All Pokémon Moves

Name every move in the main series of Pokémon games. Type, category, power, accuracy, and generation introduced are given for as hints. G-Max moves are not included. Good luck!
Quiz by
isaiahterveen
Rate:
Last updated: December 11, 2025
You have not attempted this quiz yet.
First submittedNovember 27, 2025
Times taken47
Average score56.9%
Report this quizReport
60:00
Enter answer here
0
 / 901 guessed
The quiz is paused. You have remaining.
Scoring
You scored / = %
This beats or equals % of test takers also scored 100%
The average score is
Your high score is
Your fastest time is
Keep scrolling down for answers and more stats ...
Move
Type
Category
Power
Accuracy
Generation Introduced
Effect
Absorb
Grass
Special
20
100
I
User recovers half the HP inflicted on opponent.
Acid
Poison
Special
40
100
I
May lower opponent's Special Defense.
Acid Armor
Poison
Status
I
Sharply raises user's Defense.
Agility
Psychic
Status
I
Sharply raises user's Speed.
Amnesia
Psychic
Status
I
Sharply raises user's Special Defense.
Aurora Beam
Ice
Special
65
100
I
May lower opponent's Attack.
Barrage
Normal
Physical
15
85
I
Hits 2-5 times in one turn.
Barrier
Psychic
Status
I
Sharply raises user's Defense.
Bide
Normal
Physical
I
User takes damage for two turns then strikes back double.
Bind
Normal
Physical
15
85
I
Traps opponent, damaging them for 4-5 turns.
Bite
Dark
Physical
60
100
I
May cause flinching.
Blizzard
Ice
Special
110
70
I
May freeze opponent.
Body Slam
Normal
Physical
85
100
I
May paralyze opponent.
Bone Club
Ground
Physical
65
85
I
May cause flinching.
Bonemerang
Ground
Physical
50
90
I
Hits twice in one turn.
Bubble
Water
Special
40
100
I
May lower opponent's Speed.
Bubble Beam
Water
Special
65
100
I
May lower opponent's Speed.
Clamp
Water
Physical
35
85
I
Traps opponent, damaging them for 4-5 turns.
Comet Punch
Normal
Physical
18
85
I
Hits 2-5 times in one turn.
Confuse Ray
Ghost
Status
100
I
Confuses opponent.
Confusion
Psychic
Special
50
100
I
May confuse opponent.
Constrict
Normal
Physical
10
100
I
May lower opponent's Speed by one stage.
Conversion
Normal
Status
I
Changes user's type to that of its first move.
Counter
Fighting
Physical
100
I
When hit by a Physical Attack, user strikes back with 2x power.
Crabhammer
Water
Physical
100
90
I
High critical hit ratio.
Cut
Normal
Physical
50
95
I
 
Defense Curl
Normal
Status
I
Raises user's Defense.
Dig
Ground
Physical
80
100
I
Digs underground on first turn, attacks on second. Can also escape from caves.
Disable
Normal
Status
100
I
Opponent can't use its last attack for a few turns.
Dizzy Punch
Normal
Physical
70
100
I
May confuse opponent.
Double Kick
Fighting
Physical
30
100
I
Hits twice in one turn.
Double Slap
Normal
Physical
15
85
I
Hits 2-5 times in one turn.
Double Team
Normal
Status
I
Raises user's Evasiveness.
Double-Edge
Normal
Physical
120
100
I
User receives recoil damage.
Dragon Rage
Dragon
Special
100
I
Always inflicts 40 HP.
Dream Eater
Psychic
Special
100
100
I
User recovers half the HP inflicted on a sleeping opponent.
Drill Peck
Flying
Physical
80
100
I
 
Earthquake
Ground
Physical
100
100
I
Power is doubled if opponent is underground from using Dig.
Egg Bomb
Normal
Physical
100
75
I
 
Ember
Fire
Special
40
100
I
May burn opponent.
Explosion
Normal
Physical
250
100
I
User faints.
Fire Blast
Fire
Special
110
85
I
May burn opponent.
Fire Punch
Fire
Physical
75
100
I
May burn opponent.
Fire Spin
Fire
Special
35
85
I
Traps opponent, damaging them for 4-5 turns.
Fissure
Ground
Physical
30
I
One-Hit-KO, if it hits.
Flamethrower
Fire
Special
90
100
I
May burn opponent.
Flash
Normal
Status
100
I
Lowers opponent's Accuracy.
Fly
Flying
Physical
90
95
I
Flies up on first turn, attacks on second turn.
Focus Energy
Normal
Status
I
Increases critical hit ratio.
Fury Attack
Normal
Physical
15
85
I
Hits 2-5 times in one turn.
Fury Swipes
Normal
Physical
18
80
I
Hits 2-5 times in one turn.
Glare
Normal
Status
100
I
Paralyzes opponent.
Growl
Normal
Status
100
I
Lowers opponent's Attack.
Growth
Normal
Status
I
Raises user's Attack and Special Attack.
Guillotine
Normal
Physical
30
I
One-Hit-KO, if it hits.
Gust
Flying
Special
40
100
I
Hits Pokémon using Fly/Bounce/Sky Drop with double power.
Harden
Normal
Status
I
Raises user's Defense.
Haze
Ice
Status
I
Resets all stat changes.
Headbutt
Normal
Physical
70
100
I
May cause flinching.
High Jump Kick
Fighting
Physical
130
90
I
If it misses, the user loses half their HP.
Horn Attack
Normal
Physical
65
100
I
 
Horn Drill
Normal
Physical
30
I
One-Hit-KO, if it hits.
Hydro Pump
Water
Special
110
80
I
 
Hyper Beam
Normal
Special
150
90
I
User must recharge next turn.
Hyper Fang
Normal
Physical
80
90
I
May cause flinching.
Hypnosis
Psychic
Status
60
I
Puts opponent to sleep.
Ice Beam
Ice
Special
90
100
I
May freeze opponent.
Ice Punch
Ice
Physical
75
100
I
May freeze opponent.
Jump Kick
Fighting
Physical
100
95
I
If it misses, the user loses half their HP.
Karate Chop
Fighting
Physical
50
100
I
High critical hit ratio.
Kinesis
Psychic
Status
80
I
Lowers opponent's Accuracy.
Leech Life
Bug
Physical
80
100
I
User recovers half the HP inflicted on opponent.
Leech Seed
Grass
Status
90
I
Drains HP from opponent each turn.
Leer
Normal
Status
100
I
Lowers opponent's Defense.
Lick
Ghost
Physical
30
100
I
May paralyze opponent.
Light Screen
Psychic
Status
I
Halves damage from Special attacks for 5 turns.
Lovely Kiss
Normal
Status
75
I
Puts opponent to sleep.
Low Kick
Fighting
Physical
100
I
The heavier the opponent, the stronger the attack.
Meditate
Psychic
Status
I
Raises user's Attack.
Mega Drain
Grass
Special
40
100
I
User recovers half the HP inflicted on opponent.
Mega Kick
Normal
Physical
120
75
I
 
Mega Punch
Normal
Physical
80
85
I
 
Metronome
Normal
Status
I
User performs almost any move in the game at random.
Mimic
Normal
Status
I
Copies the opponent's last move.
Minimize
Normal
Status
I
Sharply raises user's Evasiveness.
Mirror Move
Flying
Status
I
User performs the opponent's last move.
Mist
Ice
Status
I
User's stats cannot be changed for a period of time.
Night Shade
Ghost
Special
100
I
Inflicts damage equal to user's level.
Pay Day
Normal
Physical
40
100
I
Money is earned after the battle.
Peck
Flying
Physical
35
100
I
 
Petal Dance
Grass
Special
120
100
I
User attacks for 2-3 turns but then becomes confused.
Pin Missile
Bug
Physical
25
95
I
Hits 2-5 times in one turn.
Poison Gas
Poison
Status
90
I
Poisons opponent.
Poison Powder
Poison
Status
75
I
Poisons opponent.
Poison Sting
Poison
Physical
15
100
I
May poison the opponent.
Pound
Normal
Physical
40
100
I
 
Psybeam
Psychic
Special
65
100
I
May confuse opponent.
Psychic
Psychic
Special
90
100
I
May lower opponent's Special Defense.
Psywave
Psychic
Special
100
I
Inflicts damage 50-150% of user's level.
Quick Attack
Normal
Physical
40
100
I
User attacks first.
Rage
Normal
Physical
20
100
I
Raises user's Attack when hit.
Razor Leaf
Grass
Physical
55
95
I
High critical hit ratio.
Razor Wind
Normal
Special
80
100
I
Charges on first turn, attacks on second. High critical hit ratio.
Recover
Normal
Status
I
User recovers half its max HP.
Reflect
Psychic
Status
I
Halves damage from Physical attacks for 5 turns.
Rest
Psychic
Status
I
User sleeps for 2 turns, but user is fully healed.
Roar
Normal
Status
I
In battles, the opponent switches. In the wild, the Pokémon runs.
Rock Slide
Rock
Physical
75
90
I
May cause flinching.
Rock Throw
Rock
Physical
50
90
I
 
Rolling Kick
Fighting
Physical
60
85
I
May cause flinching.
Sand Attack
Ground
Status
100
I
Lowers opponent's Accuracy.
Scratch
Normal
Physical
40
100
I
 
Screech
Normal
Status
85
I
Sharply lowers opponent's Defense.
Seismic Toss
Fighting
Physical
100
I
Inflicts damage equal to user's level.
Self-Destruct
Normal
Physical
200
100
I
User faints.
Sharpen
Normal
Status
I
Raises user's Attack.
Sing
Normal
Status
55
I
Puts opponent to sleep.
Skull Bash
Normal
Physical
130
100
I
Raises Defense on first turn, attacks on second.
Sky Attack
Flying
Physical
140
90
I
Charges on first turn, attacks on second. May cause flinching. High critical hit ratio.
Slam
Normal
Physical
80
75
I
 
