plus or minus one stage.
Magnet Rise
ELECTRIC
STATUS
-
-
-
PP 10
-
-
For five turns, the user is immune to ground moves.
Magnet Rise
ELECTRIC
STATUS
-
-
-
PP 10
For five turns, the user is immune to ground moves.
Magnitude
GROUND
PHYSICAL
1
100
-
PP 30
-
-
Power is selected at random between 10 and 150.
Magnitude
GROUND
PHYSICAL
1
100
-
PP 30
Power is selected at random between 10 and 150.
Mat Block
FIGHTING
STATUS
-
-
-
PP 10
-
-
Protects friendly Pokémon from damaging moves. Only works on the first turn after the user is sent out.
Mat Block
FIGHTING
STATUS
-
-
-
PP 10
Protects friendly Pokémon from damaging moves. Only works on the first turn after the user is sent out.
Mean Look
NORMAL
STATUS
-
-
-
PP 5
-
-
The target cannot switch out normally. Prevents roaming Pokémon from escaping.
Mean Look
NORMAL
STATUS
-
-
-
PP 5
The target cannot switch out normally. Prevents roaming Pokémon from escaping.
Meditate
PSYCHIC
STATUS
-
-
-
PP 40
-
-
Raises the user's ATK one stage.
Meditate
PSYCHIC
STATUS
-
-
-
PP 40
Raises the user's ATK one stage.
Me First
NORMAL
STATUS
-
-
-
PP 20
-
-
Copies the target's damaging move with 1.5x power. Fails if the target went first.
Me First
NORMAL
STATUS
-
-
-
PP 20
Copies the target's damaging move with 1.5x power. Fails if the target went first.
Mega Drain
GRASS
SPECIAL
40
100
-
PP 15
-
-
Drains half the damage inflicted to heal the user.
Mega Drain
GRASS
SPECIAL
40
100
-
PP 15
Drains half the damage inflicted to heal the user.
Megahorn
BUG
PHYSICAL
120
85
-
PP 10
-
-
Inflicts regular damage.
Megahorn
BUG
PHYSICAL
120
85
-
PP 10
Inflicts regular damage.
Mega Kick
NORMAL
PHYSICAL
120
75
-
PP 5
-
-
Inflicts regular damage.
Mega Kick
NORMAL
PHYSICAL
120
75
-
PP 5
Inflicts regular damage.
Mega Punch
NORMAL
PHYSICAL
80
85
-
PP 20
-
-
Inflicts regular damage.
Mega Punch
NORMAL
PHYSICAL
80
85
-
PP 20
Inflicts regular damage.
Memento
DARK
STATUS
-
100
-
PP 10
-
-
Lowers the target's ATK and SP.ATK two stages. User faints.
Memento
DARK
STATUS
-
100
-
PP 10
Lowers the target's ATK and SP.ATK two stages. User faints.
Metal Burst
STEEL
PHYSICAL
1
100
-
PP 10
-
-
Inflicts 1.5× the damage the target delt on the user last turn.
Metal Burst
STEEL
PHYSICAL
1
100
-
PP 10
Inflicts 1.5× the damage the target delt on the user last turn.
Metal Claw
STEEL
PHYSICAL
50
95
10%
PP 35
-
-
Can raise the user's ATK one stage.
Metal Claw
STEEL
PHYSICAL
50
95
10%
PP 35
Can raise the user's ATK one stage.
Metal Sound
STEEL
STATUS
-
85
-
PP 40
-
-
Lowers the target's SP.DEF two stages.
Metal Sound
STEEL
STATUS
-
85
-
PP 40
Lowers the target's SP.DEF two stages.
Meteor Mash
STEEL
PHYSICAL
90
90
20%
PP 10
-
-
Can raise the user's ATK one stage.
Meteor Mash
STEEL
PHYSICAL
90
90
20%
PP 10
Can raise the user's ATK one stage.
Metronome
NORMAL
STATUS
-
-
-
PP 10
-
-
Selects any move at random and uses it.
Metronome
NORMAL
STATUS
-
-
-
PP 10
Selects any move at random and uses it.
Milk Drink
NORMAL
STATUS
-
-
-
PP 10
-
-
Heals the user for half its max HP.
Milk Drink
NORMAL
STATUS
-
-
-
PP 10
Heals the user for half its max HP.
Mimic
NORMAL
STATUS
-
-
-
PP 10
-
-
This move is replaced by the target's last successfully used move, and its PP changes to 5.
Mimic
NORMAL
STATUS
-
-
-
PP 10
This move is replaced by the target's last successfully used move, and its PP changes to 5.
Mind Blown
FIRE
SPECIAL
150
100
-
PP 5
-
Inflicts damage, and the user takes damage equal to half of its max HP, rounded up.
Mind Blown
FIRE
SPECIAL
150
100
-
PP 5
Inflicts damage, and the user takes damage equal to half of its max HP, rounded up.
Mind Reader
NORMAL
STATUS
-
-
-
PP 5
-
-
Guarantees the user's next move will hit the target.
Mind Reader
NORMAL
STATUS
-
-
-
PP 5
Guarantees the user's next move will hit the target.
Minimize
NORMAL
STATUS
-
-
-
PP 10
-
-
Raises the user's evasion two stages.
Minimize
NORMAL
STATUS
-
-
-
PP 10
Raises the user's evasion two stages.
Miracle Eye
PSYCHIC
STATUS
-
-
-
PP 40
-
-
Resets the target's evasion to normal.
Miracle Eye
PSYCHIC
STATUS
-
-
-
PP 40
Resets the target's evasion to normal.
Mirror Coat
PSYCHIC
SPECIAL
1
100
-
PP 20
-
-
Inflicts twice the special damage the target dealt to the user this turn. Has -5 move priority.
Mirror Coat
PSYCHIC
SPECIAL
1
100
-
PP 20
Inflicts twice the special damage the target dealt to the user this turn. Has -5 move priority.
Mirror Move
FLYING
STATUS
-
-
-
PP 20
-
-
Uses the last move targed at the user.
Mirror Move
FLYING
STATUS
-
-
-
PP 20
Uses the last move targed at the user.
Mirror Shot
STEEL
SPECIAL
65
85
30%
PP 10
-
-
Can lower the target's accuracy one stage.
Mirror Shot
STEEL
SPECIAL
65
85
30%
PP 10
Can lower the target's accuracy one stage.
Mist
ICE
STATUS
-
-
-
PP 30
-
-
For five turns, the user's side of the field are immune to stat-lowering effects.
Mist
ICE
STATUS
-
-
-
PP 30
For five turns, the user's side of the field are immune to stat-lowering effects.
Mist Ball
PSYCHIC
SPECIAL
70
100
50%
PP 5
-
-
Can lower the target's SP.ATK one stage.
Mist Ball
PSYCHIC
SPECIAL
70
100
50%
PP 5
Can lower the target's SP.ATK one stage.
Misty Terrain
FAIRY
STATUS
-
-
-
PP 10
-
For five turns, protects Pokémon on the ground from status conditions and halves damage from Dragon-type moves.
Misty Terrain
FAIRY
STATUS
-
-
-
PP 10
For five turns, protects Pokémon on the ground from status conditions and halves damage from Dragon-type moves.
Moonblast
FAIRY
SPECIAL
95
100
30%
PP 15
-
-
Can lower the target's SP.ATK one stage.
Moonblast
FAIRY
SPECIAL
95
100
30%
PP 15
Can lower the target's SP.ATK one stage.
Moongeist Beam
GHOST
SPECIAL
100
100
-
PP 5
-
This move can be used on a target regardless of its ability.
Moongeist Beam
GHOST
SPECIAL
100
100
-
PP 5
This move can be used on a target regardless of its ability.
Moonlight
FAIRY
STATUS
-
-
-
PP 5
-
-
Heals the user for half its max HP. Affected by weather.
Moonlight
FAIRY
STATUS
-
-
-
PP 5
Heals the user for half its max HP. Affected by weather.
Morning Sun
NORMAL
STATUS
-
-
-
PP 5
-
-
Heals the user for half its max HP. Affected by weather.
Morning Sun
NORMAL
STATUS
-
-
-
PP 5
Heals the user for half its max HP. Affected by weather.
Mud Bomb
GROUND
SPECIAL
65
85
30%
PP 10
-
-
Can lower the target's accuracy one stage.
Mud Bomb
GROUND
SPECIAL
65
85
30%
PP 10
Can lower the target's accuracy one stage.
Muddy Water
WATER
SPECIAL
90
85
30%
PP 10
-
-
Can lower the target's accuracy one stage.
Muddy Water
WATER
SPECIAL
90
85
30%
PP 10
Can lower the target's accuracy one stage.
Mud Shot
GROUND
SPECIAL
55
95
100%
PP 15
-
-
Lowers the target's SPEED one stage.
Mud Shot
GROUND
SPECIAL
55
95
100%
PP 15
Lowers the target's SPEED one stage.
Mud-Slap
GROUND
SPECIAL
20
100
100%
PP 10
-
-
Lowers the target's accuracy one stage.
Mud-Slap
GROUND
SPECIAL
20
100
100%
PP 10
Lowers the target's accuracy one stage.
Mud Sport
GROUND
STATUS
-
-
-
PP 15
-
-
For five turns all Electric-type moves on the field inflict 0.5x damage.
Mud Sport
GROUND
STATUS
-
-
-
PP 15
For five turns all Electric-type moves on the field inflict 0.5x damage.
Multi-Attack
NORMAL
PHYSICAL
90
100
-
PP 10
-
Type is the same as the memory held.
Multi-Attack
NORMAL
PHYSICAL
90
100
-
PP 10
Type is the same as the memory held.
Mystical Fire
FIRE
SPECIAL
75
100
100%
PP 10
-
-
Lowers the target's SP.ATK one stage.
Mystical Fire
FIRE
SPECIAL
75
100
100%
PP 10
Lowers the target's SP.ATK one stage.
Nasty Plot
DARK
STATUS
-
-
-
PP 20
-
-
Raises the user's SP.ATK two stages.
Nasty Plot
DARK
STATUS
-
-
-
PP 20
Raises the user's SP.ATK two stages.
Natural Gift
NORMAL
PHYSICAL
1
100
-
PP 15
-
-
Power and type are determined by the user's held berry.
Natural Gift
NORMAL
PHYSICAL
1
100
-
PP 15
Power and type are determined by the user's held berry.
Nature Power
NORMAL
STATUS
-
-
-
PP 20
-
-
Uses another move chosen according to the terrain.
Nature Power
NORMAL
STATUS
-
-
-
PP 20
Uses another move chosen according to the terrain.
Nature's Madness
FAIRY
SPECIAL
1
90
-
PP 10
-
Inflicts typeless damage equal to half the target's remaining HP.
Nature's Madness
FAIRY
SPECIAL
1
90
-
PP 10
Inflicts typeless damage equal to half the target's remaining HP.
Needle Arm
GRASS
PHYSICAL
60
100
30%
PP 15
-
-
Can make the target flinch.
Needle Arm
GRASS
PHYSICAL
60
100
30%
PP 15
Can make the target flinch.
