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Pokédex

Moves

MoveTypeClassPowerAccuracyPP
Absorb
Replenishes HP for half the damage dealt.
GrassSpecial 20 100 25
Acid
10% chance of lowering opponent's Special Defense by 1 stage.
PoisonSpecial 40 100 30
Acid Armor
Raises Defense by 2 stages.
PoisonOther - - 40
Acupressure
Randomly raises one of the user's stats by 2 stages.
NormalOther - - 30
Aerial Ace
Ignores Evasion and Accuracy modifiers.
FlyingPhysical 60 100 20
Aeroblast
Has a high critical hit ratio.
FlyingSpecial 100 95 5
Agility
Raises Speed by 2 stages.
PsychicOther - - 30
Air Cutter
Has a high critical hit ratio.
FlyingSpecial 55 95 25
Air Slash
30% chance of making the opponent flinch.
FlyingSpecial 75 95 20
Amnesia
Raises Special Defense by 2 stages.
PsychicOther - - 20
Ancientpower
10% chance of raising all of user's stats by 1 stage.
RockSpecial 60 100 5
Aqua Jet
Always attacks first.
WaterPhysical 40 100 20
Aqua Ring
Recovers some HP each turn.
WaterOther - - 20
Aqua Tail
Damages the opponent.
WaterPhysical 90 90 10
Arm Thrust
Attacks 2-5 times in one turn; if one of these attacks breaks an opponent's Substitute, the real Pokemon will take damage for the rest of the hits.
FightingPhysical 15 100 20
Aromatherapy
Cures all status ailments for all Allies.
GrassOther - - 5
Assist
(2 vs. 2) Randomly uses one of your partner's moves; (1 vs. 1) Randomly uses an attack from a random Pokemon in your party.
NormalOther - - 20
Assurance
If the opponent has already taken damage this turn, this move's power is doubled.
DarkPhysical 50 100 10
Astonish
30% chance of making the opponent flinch.
GhostPhysical 30 100 15
Attack Order
Has a high critical hit ratio.
BugPhysical 90 100 15
Attract
Attracts Pokemon of opposite gender, even if they have a Substitute - 50% chance of the opponent's attack failing.
NormalOther - 100 15
Aura Sphere
Ignores Evasion and Accuracy modifiers.
FightingSpecial 90 100 20
Aurora Beam
10% chance of lowering opponent's Attack by 1 stage.
IceSpecial 65 100 20
Avalanche
Always goes last; base power doubles if the user is damaged before it attacks.
IcePhysical 60 100 10
Barrage
Attacks 2-5 times in one turn; if one of these attacks breaks an opponent's Substitute, the real Pokemon will take damage for the rest of the hits.
NormalPhysical 15 85 20
Barrier
Raises Defense by 2 stages.
PsychicOther - - 30
Baton Pass
Passes all stat changes, (positive or negative,) trapping moves, Mist, Stockpile, Ingrain, Leech Seed, Ghost Curses and Substitutes to another Pokemon in the party.
NormalOther - - 40
Beat Up
Each healthy, (i.e. not fainted or inflicted with a status condition,) Pokemon in your party contributes a 10-power hit based on their physical Attack and Defense stats.
DarkPhysical 10 100 10
Belly Drum
User maximizes attack but sacrifices 50% of its maximum HP.
NormalOther - - 10
Bide
Absorbs damage for 2-3 turns, then pays it back double.
NormalPhysical - 100 10
Bind
Traps opponent for 2-5 turns, causing 1/16 max HP damage each turn; can be Baton Passed or broken by Rapid Spin.
NormalPhysical 15 75 20
Bite
30% chance of making the opponent flinch.
DarkPhysical 60 100 25
Blast Burn
Attack on first turn, recharge on second.
FireSpecial 150 90 5
Blaze Kick
Has a high critical hit ratio, may inflict Burn on opponent.
FirePhysical 85 90 10
Blizzard
10% chance of freezing the opponent.
IceSpecial 120 70 5
Block
Opponent cannot switch while user is in battle; can be Baton Passed by user.
NormalOther - - 5
Body Slam
30% chance of paralyzing the opponent.
NormalPhysical 85 100 15
Bone Club
10% chance of making the opponent flinch.