Slash
Normal
Physical
70
100
I
High critical hit ratio.
Sleep Powder
Grass
Status
75
I
Puts opponent to sleep.
Sludge
Poison
Special
65
100
I
May poison opponent.
Smog
Poison
Special
30
70
I
May poison opponent.
Smokescreen
Normal
Status
100
I
Lowers opponent's Accuracy.
Soft-Boiled
Normal
Status
I
User recovers half its max HP.
Solar Beam
Grass
Special
120
100
I
Charges on first turn, attacks on second.
Sonic Boom
Normal
Special
90
I
Always inflicts 20 HP.
Spike Cannon
Normal
Physical
20
100
I
Hits 2-5 times in one turn.
Splash
Normal
Status
I
Doesn't do ANYTHING.
Spore
Grass
Status
100
I
Puts opponent to sleep.
Stomp
Normal
Physical
65
100
I
May cause flinching.
Strength
Normal
Physical
80
100
I
 
String Shot
Bug
Status
95
I
Sharply lowers opponent's Speed.
Struggle
Normal
Physical
50
I
Only usable when all PP are gone. Hurts the user.
Stun Spore
Grass
Status
75
I
Paralyzes opponent.
Submission
Fighting
Physical
80
80
I
User receives recoil damage.
Substitute
Normal
Status
I
Uses HP to creates a decoy that takes hits.
Super Fang
Normal
Physical
90
I
Always takes off half of the opponent's HP.
Supersonic
Normal
Status
55
I
Confuses opponent.
Surf
Water
Special
90
100
I
Hits all adjacent Pokémon.
Swift
Normal
Special
60
I
Ignores Accuracy and Evasiveness.
Swords Dance
Normal
Status
I
Sharply raises user's Attack.
Tackle
Normal
Physical
40
100
I
 
Tail Whip
Normal
Status
100
I
Lowers opponent's Defense.
Take Down
Normal
Physical
90
85
I
User receives recoil damage.
Teleport
Psychic
Status
I
Allows user to flee wild battles; also warps player to last PokéCenter.
Thrash
Normal
Physical
120
100
I
User attacks for 2-3 turns but then becomes confused.
Thunder
Electric
Special
110
70
I
May paralyze opponent.
Thunder Punch
Electric
Physical
75
100
I
May paralyze opponent.
Thunder Shock
Electric
Special
40
100
I
May paralyze opponent.
Thunder Wave
Electric
Status
90
I
Paralyzes opponent.
Thunderbolt
Electric
Special
90
100
I
May paralyze opponent.
Toxic
Poison
Status
90
I
Badly poisons opponent.
Transform
Normal
Status
I
User takes on the form and attacks of the opponent.
Tri Attack
Normal
Special
80
100
I
May paralyze, burn or freeze opponent.
Twineedle
Bug
Physical
25
100
I
Hits twice in one turn. May poison opponent.
Vine Whip
Grass
Physical
45
100
I
 
Vise Grip
Normal
Physical
55
100
I
 
Water Gun
Water
Special
40
100
I
 
Waterfall
Water
Physical
80
100
I
May cause flinching.
Whirlwind
Normal
Status
I
In battles, the opponent switches. In the wild, the Pokémon runs.
Wing Attack
Flying
Physical
60
100
I
 
Withdraw
Water
Status
I
Raises user's Defense.
Wrap
Normal
Physical
15
90
I
Traps opponent, damaging them for 4-5 turns.
Aeroblast
Flying
Special
100
95
II
High critical hit ratio.
Ancient Power
Rock
Special
60
100
II
May raise all user's stats at once.
Attract
Normal
Status
100
II
If opponent is the opposite gender, it's less likely to attack.
Baton Pass
Normal
Status
II
User switches out and gives stat changes to the incoming Pokémon.
Beat Up
Dark
Physical
100
II
Each Pokémon in user's party attacks.
Belly Drum
Normal
Status
II
User loses 50% of its max HP, but Attack raises to maximum.
Bone Rush
Ground
Physical
25
90
II
Hits 2-5 times in one turn.
Charm
Fairy
Status
100
II
Sharply lowers opponent's Attack.
Conversion 2
Normal
Status
II
User changes type to become resistant to opponent's last move.
Cotton Spore
Grass
Status
100
II
Sharply lowers opponent's Speed.
Cross Chop
Fighting
Physical
100
80
II
High critical hit ratio.
Crunch
Dark
Physical
80
100
II
May lower opponent's Defense.
Curse
Ghost
Status
II
Ghosts lose 50% of max HP and curse the opponent; Non-Ghosts raise Attack, Defense and lower Speed.
Destiny Bond
Ghost
Status
II
If the user faints, the opponent also faints.
Detect
Fighting
Status
II
Protects the user, but may fail if used consecutively.
Dragon Breath
Dragon
Special
60
100
II
May paralyze opponent.
Dynamic Punch
Fighting
Physical
100
50
II
Confuses opponent.
Encore
Normal
Status
100
II
Forces opponent to keep using its last move for 3 turns.
Endure
Normal
Status
II
Always left with at least 1 HP, but may fail if used consecutively.
Extreme Speed
Normal
Physical
80
100
II
User attacks first.
False Swipe
Normal
Physical
40
100
II
Always leaves opponent with at least 1 HP.
Feint Attack
Dark
Physical
60
II
Ignores Accuracy and Evasiveness.
Flail
Normal
Physical
100
II
The lower the user's HP, the higher the power.
Flame Wheel
Fire
Physical
60
100
II
May burn opponent.
Foresight
Normal
Status
II
Resets opponent's Evasiveness, and allows Normal- and Fighting-type attacks to hit Ghosts.
Frustration
Normal
Physical
100
II
Power decreases with higher Friendship.
Fury Cutter
Bug
Physical
40
95
II
Power increases each turn.
Future Sight
Psychic
Special
120
100
II
Damage occurs 2 turns later.
Giga Drain
Grass
Special
75
100
II
User recovers half the HP inflicted on opponent.
Heal Bell
Normal
Status
II
Heals the user's party's status conditions.
Hidden Power
Normal
Special
60
100
II
Type and power depends on user's IVs.
Icy Wind
Ice
Special
55
95
II
Lowers opponent's Speed.
Iron Tail
Steel
Physical
100
75
II
May lower opponent's Defense.
Lock-On
Normal
Status
II
User's next attack is guaranteed to hit.
Mach Punch
Fighting
Physical
40
100
II
User attacks first.
Magnitude
Ground
Physical
100
II
Hits with random power.
Mean Look
Normal
Status
II
Opponent cannot flee or switch.
Megahorn
Bug
Physical
120
85
II
 
Metal Claw
Steel
Physical
50
95
II
May raise user's Attack.
Milk Drink
Normal
Status
II
User recovers half its max HP.
Mind Reader
Normal
Status
II
User's next attack is guaranteed to hit.
Mirror Coat
Psychic
Special
100
II
When hit by a Special Attack, user strikes back with 2x power.
Moonlight
Fairy
Status
II
User recovers HP. Amount varies with the weather.
Morning Sun
Normal
Status
II
User recovers HP. Amount varies with the weather.
Mud-Slap
Ground
Special
20
100
II
Lowers opponent's Accuracy.
Nightmare
Ghost
Status
100
II
The sleeping opponent loses 25% of its max HP each turn.
Octazooka
Water
Special
65
85
II
May lower opponent's Accuracy.
Outrage
Dragon
Physical
120
100
II
User attacks for 2-3 turns but then becomes confused.
Pain Split
Normal
Status
II
The user's and opponent's HP becomes the average of both.
Perish Song
Normal
Status
II
Any Pokémon in play when this attack is used faints in 3 turns.
Powder Snow
Ice
Special
40
100
II
May freeze opponent.
Present
Normal
Physical
90
II
Either deals damage or heals.
Protect
Normal
Status
II
Protects the user, but may fail if used consecutively.
Psych Up
Normal
Status
II
Copies the opponent's stat changes.
Pursuit
Dark
Physical
40
100
II
Double power if the opponent is switching out.
Rain Dance
Water
Status
II
Makes it rain for 5 turns.
Rapid Spin
Normal
Physical
50
100
II
Raises user's Speed and removes entry hazards and trap move effects.
Return
Normal
Physical
100
II
Power increases with higher Friendship.
Reversal
Fighting
Physical
100
II
The lower the user's HP, the higher the power.
Rock Smash
Fighting
Physical
40
100
II
May lower opponent's Defense.
Rollout
Rock
Physical
30
90
II
Doubles in power each turn for 5 turns.
Sacred Fire
Fire
Physical
100
95
II
May burn opponent.
Safeguard
Normal
Status
II
The user's party is protected from status conditions.
Sandstorm
Rock
Status
II
Creates a sandstorm for 5 turns.
Scary Face
Normal
Status
100
II
Sharply lowers opponent's Speed.
Shadow Ball
Ghost
Special
80
100
II
May lower opponent's Special Defense.
Sketch
Normal
Status
II
Permanently copies the opponent's last move.
Sleep Talk
Normal
Status
II
User performs one of its own moves while sleeping.
Sludge Bomb
Poison
Special
90
100
II
May poison opponent.
Snore
Normal
Special
50
100
II
Can only be used if asleep. May cause flinching.
Spark
Electric
Physical
65
100
II
May paralyze opponent.
Spider Web
Bug
Status
II
Opponent cannot escape/switch.
Spikes
Ground
Status
II
Damages opponents switching into battle.
Spite
Ghost
Status
100
II
The opponent's last move loses 2-5 PP.
Steel Wing
Steel
Physical
70
90
II
May raise user's Defense.
Sunny Day
Fire
Status
II
Makes it sunny for 5 turns.
Swagger
Normal
Status
85
II
Confuses opponent, but sharply raises its Attack.
Sweet Kiss
Fairy
Status
75
II
Confuses opponent.
Sweet Scent
Normal
Status
100
II
Lowers opponent's Evasiveness.
Synthesis
Grass
Status
II
User recovers HP. Amount varies with the weather.
Thief
Dark
Physical
60
100
II
Also steals opponent's held item.
Triple Kick
Fighting
Physical
10
90
II
Hits thrice in one turn at increasing power.
Twister
Dragon
Special
40
100
II
May cause flinching. Hits Pokémon using Fly/Bounce with double power.
Vital Throw
Fighting
Physical
70
II
User attacks last, but ignores Accuracy and Evasiveness.
Whirlpool
Water
Special
35
85
II
Traps opponent, damaging them for 4-5 turns.
Zap Cannon
Electric
Special
120
50
II
Paralyzes opponent.
Aerial Ace
Flying
Physical
60
III
Ignores Accuracy and Evasiveness.
Air Cutter
Flying
Special
60
95
III
High critical hit ratio.
Arm Thrust
Fighting
Physical
15
100
III
Hits 2-5 times in one turn.
Aromatherapy
Grass
Status
III
Cures all status problems in your party.
Assist
Normal
Status
III
User performs a move known by its allies at random.
Astonish
Ghost
Physical
30
100
III
May cause flinching.
Blast Burn
Fire
Special
150
90
III
User must recharge next turn.
Blaze Kick
Fire
Physical
85
90
III
High critical hit ratio. May burn opponent.
Block
Normal
Status
III
Opponent cannot flee or switch.
Bounce
Flying
Physical
85
85
III
Springs up on first turn, attacks on second. May paralyze opponent.
Brick Break
Fighting
Physical
75
100
III
Breaks through Reflect and Light Screen barriers.
Bulk Up
Fighting
Status
III
Raises user's Attack and Defense.
Bullet Seed
Grass
Physical
25
100
III
Hits 2-5 times in one turn.
Calm Mind
Psychic
Status
III
Raises user's Special Attack and Special Defense.
Camouflage
Normal
Status
III
Changes user's type according to the location.
Charge
Electric
Status
III
Raises user's Special Defense and next Electric move's power increases.
Cosmic Power
Psychic
Status
III
Raises user's Defense and Special Defense.
Covet
Normal
Physical
60
100
III
Opponent's item is stolen by the user.
Crush Claw
Normal
Physical
75
95
III
May lower opponent's Defense.
Dive
Water
Physical
80
100
III
Dives underwater on first turn, attacks on second turn.
Doom Desire
Steel
Special
140
100
III
Damage occurs 2 turns later.
Dragon Claw
Dragon
Physical
80
100
III
 