Night Daze
DARK
SPECIAL
85
95
40%
PP 10
-
-
Can lower the target's accuracy one stage.
Night Daze
DARK
SPECIAL
85
95
40%
PP 10
Can lower the target's accuracy one stage.
Nightmare
GHOST
STATUS
-
100
-
PP 15
-
-
Only works on sleeping Pokémon, damaging it for 1/4 its max HP every turn.
Nightmare
GHOST
STATUS
-
100
-
PP 15
Only works on sleeping Pokémon, damaging it for 1/4 its max HP every turn.
Night Shade
GHOST
SPECIAL
1
100
-
PP 15
-
-
Inflicts typed damage equal to the user's level.
Night Shade
GHOST
SPECIAL
1
100
-
PP 15
Inflicts typed damage equal to the user's level.
Night Slash
DARK
PHYSICAL
70
100
-
PP 15
-
-
User's critical hit rate is one level higher when using this move.
Night Slash
DARK
PHYSICAL
70
100
-
PP 15
User's critical hit rate is one level higher when using this move.
Noble Roar
NORMAL
STATUS
-
-
-
PP 30
-
-
Lowers the target's ATK and SP.ATK one stage.
Noble Roar
NORMAL
STATUS
-
-
-
PP 30
Lowers the target's ATK and SP.ATK one stage.
Nuzzle
ELECTRIC
PHYSICAL
20
100
100%
PP 20
-
-
Paralyzes the target.
Nuzzle
ELECTRIC
PHYSICAL
20
100
100%
PP 20
Paralyzes the target.
Oblivion Wing
FLYING
SPECIAL
80
100
-
PP 10
-
Drains 75% of the damage inflicted to heal the user.
Oblivion Wing
FLYING
SPECIAL
80
100
-
PP 10
Drains 75% of the damage inflicted to heal the user.
Octazooka
WATER
SPECIAL
65
85
50%
PP 10
-
-
Can lower the target's accuracy one stage.
Octazooka
WATER
SPECIAL
65
85
50%
PP 10
Can lower the target's accuracy one stage.
Odor Sleuth
NORMAL
STATUS
-
-
-
PP 40
-
-
Resets the target's evasion to normal and enables Ghost-type targets to be hit by Normal and Fighting-type attacks.
Odor Sleuth
NORMAL
STATUS
-
-
-
PP 40
Resets the target's evasion to normal and enables Ghost-type targets to be hit by Normal and Fighting-type attacks.
Ominous Wind
GHOST
SPECIAL
60
100
10%
PP 5
-
-
Can raise all of the user's stats one stage.
Ominous Wind
GHOST
SPECIAL
60
100
10%
PP 5
Can raise all of the user's stats one stage.
Origin Pulse
WATER
SPECIAL
110
85
-
PP 10
-
-
Damages Pokémon adjacent to the target.
Origin Pulse
WATER
SPECIAL
110
85
-
PP 10
Damages Pokémon adjacent to the target.
Outrage
DRAGON
PHYSICAL
120
100
-
PP 10
-
-
User is forced to attack with this move for 2–3 turns, leaving the user confused.
Outrage
DRAGON
PHYSICAL
120
100
-
PP 10
User is forced to attack with this move for 2–3 turns, leaving the user confused.
Overheat
FIRE
SPECIAL
130
90
-
PP 5
-
-
Lowers the user's SP.ATK two stages.
Overheat
FIRE
SPECIAL
130
90
-
PP 5
Lowers the user's SP.ATK two stages.
Pain Split
NORMAL
STATUS
-
-
-
PP 20
-
-
Averages the target's and user's remaining HP.
Pain Split
NORMAL
STATUS
-
-
-
PP 20
Averages the target's and user's remaining HP.
Parabolic Charge
ELECTRIC
SPECIAL
65
100
-
PP 20
-
Heals the user for half the total damage dealt to all targets.
Parabolic Charge
ELECTRIC
SPECIAL
65
100
-
PP 20
Heals the user for half the total damage dealt to all targets.
Parting Shot
DARK
STATUS
-
100
-
PP 20
-
Lowers all targets' ATK and SP.ATK one stage. Makes the user switch out.
Parting Shot
DARK
STATUS
-
100
-
PP 20
Lowers all targets' ATK and SP.ATK one stage. Makes the user switch out.
Payback
DARK
PHYSICAL
50
100
-
PP 10
-
-
If the target uses a move or switches out this turn, this move has double power.
Payback
DARK
PHYSICAL
50
100
-
PP 10
If the target uses a move or switches out this turn, this move has double power.
Pay Day
NORMAL
PHYSICAL
40
100
-
PP 20
-
-
After the battle, receive five times the user's level in extra money for each time this move was used.
Pay Day
NORMAL
PHYSICAL
40
100
-
PP 20
After the battle, receive five times the user's level in extra money for each time this move was used.
Peck
FLYING
PHYSICAL
35
100
-
PP 35
-
-
Inflicts regular damage.
Peck
FLYING
PHYSICAL
35
100
-
PP 35
Inflicts regular damage.
Perish Song
NORMAL
STATUS
-
-
-
PP 5
-
-
Every Pokémon on the field will faint in 3 turns.
Perish Song
NORMAL
STATUS
-
-
-
PP 5
Every Pokémon on the field will faint in 3 turns.
Petal Blizzard
GRASS
PHYSICAL
90
100
-
PP 15
-
-
Inflicts regular damage.
Petal Blizzard
GRASS
PHYSICAL
90
100
-
PP 15
Inflicts regular damage.
Petal Dance
GRASS
SPECIAL
120
100
-
PP 10
-
-
User is forced to attack with this move for 2–3 turns, leaving the user confused.
Petal Dance
GRASS
SPECIAL
120
100
-
PP 10
User is forced to attack with this move for 2–3 turns, leaving the user confused.
Phantom Force
GHOST
PHYSICAL
90
100
-
PP 10
-
-
Vanish for one turn and hits on the second turn. Ignore protect-like moves.
Phantom Force
GHOST
PHYSICAL
90
100
-
PP 10
Vanish for one turn and hits on the second turn. Ignore protect-like moves.
Photon Geyser
PSYCHIC
SPECIAL
100
100
-
PP 5
-
-
Inflicts regular damage.
Photon Geyser
PSYCHIC
SPECIAL
100
100
-
PP 5
Inflicts regular damage.
Pin Missile
BUG
PHYSICAL
25
95
-
PP 20
-
-
Hits 2–5 times in one turn.
Pin Missile
BUG
PHYSICAL
25
95
-
PP 20
Hits 2–5 times in one turn.
Plasma Fists
ELECTRIC
PHYSICAL
100
100
-
PP 15
-
The target's normal type moves become Electric-type.
Plasma Fists
ELECTRIC
PHYSICAL
100
100
-
PP 15
The target's normal type moves become Electric-type.
Play Nice
NORMAL
STATUS
-
-
-
PP 20
-
-
Lowers the target's ATK one stage.
Play Nice
NORMAL
STATUS
-
-
-
PP 20
Lowers the target's ATK one stage.
Play Rough
FAIRY
PHYSICAL
90
90
10%
PP 10
-
-
Can lower the target's ATK one stage.
Play Rough
FAIRY
PHYSICAL
90
90
10%
PP 10
Can lower the target's ATK one stage.
Pluck
FLYING
PHYSICAL
60
100
-
PP 20
-
-
If the target is holding a berry, this move has double power, and the user takes the berry and uses it immediately.
Pluck
FLYING
PHYSICAL
60
100
-
PP 20
If the target is holding a berry, this move has double power, and the user takes the berry and uses it immediately.
Poison Fang
POISON
PHYSICAL
50
100
50%
PP 15
-
-
Can badly poison the target.
Poison Fang
POISON
PHYSICAL
50
100
50%
PP 15
Can badly poison the target.
Poison Gas
POISON
STATUS
-
90
-
PP 40
-
-
Poisons the target.
Poison Gas
POISON
STATUS
-
90
-
PP 40
Poisons the target.
Poison Jab
POISON
PHYSICAL
80
100
30%
PP 20
-
-
Can poison the target.
Poison Jab
POISON
PHYSICAL
80
100
30%
PP 20
Can poison the target.
Poison Powder
POISON
STATUS
-
75
-
PP 35
-
-
Poisons the target.
Poison Powder
POISON
STATUS
-
75
-
PP 35
Poisons the target.
Poison Sting
POISON
PHYSICAL
15
100
30%
PP 35
-
-
Can poison the target.
Poison Sting
POISON
PHYSICAL
15
100
30%
PP 35
Can poison the target.
Poison Tail
POISON
PHYSICAL
50
100
10%
PP 25
-
-
User's critical hit rate is one level higher when using this move. Can poison the target.
Poison Tail
POISON
PHYSICAL
50
100
10%
PP 25
User's critical hit rate is one level higher when using this move. Can poison the target.
Pollen Puff
BUG
SPECIAL
90
100
-
PP 15
-
If the target is an ally, restore 50% of their max HP.
Pollen Puff
BUG
SPECIAL
90
100
-
PP 15
If the target is an ally, restore 50% of their max HP.
Pound
NORMAL
PHYSICAL
40
100
-
PP 35
-
-
Inflicts regular damage.
Pound
NORMAL
PHYSICAL
40
100
-
PP 35
Inflicts regular damage.
Powder
BUG
STATUS
-
100
-
PP 20
-
If the target uses a Fire-type move this turn, prevent it and they lose 1/4th max HP. Has +1 move priority.
Powder
BUG
STATUS
-
100
-
PP 20
If the target uses a Fire-type move this turn, prevent it and they lose 1/4th max HP. Has +1 move priority.
Powder Snow
ICE
SPECIAL
40
100
10%
PP 25
-
-
Can freeze the target.
Powder Snow
ICE
SPECIAL
40
100
10%
PP 25
Can freeze the target.
Power Gem
ROCK
SPECIAL
80
100
-
PP 20
-
-
Inflicts regular damage.
Power Gem
ROCK
SPECIAL
80
100
-
PP 20
Inflicts regular damage.
Power Split
PSYCHIC
STATUS
-
-
-
PP 10
-
-
Averages the user's unmodified ATK with the target's unmodified ATK.
Power Split
PSYCHIC
STATUS
-
-
-
PP 10
Averages the user's unmodified ATK with the target's unmodified ATK.
Power Swap
PSYCHIC
STATUS
-
-
-
PP 10
-
-
User swaps its ATK and SP.ATK stat modifiers modifiers with the target.
Power Swap
PSYCHIC
STATUS
-
-
-
PP 10
User swaps its ATK and SP.ATK stat modifiers modifiers with the target.
Power Trick
PSYCHIC
STATUS
-
-
-
PP 10
-
-
The user's original ATK and DEF are swapped.
Power Trick
PSYCHIC
STATUS
-
-
-
PP 10
The user's original ATK and DEF are swapped.
Power Trip
DARK
PHYSICAL
1
100
-
PP 10
-
-
Power is increased by 100% its original value for every stage any of the user's stats have been raised.
Power Trip
DARK
PHYSICAL
1
100
-
PP 10
Power is increased by 100% its original value for every stage any of the user's stats have been raised.