GroundPhysical 65 85 20
Bone Rush
Attacks 2-5 times in one turn; if one of these attacks breaks an opponent's Substitute, the real Pokemon will take damage for the rest of the hits.
GroundPhysical 25 80 10
Bonemerang
Strikes twice; if the first hit breaks an opponent's Substitute, the opponent takes damage from the second hit.
GroundPhysical 50 90 10
Bounce
In the first turn, user bounces into the air and cannot be hit by attacks; in second turn, user attacks; 30% chance of paralyzing the opponent.
FlyingPhysical 85 85 5
Brave Bird
1/4 damage recoil.
FlyingPhysical 120 100 15
Brick Break
The effects of Reflect and Light Screen are removed.
FightingPhysical 75 100 15
Brine
Power is doubled if the target's HP is below 50%.
WaterSpecial 65 100 10
Bubble
10% chance of lowering opponent's Speed by 1 stage.
WaterSpecial 20 100 30
BubbleBeam
10% chance of lowering opponent's Speed by 1 stage.
WaterSpecial 65 100 20
Bug Bite
Eats the opponent's held berry.
BugPhysical 60 100 20
Bug Buzz
10% chance of lowering opponent's Special Defense by 1 stage.
BugSpecial 90 100 10
Bulk Up
Raises Attack and Defense by 1 stage each.
FightingOther - - 20
Bullet Punch
Always attacks first.
SteelPhysical 40 100 30
Bullet Seed
Attacks 2-5 times in one turn; if one of these attacks breaks an opponent's Substitute, the real Pokemon will take damage for the rest of the hits.
GrassPhysical 10 100 30
Calm Mind
Raises Special Attack and Special Defense by 1 level each.
PsychicOther - - 20
Camouflage
Type changes based on surroundings. In tall grass, changes to Grass type. On and under water, changes to Water type. In caves and on rocks, changes to Rock type. On sand, changes to Ground type. Elsewhere, changes to Normal type.
NormalOther - - 20
Captivate
If the target's gender is opposite that of the user, the target's Special Attack is lowered by two stages.
NormalOther - 100 20
Charge
Doubles the power of Electric attacks and increases the user's Special Defense.
ElectricOther - - 20
Charge Beam
70% probability of raising the user's Special Attack.
ElectricSpecial 50 90 10
Charm
Lowers opponent's Attack by 2 stages.
NormalOther - 100 20
Chatter
Confuses the opponent.
FlyingSpecial 60 100 20
Clamp
Traps opponent for 2-5 turns, causing 1/16 max HP damage each turn; can be Baton Passed or broken by Rapid Spin.
WaterPhysical 35 75 10
Close Combat
Lowers the user's Defense and Sp. Def by 1 stage.
FightingPhysical 120 100 5
Comet Punch
Attacks 2-5 times in one turn; if one of these attacks breaks an opponent's Substitute, the real Pokemon will take damage for the rest of the hits.
NormalPhysical 18 85 15
Confuse Ray
Confuses the opponent.
GhostOther - 100 10
Confusion
10% chance of confusing the opponent.
PsychicSpecial 50 100 25
Constrict
10% chance of lowering opponent's Speed by 1 stage.
NormalPhysical 10 100 35
Conversion
Changes user's type to one of user's attack's types.
NormalOther - - 30
Conversion 2
Changes user's type to one that's resistant against opponent's last move.
NormalOther - - 30
Copycat
Uses the last attack the opponent used.
NormalOther - - 20
Cosmic Power
Raises Defense and Special Defense by 1 stage each.
PsychicOther - - 20
Cotton Spore
Lowers opponent's Speed by 2 stages.
GrassOther - 85 40
Counter
Always attacks last; if user is hit by Physical attacks that turn, it deals twice the damage inflicted.
FightingPhysical - 100 20
Covet
Steals opponent's held item.
NormalPhysical 40 100 40
Crabhammer
Has a high critical hit ratio.
WaterPhysical 90 85 10
Cross Chop
Has a high critical hit ratio.
FightingPhysical 100 80 5
Cross Poison
Has a high critical hit ratio, may inflict Poison on opponent.
PoisonPhysical 70 100 20
Crunch
20% chance of lowering opponent's Defense by 1 stage.