Dragon Dance
Dragon
Status
III
Raises user's Attack and Speed.
Endeavor
Normal
Physical
100
III
Reduces opponent's HP to same as user's.
Eruption
Fire
Special
150
100
III
Stronger when the user's HP is higher.
Extrasensory
Psychic
Special
80
100
III
May cause flinching.
Facade
Normal
Physical
70
100
III
Power doubles if user is burned, poisoned, or paralyzed.
Fake Out
Normal
Physical
40
100
III
User attacks first, foe flinches. Only usable on first turn.
Fake Tears
Dark
Status
100
III
Sharply lowers opponent's Special Defense.
Feather Dance
Flying
Status
100
III
Sharply lowers opponent's Attack.
Flatter
Dark
Status
100
III
Confuses opponent, but raises its Special Attack.
Focus Punch
Fighting
Physical
150
100
III
If the user is hit before attacking, it flinches instead.
Follow Me
Normal
Status
III
In Double Battle, the user takes all the attacks.
Frenzy Plant
Grass
Special
150
90
III
User must recharge next turn.
Grass Whistle
Grass
Status
55
III
Puts opponent to sleep.
Grudge
Ghost
Status
III
If the users faints after using this move, the PP for the opponent's last move is depleted.
Hail
Ice
Status
III
Non-Ice types are damaged for 5 turns.
Heat Wave
Fire
Special
95
90
III
May burn opponent.
Helping Hand
Normal
Status
III
In Double Battles, boosts the power of the partner's move.
Howl
Normal
Status
III
Raises Attack of allies.
Hydro Cannon
Water
Special
150
90
III
User must recharge next turn.
Hyper Voice
Normal
Special
90
100
III
 
Ice Ball
Ice
Physical
30
90
III
Doubles in power each turn for 5 turns.
Icicle Spear
Ice
Physical
25
100
III
Hits 2-5 times in one turn.
Imprison
Psychic
Status
III
Opponent is unable to use moves that the user also knows.
Ingrain
Grass
Status
III
User restores HP each turn. User cannot escape/switch.
Iron Defense
Steel
Status
III
Sharply raises user's Defense.
Knock Off
Dark
Physical
65
100
III
Removes opponent's held item for the rest of the battle.
Leaf Blade
Grass
Physical
90
100
III
High critical hit ratio.
Luster Purge
Psychic
Special
95
100
III
May lower opponent's Special Defense.
Magic Coat
Psychic
Status
III
Reflects moves that cause status conditions back to the attacker.
Magical Leaf
Grass
Special
60
III
Ignores Accuracy and Evasiveness.
Memento
Dark
Status
100
III
User faints, sharply lowers opponent's Attack and Special Attack.
Metal Sound
Steel
Status
85
III
Sharply lowers opponent's Special Defense.
Meteor Mash
Steel
Physical
90
90
III
May raise user's Attack.
Mist Ball
Psychic
Special
95
100
III
May lower opponent's Special Attack.
Mud Shot
Ground
Special
55
95
III
Lowers opponent's Speed.
Mud Sport
Ground
Status
III
Weakens the power of Electric-type moves.
Muddy Water
Water
Special
90
85
III
May lower opponent's Accuracy.
Nature Power
Normal
Status
III
Uses a certain move based on the current terrain.
Needle Arm
Grass
Physical
60
100
III
May cause flinching.
Odor Sleuth
Normal
Status
III
Resets opponent's Evasiveness, and allows Normal- and Fighting-type attacks to hit Ghosts.
Overheat
Fire
Special
130
90
III
Sharply lowers user's Special Attack.
Poison Fang
Poison
Physical
50
100
III
May badly poison opponent.
Poison Tail
Poison
Physical
50
100
III
High critical hit ratio. May poison opponent.
Psycho Boost
Psychic
Special
140
90
III
Sharply lowers user's Special Attack.
Recycle
Normal
Status
III
User's used hold item is restored.
Refresh
Normal
Status
III
Cures paralysis, poison, and burns.
Revenge
Fighting
Physical
60
100
III
Power increases if user was hit first.
Rock Blast
Rock
Physical
25
90
III
Hits 2-5 times in one turn.
Rock Tomb
Rock
Physical
60
95
III
Lowers opponent's Speed.
Role Play
Psychic
Status
III
User copies the opponent's Ability.
Sand Tomb
Ground
Physical
35
85
III
Traps opponent, damaging them for 4-5 turns.
Secret Power
Normal
Physical
70
100
III
Effects of the attack vary with the location.
Shadow Punch
Ghost
Physical
60
III
Ignores Accuracy and Evasiveness.
Sheer Cold
Ice
Special
30
III
One-Hit-KO, if it hits.
Shock Wave
Electric
Special
60
III
Ignores Accuracy and Evasiveness.
Signal Beam
Bug
Special
75
100
III
May confuse opponent.
Silver Wind
Bug
Special
60
100
III
May raise all stats of user at once.
Skill Swap
Psychic
Status
III
The user swaps Abilities with the opponent.
Sky Uppercut
Fighting
Physical
85
90
III
Hits the opponent, even during Fly.
Slack Off
Normal
Status
III
User recovers half its max HP.
Smelling Salts
Normal
Physical
70
100
III
Power doubles if opponent is paralyzed, but cures it.
Snatch
Dark
Status
III
Steals the effects of the opponent's next move.
Spit Up
Normal
Special
100
III
Power depends on how many times the user performed Stockpile.
Stockpile
Normal
Status
III
Stores energy for use with Spit Up and Swallow.
Superpower
Fighting
Physical
120
100
III
Lowers user's Attack and Defense.
Swallow
Normal
Status
III
The more times the user has performed Stockpile, the more HP is recovered.
Tail Glow
Bug
Status
III
Drastically raises user's Special Attack.
Taunt
Dark
Status
100
III
Opponent can only use moves that attack.
Teeter Dance
Normal
Status
100
III
Confuses all Pokémon.
Tickle
Normal
Status
100
III
Lowers opponent's Attack and Defense.
Torment
Dark
Status
100
III
Opponent cannot use the same move in a row.
Trick
Psychic
Status
100
III
Swaps held items with the opponent.
Uproar
Normal
Special
90
100
III
User attacks for 3 turns and prevents sleep.
Volt Tackle
Electric
Physical
120
100
III
User receives recoil damage. May paralyze opponent.
Water Pulse
Water
Special
60
100
III
May confuse opponent.
Water Sport
Water
Status
III
Weakens the power of Fire-type moves.
Water Spout
Water
Special
150
100
III
The higher the user's HP, the higher the damage caused.
Weather Ball
Normal
Special
50
100
III
Move's power and type changes with the weather.
Will-O-Wisp
Fire
Status
85
III
Burns opponent.
Wish
Normal
Status
III
The user recovers HP in the following turn.
Yawn
Normal
Status
III
Puts opponent to sleep in the next turn.
Acupressure
Normal
Status
IV
Sharply raises a random stat.
Air Slash
Flying
Special
75
95
IV
May cause flinching.
Aqua Jet
Water
Physical
40
100
IV
User attacks first.
Aqua Ring
Water
Status
IV
Restores a little HP each turn.
Aqua Tail
Water
Physical
90
90
IV
 