Power-Up Punch
FIGHTING
PHYSICAL
40
100
100%
PP 20
-
-
Raises the user's ATK one stage.
Power-Up Punch
FIGHTING
PHYSICAL
40
100
100%
PP 20
Raises the user's ATK one stage.
Power Whip
GRASS
PHYSICAL
120
85
-
PP 10
-
-
Inflicts regular damage.
Power Whip
GRASS
PHYSICAL
120
85
-
PP 10
Inflicts regular damage.
Precipice Blades
GROUND
PHYSICAL
120
85
-
PP 10
-
-
Damages Pokémon adjacent to the target.
Precipice Blades
GROUND
PHYSICAL
120
85
-
PP 10
Damages Pokémon adjacent to the target.
Present
NORMAL
PHYSICAL
1
90
-
PP 15
-
-
Randomly deals damage or heals the target.
Present
NORMAL
PHYSICAL
1
90
-
PP 15
Randomly deals damage or heals the target.
Prismatic Laser
PSYCHIC
SPECIAL
160
100
-
PP 10
-
-
The user can't attack or switch out the turn after this is used.
Prismatic Laser
PSYCHIC
SPECIAL
160
100
-
PP 10
The user can't attack or switch out the turn after this is used.
Protect
NORMAL
STATUS
-
-
-
PP 10
-
-
No moves will hit the user this turn. This has a 50% chance to fail the following turn. Has +4 move priority.
Protect
NORMAL
STATUS
-
-
-
PP 10
No moves will hit the user this turn. This has a 50% chance to fail the following turn. Has +4 move priority.
Psybeam
PSYCHIC
SPECIAL
65
100
10%
PP 20
-
-
Can confuse the target.
Psybeam
PSYCHIC
SPECIAL
65
100
10%
PP 20
Can confuse the target.
Psychic
PSYCHIC
SPECIAL
90
100
10%
PP 10
-
-
Can lower the target's SP.DEF one stage.
Psychic
PSYCHIC
SPECIAL
90
100
10%
PP 10
Can lower the target's SP.DEF one stage.
Psychic Fangs
PSYCHIC
PHYSICAL
85
100
-
PP 10
-
-
Destroys any light screen or reflect on the target's side of the field, then inflicts regular damage.
Psychic Fangs
PSYCHIC
PHYSICAL
85
100
-
PP 10
Destroys any light screen or reflect on the target's side of the field, then inflicts regular damage.
Psychic Terrain
PSYCHIC
STATUS
-
-
-
PP 10
-
For the next 5 turns, all Pokémon on the ground are immune to moves that hit first.
Psychic Terrain
PSYCHIC
STATUS
-
-
-
PP 10
For the next 5 turns, all Pokémon on the ground are immune to moves that hit first.
Psycho Boost
PSYCHIC
SPECIAL
140
90
-
PP 5
-
-
Lowers the user's SP.ATK two stages.
Psycho Boost
PSYCHIC
SPECIAL
140
90
-
PP 5
Lowers the user's SP.ATK two stages.
Psycho Cut
PSYCHIC
PHYSICAL
70
100
-
PP 20
-
-
User's critical hit rate is one level higher when using this move.
Psycho Cut
PSYCHIC
PHYSICAL
70
100
-
PP 20
User's critical hit rate is one level higher when using this move.
Psycho Shift
PSYCHIC
STATUS
-
100
-
PP 10
-
-
Transfers the user's major status effect to the target.
Psycho Shift
PSYCHIC
STATUS
-
100
-
PP 10
Transfers the user's major status effect to the target.
Psych Up
NORMAL
STATUS
-
-
-
PP 10
-
-
Copies the target's stat changes.
Psych Up
NORMAL
STATUS
-
-
-
PP 10
Copies the target's stat changes.
Psyshock
PSYCHIC
SPECIAL
80
100
-
PP 10
-
-
Damage calculation uses the target's DEF.
Psyshock
PSYCHIC
SPECIAL
80
100
-
PP 10
Damage calculation uses the target's DEF.
Psystrike
PSYCHIC
SPECIAL
100
100
-
PP 10
-
-
Damage calculation uses the target's DEF.
Psystrike
PSYCHIC
SPECIAL
100
100
-
PP 10
Damage calculation uses the target's DEF.
Psywave
PSYCHIC
SPECIAL
1
100
-
PP 15
-
-
Inflicts typeless damage randomly between 50% and 150% of the user's level.
Psywave
PSYCHIC
SPECIAL
1
100
-
PP 15
Inflicts typeless damage randomly between 50% and 150% of the user's level.
Punishment
DARK
PHYSICAL
1
100
-
PP 5
-
-
Power increases by 20 up to 200 for every stage any of the target's stats has been raised.
Punishment
DARK
PHYSICAL
1
100
-
PP 5
Power increases by 20 up to 200 for every stage any of the target's stats has been raised.
Purify
POISON
STATUS
-
-
-
PP 20
-
-
Cures the target of its major status ailment and heals the user for 50% of its max HP.
Purify
POISON
STATUS
-
-
-
PP 20
Cures the target of its major status ailment and heals the user for 50% of its max HP.
Pursuit
DARK
PHYSICAL
40
100
-
PP 20
-
-
Retreating Pokémon take double damage before switching out.
Pursuit
DARK
PHYSICAL
40
100
-
PP 20
Retreating Pokémon take double damage before switching out.
Quash
DARK
STATUS
-
100
-
PP 15
-
-
Forces the target to act last this turn.
Quash
DARK
STATUS
-
100
-
PP 15
Forces the target to act last this turn.
Quick Attack
NORMAL
PHYSICAL
40
100
-
PP 30
-
-
Has +1 move priority.
Quick Attack
NORMAL
PHYSICAL
40
100
-
PP 30
Has +1 move priority.
Quick Guard
FIGHTING
STATUS
-
-
-
PP 15
-
-
Moves with increased priority will not hit friendly Pokémon this turn. Has +3 move priority.
Quick Guard
FIGHTING
STATUS
-
-
-
PP 15
Moves with increased priority will not hit friendly Pokémon this turn. Has +3 move priority.
Quiver Dance
BUG
STATUS
-
-
-
PP 20
-
-
Raises the user's SP.ATK, SP.DEF, and SPEED one stage each.
Quiver Dance
BUG
STATUS
-
-
-
PP 20
Raises the user's SP.ATK, SP.DEF, and SPEED one stage each.
Rage
NORMAL
PHYSICAL
20
100
-
PP 20
-
-
As long as this move is in use, raises the ATK stat each time the user is hit.
Rage
NORMAL
PHYSICAL
20
100
-
PP 20
As long as this move is in use, raises the ATK stat each time the user is hit.
Rage Powder
BUG
STATUS
-
-
-
PP 20
-
-
Redirects target's attack to itself away from an ally. Has +2 move priority.
Rage Powder
BUG
STATUS
-
-
-
PP 20
Redirects target's attack to itself away from an ally. Has +2 move priority.
Rain Dance
WATER
STATUS
-
-
-
PP 5
-
-
For five turns the weather is rain. All Water-type moves deal 1.5x damage and Fire-type moves deal 0.5x damage.
Rain Dance
WATER
STATUS
-
-
-
PP 5
For five turns the weather is rain. All Water-type moves deal 1.5x damage and Fire-type moves deal 0.5x damage.
Rapid Spin
NORMAL
PHYSICAL
20
100
-
PP 40
-
-
Removes hazards from the field and frees the user from binding effects.
Rapid Spin
NORMAL
PHYSICAL
20
100
-
PP 40
Removes hazards from the field and frees the user from binding effects.
Razor Leaf
GRASS
PHYSICAL
55
95
-
PP 25
-
-
User's critical hit rate is one level higher when using this move.
Razor Leaf
GRASS
PHYSICAL
55
95
-
PP 25
User's critical hit rate is one level higher when using this move.
Razor Shell
WATER
PHYSICAL
75
95
50%
PP 10
-
-
Can lower the target's DEF one stage.
Razor Shell
WATER
PHYSICAL
75
95
50%
PP 10
Can lower the target's DEF one stage.
Razor Wind
NORMAL
SPECIAL
80
100
-
PP 10
-
-
User charges for one turn before attacking. Has a one level higher critical hit chance.
Razor Wind
NORMAL
SPECIAL
80
100
-
PP 10
User charges for one turn before attacking. Has a one level higher critical hit chance.
Recover
NORMAL
STATUS
-
-
-
PP 10
-
-
Heals the user for half its max HP.
Recover
NORMAL
STATUS
-
-
-
PP 10
Heals the user for half its max HP.
Recycle
NORMAL
STATUS
-
-
-
PP 10
-
-
User recovers the last item consumed by the user or a Pokémon.
Recycle
NORMAL
STATUS
-
-
-
PP 10
User recovers the last item consumed by the user or a Pokémon.
Reflect
PSYCHIC
STATUS
-
-
-
PP 20
-
-
For five turns, physical attacks deal 1/2 damage to friendly Pokémon, or 1/3 in double battles.
Reflect
PSYCHIC
STATUS
-
-
-
PP 20
For five turns, physical attacks deal 1/2 damage to friendly Pokémon, or 1/3 in double battles.
Reflect Type
NORMAL
STATUS
-
-
-
PP 15
-
-
User's type changes to match the target's.
Reflect Type
NORMAL
STATUS
-
-
-
PP 15
User's type changes to match the target's.
Refresh
NORMAL
STATUS
-
-
-
PP 20
-
-
Removes burn, paralysis, or poison from the user.
Refresh
NORMAL
STATUS
-
-
-
PP 20
Removes burn, paralysis, or poison from the user.
Relic Song
NORMAL
SPECIAL
75
100
10%
PP 10
-
-
Can put the target to sleep.
Relic Song
NORMAL
SPECIAL
75
100
10%
PP 10
Can put the target to sleep.
Rest
PSYCHIC
STATUS
-
-
-
PP 10
-
-
The user falls asleep and regains all of its HP.
Rest
PSYCHIC
STATUS
-
-
-
PP 10
The user falls asleep and regains all of its HP.
Retaliate
NORMAL
PHYSICAL
70
100
-
PP 5
-
-
If a friendly Pokémon fainted on the previous turn, this move has double power.
Retaliate
NORMAL
PHYSICAL
70
100
-
PP 5
If a friendly Pokémon fainted on the previous turn, this move has double power.
Return
NORMAL
PHYSICAL
1
100
-
PP 20
-
-
Power increases with happiness, up to a maximum of 102.
Return
NORMAL
PHYSICAL
1
100
-
PP 20
Power increases with happiness, up to a maximum of 102.
Revelation Dance
NORMAL
SPECIAL
90
100
-
PP 15
-
-
This move's type matches the user's first type.
Revelation Dance
NORMAL
SPECIAL
90
100
-
PP 15
This move's type matches the user's first type.
Revenge
FIGHTING
PHYSICAL
60
100
-
PP 10
-
-
If the target damaged the user this turn, this move has double power. Has -4 move priority.
Revenge
FIGHTING
PHYSICAL
60
100
-
PP 10
If the target damaged the user this turn, this move has double power. Has -4 move priority.