DarkPhysical 80 100 15
Crush Claw
50% chance of lowering opponent's Defense by 1 stage.
NormalPhysical 75 95 10
Crush Grip
Attack becomes weaker the less HP the opponent has.
NormalPhysical - 100 5
Curse
Lowers Speed by 1 stage, raises Attack and Defense by 1 stage. For Ghost types: Halves user's total HP and damages opponent 1/4 their max HP per turn.
???Other - - 10
Cut
Damages the opponent.
NormalPhysical 50 95 30
Dark Pulse
20% chance of making the opponent flinch.
DarkSpecial 80 100 15
Dark Void
Puts the opponent to Sleep.
DarkOther - 80 10
Defend Order
Raises Defense and Special Defense by 1 stage each.
BugOther - - 10
Defense Curl
Raises Defense by 1 stage, doubles the power of Rollout.
NormalOther - - 40
Defog
Reduces the opponent's Evasion by 1 stage. Outside of battle, Defog clears out foggy areas.
FlyingOther - - 15
Destiny Bond
Causes opponent to faint if their next attack KOs the user.
GhostOther - - 5
Detect
Evades attacks that turn, always attacks first, success rate halves if used consecutively.
FightingOther - - 5
Dig
In the first turn, user burrows underground and evades all attacks except for Earthquake, Magnitude and Fissure; in the second turn, user attacks.
GroundPhysical 80 100 10
Disable
Prevents opponent from using one of their attacks for 2-5 turns.
NormalOther - 80 20
Discharge
30% chance of paralyzing the opponent.
ElectricSpecial 80 100 15
Dive
In the first turn, user dives underwater and evades all attacks except for Surf; in the second turn, user attacks.
WaterPhysical 80 100 10
Dizzy Punch
20% chance of confusing the opponent.
NormalPhysical 70 100 10
Doom Desire
Causes damage 2 turns after use.
SteelSpecial 120 85 5
Double Hit
Strikes twice; if the first hit breaks an opponent's Substitute, the opponent takes damage from the second hit.
NormalPhysical 35 90 10
Double Kick
Strikes twice; if the first hit breaks an opponent's Substitute, the opponent takes damage from the second hit.
FightingPhysical 30 100 30
Double Team
Raises Evasion by 1 stage.
NormalOther - - 15
Double-edge
1/4 damage recoil.
NormalPhysical 120 100 15
DoubleSlap
Attacks 2-5 times in one turn; if one of these attacks breaks an opponent's Substitute, the real Pokemon will take damage for the rest of the hits.
NormalPhysical 15 85 10
Draco Meteor
Lowers user's Special Attack by 2 stages after use.
DragonSpecial 140 90 5
Dragon Claw
Damages the opponent.
DragonPhysical 80 100 15
Dragon Dance
Raises Attack and Speed by 1 stage each.
DragonOther - - 20
Dragon Pulse
Damages the opponent.
DragonSpecial 90 100 10
Dragon Rage
Always deals 40 points of damage.
DragonSpecial - 100 10
Dragon Rush
20% chance of making the opponent flinch.
DragonPhysical 100 75 10
Dragonbreath
30% chance of paralyzing the opponent.
DragonSpecial 60 100 20
Drain Punch
Gains back HP for 1/2 the damage dealt.
FightingPhysical 60 100 5
Dream Eater
Gains back HP for 1/2 the damage dealt, only works on sleeping Pokemon.
PsychicSpecial 100 100 15
Drill Peck
Damages the opponent.
FlyingPhysical 80 100 20
Dynamicpunch
Confuses the opponent.
FightingPhysical 100 50 5
Earth Power
10% chance of lowering opponent's Special Defense by 1 stage.
GroundSpecial 90 100 10
Earthquake
Double the power when used on a Pokemon using Dig.
GroundPhysical 100 100 10
Egg Bomb
Damages the opponent.
NormalPhysical 100 75 10
Embargo
Prevents the opponent from using any items.
DarkOther - 100 15
Ember
10% chance of burning the opponent.
FireSpecial 40 100 25
Encore
Forces opponent to use the attack they used last for the next 2-6 turns.
NormalOther - 100 5
Endeavor
Damage equals your opponent's current HP - user's current HP.