Assurance
Dark
Physical
60
100
IV
Power doubles if opponent already took damage in the same turn.
Attack Order
Bug
Physical
90
100
IV
High critical hit ratio.
Aura Sphere
Fighting
Special
80
IV
Ignores Accuracy and Evasiveness.
Avalanche
Ice
Physical
60
100
IV
Power doubles if user took damage first.
Brave Bird
Flying
Physical
120
100
IV
User receives recoil damage.
Brine
Water
Special
65
100
IV
Power doubles if opponent's HP is less than 50%.
Bug Bite
Bug
Physical
60
100
IV
Receives the effect from the opponent's held berry.
Bug Buzz
Bug
Special
90
100
IV
May lower opponent's Special Defense.
Bullet Punch
Steel
Physical
40
100
IV
User attacks first.
Captivate
Normal
Status
100
IV
Sharply lowers opponent's Special Attack if opposite gender.
Charge Beam
Electric
Special
50
90
IV
May raise user's Special Attack.
Chatter
Flying
Special
65
100
IV
Confuses opponent.
Close Combat
Fighting
Physical
120
100
IV
Lowers user's Defense and Special Defense.
Copycat
Normal
Status
IV
Copies opponent's last move.
Cross Poison
Poison
Physical
70
100
IV
High critical hit ratio. May poison opponent.
Crush Grip
Normal
Physical
100
IV
More powerful when opponent has higher HP.
Dark Pulse
Dark
Special
80
100
IV
May cause flinching.
Dark Void
Dark
Status
50
IV
Puts all adjacent opponents to sleep.
Defend Order
Bug
Status
IV
Raises user's Defense and Special Defense.
Defog
Flying
Status
IV
Lowers opponent's Evasiveness and clears fog.
Discharge
Electric
Special
80
100
IV
May paralyze opponent.
Double Hit
Normal
Physical
35
90
IV
Hits twice in one turn.
Draco Meteor
Dragon
Special
130
90
IV
Sharply lowers user's Special Attack.
Dragon Pulse
Dragon
Special
85
100
IV
 
Dragon Rush
Dragon
Physical
100
75
IV
May cause flinching.
Drain Punch
Fighting
Physical
75
100
IV
User recovers half the HP inflicted on opponent.
Earth Power
Ground
Special
90
100
IV
May lower opponent's Special Defense.
Embargo
Dark
Status
100
IV
Opponent cannot use items.
Energy Ball
Grass
Special
90
100
IV
May lower opponent's Special Defense.
Feint
Normal
Physical
30
100
IV
Only hits if opponent uses Protect or Detect in the same turn.
Fire Fang
Fire
Physical
65
95
IV
May cause flinching and/or burn opponent.
Flare Blitz
Fire
Physical
120
100
IV
User receives recoil damage. May burn opponent.
Flash Cannon
Steel
Special
80
100
IV
May lower opponent's Special Defense.
Fling
Dark
Physical
100
IV
Power depends on held item.
Focus Blast
Fighting
Special
120
70
IV
May lower opponent's Special Defense.
Force Palm
Fighting
Physical
60
100
IV
May paralyze opponent.
Gastro Acid
Poison
Status
100
IV
Cancels out the effect of the opponent's Ability.
Giga Impact
Normal
Physical
150
90
IV
User must recharge next turn.
Grass Knot
Grass
Special
100
IV
The heavier the opponent, the stronger the attack.
Gravity
Psychic
Status
IV
Prevents moves like Fly and Bounce and the Ability Levitate for 5 turns.
Guard Swap
Psychic
Status
IV
User and opponent swap Defense and Special Defense.
Gunk Shot
Poison
Physical
120
80
IV
May poison opponent.
Gyro Ball
Steel
Physical
100
IV
The slower the user, the stronger the attack.
Hammer Arm
Fighting
Physical
100
90
IV
Lowers user's Speed.
Head Smash
Rock
Physical
150
80
IV
User receives recoil damage.
Heal Block
Psychic
Status
100
IV
Prevents the opponent from restoring HP for 5 turns.
Heal Order
Bug
Status
IV
User recovers half its max HP.
Healing Wish
Psychic
Status
IV
The user faints and the next Pokémon released is fully healed.
Heart Swap
Psychic
Status
IV
Stat changes are swapped with the opponent.
Ice Fang
Ice
Physical
65
95
IV
May cause flinching and/or freeze opponent.
Ice Shard
Ice
Physical
40
100
IV
User attacks first.
Iron Head
Steel
Physical
80
100
IV
May cause flinching.
Judgment
Normal
Special
100
100
IV
Type depends on the Arceus Plate being held.
Last Resort
Normal
Physical
140
100
IV
Can only be used after all other moves are used.
Lava Plume
Fire
Special
80
100
IV
May burn opponent.
Leaf Storm
Grass
Special
130
90
IV
Sharply lowers user's Special Attack.
Lucky Chant
Normal
Status
IV
Opponent cannot land critical hits for 5 turns.
Lunar Dance
Psychic
Status
IV
The user faints but the next Pokémon released is fully healed.
Magma Storm
Fire
Special
100
75
IV
Traps opponent, damaging them for 4-5 turns.
Magnet Bomb
Steel
Physical
60
IV
Ignores Accuracy and Evasiveness.
Magnet Rise
Electric
Status
IV
User becomes immune to Ground-type moves for 5 turns.
Me First
Normal
Status
IV
User copies the opponent's attack with 1.5× power.
Metal Burst
Steel
Physical
100
IV
Deals damage equal to 1.5x opponent's attack.
Miracle Eye
Psychic
Status
IV
Resets opponent's Evasiveness, removes Dark's Psychic immunity.
Mirror Shot
Steel
Special
65
85
IV
May lower opponent's Accuracy.
Mud Bomb
Ground
Special
65
85
IV
May lower opponent's Accuracy.
Nasty Plot
Dark
Status
IV
Sharply raises user's Special Attack.
Natural Gift
Normal
Physical
100
IV
Power and type depend on the user's held berry.
Night Slash
Dark
Physical
70
100
IV
High critical hit ratio.
Ominous Wind
Ghost
Special
60
100
IV
May raise all user's stats at once.
Payback
Dark
Physical
50
100
IV
Power doubles if the user was attacked first.
Pluck
Flying
Physical
60
100
IV
If the opponent is holding a berry, its effect is stolen by user.
Poison Jab
Poison
Physical
80
100
IV
May poison the opponent.
Power Gem
Rock
Special
80
100
IV
 
Power Swap
Psychic
Status
IV
User and opponent swap Attack and Special Attack.
Power Trick
Psychic
Status
IV
User's own Attack and Defense switch.
Power Whip
Grass
Physical
120
85
IV
 
Psycho Cut
Psychic
Physical
70
100
IV
High critical hit ratio.
Psycho Shift
Psychic
Status
100
IV
Transfers user's status condition to the opponent.
Punishment
Dark
Physical
100
IV
Power increases when opponent's stats have been raised.
Roar of Time
Dragon
Special
150
90
IV
User must recharge next turn.
Rock Climb
Normal
Physical
90
85
IV
May confuse opponent.
Rock Polish
Rock
Status
IV
Sharply raises user's Speed.
Rock Wrecker
Rock
Physical
150
90
IV
User must recharge next turn.
Roost
Flying
Status
IV
User recovers half of its max HP and loses the Flying type temporarily.
Seed Bomb
Grass
Physical
80
100
IV
 
Seed Flare
Grass
Special
120
85
IV
May lower opponent's Special Defense.
Shadow Claw
Ghost
Physical
70
100
IV
High critical hit ratio.
Shadow Force
Ghost
Physical
120
100
IV
Disappears on first turn, attacks on second. Can strike through Protect/Detect.
Shadow Sneak
Ghost
Physical
40
100
IV
User attacks first.
Spacial Rend
Dragon
Special
100
95
IV
High critical hit ratio.
Stealth Rock
Rock
Status
IV
Damages opponents switching into battle.
Stone Edge
Rock
Physical
100
80
IV
High critical hit ratio.
Sucker Punch
Dark
Physical
70
100
IV
User attacks first, but only works if opponent is readying an attack.
Switcheroo
Dark
Status
100
IV
Swaps held items with the opponent.
Tailwind
Flying
Status
IV
Doubles Speed for 4 turns.
Thunder Fang
Electric
Physical
65
95
IV
May cause flinching and/or paralyze opponent.
Toxic Spikes
Poison
Status
IV
Poisons opponents switching into battle.
Trick Room
Psychic
Status
IV
Slower Pokémon move first in the turn for 5 turns.
Trump Card
Normal
Special
IV
The lower the PP, the higher the power.
U-turn
Bug
Physical
70
100
IV
User switches out immediately after attacking.
Vacuum Wave
Fighting
Special
40
100
IV
User attacks first.
Wake-Up Slap
Fighting
Physical
70
100
IV
Power doubles if opponent is asleep, but wakes it up.
Wood Hammer
Grass
Physical
120
100
IV
User receives recoil damage.
Worry Seed
Grass
Status
100
IV
Changes the opponent's Ability to Insomnia.
Wring Out
Normal
Special
100
IV
The higher the opponent's HP, the higher the damage.
X-Scissor
Bug
Physical
80
100
IV
 