Reversal
FIGHTING
PHYSICAL
1
100
-
PP 15
-
-
Power increases the less HP the user has up to 200.
Reversal
FIGHTING
PHYSICAL
1
100
-
PP 15
Power increases the less HP the user has up to 200.
Roar
NORMAL
STATUS
-
-
-
PP 20
-
-
Forces the target to switch out, but has -6 move priority.
Roar
NORMAL
STATUS
-
-
-
PP 20
Forces the target to switch out, but has -6 move priority.
Roar of Time
DRAGON
SPECIAL
150
90
-
PP 5
-
-
Can't attack or switch for a turn.
Roar of Time
DRAGON
SPECIAL
150
90
-
PP 5
Can't attack or switch for a turn.
Rock Blast
ROCK
PHYSICAL
25
90
-
PP 10
-
-
Hits 2–5 times in one turn.
Rock Blast
ROCK
PHYSICAL
25
90
-
PP 10
Hits 2–5 times in one turn.
Rock Climb
NORMAL
PHYSICAL
90
85
20%
PP 20
-
-
Can confuse the target.
Rock Climb
NORMAL
PHYSICAL
90
85
20%
PP 20
Can confuse the target.
Rock Polish
ROCK
STATUS
-
-
-
PP 20
-
-
Raises the user's SPEED two stages.
Rock Polish
ROCK
STATUS
-
-
-
PP 20
Raises the user's SPEED two stages.
Rock Slide
ROCK
PHYSICAL
75
90
30%
PP 10
-
-
Can make the target flinch.
Rock Slide
ROCK
PHYSICAL
75
90
30%
PP 10
Can make the target flinch.
Rock Smash
FIGHTING
PHYSICAL
40
100
50%
PP 15
-
-
Can lower the target's DEF one stage.
Rock Smash
FIGHTING
PHYSICAL
40
100
50%
PP 15
Can lower the target's DEF one stage.
Rock Throw
ROCK
PHYSICAL
50
90
-
PP 15
-
-
Inflicts regular damage.
Rock Throw
ROCK
PHYSICAL
50
90
-
PP 15
Inflicts regular damage.
Rock Tomb
ROCK
PHYSICAL
60
95
100%
PP 15
-
-
Lowers the target's SPEED one stage.
Rock Tomb
ROCK
PHYSICAL
60
95
100%
PP 15
Lowers the target's SPEED one stage.
Rock Wrecker
ROCK
PHYSICAL
150
90
-
PP 5
-
-
Can't attack or switch for a turn.
Rock Wrecker
ROCK
PHYSICAL
150
90
-
PP 5
Can't attack or switch for a turn.
Role Play
PSYCHIC
STATUS
-
-
-
PP 10
-
-
User's ability is replaced with the target's until the user leaves the field.
Role Play
PSYCHIC
STATUS
-
-
-
PP 10
User's ability is replaced with the target's until the user leaves the field.
Rolling Kick
FIGHTING
PHYSICAL
60
85
30%
PP 15
-
-
Can make the target flinch.
Rolling Kick
FIGHTING
PHYSICAL
60
85
30%
PP 15
Can make the target flinch.
Rollout
ROCK
PHYSICAL
30
90
-
PP 20
-
-
User is forced to use this move for five turns, doubling in power each time up to 16x.
Rollout
ROCK
PHYSICAL
30
90
-
PP 20
User is forced to use this move for five turns, doubling in power each time up to 16x.
Roost
FLYING
STATUS
-
-
-
PP 10
-
-
Heals the user for 1/2 its max HP. The user loses its Flying type for the rest of the turn.
Roost
FLYING
STATUS
-
-
-
PP 10
Heals the user for 1/2 its max HP. The user loses its Flying type for the rest of the turn.
Rototiller
GROUND
STATUS
-
-
-
PP 10
-
-
Raises the ATK and SP.ATK of all grass Pokémon in battle.
Rototiller
GROUND
STATUS
-
-
-
PP 10
Raises the ATK and SP.ATK of all grass Pokémon in battle.
Round
NORMAL
SPECIAL
60
100
-
PP 15
-
-
If Round has already been used this turn, this move's power is doubled.
Round
NORMAL
SPECIAL
60
100
-
PP 15
If Round has already been used this turn, this move's power is doubled.
Sacred Fire
FIRE
PHYSICAL
100
95
50%
PP 5
-
-
Can burn the target. Thaws the user if Frozen.
Sacred Fire
FIRE
PHYSICAL
100
95
50%
PP 5
Can burn the target. Thaws the user if Frozen.
Sacred Sword
FIGHTING
PHYSICAL
90
100
-
PP 15
-
-
Damage calculation ignores the target's stat modifiers, including evasion.
Sacred Sword
FIGHTING
PHYSICAL
90
100
-
PP 15
Damage calculation ignores the target's stat modifiers, including evasion.
Safeguard
NORMAL
STATUS
-
-
-
PP 25
-
-
For five turns, protects friendly Pokémon from major status effects and confusion.
Safeguard
NORMAL
STATUS
-
-
-
PP 25
For five turns, protects friendly Pokémon from major status effects and confusion.
Sand Attack
GROUND
STATUS
-
100
-
PP 15
-
-
Lowers the target's accuracy one stage.
Sand Attack
GROUND
STATUS
-
100
-
PP 15
Lowers the target's accuracy one stage.
Sandstorm
ROCK
STATUS
-
-
-
PP 10
-
-
For five turns the weather becomes sandstorm, raising all Rock-type's SP.DEF by 1.5x. Hurts all Pokémon 1/16th max HP each turn except Ground, Rock, and Steel-types.
Sandstorm
ROCK
STATUS
-
-
-
PP 10
For five turns the weather becomes sandstorm, raising all Rock-type's SP.DEF by 1.5x. Hurts all Pokémon 1/16th max HP each turn except Ground, Rock, and Steel-types.
Sand Tomb
GROUND
PHYSICAL
35
85
-
PP 15
-
-
For the next 2–5 turns, the target can't escape and loses 1/8th max HP each turn.
Sand Tomb
GROUND
PHYSICAL
35
85
-
PP 15
For the next 2–5 turns, the target can't escape and loses 1/8th max HP each turn.
Scald
WATER
SPECIAL
80
100
30%
PP 15
-
-
Can burn the target.
Scald
WATER
SPECIAL
80
100
30%
PP 15
Can burn the target.
Scary Face
NORMAL
STATUS
-
100
-
PP 10
-
-
Lowers the target's SPEED two stages.
Scary Face
NORMAL
STATUS
-
100
-
PP 10
Lowers the target's SPEED two stages.
Scratch
NORMAL
PHYSICAL
40
100
-
PP 35
-
-
Inflicts regular damage.
Scratch
NORMAL
PHYSICAL
40
100
-
PP 35
Inflicts regular damage.
Screech
NORMAL
STATUS
-
85
-
PP 40
-
-
Lowers the target's DEF two stages.
Screech
NORMAL
STATUS
-
85
-
PP 40
Lowers the target's DEF two stages.
Searing Shot
FIRE
SPECIAL
100
100
30%
PP 5
-
Can burn the target.
Searing Shot
FIRE
SPECIAL
100
100
30%
PP 5
Can burn the target.
Secret Power
NORMAL
PHYSICAL
70
100
30%
PP 20
-
-
Effect depends on the terrain.
Secret Power
NORMAL
PHYSICAL
70
100
30%
PP 20
Effect depends on the terrain.
Secret Sword
FIGHTING
SPECIAL
85
100
-
PP 10
-
Damage calculation uses the target's DEF.
Secret Sword
FIGHTING
SPECIAL
85
100
-
PP 10
Damage calculation uses the target's DEF.
Seed Bomb
GRASS
PHYSICAL
80
100
-
PP 15
-
-
Inflicts regular damage.
Seed Bomb
GRASS
PHYSICAL
80
100
-
PP 15
Inflicts regular damage.
Seed Flare
GRASS
SPECIAL
120
85
40%
PP 5
-
Can lower the target's SP.DEF two stages.
Seed Flare
GRASS
SPECIAL
120
85
40%
PP 5
Can lower the target's SP.DEF two stages.
Seismic Toss
FIGHTING
PHYSICAL
1
100
-
PP 20
-
-
Inflicts damage equal to the user's level.
Seismic Toss
FIGHTING
PHYSICAL
1
100
-
PP 20
Inflicts damage equal to the user's level.
Self-Destruct
NORMAL
PHYSICAL
200
100
-
PP 5
-
-
User faints.
Self-Destruct
NORMAL
PHYSICAL
200
100
-
PP 5
User faints.
Shadow Ball
GHOST
SPECIAL
80
100
20%
PP 15
-
-
Can lower the target's SP.DEF one stage.
Shadow Ball
GHOST
SPECIAL
80
100
20%
PP 15
Can lower the target's SP.DEF one stage.
Shadow Bone
GHOST
PHYSICAL
85
100
20%
PP 10
-
Can lower the target's DEF one stage.
Shadow Bone
GHOST
PHYSICAL
85
100
20%
PP 10
Can lower the target's DEF one stage.
Shadow Claw
GHOST
PHYSICAL
70
100
-
PP 15
-
-
User's critical hit rate is one level higher when using this move.
Shadow Claw
GHOST
PHYSICAL
70
100
-
PP 15
User's critical hit rate is one level higher when using this move.
Shadow Force
GHOST
PHYSICAL
120
100
-
PP 5
-
-
User vanishes for one turn and hits on the second turn. Bypasses protect-like moves.
Shadow Force
GHOST
PHYSICAL
120
100
-
PP 5
User vanishes for one turn and hits on the second turn. Bypasses protect-like moves.
Shadow Punch
GHOST
PHYSICAL
60
-
-
PP 20
-
-
Doesn't miss.
Shadow Punch
GHOST
PHYSICAL
60
-
-
PP 20
Doesn't miss.
Shadow Sneak
GHOST
PHYSICAL
40
100
-
PP 30
-
-
Has +1 move priority.
Shadow Sneak
GHOST
PHYSICAL
40
100
-
PP 30
Has +1 move priority.
Sharpen
NORMAL
STATUS
-
-
-
PP 30
-
-
Raises the user's ATK one stage.
Sharpen
NORMAL
STATUS
-
-
-
PP 30
Raises the user's ATK one stage.
Sheer Cold
ICE
SPECIAL
1
30
-
PP 5
-
-
One-hit KO. If the user is a lower level than the target, this move will fail.
Sheer Cold
ICE
SPECIAL
1
30
-
PP 5
One-hit KO. If the user is a lower level than the target, this move will fail.
Shell Smash
NORMAL
STATUS
-
-
-
PP 15
-
-
Raises ATK, SP.ATK, and SPEED two stages, but lowers DEF and SP.DEF one stage.
Shell Smash
NORMAL
STATUS
-
-
-
PP 15
Raises ATK, SP.ATK, and SPEED two stages, but lowers DEF and SP.DEF one stage.
Shell Trap
FIRE
SPECIAL
150
100
-
PP 5
-
If the user was not yet hit by an opponent's physical move this turn, this move will fail. Has -3 move priority.