NormalPhysical - 100 5
Endure
Leaves user with at least 1 HP, always attacks first, success rate halves after consecutive uses.
NormalOther - - 10
Energy Ball
10% chance of lowering opponent's Special Defense by 1 stage.
GrassSpecial 80 100 10
Eruption
Power decreases as user's HP gets lower.
FireSpecial 150 100 5
Explosion
Opponent's defense is halved against this attack, essentially doubling move's base power; causes user to faint.
NormalPhysical 250 100 5
Extrasensory
10% chance of making the opponent flinch.
PsychicSpecial 80 100 30
Extremespeed
Always attacks first.
NormalPhysical 80 100 5
Facade
Double the power if user is inflicted with Burn, Paralysis or Poison.
NormalPhysical 70 100 20
Faint Attack
Ignores Evasion and Accuracy modifiers.
DarkPhysical 60 100 20
Fake Out
Will flinch opponent if it is the first attack that the user chooses after being sent/switched into battle.
NormalPhysical 40 100 10
Fake Tears
Lowers opponent's Special Defense by 2 stages.
DarkOther - 100 20
False Swipe
Leaves opponent with at least 1 HP.
NormalPhysical 40 100 40
Featherdance
Lowers opponent's Attack by 2 stages.
FlyingOther - 100 15
Feint
If the opponent does not use Protect or Detect, the move fails.
NormalPhysical 50 100 10
Fire Blast
10% chance of burning the opponent.
FireSpecial 120 85 5
Fire Fang
10% probability of burning the opponent or causing it to flinch.
FirePhysical 65 95 15
Fire Punch
10% chance of burning the opponent.
FirePhysical 75 100 15
Fire Spin
Traps opponent for 2-5 turns, causing 1/16 max HP damage each turn; can be Baton Passed or broken by Rapid Spin.
FireSpecial 15 70 15
Fissure
Makes opponent faint; doesn't work on higher leveled Pokemon, but does work on Digging Pokemon.
GroundPhysical - 30 5
Flail
The fewer the HP the user has left, the more powerful the attack.
NormalPhysical - 100 15
Flame Wheel
10% chance of burning the opponent, thaws user out if frozen.
FirePhysical 60 100 25
Flamethrower
10% chance of burning the opponent.
FireSpecial 95 100 15
Flare Blitz
User receives 1/3 recoil damage. 10% chance of burning the opponent.
FirePhysical 120 100 15
Flash
Lowers opponent's Accuracy by 1 stage.
NormalOther - 100 20
Flash Cannon
10% chance of lowering opponent's Special Defense by 1 stage.
SteelSpecial 80 100 10
Flatter
Confuses the opponent and raises their Special Attack by 2 stages.
DarkOther - 100 15
Fling
Throws the user's held item at the opponent. Damage and effects vary with the item.
DarkPhysical - 100 10
Fly
In the first turn, user flies into the air and evades all attacks except for Gust, Twister, Thunder, and Sky Uppercut; in the second turn, user attacks.
FlyingPhysical 90 95 15
Focus Blast
10% chance of lowering opponent's Special Defense by 1 stage.
FightingSpecial 120 70 5
Focus Energy
User has extra 25% chance for a Critical Hit.
NormalOther - - 30
Focus Punch
At the beginning of the round, user tightens its focus; attacks if opponent does not directly damage user during turn.
FightingPhysical 150 100 20
Follow Me
(2 vs. 2) User takes all hits from all opponents' attacks.
NormalOther - - 20
Force Palm
30% chance of paralyzing the opponent.
FightingPhysical 60 100 10
Foresight
Removes Accuracy and Evasion modifiers, allows Normal and Fighting moves to hit Ghosts.
NormalOther - - 40
Frenzy Plant
Attack on first turn, recharge on second.
GrassSpecial 150 90 5
Frustration
Power increases the more your Pokemon dislikes you; maximum 102 base power.
NormalPhysical - 100 20
Fury Attack
Attacks 2-5 times in one turn; if one of these attacks breaks an opponent's Substitute, the real Pokemon will take damage for the rest of the hits.
NormalPhysical 15 85 20
Fury Cutter
Doubles in power with each consecutive hit, resets if it misses.