Zen Headbutt
Psychic
Physical
80
90
IV
May cause flinching.
Acid Spray
Poison
Special
40
100
V
Sharply lowers opponent's Special Defense.
Acrobatics
Flying
Physical
55
100
V
Stronger when the user does not have a held item.
After You
Normal
Status
V
Gives target priority in the next turn.
Ally Switch
Psychic
Status
V
User switches with opposite teammate.
Autotomize
Steel
Status
V
Reduces weight and sharply raises Speed.
Bestow
Normal
Status
V
Gives the user's held item to the target.
Blue Flare
Fire
Special
130
85
V
May burn opponent.
Bolt Strike
Electric
Physical
130
85
V
May paralyze opponent.
Bulldoze
Ground
Physical
60
100
V
Lowers opponent's Speed.
Chip Away
Normal
Physical
70
100
V
Ignores opponent's stat changes.
Circle Throw
Fighting
Physical
60
90
V
In battles, the opponent switches. In the wild, the Pokémon runs.
Clear Smog
Poison
Special
50
V
Removes all of the target's stat changes.
Coil
Poison
Status
V
Raises user's Attack, Defense and Accuracy.
Cotton Guard
Grass
Status
V
Drastically raises user's Defense.
Dragon Tail
Dragon
Physical
60
90
V
In battles, the opponent switches. In the wild, the Pokémon runs.
Drill Run
Ground
Physical
80
95
V
High critical hit ratio.
Dual Chop
Dragon
Physical
40
90
V
Hits twice in one turn.
Echoed Voice
Normal
Special
40
100
V
Power increases each turn.
Electro Ball
Electric
Special
100
V
The faster the user, the stronger the attack.
Electroweb
Electric
Special
55
95
V
Lowers opponent's Speed.
Entrainment
Normal
Status
100
V
Makes target's ability same as user's.
Fiery Dance
Fire
Special
80
100
V
May raise user's Special Attack.
Final Gambit
Fighting
Special
100
V
Inflicts damage equal to the user's remaining HP. User faints.
Fire Pledge
Fire
Special
80
100
V
Added effects appear if combined with Grass Pledge or Water Pledge.
Flame Burst
Fire
Special
70
100
V
May also injure nearby Pokémon.
Flame Charge
Fire
Physical
50
100
V
Raises user's Speed.
Foul Play
Dark
Physical
95
100
V
Uses the opponent's Attack stat.
Freeze Shock
Ice
Physical
140
90
V
Charges on first turn, attacks on second. May paralyze opponent.
Frost Breath
Ice
Special
60
90
V
Always results in a critical hit.
Fusion Bolt
Electric
Physical
100
100
V
Power increases if Fusion Flare is used in the same turn.
Fusion Flare
Fire
Special
100
100
V
Power increases if Fusion Bolt is used in the same turn.
Gear Grind
Steel
Physical
50
85
V
Hits twice in one turn.
Glaciate
Ice
Special
65
95
V
Lowers opponent's Speed.
Grass Pledge
Grass
Special
80
100
V
Added effects appear if preceded by Water Pledge or succeeded by Fire Pledge.
Guard Split
Psychic
Status
V
Averages Defense and Special Defense with the target.
Head Charge
Normal
Physical
120
100
V
User receives recoil damage.
Heal Pulse
Psychic
Status
V
Restores half the target's max HP.
Heart Stamp
Psychic
Physical
60
100
V
May cause flinching.
Heat Crash
Fire
Physical
100
V
The heavier the user, the stronger the attack.
Heavy Slam
Steel
Physical
100
V
The heavier the user, the stronger the attack.
Hex
Ghost
Special
65
100
V
Inflicts more damage if the target has a status condition.
Hone Claws
Dark
Status
V
Raises user's Attack and Accuracy.
Horn Leech
Grass
Physical
75
100
V
User recovers half the HP inflicted on opponent.
Hurricane
Flying
Special
110
70
V
May confuse opponent.
Ice Burn
Ice
Special
140
90
V
Charges on first turn, attacks on second. May burn opponent.
Icicle Crash
Ice
Physical
85
90
V
May cause flinching.
Incinerate
Fire
Special
60
100
V
Destroys the target's held berry.
Inferno
Fire
Special
100
50
V
Burns opponent.
Leaf Tornado
Grass
Special
65
90
V
May lower opponent's Accuracy.
Low Sweep
Fighting
Physical
65
100
V
Lowers opponent's Speed.
Magic Room
Psychic
Status
V
Suppresses the effects of held items for five turns.
Night Daze
Dark
Special
85
95
V
May lower opponent's Accuracy.
Power Split
Psychic
Status
V
Averages Attack and Special Attack with the target.
Psyshock
Psychic
Special
80
100
V
Inflicts damage based on the target's Defense, not Special Defense.
Psystrike
Psychic
Special
100
100
V
Inflicts damage based on the target's Defense, not Special Defense.
Quash
Dark
Status
100
V
Makes the target act last this turn.
Quick Guard
Fighting
Status
V
Protects the user's team from high-priority moves.
Quiver Dance
Bug
Status
V
Raises user's Special Attack, Special Defense and Speed.
Rage Powder
Bug
Status
V
Forces attacks to hit user, not team-mates.
Razor Shell
Water
Physical
75
95
V
May lower opponent's Defense.
Reflect Type
Normal
Status
V
User becomes the target's type.
Relic Song
Normal
Special
75
100
V
May put the target to sleep.
Retaliate
Normal
Physical
70
100
V
Inflicts double damage if a teammate fainted on the last turn.
Round
Normal
Special
60
100
V
Power increases if teammates use it in the same turn.
Sacred Sword
Fighting
Physical
90
100
V
Ignores opponent's stat changes.
Scald
Water
Special
80
100
V
May burn opponent.
Searing Shot
Fire
Special
100
100
V
May burn opponent.
Secret Sword
Fighting
Special
85
100
V
Inflicts damage based on the target's Defense, not Special Defense.
Shell Smash
Normal
Status
V
Sharply raises user's Attack, Special Attack and Speed but lowers Defense and Special Defense.
Shift Gear
Steel
Status
V
Raises user's Attack and sharply raises Speed.
Simple Beam
Normal
Status
100
V
Changes target's ability to Simple.
Sky Drop
Flying
Physical
60
100
V
Takes opponent into the air on first turn, drops them on second turn.
Sludge Wave
Poison
Special
95
100
V
May poison opponent.
Smack Down
Rock
Physical
50
100
V
Makes Flying-type Pokémon vulnerable to Ground moves.
Snarl
Dark
Special
55
95
V
Lowers opponent's Special Attack.
Soak
Water
Status
100
V
Changes the target's type to water.
Steamroller
Bug
Physical
65
100
V
May cause flinching.
Stored Power
Psychic
Special
20
100
V
Power increases when user's stats have been raised.
Storm Throw
Fighting
Physical
60
100
V
Always results in a critical hit.
Struggle Bug
Bug
Special
50
100
V
Lowers opponent's Special Attack.
Synchronoise
Psychic
Special
120
100
V
Hits any Pokémon that shares a type with the user.
Tail Slap
Normal
Physical
25
85
V
Hits 2-5 times in one turn.
Techno Blast
Normal
Special
120
100
V
Type depends on the Drive being held.
Telekinesis
Psychic
Status
V
Ignores opponent's Evasiveness for three turns, add Ground immunity.
V-create
Fire
Physical
180
95
V
Lowers user's Defense, Special Defense and Speed.
Venoshock
Poison
Special
65
100
V
Inflicts double damage if the target is poisoned.
Volt Switch
Electric
Special
70
100
V
User must switch out after attacking.
Water Pledge
Water
Special
80
100
V
Added effects appear if preceded by Fire Pledge or succeeded by Grass Pledge.
Wide Guard
Rock
Status
V
Protects the user's team from multi-target attacks.
Wild Charge
Electric
Physical
90
100
V
User receives recoil damage.
Wonder Room
Psychic
Status
V
Swaps every Pokémon's Defense and Special Defense for 5 turns.
Work Up
Normal
Status
V
Raises user's Attack and Special Attack.
Aromatic Mist
Fairy
Status
VI
Raises Special Defense of an ally.
Baby-Doll Eyes
Fairy
Status
100
VI
Always goes first. Lowers the target's attack.
Belch
Poison
Special
120
90
VI
User must have consumed a Berry.
Boomburst
Normal
Special
140
100
VI
Hits all adjacent Pokémon.
Celebrate
Normal
Status
VI
The Pokémon congratulates you on your special day. No battle effect.
Confide
Normal
Status
VI
Lowers opponent's Special Attack.
Crafty Shield
Fairy
Status
VI
Protects the Pokémon from status moves.
Dazzling Gleam
Fairy
Special
80
100
VI
Hits all adjacent opponents.
Diamond Storm
Rock
Physical
100
95
VI
May sharply raise user's Defense.
Disarming Voice
Fairy
Special
40
VI
Ignores Accuracy and Evasiveness.
Dragon Ascent
Flying
Physical
120
100
VI
Lowers user's Defense and Special Defense.
Draining Kiss
Fairy
Special
50
100
VI
User recovers most the HP inflicted on opponent.
Eerie Impulse
Electric
Status
100
VI
Sharply lowers opponent's Special Attack.
Electric Terrain
Electric
Status
VI
Prevents all Pokémon from falling asleep for 5 turns.
Electrify
Electric
Status
VI
Changes the target's move to Electric type.
Fairy Lock
Fairy
Status
VI
Prevents fleeing in the next turn.
Fairy Wind
Fairy
Special
40
100
VI
 
Fell Stinger
Bug
Physical
50
100
VI
Drastically raises user's Attack if target is KO'd.
Flower Shield
Fairy
Status
VI
Sharply raises Defense of all Grass-type Pokémon on the field.
Flying Press
Fighting
Physical
100
95
VI
Deals Fighting and Flying type damage.
Forest's Curse
Grass
Status
100
VI
Adds Grass type to opponent.
Freeze-Dry
Ice
Special
70
100
VI
May freeze opponent. Super-effective against Water types.
Geomancy
Fairy
Status
VI
Charges on first turn, sharply raises user's Sp. Attack, Sp. Defense and Speed on the second.
Grassy Terrain
Grass
Status
VI
Restores a little HP of all Pokémon for 5 turns.
Happy Hour
Normal
Status
VI
Doubles prize money from trainer battles.
Hold Back
Normal
Physical
40
100
VI
Always leaves opponent with at least 1 HP.
Hold Hands
Normal
Status
VI
Makes the user and an ally very happy.
Hyperspace Fury
Dark
Physical
100
VI
Lowers user's Defense. Can strike through Protect/Detect.
Hyperspace Hole
Psychic
Special
80
VI
Can strike through Protect/Detect.
Infestation
Bug
Special
20
100
VI
Traps opponent, damaging them for 4-5 turns.
Ion Deluge
Electric
Status
VI
Changes Normal-type moves to Electric-type.
King's Shield
Steel
Status
VI
Protects the user and lowers opponent's Attack on contact.
Land's Wrath
Ground
Physical
90
100
VI
 