Shell Trap
FIRE
SPECIAL
150
100
-
PP 5
If the user was not yet hit by an opponent's physical move this turn, this move will fail. Has -3 move priority.
Shift Gear
STEEL
STATUS
-
-
-
PP 10
-
-
Raises the user's ATK one stage and its SPEED two stages.
Shift Gear
STEEL
STATUS
-
-
-
PP 10
Raises the user's ATK one stage and its SPEED two stages.
Shock Wave
ELECTRIC
SPECIAL
60
-
-
PP 20
-
-
Doesn't miss.
Shock Wave
ELECTRIC
SPECIAL
60
-
-
PP 20
Doesn't miss.
Shore Up
GROUND
STATUS
-
-
-
PP 10
-
-
Heals the user for 1/2 its max HP. During a sandstorm, the healing is increased to 2/3.
Shore Up
GROUND
STATUS
-
-
-
PP 10
Heals the user for 1/2 its max HP. During a sandstorm, the healing is increased to 2/3.
Signal Beam
BUG
SPECIAL
75
100
10%
PP 15
-
-
Can confuse the target.
Signal Beam
BUG
SPECIAL
75
100
10%
PP 15
Can confuse the target.
Silver Wind
BUG
SPECIAL
60
100
10%
PP 5
-
-
Can raise all of the user's stats one stage.
Silver Wind
BUG
SPECIAL
60
100
10%
PP 5
Can raise all of the user's stats one stage.
Simple Beam
NORMAL
STATUS
-
100
-
PP 15
-
-
Changes the target's ability to simple.
Simple Beam
NORMAL
STATUS
-
100
-
PP 15
Changes the target's ability to simple.
Sing
NORMAL
STATUS
-
55
-
PP 15
-
-
Puts the target to sleep.
Sing
NORMAL
STATUS
-
55
-
PP 15
Puts the target to sleep.
Sketch
NORMAL
STATUS
-
-
-
PP 1
-
-
Permanently replaces itself with the target's last used move.
Sketch
NORMAL
STATUS
-
-
-
PP 1
Permanently replaces itself with the target's last used move.
Skill Swap
PSYCHIC
STATUS
-
-
-
PP 10
-
-
User and target switch abilities. Doesn't miss.
Skill Swap
PSYCHIC
STATUS
-
-
-
PP 10
User and target switch abilities. Doesn't miss.
Skull Bash
NORMAL
PHYSICAL
130
100
-
PP 10
-
-
User then charges for one turn before attacking. Raises the user's DEF one stage.
Skull Bash
NORMAL
PHYSICAL
130
100
-
PP 10
User then charges for one turn before attacking. Raises the user's DEF one stage.
Sky Attack
FLYING
PHYSICAL
140
90
30%
PP 5
-
-
User charges for one turn before attacking. Critical hit chance is one level higher. Can make the target flinch.
Sky Attack
FLYING
PHYSICAL
140
90
30%
PP 5
User charges for one turn before attacking. Critical hit chance is one level higher. Can make the target flinch.
Sky Drop
FLYING
PHYSICAL
60
100
-
PP 10
-
-
The user and target fly into the sky and can't attack for a turn. The target drops the next turn.
Sky Drop
FLYING
PHYSICAL
60
100
-
PP 10
The user and target fly into the sky and can't attack for a turn. The target drops the next turn.
Sky Uppercut
FIGHTING
PHYSICAL
85
90
-
PP 15
-
-
This move can hit Pokémon under the effect of Bounce, Fly, or Sky Drop.
Sky Uppercut
FIGHTING
PHYSICAL
85
90
-
PP 15
This move can hit Pokémon under the effect of Bounce, Fly, or Sky Drop.
Slack Off
NORMAL
STATUS
-
-
-
PP 10
-
-
Heals the user for half its max HP.
Slack Off
NORMAL
STATUS
-
-
-
PP 10
Heals the user for half its max HP.
Slam
NORMAL
PHYSICAL
80
75
-
PP 20
-
-
Inflicts regular damage.
Slam
NORMAL
PHYSICAL
80
75
-
PP 20
Inflicts regular damage.
Slash
NORMAL
PHYSICAL
70
100
-
PP 20
-
-
Has a one level higher critical hit chance.
Slash
NORMAL
PHYSICAL
70
100
-
PP 20
Has a one level higher critical hit chance.
Sleep Powder
GRASS
STATUS
-
75
-
PP 15
-
-
Puts the target to sleep.
Sleep Powder
GRASS
STATUS
-
75
-
PP 15
Puts the target to sleep.
Sleep Talk
NORMAL
STATUS
-
-
-
PP 10
-
-
Randomly use one of the user's other three moves. Fails if awake.
Sleep Talk
NORMAL
STATUS
-
-
-
PP 10
Randomly use one of the user's other three moves. Fails if awake.
Sludge
POISON
SPECIAL
65
100
30%
PP 20
-
-
Can poison the target.
Sludge
POISON
SPECIAL
65
100
30%
PP 20
Can poison the target.
Sludge Bomb
POISON
SPECIAL
90
100
30%
PP 10
-
-
Can poison the target.
Sludge Bomb
POISON
SPECIAL
90
100
30%
PP 10
Can poison the target.
Sludge Wave
POISON
SPECIAL
95
100
10%
PP 10
-
-
Can poison the target.
Sludge Wave
POISON
SPECIAL
95
100
10%
PP 10
Can poison the target.
Smack Down
ROCK
PHYSICAL
50
100
-
PP 15
-
-
Removes the target's immunity to Ground-type damage.
Smack Down
ROCK
PHYSICAL
50
100
-
PP 15
Removes the target's immunity to Ground-type damage.
Smart Strike
STEEL
PHYSICAL
70
-
-
PP 10
-
-
Doesn't miss.
Smart Strike
STEEL
PHYSICAL
70
-
-
PP 10
Doesn't miss.
Smelling Salts
NORMAL
PHYSICAL
70
100
-
PP 10
-
-
This attack inflicts double damage on a paralyzed foe. It also cures the target's paralysis, however.
Smelling Salts
NORMAL
PHYSICAL
70
100
-
PP 10
This attack inflicts double damage on a paralyzed foe. It also cures the target's paralysis, however.
Smog
POISON
SPECIAL
30
70
40%
PP 20
-
-
Can poison the target.
Smog
POISON
SPECIAL
30
70
40%
PP 20
Can poison the target.
Smokescreen
NORMAL
STATUS
-
100
-
PP 20
-
-
Lowers the target's accuracy one stage.
Smokescreen
NORMAL
STATUS
-
100
-
PP 20
Lowers the target's accuracy one stage.
Snarl
DARK
SPECIAL
55
95
100%
PP 15
-
-
Lowers the target's SP.ATK one stage.
Snarl
DARK
SPECIAL
55
95
100%
PP 15
Lowers the target's SP.ATK one stage.
Snatch
DARK
STATUS
-
-
-
PP 10
-
-
Steals the effects of a healing or stat-changing move from the target. Has +4 move priority.
Snatch
DARK
STATUS
-
-
-
PP 10
Steals the effects of a healing or stat-changing move from the target. Has +4 move priority.
Snore
NORMAL
SPECIAL
50
100
30%
PP 15
-
-
Only usable if the user is sleeping. Can make the target flinch.
Snore
NORMAL
SPECIAL
50
100
30%
PP 15
Only usable if the user is sleeping. Can make the target flinch.
Soak
WATER
STATUS
-
100
-
PP 20
-
-
Changes the target to pure Water-type until it leaves the field. If the target has multitype, this move will fail.
Soak
WATER
STATUS
-
100
-
PP 20
Changes the target to pure Water-type until it leaves the field. If the target has multitype, this move will fail.
Soft-Boiled
NORMAL
STATUS
-
-
-
PP 10
-
-
Heals the user for half its max HP.
Soft-Boiled
NORMAL
STATUS
-
-
-
PP 10
Heals the user for half its max HP.
Solar Beam
GRASS
SPECIAL
120
100
-
PP 10
-
-
User charges for one turn before attacking. During sunny day, the charging turn is skipped.
Solar Beam
GRASS
SPECIAL
120
100
-
PP 10
User charges for one turn before attacking. During sunny day, the charging turn is skipped.
Solar Blade
GRASS
PHYSICAL
125
100
-
PP 10
-
-
Inflicts regular damage. User charges for one turn before attacking. During sunny day, the charge turn is skipped. During hail, rain dance, or sandstorm, power is halved. This move cannot be selected by sleep talk.
Solar Blade
GRASS
PHYSICAL
125
100
-
PP 10
Inflicts regular damage. User charges for one turn before attacking. During sunny day, the charge turn is skipped. During hail, rain dance, or sandstorm, power is halved. This move cannot be selected by sleep talk.
Sonic Boom
NORMAL
SPECIAL
1
90
-
PP 20
-
-
Inflicts exactly 20 damage.
Sonic Boom
NORMAL
SPECIAL
1
90
-
PP 20
Inflicts exactly 20 damage.
Spacial Rend
DRAGON
SPECIAL
100
95
-
PP 5
-
-
Critical hit rate is one level higher when using this move.
Spacial Rend
DRAGON
SPECIAL
100
95
-
PP 5
Critical hit rate is one level higher when using this move.
Spark
ELECTRIC
PHYSICAL
65
100
30%
PP 20
-
-
Can paralyze the target.
Spark
ELECTRIC
PHYSICAL
65
100
30%
PP 20
Can paralyze the target.
Sparkling Aria
WATER
SPECIAL
90
100
100%
PP 10
-
If the target has a burn and takes damage from this move, its burn is healed.
Sparkling Aria
WATER
SPECIAL
90
100
100%
PP 10
If the target has a burn and takes damage from this move, its burn is healed.
Spectral Thief
GHOST
PHYSICAL
90
100
-
PP 10
-
Steals the target's stat increases.
Spectral Thief
GHOST
PHYSICAL
90
100
-
PP 10
Steals the target's stat increases.
Speed Swap
PSYCHIC
STATUS
-
-
-
PP 10
-
Exchanges the original SPEED stats of the user and target.
Speed Swap
PSYCHIC
STATUS
-
-
-
PP 10
Exchanges the original SPEED stats of the user and target.
Spider Web
BUG
STATUS
-
-
-
PP 10
-
-
The target cannot switch out normally. Roaming Pokémon can't escape.
Spider Web
BUG
STATUS
-
-
-
PP 10
The target cannot switch out normally. Roaming Pokémon can't escape.
Spike Cannon
NORMAL
PHYSICAL
20
100
-
PP 15
-
-
Hits 2–5 times in one turn.
Spike Cannon
NORMAL
PHYSICAL
20
100
-
PP 15
Hits 2–5 times in one turn.
Spikes
GROUND
STATUS
-
-
-
PP 20
-
-
Opposing Pokémon that enter the field loses 1/8th max HP. Stacks up to three times.
Spikes
GROUND
STATUS
-
-
-
PP 20
Opposing Pokémon that enter the field loses 1/8th max HP. Stacks up to three times.