BugPhysical 10 95 20
Fury Swipes
Attacks 2-5 times in one turn; if one of these attacks breaks an opponent's Substitute, the real Pokemon will take damage for the rest of the hits.
NormalPhysical 18 80 15
Future Sight
Causes damage 2 turns after use.
PsychicSpecial 80 90 15
Gastro Acid
Negates the foe's ability.
PoisonOther - 100 10
Giga Drain
Gains back HP for 1/2 the damage dealt.
GrassSpecial 60 100 10
Giga Impact
Attack on first turn, recharge on second.
NormalPhysical 150 90 5
Glare
Paralyzes the opponent.
NormalOther - 75 30
Grass Knot
Causes more damage the heavier the opponent is.
GrassSpecial - 100 20
Grasswhistle
Puts the opponent to Sleep.
GrassOther - 55 15
Gravity
Negates Levitation and halts moves involving flight for 5 turns.
PsychicOther - - 5
Growl
Lowers opponent's Attack by 1 stage.
NormalOther - 100 40
Growth
Raises Special Attack by 1 stage.
NormalOther - - 40
Grudge
If user is fainted by opponent's next move, that move's PP decreases to 0.
GhostOther - - 5
Guard Swap
User swaps Defense/Sp. Def. stats with its target.
PsychicOther - - 10
Guillotine
Makes opponent faint, doesn't work on higher leveled Pokemon.
NormalPhysical - 30 5
Gunk Shot
30% chance of poisoning the opponent.
PoisonPhysical 120 70 5
Gust
Double the power when used on a Pokemon using Fly.
FlyingSpecial 40 100 35
Gyro Ball
Does more damage depending on how much faster the target is than the user.
SteelPhysical - 100 5
Hail
Cancels effects of all other weather moves. For 5 turns: Damages both Pokemon unless they are Ice types.
IceOther - - 10
Hammer Arm
Lowers the user's Speed by 1 stage.
FightingPhysical 100 90 10
Harden
Raises Defense by 1 stage.
NormalOther - - 30
Haze
Eliminates all changes affecting stats for both Pokemon.
IceOther - - 30
Head Smash
User receives 1/2 recoil damage.
RockPhysical 150 80 5
Headbutt
30% chance of making the opponent flinch.
NormalPhysical 70 100 15
Heal Bell
Cures all status ailments for all Allies.
NormalOther - - 5
Heal Block
Prevents the opponent from using healing moves for 5 turns.
PsychicOther - 100 15
Heal Order
Restores 1/2 of user's max HP.
BugOther - - 10
Healing Wish
User faints so that its replacement is fully restored.
PsychicOther - - 10
Heart Swap
The user swaps stat changes with the opponent.
PsychicOther - - 10
Heat Wave
10% chance of burning the opponent.
FireSpecial 100 90 10
Helping Hand
In 2 vs. 2 battles, user's partner's attacks are increased by 1.5x; does nothing in single battles.
NormalOther - - 20
Hi Jump Kick
If it misses, user receives 1/8 the damage they would have dealt.
FightingPhysical 100 90 20
Hidden Power
Varies in power and type depending on the user's DVs; maximum 70 base power.
NormalSpecial - 100 15
Horn Attack
Damages the opponent.
NormalPhysical 65 100 25
Horn Drill
Makes opponent faint, doesn't work on higher leveled Pokemon.
NormalPhysical - 30 5
Howl
Raises Attack by 1 stage.
NormalOther - - 40
Hydro Cannon
Attack on first turn, recharge on second.
WaterSpecial 150 90 5
Hydro Pump
Damages the opponent.
WaterSpecial 120 80 5
Hyper Beam
Attack on first turn, recharge on second.
NormalSpecial 150 90 5
Hyper Fang
10% chance of making the opponent flinch.
NormalPhysical 80 90 15
Hyper Voice
Damages the opponent.
NormalSpecial 90 100 10
Hypnosis
Puts the opponent to Sleep.
PsychicOther - 70 20
Ice Ball
Attacks for 5 turns, power is doubled each turn, resets if it misses, base damage doubled if user used Defense Curl.
IcePhysical 30 90 20
Ice Beam
10% chance of freezing the opponent.