Light of Ruin
Fairy
Special
140
90
VI
User receives recoil damage.
Magnetic Flux
Electric
Status
VI
Raises Defense and Sp. Defense of Plus/Minus Pokémon.
Mat Block
Fighting
Status
VI
Protects teammates from damaging moves.
Misty Terrain
Fairy
Status
VI
Protects the field from status conditions for 5 turns.
Moonblast
Fairy
Special
95
100
VI
May lower opponent's Special Attack.
Mystical Fire
Fire
Special
75
100
VI
Lowers opponent's Special Attack.
Noble Roar
Normal
Status
100
VI
Lowers opponent's Attack and Special Attack.
Nuzzle
Electric
Physical
20
100
VI
Paralyzes opponent.
Oblivion Wing
Flying
Special
80
100
VI
User recovers most of the HP inflicted on opponent.
Origin Pulse
Water
Special
110
85
VI
Hits all adjacent opponents.
Parabolic Charge
Electric
Special
65
100
VI
User recovers half the HP inflicted on opponent.
Parting Shot
Dark
Status
100
VI
Lowers opponent's Attack and Special Attack then switches out.
Petal Blizzard
Grass
Physical
90
100
VI
Hits all adjacent Pokémon.
Phantom Force
Ghost
Physical
90
100
VI
Disappears on first turn, attacks on second. Can strike through Protect/Detect.
Play Nice
Normal
Status
VI
Lowers opponent's Attack. Always hits.
Play Rough
Fairy
Physical
90
90
VI
May lower opponent's Attack.
Powder
Bug
Status
100
VI
Damages Pokémon using Fire type moves.
Power-Up Punch
Fighting
Physical
40
100
VI
Raises Attack.
Precipice Blades
Ground
Physical
120
85
VI
Hits all adjacent opponents.
Rototiller
Ground
Status
VI
Raises Attack and Special Attack of Grass-types.
Spiky Shield
Grass
Status
VI
Protects the user and inflicts damage on contact.
Steam Eruption
Water
Special
110
95
VI
May burn opponent.
Sticky Web
Bug
Status
VI
Lowers opponent's Speed when switching into battle.
Thousand Arrows
Ground
Physical
90
100
VI
Makes Flying-type Pokémon vulnerable to Ground moves.
Thousand Waves
Ground
Physical
90
100
VI
Opponent cannot flee or switch.
Topsy-Turvy
Dark
Status
VI
Reverses stat changes of opponent.
Trick-or-Treat
Ghost
Status
100
VI
Adds Ghost type to opponent.
Venom Drench
Poison
Status
100
VI
Lowers poisoned opponent's Special Attack and Speed.
Water Shuriken
Water
Special
15
100
VI
Hits 2-5 times in one turn.
10,000,000 Volt Thunderbolt
Electric
Special
195
VII
Pikachu-exclusive Z-Move. High critical hit ratio.
Accelerock
Rock
Physical
40
100
VII
User attacks first.
Acid Downpour
Poison
VII
Poison type Z-Move.
All-Out Pummeling
Fighting
VII
Fighting type Z-Move.
Anchor Shot
Steel
Physical
80
100
VII
The user entangles the target with its anchor chain while attacking. The target becomes unable to flee.
Aurora Veil
Ice
Status
VII
Halves damage from Physical and Special attacks for five turns.
Baddy Bad
Dark
Special
90
100
VII
Reduces damage from Physical attacks.
Baneful Bunker
Poison
Status
VII
Protects the user and poisons opponent on contact.
Beak Blast
Flying
Physical
100
100
VII
The user first heats up its beak, and then it attacks the target. Making direct contact with the Pokémon while it's heating up its beak results in a burn.
Black Hole Eclipse
Dark
VII
Dark type Z-Move.
Bloom Doom
Grass
VII
Grass type Z-Move.
Bouncy Bubble
Water
Special
90
100
VII
User recovers half the HP inflicted on opponent.
Breakneck Blitz
Normal
VII
Normal type Z-Move.
Brutal Swing
Dark
Physical
60
100
VII
The user swings its body around violently to inflict damage on everything in its vicinity.
Burn Up
Fire
Special
130
100
VII
To inflict massive damage, the user burns itself out. After using this move, the user will no longer be Fire type.
Buzzy Buzz
Electric
Special
90
100
VII
Paralyzes the opponent.
Catastropika
Electric
Physical
210
VII
Pikachu-exclusive Z-Move.
Clanging Scales
Dragon
Special
110
100
VII
Lowers user's Defense.
Clangorous Soulblaze
Dragon
Special
185
VII
Kommo-o exclusive Z-Move.
Continental Crush
Rock
VII
Rock type Z-Move.
Core Enforcer
Dragon
Special
100
100
VII
Suppresses the target's ability if the target has already moved.
Corkscrew Crash
Steel
VII
Steel type Z-Move.
Darkest Lariat
Dark
Physical
85
100
VII
Ignores opponent's stat changes.
Devastating Drake
Dragon
VII
Dragon type Z-Move.
Double Iron Bash
Steel
Physical
60
100
VII
Hits twice in one turn; may cause flinching.
Dragon Hammer
Dragon
Physical
90
100
VII
The user uses its body like a hammer to attack the target and inflict damage.
Extreme Evoboost
Normal
Status
VII
Eevee-exclusive Z-Move. Sharply raises all stats.
Fire Lash
Fire
Physical
80
100
VII
The user strikes the target with a burning lash. This also lowers the target's Defense stat.
First Impression
Bug
Physical
90
100
VII
Although this move has great power, it only works the first turn the user is in battle.
Fleur Cannon
Fairy
Special
130
90
VII
Sharply lowers user's Special Attack.
Floaty Fall
Flying
Physical
90
95
VII
May cause flinching.
Floral Healing
Fairy
Status
VII
The user restores the target's HP by up to half of its max HP. It restores more HP when the terrain is grass.
Freezy Frost
Ice
Special
90
100
VII
Resets all stat changes.
Gear Up
Steel
Status
VII
The user engages its gears to raise the Attack and Sp. Atk stats of ally Pokémon with the Plus or Minus Ability.
Genesis Supernova
Psychic
Special
185
VII
Mew-exclusive Z-Move.
Gigavolt Havoc
Electric
VII
Electric type Z-Move.
Glitzy Glow
Psychic
Special
90
100
VII
Reduces damage from Special attacks.
Guardian of Alola
Fairy
Special
VII
Tapu-exclusive Z-move. Cuts opponent's HP by 75%.
High Horsepower
Ground
Physical
95
95
VII
The user fiercely attacks the target using its entire body.
Hydro Vortex
Water
VII
Water type Z-Move.
Ice Hammer
Ice
Physical
100
90
VII
The user swings and hits with its strong, heavy fist. It lowers the user's Speed, however.
Inferno Overdrive
Fire
VII
Fire type Z-Move.
Instruct
Psychic
Status
VII
Allows an ally to use a move instead.
Laser Focus
Normal
Status
VII
User's next attack is guaranteed to result in a critical hit.
Leafage
Grass
Physical
40
100
VII
Strikes opponent with leaves.
Let's Snuggle Forever
Fairy
Physical
190
VII
Mimikyu-exclusive Z-Move.
Light That Burns the Sky
Psychic
Special
200
VII
Ultra Necrozma-exclusive Z-Move. Ignores target's ability; uses highest Attack stat.
Liquidation
Water
Physical
85
100
VII
May lower opponent's Defense.
Lunge
Bug
Physical
80
100
VII
The user makes a lunge at the target, attacking with full force. This also lowers the target's Attack stat.
Malicious Moonsault
Dark
Physical
180
VII
Incineroar-exclusive Z-Move.
Menacing Moonraze Maelstrom
Ghost
Special
200
VII
Lunala-exclusive Z-Move.
Mind Blown
Fire
Special
150
100
VII
User receives recoil damage.
Moongeist Beam
Ghost
Special
100
100
VII
Ignores the target's ability.
Multi-Attack
Normal
Physical
120
100
VII
Type matches Memory item held.
Nature's Madness
Fairy
Special
90
VII
Halves the foe's HP.
Never-Ending Nightmare
Ghost
VII
Ghost type Z-Move.
Oceanic Operetta
Water
Special
195
VII
Primarina-exclusive Z-Move.
Photon Geyser
Psychic
Special
100
100
VII
Uses Attack or Special Attack stat, whichever is higher.
Pika Papow
Electric
Special
VII
Power increases when player's bond is stronger.
Plasma Fists
Electric
Physical
100
100
VII
Changes Normal-type moves to Electric-type moves.
Pollen Puff
Bug
Special
90
100
VII
Deals damage to opponent or restores HP of teammate.
Power Trip
Dark
Physical
20
100
VII
The user boasts its strength and attacks the target. The more the user's stats are raised, the greater the move's power.
Prismatic Laser
Psychic
Special
160
100
VII
The user shoots powerful lasers using the power of a prism. The user can't move on the next turn.
Psychic Fangs
Psychic
Physical
85
100
VII
The user bites the target with its psychic capabilities. This can also destroy Light Screen and Reflect.
Psychic Terrain
Psychic
Status
VII
Prevents priority moves from being used for 5 turns.
Pulverizing Pancake
Normal
Physical
210
VII
Snorlax-exclusive Normal type Z-Move.
Purify
Poison
Status
VII
The user heals the target's status condition. If the move succeeds, it also restores the user's own HP.
Revelation Dance
Normal
Special
90
100
VII
Type changes based on Oricorio's form.
Sappy Seed
Grass
Physical
90
100
VII
Drains HP from opponent each turn.
Savage Spin-Out
Bug
VII
Bug type Z-Move.
Searing Sunraze Smash
Steel
Physical
200
VII
Solgaleo-exclusive Z-Move.
Shadow Bone
Ghost
Physical
85
100
VII
May lower opponent's Defense.
Shattered Psyche
Psychic
VII
Psychic type Z-Move.
Shell Trap
Fire
Special
150
100
VII
Deals more damage to opponent if hit by a Physical move.
Shore Up
Ground
Status
VII
The user regains up to half of its max HP. It restores more HP in a sandstorm.
Sinister Arrow Raid
Ghost
Physical
180
VII
Decidueye-exclusive Z-Move.
Sizzly Slide
Fire
Physical
90
100
VII
Burns the opponent.
Smart Strike
Steel
Physical
70
VII
The user stabs the target with a sharp horn. This attack never misses.
Solar Blade
Grass
Physical
125
100
VII
Charges on first turn, attacks on second.
Soul-Stealing 7-Star Strike
Ghost
Physical
195
VII
Marshadow-exclusive Z-Move.
Sparkling Aria
Water
Special
90
100
VII
Heals the burns of its target.
Sparkly Swirl
Fairy
Special
90
100
VII
Cures all status problems in the party Pokémon.
Spectral Thief
Ghost
Physical
90
100
VII
The user hides in the target's shadow, steals the target's stat boosts, and then attacks.
Speed Swap
Psychic
Status
VII
The user exchanges Speed stats with the target.
Spirit Shackle
Ghost
Physical
80
100
VII
Prevents the opponent from switching out.
Splintered Stormshards
Rock
Physical
190
VII
Lycanroc-exclusive Z-Move.
Splishy Splash
Water
Special
90
100
VII
May paralyze opponent.
Spotlight
Normal
Status
VII
The user shines a spotlight on the target so that only the target will be attacked during the turn.
Stoked Sparksurfer
Electric
Special
175
VII
Alolan Raichu-exclusive Electric type Z-Move.
Stomping Tantrum
Ground
Physical
75
100
VII
Driven by frustration, the user attacks the target. If the user's previous move has failed, the power of this move doubles.
Strength Sap
Grass
Status
100
VII
The user restores its HP by the same amount as the target's Attack stat. It also lowers the target's Attack stat.
Subzero Slammer
Ice
VII
Ice type Z-Move.
Sunsteel Strike
Steel
Physical
100
100
VII
Ignores the target's ability.
Supersonic Skystrike
Flying
VII
Flying type Z-Move.
Tearful Look
Normal
Status
VII
The user gets teary eyed to make the target lose its combative spirit. This lowers the target's Attack and Sp. Atk stats.
Tectonic Rage
Ground
VII
Ground type Z-Move.
Throat Chop
Dark
Physical
80
100
VII
Prevents use of sound moves for two turns.
Toxic Thread
Poison
Status
100
VII
Poisons opponent and lowers its Speed.
Trop Kick
Grass
Physical
70
100
VII
Lowers opponent's Attack.
Twinkle Tackle
Fairy
VII
Fairy type Z-Move.
Veevee Volley
Normal
Physical
VII
Power increases when player's bond is stronger.
Zing Zap
Electric
Physical
80
100
VII
May cause flinching.
Zippy Zap
Electric
Physical
50
100
VII
Always results in a critical hit.
Apple Acid
Grass
Special
80
100
VIII
Lowers target's Special Defense.
Astral Barrage
Ghost
Special
120
100
VIII
The user attacks by sending a frightful amount of small ghosts at opposing Pokémon.
Aura Wheel
Electric
Physical
110
100
VIII
Changes type based on Morpeko's Mode.
Barb Barrage
Poison
Physical
60
100
VIII
May poison opponent; inflicts double damage if the target is already poisoned.
Behemoth Bash
Steel
Physical
100
100
VIII
Damage doubles if target is Dynamaxed.
Behemoth Blade
Steel
Physical
100
100
VIII
Damage doubles if target is Dynamaxed.
Bitter Malice
Ghost
Special
75
100
VIII
Lowers opponent's Attack.
Bleakwind Storm
Flying
Special
100
80
VIII
May lower opponent's Speed.
Body Press
Fighting
Physical
80
100
VIII
The higher the user's Defense, the stronger the attack.
Bolt Beak
Electric
Physical
85
100
VIII
If the user attacks before the target, the power of this move is doubled.
Branch Poke
Grass
Physical
40
100
VIII
 