Spiky Shield
GRASS
STATUS
-
-
-
PP 10
-
-
Blocks damaging attacks and damages attackers for 1/8th max HP. Has +4 move priority.
Spiky Shield
GRASS
STATUS
-
-
-
PP 10
Blocks damaging attacks and damages attackers for 1/8th max HP. Has +4 move priority.
Spirit Shackle
GHOST
PHYSICAL
80
100
100%
PP 10
-
The target cannot switch out normally. Prevents roaming Pokémon from escaping.
Spirit Shackle
GHOST
PHYSICAL
80
100
100%
PP 10
The target cannot switch out normally. Prevents roaming Pokémon from escaping.
Spite
GHOST
STATUS
-
100
-
PP 10
-
-
Lowers the PP of the target's last used move by 4.
Spite
GHOST
STATUS
-
100
-
PP 10
Lowers the PP of the target's last used move by 4.
Spit Up
NORMAL
SPECIAL
1
100
-
PP 10
-
-
Power is equal to 100 times the amount of energy stored by Stockpile, up to 3 times.
Spit Up
NORMAL
SPECIAL
1
100
-
PP 10
Power is equal to 100 times the amount of energy stored by Stockpile, up to 3 times.
Splash
NORMAL
STATUS
-
-
-
PP 40
-
-
Does nothing.
Splash
NORMAL
STATUS
-
-
-
PP 40
Does nothing.
Spore
GRASS
STATUS
-
100
-
PP 15
-
-
Puts the target to sleep.
Spore
GRASS
STATUS
-
100
-
PP 15
Puts the target to sleep.
Spotlight
NORMAL
STATUS
-
-
-
PP 15
-
-
Only the target can be attacked during the turn. Has +3 move priority.
Spotlight
NORMAL
STATUS
-
-
-
PP 15
Only the target can be attacked during the turn. Has +3 move priority.
Stealth Rock
ROCK
STATUS
-
-
-
PP 20
-
-
Hurts opposing Pokémon that enter the field for 1/8th max HP. Affected by type effectiveness.
Stealth Rock
ROCK
STATUS
-
-
-
PP 20
Hurts opposing Pokémon that enter the field for 1/8th max HP. Affected by type effectiveness.
Steam Eruption
WATER
SPECIAL
110
95
30%
PP 5
-
Can burn the target.
Steam Eruption
WATER
SPECIAL
110
95
30%
PP 5
Can burn the target.
Steamroller
BUG
PHYSICAL
65
100
30%
PP 20
-
-
Can make the target flinch. Power is doubled against Pokémon under the effect of Minimize.
Steamroller
BUG
PHYSICAL
65
100
30%
PP 20
Can make the target flinch. Power is doubled against Pokémon under the effect of Minimize.
Steel Wing
STEEL
PHYSICAL
70
90
10%
PP 25
-
-
Can raise the user's DEF one stage.
Steel Wing
STEEL
PHYSICAL
70
90
10%
PP 25
Can raise the user's DEF one stage.
Sticky Web
BUG
STATUS
-
-
-
PP 20
-
-
Entry hazard that lowers the SPEED of the opposing Pokémon that enters the field one stage .
Sticky Web
BUG
STATUS
-
-
-
PP 20
Entry hazard that lowers the SPEED of the opposing Pokémon that enters the field one stage .
Stockpile
NORMAL
STATUS
-
-
-
PP 20
-
-
Raises the user's DEF and SP.DEF one stage each. Stores energy for use with Spit Up and Swallow.
Stockpile
NORMAL
STATUS
-
-
-
PP 20
Raises the user's DEF and SP.DEF one stage each. Stores energy for use with Spit Up and Swallow.
Stomp
NORMAL
PHYSICAL
65
100
30%
PP 20
-
-
Can make the target flinch. Power is doubled against Pokémon under the effect of Minimize.
Stomp
NORMAL
PHYSICAL
65
100
30%
PP 20
Can make the target flinch. Power is doubled against Pokémon under the effect of Minimize.
Stomping Tantrum
GROUND
PHYSICAL
75
100
-
PP 10
-
-
Power is doubled if the user's last move failed for any reason.
Stomping Tantrum
GROUND
PHYSICAL
75
100
-
PP 10
Power is doubled if the user's last move failed for any reason.
Stone Edge
ROCK
PHYSICAL
100
80
-
PP 5
-
-
User's critical hit rate is one level higher when using this move.
Stone Edge
ROCK
PHYSICAL
100
80
-
PP 5
User's critical hit rate is one level higher when using this move.
Stored Power
PSYCHIC
SPECIAL
20
100
-
PP 10
-
-
Power increases by 20 for every stage any of the user's stats have been raised.
Stored Power
PSYCHIC
SPECIAL
20
100
-
PP 10
Power increases by 20 for every stage any of the user's stats have been raised.
Storm Throw
FIGHTING
PHYSICAL
60
100
-
PP 10
-
-
Always scores a critical hit.
Storm Throw
FIGHTING
PHYSICAL
60
100
-
PP 10
Always scores a critical hit.
Strength
NORMAL
PHYSICAL
80
100
-
PP 15
-
-
Inflicts regular damage.
Strength
NORMAL
PHYSICAL
80
100
-
PP 15
Inflicts regular damage.
Strength Sap
GRASS
STATUS
-
100
-
PP 10
-
Restores the user's HP equal to the target's ATK stat. Lowers target's ATK one stage.
Strength Sap
GRASS
STATUS
-
100
-
PP 10
Restores the user's HP equal to the target's ATK stat. Lowers target's ATK one stage.
String Shot
BUG
STATUS
-
95
-
PP 40
-
-
Lowers the target's SPEED two stages.
String Shot
BUG
STATUS
-
95
-
PP 40
Lowers the target's SPEED two stages.
Struggle
NORMAL
PHYSICAL
50
-
-
PP 1
-
-
Inflicts typeless regular damage. User takes 1/4 its max HP in recoil. Doesn't miss. This move is used automatically when a Pokémon cannot use any other move legally, e.g., due to having no PP remaining or being under the effect of both encore and torment at the same time. This move's recoil is not treated as recoil for the purposes of anything that affects recoil, such as the ability rock head. It also is not prevented by magic guard. This move cannot be copied by mimic, mirror move, or sketch, nor selected by assist or metronome, nor forced by encore.
Struggle
NORMAL
PHYSICAL
50
-
-
PP 1
Inflicts typeless regular damage. User takes 1/4 its max HP in recoil. Doesn't miss. This move is used automatically when a Pokémon cannot use any other move legally, e.g., due to having no PP remaining or being under the effect of both encore and torment at the same time. This move's recoil is not treated as recoil for the purposes of anything that affects recoil, such as the ability rock head. It also is not prevented by magic guard. This move cannot be copied by mimic, mirror move, or sketch, nor selected by assist or metronome, nor forced by encore.
Struggle Bug
BUG
SPECIAL
50
100
100%
PP 20
-
-
Lowers the target's SP.ATK one stage.
Struggle Bug
BUG
SPECIAL
50
100
100%
PP 20
Lowers the target's SP.ATK one stage.
Stun Spore
GRASS
STATUS
-
75
-
PP 30
-
-
Paralyzes the target.
Stun Spore
GRASS
STATUS
-
75
-
PP 30
Paralyzes the target.
Submission
FIGHTING
PHYSICAL
80
80
-
PP 20
-
-
User takes 1/4 the damage it inflicts in recoil.
Submission
FIGHTING
PHYSICAL
80
80
-
PP 20
User takes 1/4 the damage it inflicts in recoil.
Substitute
NORMAL
STATUS
-
-
-
PP 10
-
-
The user transfers 1/4 max HP into a doll that will take hits instead.
Substitute
NORMAL
STATUS
-
-
-
PP 10
The user transfers 1/4 max HP into a doll that will take hits instead.
Sucker Punch
DARK
PHYSICAL
70
100
-
PP 5
-
-
Has +1 move priority if the target selected a damaging move this turn, otherwise this fails.
Sucker Punch
DARK
PHYSICAL
70
100
-
PP 5
Has +1 move priority if the target selected a damaging move this turn, otherwise this fails.
Sunny Day
FIRE
STATUS
-
-
-
PP 5
-
-
For five turns the weather is sunny. All Fire-type moves deal 1.5x damage and Water-type moves deal 0.5x damage.
Sunny Day
FIRE
STATUS
-
-
-
PP 5
For five turns the weather is sunny. All Fire-type moves deal 1.5x damage and Water-type moves deal 0.5x damage.
Sunsteel Strike
STEEL
PHYSICAL
100
100
-
PP 5
-
Other abilities like disguise cannot activate in response to this move.
Sunsteel Strike
STEEL
PHYSICAL
100
100
-
PP 5
Other abilities like disguise cannot activate in response to this move.
Super Fang
NORMAL
PHYSICAL
1
90
-
PP 10
-
-
Inflicts typeless damage equal to half the target's remaining HP.
Super Fang
NORMAL
PHYSICAL
1
90
-
PP 10
Inflicts typeless damage equal to half the target's remaining HP.
Superpower
FIGHTING
PHYSICAL
120
100
-
PP 5
-
-
Inflicts regular damage, then lowers the user's ATK and DEF one stage each.
Superpower
FIGHTING
PHYSICAL
120
100
-
PP 5
Inflicts regular damage, then lowers the user's ATK and DEF one stage each.
Supersonic
NORMAL
STATUS
-
55
-
PP 20
-
-
Confuses the target.
Supersonic
NORMAL
STATUS
-
55
-
PP 20
Confuses the target.
Surf
WATER
SPECIAL
90
100
-
PP 15
-
-
If the target is in the first turn of Dive, this move will hit with double power.
Surf
WATER
SPECIAL
90
100
-
PP 15
If the target is in the first turn of Dive, this move will hit with double power.
Swagger
NORMAL
STATUS
-
85
-
PP 15
-
-
Raises the target's ATK two stages and then confuses it.
Swagger
NORMAL
STATUS
-
85
-
PP 15
Raises the target's ATK two stages and then confuses it.
Swallow
NORMAL
STATUS
-
-
-
PP 10
-
-
Heals the user depending on the amount of energy stored by stockpile (1/4, 1/2, or full HP).
Swallow
NORMAL
STATUS
-
-
-
PP 10
Heals the user depending on the amount of energy stored by stockpile (1/4, 1/2, or full HP).
Sweet Kiss
FAIRY
STATUS
-
75
-
PP 10
-
-
Confuses the target.
Sweet Kiss
FAIRY
STATUS
-
75
-
PP 10
Confuses the target.
Sweet Scent
NORMAL
STATUS
-
100
-
PP 20
-
-
Lowers the target's evasion one stage.
Sweet Scent
NORMAL
STATUS
-
100
-
PP 20
Lowers the target's evasion one stage.
Swift
NORMAL
SPECIAL
60
-
-
PP 20
-
-
Doesn't miss.
Swift
NORMAL
SPECIAL
60
-
-
PP 20
Doesn't miss.
Switcheroo
DARK
STATUS
-
100
-
PP 10
-
-
User and target permanently swap held items, even if one isn't holding anything.
