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