Breaking Swipe
Dragon
Physical
60
100
VIII
Hits multiple opponents and lowers their attack.
Burning Jealousy
Fire
Special
70
100
VIII
Hits all opponents, and burns any that have had their stats boosted.
Ceaseless Edge
Dark
Physical
65
90
VIII
Sets up Spikes.
Chloroblast
Grass
Special
150
95
VIII
User receives recoil damage.
Clangorous Soul
Dragon
Status
100
VIII
Raises all user's stats but loses HP.
Coaching
Fighting
Status
VIII
Boosts Attack and Defense of a teammate.
Corrosive Gas
Poison
Status
100
VIII
Removes opponent's items.
Court Change
Normal
Status
100
VIII
Swaps the effects on either side of the field.
Decorate
Fairy
Status
VIII
Sharply raises target's Attack and Special Attack.
Dire Claw
Poison
Physical
80
100
VIII
May poison, paralyze or put the opponent to sleep.
Dragon Darts
Dragon
Physical
50
100
VIII
User attacks twice.
Dragon Energy
Dragon
Special
150
100
VIII
The higher the user's HP, the higher the power.
Drum Beating
Grass
Physical
80
100
VIII
Lowers opponent's Speed.
Dual Wingbeat
Flying
Physical
40
90
VIII
The user slams the target with its wings. The target is hit twice in a row.
Dynamax Cannon
Dragon
Special
100
100
VIII
Damage doubles if opponent is Dynamaxed.
Eerie Spell
Psychic
Special
80
100
VIII
Deals damage and reduces opponent's PP.
Esper Wing
Psychic
Special
80
100
VIII
High critical hit ratio. Raises user's Speed.
Eternabeam
Dragon
Special
160
90
VIII
User can't move on the next turn.
Expanding Force
Psychic
Special
80
100
VIII
Increases power and hits all opponents on Psychic Terrain.
False Surrender
Dark
Physical
80
VIII
Ignores Accuracy and Evasiveness.
Fiery Wrath
Dark
Special
90
100
VIII
May cause flinching.
Fishious Rend
Water
Physical
85
100
VIII
If the user attacks before the target, the power of this move is doubled.
Flip Turn
Water
Physical
60
100
VIII
After making its attack, the user rushes back to switch places with a party Pokémon in waiting.
Freezing Glare
Psychic
Special
90
100
VIII
May freeze opponent.
Glacial Lance
Ice
Physical
120
100
VIII
The user attacks by hurling a blizzard-cloaked icicle lance at opposing Pokémon.
Grassy Glide
Grass
Physical
55
100
VIII
High priority during Grassy Terrain.
Grav Apple
Grass
Physical
80
100
VIII
Lowers the opponent's Defense stat.
Headlong Rush
Ground
Physical
120
100
VIII
Lowers user's Defense.
Infernal Parade
Ghost
Special
60
100
VIII
Inflicts double damage if the target has a status condition.
Jaw Lock
Dark
Physical
80
100
VIII
Prevents user and opponent from switching out.
Jungle Healing
Grass
Status
VIII
Restores team's HP and cures status conditions.
Lash Out
Dark
Physical
75
100
VIII
Double power if stats were lowered during the turn.
Life Dew
Water
Status
VIII
User and teammates recover HP.
Lunar Blessing
Psychic
Status
VIII
Heals user's status conditions and recovers HP.
Magic Powder
Psychic
Status
100
VIII
Changes target's type to Psychic.
Max Airstream
Flying
VIII
Flying type Dynamax move. Raises the team's Speed.
Max Darkness
Dark
VIII
Dark type Dynamax move. Lowers the target's Special Defense.
Max Flare
Fire
VIII
Fire type Dynamax move. Summons harsh sunlight.
Max Flutterby
Bug
VIII
Bug type Dynamax move. Lowers the target's Special Attack.
Max Geyser
Water
VIII
Water type Dynamax move. Summons heavy rain.
Max Guard
Normal
VIII
Status category Dynamax move. Protects the user.
Max Hailstorm
Ice
VIII
Ice type Dynamax move. Summons hail.
Max Knuckle
Fighting
VIII
Fighting type Dynamax move. Increases the team's Attack.
Max Lightning
Electric
VIII
Electric type Dynamax move. Summons Electric Terrain.
Max Mindstorm
Psychic
VIII
Psychic type Dynamax move. Summons Psychic Terrain.
Max Ooze
Poison
VIII
Poison type Dynamax move. Increases the team's Special Attack.
Max Overgrowth
Grass
VIII
Grass type Dynamax move. Summons Grassy Terrain.
Max Phantasm
Ghost
VIII
Ghost type Dynamax move. Lowers the target's Defense.
Max Quake
Ground
VIII
Ground type Dynamax move. Increases the team's Special Defense.
Max Rockfall
Rock
VIII
Rock type Dynamax move. Summons a sandstorm.
Max Starfall
Fairy
VIII
Fairy type Dynamax move. Summons Misty Terrain.
Max Steelspike
Steel
VIII
Steel type Dynamax move. Raises the team's Defense.
Max Strike
Normal
VIII
Normal type Dynamax move. Lowers the target's Speed.
Max Wyrmwind
Dragon
VIII
Dragon type Dynamax move. Lowers the target's Attack.
Meteor Assault
Fighting
Physical
150
100
VIII
User must recharge next turn.
Meteor Beam
Rock
Special
120
90
VIII
User gathers space power and boosts its Sp. Atk stat, then attacks the target on the next turn.
Misty Explosion
Fairy
Special
100
100
VIII
Power increases on Misty Terrain.
Mountain Gale
Ice
Physical
100
85
VIII
Lowers user's Speed.
Mystical Power
Psychic
Special
70
90
VIII
Raises user's Special Attack.
No Retreat
Fighting
Status
VIII
Raises all stats but user cannot switch out.
Obstruct
Dark
Status
100
VIII
Protects the user and sharply lowers Defence on contact.
Octolock
Fighting
Status
100
VIII
Lowers opponent's Defense and Special Defense every turn, and they cannot flee or switch out.
Overdrive
Electric
Special
80
100
VIII
Hits all adjacent opponents.
Poltergeist
Ghost
Physical
110
90
VIII
Fails if the target doesn’t have an item.
Power Shift
Normal
Status
VIII
Switches Attack and Defense stats.
Psyshield Bash
Psychic
Physical
70
90
VIII
Raises user's Defense and Special Defense.
Pyro Ball
Fire
Physical
120
90
VIII
May burn opponent.
Raging Fury
Fire
Physical
120
100
VIII
User attacks for 2-3 turns but then becomes confused.
Rising Voltage
Electric
Special
70
100
VIII
Power doubles on Electric Terrain.
Sandsear Storm
Ground
Special
100
80
VIII
May burn target.
Scale Shot
Dragon
Physical
25
90
VIII
Hits 2-5 times in one turn. Boosts user's Speed but lowers its Defense.
Scorching Sands
Ground
Special
70
100
VIII
May burn the target.
Shell Side Arm
Poison
Special
90
100
VIII
May poison opponent. Inflicts either Special or Physical damage, whichever is better.
Shelter
Steel
Status
VIII
Raises user's Defense.
Skitter Smack
Bug
Physical
70
90
VIII
Lowers opponent's Sp. Attack.
Snap Trap
Grass
Physical
35
100
VIII
Traps opponent, damaging them for 4-5 turns.
Snipe Shot
Water
Special
80
100
VIII
Ignores moves and abilities that draw in moves. High critical hit ratio.
Spirit Break
Fairy
Physical
75
100
VIII
Lowers opponent's Special Attack.
Springtide Storm
Fairy
Special
100
80
VIII
Boosts user's stats in Incarnate Forme, or lowers opponent's stats in Therian Forme.
Steel Beam
Steel
Special
140
95
VIII
User loses 50% of its HP.
Steel Roller
Steel
Physical
130
100
VIII
Fails if no Terrain in effect.
Stone Axe
Rock
Physical
65
90
VIII
Sets up Stealth Rock.
Strange Steam
Fairy
Special
90
95
VIII
May confuse opponent.
Stuff Cheeks
Normal
Status
VIII
The user eats its held Berry, then sharply raises its Defense stat.
Surging Strikes
Water
Physical
25
100
VIII
Always results in a critical hit and ignores stat changes.
Take Heart
Psychic
Status
VIII
Heals user's status conditions and raises its stats.
Tar Shot
Rock
Status
100
VIII
Lowers the opponent's Speed and makes them weaker to Fire-type moves.
Teatime
Normal
Status
VIII
Forces all Pokémon on the field to eat their berries.
Terrain Pulse
Normal
Special
50
100
VIII
Type and power change depending on the Terrain in effect.
Thunder Cage
Electric
Special
80
90
VIII
Deals damage and traps opponent, damaging them for 4-5 turns.
Thunderous Kick
Fighting
Physical
90
100
VIII
Lowers opponent's Defense.
Triple Arrows
Fighting
Physical
90
100
VIII
High critical hit ratio. May lower opponent's Defense or cause them to flinch.
Triple Axel
Ice
Physical
20
90
VIII
Attacks thrice with more power each time.
Victory Dance
Fighting
Status
VIII
Raises Attack and Defense.
Wave Crash
Water
Physical
120
100
VIII
User receives recoil damage.
Wicked Blow
Dark
Physical
75
100
VIII
Always results in a critical hit and ignores stat changes.
Wildbolt Storm
Electric
Special
100
80
VIII
May paralyze target.
Alluring Voice
Fairy
Special
80
100
IX
 