Switcheroo
DARK
STATUS
-
100
-
PP 10
User and target permanently swap held items, even if one isn't holding anything.
Swords Dance
NORMAL
STATUS
-
-
-
PP 10
-
-
Raises the user's ATK two stages.
Swords Dance
NORMAL
STATUS
-
-
-
PP 10
Raises the user's ATK two stages.
Synchronoise
PSYCHIC
SPECIAL
120
100
-
PP 10
-
-
Only Pokémon that share a type with the user will take damage from this move.
Synchronoise
PSYCHIC
SPECIAL
120
100
-
PP 10
Only Pokémon that share a type with the user will take damage from this move.
Synthesis
GRASS
STATUS
-
-
-
PP 5
-
-
Heals the user 1/2 its max HP. During sunshine 2/3 its max HP, but in other weather 1/4 its max HP.
Synthesis
GRASS
STATUS
-
-
-
PP 5
Heals the user 1/2 its max HP. During sunshine 2/3 its max HP, but in other weather 1/4 its max HP.
Tackle
NORMAL
PHYSICAL
40
100
-
PP 35
-
-
Inflicts regular damage.
Tackle
NORMAL
PHYSICAL
40
100
-
PP 35
Inflicts regular damage.
Tail Glow
BUG
STATUS
-
-
-
PP 20
-
-
Raises the user's SP.ATK three stages.
Tail Glow
BUG
STATUS
-
-
-
PP 20
Raises the user's SP.ATK three stages.
Tail Slap
NORMAL
PHYSICAL
25
85
-
PP 10
-
-
Hits 2–5 times in one turn.
Tail Slap
NORMAL
PHYSICAL
25
85
-
PP 10
Hits 2–5 times in one turn.
Tail Whip
NORMAL
STATUS
-
100
-
PP 30
-
-
Lowers the target's DEF one stage.
Tail Whip
NORMAL
STATUS
-
100
-
PP 30
Lowers the target's DEF one stage.
Tailwind
FLYING
STATUS
-
-
-
PP 15
-
-
For the next three turns, friendly Pokémon have their original SPEED doubled.
Tailwind
FLYING
STATUS
-
-
-
PP 15
For the next three turns, friendly Pokémon have their original SPEED doubled.
Take Down
NORMAL
PHYSICAL
90
85
-
PP 20
-
-
User takes 1/4th the damage it inflicts in recoil.
Take Down
NORMAL
PHYSICAL
90
85
-
PP 20
User takes 1/4th the damage it inflicts in recoil.
Taunt
DARK
STATUS
-
100
-
PP 20
-
-
Target is forced to only use damaging moves for the next 3–5 turns.
Taunt
DARK
STATUS
-
100
-
PP 20
Target is forced to only use damaging moves for the next 3–5 turns.
Tearful Look
NORMAL
STATUS
-
-
-
PP 20
-
-
Lowers the target's ATK and SP.ATK one stage each.
Tearful Look
NORMAL
STATUS
-
-
-
PP 20
Lowers the target's ATK and SP.ATK one stage each.
Techno Blast
NORMAL
SPECIAL
120
100
-
PP 5
-
-
Type is the same as the drive the user is holding.
Techno Blast
NORMAL
SPECIAL
120
100
-
PP 5
Type is the same as the drive the user is holding.
Teeter Dance
NORMAL
STATUS
-
100
-
PP 20
-
-
Confuses all targets.
Teeter Dance
NORMAL
STATUS
-
100
-
PP 20
Confuses all targets.
Telekinesis
PSYCHIC
STATUS
-
-
-
PP 15
-
-
For three turns, all non-KO moves hit the target.
Telekinesis
PSYCHIC
STATUS
-
-
-
PP 15
For three turns, all non-KO moves hit the target.
Teleport
PSYCHIC
STATUS
-
-
-
PP 20
-
-
Does nothing. Wild battles end immediately. Has -6 move priority.
Teleport
PSYCHIC
STATUS
-
-
-
PP 20
Does nothing. Wild battles end immediately. Has -6 move priority.
Thief
DARK
PHYSICAL
60
100
-
PP 25
-
-
When not holding an item, steal the item of the target. Permanently if the target is a wild Pokémon.
Thief
DARK
PHYSICAL
60
100
-
PP 25
When not holding an item, steal the item of the target. Permanently if the target is a wild Pokémon.
Thousand Arrows
GROUND
PHYSICAL
90
100
-
PP 10
-
Grounds the target until it leaves battle. Ignores levitation effects and the immunity of Flying-type Pokémon.
Thousand Arrows
GROUND
PHYSICAL
90
100
-
PP 10
Grounds the target until it leaves battle. Ignores levitation effects and the immunity of Flying-type Pokémon.
Thousand Waves
GROUND
PHYSICAL
90
100
-
PP 10
-
Traps the target.
Thousand Waves
GROUND
PHYSICAL
90
100
-
PP 10
Traps the target.
Thrash
NORMAL
PHYSICAL
120
100
-
PP 10
-
-
User is forced to attack with this move for 2–3 turns, leaving the user confused.
Thrash
NORMAL
PHYSICAL
120
100
-
PP 10
User is forced to attack with this move for 2–3 turns, leaving the user confused.
Throat Chop
DARK
PHYSICAL
80
100
100%
PP 15
-
-
Silences the target for two turns, preventing it from using any sound-based moves.
Throat Chop
DARK
PHYSICAL
80
100
100%
PP 15
Silences the target for two turns, preventing it from using any sound-based moves.
Thunder
ELECTRIC
SPECIAL
110
70
30%
PP 10
-
-
Can paralyze the target. Doesn't miss during rain, but 50% accurate in sunny weather.
Thunder
ELECTRIC
SPECIAL
110
70
30%
PP 10
Can paralyze the target. Doesn't miss during rain, but 50% accurate in sunny weather.
Thunderbolt
ELECTRIC
SPECIAL
90
100
10%
PP 15
-
-
Can paralyze the target.
Thunderbolt
ELECTRIC
SPECIAL
90
100
10%
PP 15
Can paralyze the target.
Thunder Fang
ELECTRIC
PHYSICAL
65
95
100%
PP 15
-
-
Can paralyze or flinch the target. Both have their own independent effect chance.
Thunder Fang
ELECTRIC
PHYSICAL
65
95
100%
PP 15
Can paralyze or flinch the target. Both have their own independent effect chance.
Thunder Punch
ELECTRIC
PHYSICAL
75
100
10%
PP 15
-
-
Can paralyze the target.
Thunder Punch
ELECTRIC
PHYSICAL
75
100
10%
PP 15
Can paralyze the target.
Thunder Shock
ELECTRIC
SPECIAL
40
100
10%
PP 30
-
-
Can paralyze the target.
Thunder Shock
ELECTRIC
SPECIAL
40
100
10%
PP 30
Can paralyze the target.
Thunder Wave
ELECTRIC
STATUS
-
90
-
PP 20
-
-
Paralyzes the target.
Thunder Wave
ELECTRIC
STATUS
-
90
-
PP 20
Paralyzes the target.
Tickle
NORMAL
STATUS
-
100
-
PP 20
-
-
Lowers the target's ATK and DEF one stage.
Tickle
NORMAL
STATUS
-
100
-
PP 20
Lowers the target's ATK and DEF one stage.
Topsy-Turvy
DARK
STATUS
-
-
-
PP 20
-
Inverts the target's stat modifiers.
Topsy-Turvy
DARK
STATUS
-
-
-
PP 20
Inverts the target's stat modifiers.
Torment
DARK
STATUS
-
100
-
PP 15
-
-
Prevents the target from using the same move twice in a row.
Torment
DARK
STATUS
-
100
-
PP 15
Prevents the target from using the same move twice in a row.
Toxic
POISON
STATUS
-
90
-
PP 10
-
-
Badly poisons the target. Never misses when used by a Poison-type Pokémon.
Toxic
POISON
STATUS
-
90
-
PP 10
Badly poisons the target. Never misses when used by a Poison-type Pokémon.
Toxic Spikes
POISON
STATUS
-
-
-
PP 20
-
-
Entry hazard that poisons the opposing Pokémon that switches in. Stacks up to 3 times.
Toxic Spikes
POISON
STATUS
-
-
-
PP 20
Entry hazard that poisons the opposing Pokémon that switches in. Stacks up to 3 times.
Toxic Thread
POISON
STATUS
-
100
-
PP 20
-
-
Poisons the target and lowers its SPEED one stage.
Toxic Thread
POISON
STATUS
-
100
-
PP 20
Poisons the target and lowers its SPEED one stage.
Transform
NORMAL
STATUS
-
-
-
PP 10
-
-
User copies the target's species, weight, type, ability, calculated stats (except HP), and moves.
Transform
NORMAL
STATUS
-
-
-
PP 10
User copies the target's species, weight, type, ability, calculated stats (except HP), and moves.
Tri Attack
NORMAL
SPECIAL
70
100
20%
PP 10
-
-
The user strikes with a simultaneous three-beam attack. May also paralyze, burn, or freeze the target.
Tri Attack
NORMAL
SPECIAL
70
100
20%
PP 10
The user strikes with a simultaneous three-beam attack. May also paralyze, burn, or freeze the target.
Tri Attack
NORMAL
SPECIAL
80
100
20%
PP 10
-
-
Can burn, freeze, or paralyze the target at random.
Tri Attack
NORMAL
SPECIAL
80
100
20%
PP 10
Can burn, freeze, or paralyze the target at random.
Trick
PSYCHIC
STATUS
-
100
-
PP 10
-
-
User and target permanently swap held items, even if one isn't holding anything.
Trick
PSYCHIC
STATUS
-
100
-
PP 10
User and target permanently swap held items, even if one isn't holding anything.
Trick-or-Treat
GHOST
STATUS
-
100
-
PP 20
-
Adds Ghost to the target's types. Dual-type Pokémon have Ghost as their third type.
Trick-or-Treat
GHOST
STATUS
-
100
-
PP 20
Adds Ghost to the target's types. Dual-type Pokémon have Ghost as their third type.
Trick Room
PSYCHIC
STATUS
-
-
-
PP 5
-
-
For five turns, slower Pokémon will act before faster Pokémon. Move priority is unaffected.
Trick Room
PSYCHIC
STATUS
-
-
-
PP 5
For five turns, slower Pokémon will act before faster Pokémon. Move priority is unaffected.
Triple Kick
FIGHTING
PHYSICAL
10
90
-
PP 10
-
-
Hits three times in the same turn. The second hit has double power, and the third hit has triple power.
Triple Kick
FIGHTING
PHYSICAL
10
90
-
PP 10
Hits three times in the same turn. The second hit has double power, and the third hit has triple power.
Trop Kick
GRASS
PHYSICAL
70
100
100%
PP 15
-
Lowers the target's ATK one stage.
Trop Kick
GRASS
PHYSICAL
70
100
100%
PP 15
Lowers the target's ATK one stage.
Trump Card
NORMAL
SPECIAL
1
-
-
PP 5
-
-
Power is determined by the PP remaining for this move up to 190.
Trump Card
NORMAL
SPECIAL
1
-
-
PP 5
Power is determined by the PP remaining for this move up to 190.
Twineedle
BUG
PHYSICAL
25
100
20%
PP 20
-
-
Hits twice in the same turn. Can poison the target.
Twineedle
BUG
PHYSICAL
25
100
20%
PP 20
Hits twice in the same turn. Can poison the target.
Twister
DRAGON
SPECIAL
40
100
20%
PP 20
-
-
Can make each target flinch. Double power against targets under the effect of Bounce, Fly, or Sky Drop.
Twister
DRAGON
SPECIAL
40
100
20%
PP 20
Can make each target flinch. Double power against targets under the effect of Bounce, Fly, or Sky Drop.
Uproar
NORMAL
SPECIAL
90
100
-
PP 10
-
-
User is forced to use this move for 2–5 turns, waking up sleeping Pokémon.
Uproar
NORMAL
SPECIAL
90
100
-
PP 10
User is forced to use this move for 2–5 turns, waking up sleeping Pokémon.
U-turn
BUG
PHYSICAL
70
100
-
PP 20
-
-
Inflicts regular damage, then the user immediately switches out.
U-turn
BUG
PHYSICAL
70
100
-
PP 20
Inflicts regular damage, then the user immediately switches out.
Vacuum Wave
FIGHTING
SPECIAL
40
100
-
PP 30
-
-
Has +1 move priority.
Vacuum Wave
FIGHTING
SPECIAL
40
100
-
PP 30
Has +1 move priority.
V-create
FIRE
PHYSICAL
180
95
-
PP 5
-
Lowers the user's DEF, SP.DEF, and SPEED one stage each.
V-create
FIRE
PHYSICAL
180
95
-
PP 5
Lowers the user's DEF, SP.DEF, and SPEED one stage each.
Venom Drench
POISON
STATUS
-
100
-
PP 20
-
-
Lowers the target's ATK, SP.ATK, and SPEED one stage if it is poisoned.
Venom Drench
POISON
STATUS
-
100
-
PP 20
Lowers the target's ATK, SP.ATK, and SPEED one stage if it is poisoned.
Venoshock
POISON
SPECIAL
65
100
-
PP 10
-
-
If the target is poisoned, this move has double power.
Venoshock
POISON
SPECIAL
65
100
-
PP 10
If the target is poisoned, this move has double power.
Vice Grip
NORMAL
PHYSICAL
55
100
-
PP 30
-
-
Inflicts regular damage.
Vice Grip
NORMAL
PHYSICAL
55
100
-
PP 30
Inflicts regular damage.
Vine Whip
GRASS
PHYSICAL
45
100
-
PP 25
-
-
Inflicts regular damage.
Vine Whip
GRASS
PHYSICAL
45
100
-
PP 25
Inflicts regular damage.
Vital Throw
FIGHTING
PHYSICAL
70
-
-
PP 10
-
-
Doesn't miss. Has -1 move priority.
Vital Throw
FIGHTING
PHYSICAL
70
-
-
PP 10
Doesn't miss. Has -1 move priority.
Volt Switch
ELECTRIC
SPECIAL
70
100
-
PP 20
-
-
Inflicts regular damage, then the user immediately switches out.
Volt Switch
ELECTRIC
SPECIAL
70
100
-
PP 20
Inflicts regular damage, then the user immediately switches out.
Volt Tackle
ELECTRIC
PHYSICAL
120
100
10%
PP 15
-
-
User takes 1/3 the damage it inflicts in recoil. Can paralyze the target.
Volt Tackle
ELECTRIC
PHYSICAL
120
100
10%
PP 15
User takes 1/3 the damage it inflicts in recoil. Can paralyze the target.
Wake-Up Slap
FIGHTING
PHYSICAL
70
100
-
PP 10
-
-
Has double power against a target that is sleeping, then wakes them up.
Wake-Up Slap
FIGHTING
PHYSICAL
70
100
-
PP 10
Has double power against a target that is sleeping, then wakes them up.
Waterfall
WATER
PHYSICAL
80
100
20%
PP 15
-
-
Can make the target flinch.
Waterfall
WATER
PHYSICAL
80
100
20%
PP 15
Can make the target flinch.
Water Gun
WATER
SPECIAL
40
100
-
PP 25
-
-
Inflicts regular damage.
Water Gun
WATER
SPECIAL
40
100
-
PP 25
Inflicts regular damage.
Water Pledge
WATER
SPECIAL
50
100
-
PP 10
-
-
When used after Grass Pledge or Fire Pledge this turn, this has 150 power. With Fire Pledge, the chances of move's secondary effects doubles. With Grass Pedge, this reduces their SPEED by 75%. Both last 4 turns.
Water Pledge
WATER
SPECIAL
50
100
-
PP 10
When used after Grass Pledge or Fire Pledge this turn, this has 150 power. With Fire Pledge, the chances of move's secondary effects doubles. With Grass Pedge, this reduces their SPEED by 75%. Both last 4 turns.
Water Pulse
WATER
SPECIAL
60
100
20%
PP 20
-
-
Can confuse the target.
Water Pulse
WATER
SPECIAL
60
100
20%
PP 20
Can confuse the target.
Water Shuriken
WATER
SPECIAL
15
100
-
PP 20
-
-
Hits 2–5 times. Has +1 move priority.
Water Shuriken
WATER
SPECIAL
15
100
-
PP 20
Hits 2–5 times. Has +1 move priority.
Water Sport
WATER
STATUS
-
-
-
PP 15
-
-
Fire moves inflict half damage, regardless of target. If the user leaves the field, this effect ends.
Water Sport
WATER
STATUS
-
-
-
PP 15
Fire moves inflict half damage, regardless of target. If the user leaves the field, this effect ends.
Water Spout
WATER
SPECIAL
150
100
-
PP 5
-
-
Power increase the more HP the user has up to 150.
Water Spout
WATER
SPECIAL
150
100
-
PP 5
Power increase the more HP the user has up to 150.
Weather Ball
NORMAL
SPECIAL
50
100
-
PP 10
-
-
Has double power under weather and becomes that weather's type.
Weather Ball
NORMAL
SPECIAL
50
100
-
PP 10
Has double power under weather and becomes that weather's type.
Whirlpool
WATER
SPECIAL
35
85
-
PP 15
-
-
For the next 2–5 turns, the target can't escape and loses 1/8th max HP each turn.
Whirlpool
WATER
SPECIAL
35
85
-
PP 15
For the next 2–5 turns, the target can't escape and loses 1/8th max HP each turn.
Whirlwind
NORMAL
STATUS
-
-
-
PP 20
-
-
Forces the target to switch out, but has -6 move priority.
Whirlwind
NORMAL
STATUS
-
-
-
PP 20
Forces the target to switch out, but has -6 move priority.
Wide Guard
ROCK
STATUS
-
-
-
PP 10
-
-
Moves with multiple targets will not hit friendly Pokémon for the remainder of this turn. Has +3 move priority.
Wide Guard
ROCK
STATUS
-
-
-
PP 10
Moves with multiple targets will not hit friendly Pokémon for the remainder of this turn. Has +3 move priority.
Wild Charge
ELECTRIC
PHYSICAL
90
100
-
PP 15
-
-
User takes 1/4 the damage it inflicts in recoil.
Wild Charge
ELECTRIC
PHYSICAL
90
100
-
PP 15
User takes 1/4 the damage it inflicts in recoil.
Will-O-Wisp
FIRE
STATUS
-
85
-
PP 15
-
-
Burns the target.
Will-O-Wisp
FIRE
STATUS
-
85
-
PP 15
Burns the target.
Wing Attack
FLYING
PHYSICAL
60
100
-
PP 35
-
-
Inflicts regular damage.
Wing Attack
FLYING
PHYSICAL
60
100
-
PP 35
Inflicts regular damage.
Wish
NORMAL
STATUS
-
-
-
PP 10
-
-
In one turn, heals a Pokémon in this position of the field's HP by 1/2 its max HP.
Wish
NORMAL
STATUS
-
-
-
PP 10
In one turn, heals a Pokémon in this position of the field's HP by 1/2 its max HP.
Withdraw
WATER
STATUS
-
-
-
PP 40
-
-
Raises the user's DEF one stage.
Withdraw
WATER
STATUS
-
-
-
PP 40
Raises the user's DEF one stage.
Wonder Room
PSYCHIC
STATUS
-
-
-
PP 10
-
-
For five turns, every Pokémon's DEF and SP.DEF are swapped.
Wonder Room
PSYCHIC
STATUS
-
-
-
PP 10
For five turns, every Pokémon's DEF and SP.DEF are swapped.
Wood Hammer
GRASS
PHYSICAL
120
100
-
PP 15
-
-
User takes 1/3 the damage it inflicts in recoil.
Wood Hammer
GRASS
PHYSICAL
120
100
-
PP 15
User takes 1/3 the damage it inflicts in recoil.
Work Up
NORMAL
STATUS
-
-
-
PP 30
-
-
Raises the user's ATK and SP.ATK one stage.
Work Up
NORMAL
STATUS
-
-
-
PP 30
Raises the user's ATK and SP.ATK one stage.
Worry Seed
GRASS
STATUS
-
100
-
PP 10
-
-
Changes the target's ability to Insomnia. Fails if the target's ability is Truant or Multitype.
Worry Seed
GRASS
STATUS
-
100
-
PP 10
Changes the target's ability to Insomnia. Fails if the target's ability is Truant or Multitype.
Wrap
NORMAL
PHYSICAL
15
90
-
PP 20
-
-
For 2–5 turns, the target can't escape and loses 1/16th max HP each turn.
Wrap
NORMAL
PHYSICAL
15
90
-
PP 20
For 2–5 turns, the target can't escape and loses 1/16th max HP each turn.
Wring Out
NORMAL
SPECIAL
1
100
-
PP 5
-
-
Power increase the more HP the foe has up to 121.
Wring Out
NORMAL
SPECIAL
1
100
-
PP 5
Power increase the more HP the foe has up to 121.
X-Scissor
BUG
PHYSICAL
80
100
-
PP 15
-
-
Inflicts regular damage.
X-Scissor
BUG
PHYSICAL
80
100
-
PP 15
Inflicts regular damage.
Yawn
NORMAL
STATUS
-
-
-
PP 10
-
-
Puts the target to sleep at the end of the next turn.
Yawn
NORMAL
STATUS
-
-
-
PP 10
Puts the target to sleep at the end of the next turn.
Zap Cannon
ELECTRIC
SPECIAL
120
50
100%
PP 5
-
-
Paralyzes the target.
Zap Cannon
ELECTRIC
SPECIAL
120
50
100%
PP 5
Paralyzes the target.
Zen Headbutt
PSYCHIC
PHYSICAL
80
90
20%
PP 15
-
-
Can make the target flinch.
Zen Headbutt
PSYCHIC
PHYSICAL
80
90
20%
PP 15
Can make the target flinch.
Zing Zap
ELECTRIC
PHYSICAL
80
100
30%
PP 10
-
Can make the target flinch.
Zing Zap
ELECTRIC
PHYSICAL
80
100
30%
PP 10
Can make the target flinch.

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