Aqua Cutter
Water
Physical
70
100
IX
High critical hit ratio.
Aqua Step
Water
Physical
80
100
IX
Raises user's Speed.
Armor Cannon
Fire
Special
120
100
IX
Lowers user's Defense and Special Defense.
Axe Kick
Fighting
Physical
120
90
IX
May confuse opponent. If it misses, the user loses HP.
Bitter Blade
Fire
Physical
90
100
IX
User recovers half the HP inflicted on opponent.
Blazing Torque
Fire
Physical
80
100
IX
May burn the opponent.
Blood Moon
Normal
Special
140
100
IX
Cannot be used twice in a row.
Burning Bulwark
Fire
Status
IX
 
Chilling Water
Water
Special
50
100
IX
Lowers opponent's Attack.
Chilly Reception
Ice
Status
IX
Switches out and summons a snowstorm lasting 5 turns.
Collision Course
Fighting
Physical
100
100
IX
Boosted even more if it's super-effective.
Combat Torque
Fighting
Physical
100
100
IX
May paralyze the opponent.
Comeuppance
Dark
Physical
100
IX
Deals more damage to the opponent that last inflicted damage on it.
Doodle
Normal
Status
100
IX
Changes the abilities of the user and its teammates to that of the target.
Double Shock
Electric
Physical
120
100
IX
After using this move, the user will no longer be Electric type.
Dragon Cheer
Dragon
Status
IX
 
Electro Drift
Electric
Special
100
100
IX
Boosted even more if it's super-effective.
Electro Shot
Electric
Special
130
100
IX
Charges on first turn, attacks on second.
Fickle Beam
Dragon
Special
80
100
IX
May deal double damage.
Fillet Away
Normal
Status
IX
Lowers HP but sharply boosts Attack, Special Attack, and Speed.
Flower Trick
Grass
Physical
70
IX
Never misses; always results in a critical hit.
Gigaton Hammer
Steel
Physical
160
100
IX
Cannot be used twice in a row.
Glaive Rush
Dragon
Physical
120
100
IX
Attacks from opposing Pokémon during the next turn cannot miss and will inflict double damage.
Hard Press
Steel
Physical
100
IX
 
Hydro Steam
Water
Special
80
100
IX
Power increases in harsh sunlight.
Hyper Drill
Normal
Physical
100
100
IX
Can strike through Protect/Detect.
Ice Spinner
Ice
Physical
80
100
IX
Removes effects of Terrain.
Ivy Cudgel
Grass
Physical
100
IX
High critical hit ratio. Type changes based on form.
Jet Punch
Water
Physical
60
100
IX
Always goes first.
Kowtow Cleave
Dark
Physical
85
IX
Always hits.
Last Respects
Ghost
Physical
50
100
IX
Damages increases the more party Pokémon have been defeated.
Lumina Crash
Psychic
Special
80
100
IX
Harshly lowers target’s Special Defense.
Magical Torque
Fairy
Physical
100
100
IX
May confuse the opponent.
Make It Rain
Steel
Special
120
100
IX
Lowers user's Special Attack. Money is earned after the battle.
Malignant Chain
Poison
Special
100
100
IX
May poison the opponent.
Matcha Gotcha
Grass
Special
80
90
IX
Deals damage, restores HP, may burn opponent.
Mighty Cleave
Rock
Physical
95
100
IX
 
Mortal Spin
Poison
Physical
30
100
IX
Removes entry hazards and trap move effects, and poisons opposing Pokémon.
Noxious Torque
Poison
Physical
100
100
IX
May poison the opponent.
Order Up
Dragon
Physical
80
100
IX
Boosts Attack/Defense/Speed depending on ally Tatsugiri.
Population Bomb
Normal
Physical
20
90
IX
Hits 1-10 times in a row.
Pounce
Bug
Physical
50
100
IX
Lowers opponent's Speed.
Psyblade
Psychic
Physical
80
100
IX
Power increases on Electric Terrain.
Psychic Noise
Psychic
Special
75
100
IX
Deals damage and prevents target from healing.
Rage Fist
Ghost
Physical
50
100
IX
The more times the user has been hit by attacks, the greater the move's power.
Raging Bull
Normal
Physical
90
100
IX
Type depends on the user’s form. Breaks through Reflect and Light Screen barriers.
Revival Blessing
Normal
Status
IX
Revives a fainted party Pokémon to half HP.
Ruination
Dark
Special
90
IX
Halves the opponent's HP.
Salt Cure
Rock
Physical
40
100
IX
Deals damage each turn; Steel and Water types are more affected.
Shed Tail
Normal
Status
IX
Creates a substitute, then swaps places with a party Pokémon in waiting.
Silk Trap
Bug
Status
IX
Protects the user and lowers opponent's Speed on contact.
Snowscape
Ice
Status
IX
Raises Defense of Ice types for 5 turns.
Spicy Extract
Grass
Status
IX
Harshly lowers the opponent's Defense and sharply raises their Attack.
Spin Out
Steel
Physical
100
100
IX
Harshly lowers user’s Speed.
Supercell Slam
Electric
Physical
100
95
IX
 
Syrup Bomb
Grass
Special
60
85
IX
Lowers opponent's Speed each turn for 3 turns.
Tachyon Cutter
Steel
Special
50
IX
Guaranteed to hit twice in a row.
Temper Flare
Fire
Physical
75
100
IX
 
Tera Blast
Normal
Special
80
100
IX
Changes type when the user has Terastallized.
Tera Starstorm
Normal
Special
120
100
IX
 
Thunderclap
Electric
Special
70
100
IX
Strikes before a target's move.
Tidy Up
Normal
Status
IX
Removes the effects of entry hazards and Substitute, and boosts user’s Attack and Speed.
Torch Song
Fire
Special
80
100
IX
Raises user's Special Attack.
Trailblaze
Grass
Physical
50
100
IX
Raises user's Speed.
Triple Dive
Water
Physical
30
95
IX
Hits 3 times in a row.
Twin Beam
Psychic
Special
40
100
IX
Hits twice in one turn.
Upper Hand
Fighting
Physical
65
100
IX
Strikes before a target's priority move.
Wicked Torque
Dark
Physical
80
100
IX
May put opponent to sleep.
Save Your Stats
Your Next Quiz
Name the 20 cities ranked as the world's top financial centers according to the Global Financial Centres Index.
20 random countries have been removed from the map of the world! Can you identify them in 3 minutes?
Drag the flag onto the correct country. Careful, though! One wrong move and the game ends.
From the list of words, choose the ones that are also a European city, town, village, municipality, etc...
Comments
No comments yet