IceSpecial 95 100 10
Ice Fang
10% probability of freezing the opponent or causing it to flinch.
IcePhysical 65 95 15
Ice Punch
10% chance of freezing the opponent.
IcePhysical 75 100 15
Ice Shard
Always attacks first.
IcePhysical 40 100 30
Icicle Spear
Attacks 2-5 times in one turn; if one of these attacks breaks an opponent's Substitute, the real Pokemon will take damage for the rest of the hits.
IcePhysical 10 100 30
Icy Wind
Lowers opponent's Speed by 1 stage.
IceSpecial 55 95 15
Imprison
Opponent cannot use any move which the user knows.
PsychicOther - - 10
Ingrain
HP recovers every turn, but user cannot be switched out.
GrassOther - - 20
Iron Defense
Raises Defense by 2 stages.
SteelOther - - 15
Iron Head
30% chance of making the opponent flinch.
SteelPhysical 80 100 15
Iron Tail
30% chance of lowering opponent's Defense by 1 stage.
SteelPhysical 100 75 15
Judgement
User changes type depending on the plate it is holding.
NormalSpecial 100 100 10
Jump Kick
If it misses, user receives 1/8 the damage they would have dealt.
FightingPhysical 85 95 25
Karate Chop
Has a high critical hit ratio.
FightingPhysical 50 100 25
Kinesis
Lowers opponent's Accuracy by 1 stage.
PsychicOther - 80 15
Knock Off
Disables the opponent's item.
DarkPhysical 20 100 20
Last Resort
Fails unless the user has used all of its other moves.
NormalPhysical 130 100 5
Lava Plume
30% chance of burning the opponent.
FireSpecial 80 100 15
Leaf Blade
Has a high critical hit ratio.
GrassPhysical 90 100 15
Leafstorm
Lowers user's Special Attack by 2 stages after use.
GrassSpecial 140 90 5
Leech Life
Gains back HP for 1/2 the damage dealt.
BugPhysical 20 100 15
Leech Seed
User steals 1/8 max HP from the opponent until the opponent is switched out, is KO'ed, or uses Rapid Spin.
GrassOther - 90 10
Leer
Lowers opponent's Defense by 1 stage.
NormalOther - 100 30
Lick
30% chance of paralyzing the opponent.
GhostPhysical 20 100 30
Light Screen
Receive 1/2 damage from Special attacks for 5 turns.
PsychicOther - - 30
Lock-On
Ensures that the next attack will hit.
NormalOther - - 5
Lovely Kiss
Puts the opponent to Sleep.
NormalOther - 75 10
Low Kick
Causes more damage the heavier the opponent is.
FightingPhysical - 100 20
Lucky Chant
Prevents your opponent from striking with a Critical Hit for 5 turns.
NormalOther - - 30
Lunar Dance
User faints so that its replacement is fully restored.
PsychicOther - - 10
Luster Purge
50% chance of lowering opponent's Special Defense by 1 stage.
PsychicSpecial 70 100 5
Mach Punch
Always attacks first.
FightingPhysical 40 100 30
Magic Coat
If used on the same turn, user reflects non-damaging supporting moves back to the opponent; these include status inflicters, confusion inflicters, Attract, trapping moves, Leech Seed, and negative stat modifiers such as Fake Tears.
PsychicOther - - 15
Magical Leaf
Ignores Evasion and Accuracy modifiers.
GrassSpecial 60 100 20
Magma Storm
Traps opponent for 2-5 turns, causing 1/16 max HP damage each turn; can be Baton Passed or broken by Rapid Spin.
FireSpecial 120 70 5
Magnet Bomb
Ignores Evasion and Accuracy modifiers.
SteelPhysical 60 100 20
Magnet Rise
Gives the user the effect of having the trait Levitate for five turns.
ElectricOther - - 10
Magnitude
Random base damage of 10, 30, 50, 70, 90, 110, or 150, double damage to Pokemon using Dig.
GroundPhysical - 100 30
Me First
The user takes the opponent's next damaging move and uses it against them with a higher base power. This move fails if it goes last.
NormalOther - - 20
Mean Look
Opponent cannot switch while user is in battle; can be Baton Passed by user.
NormalOther - - 5
Meditate
Raises Attack by 1 stage.
PsychicOther - - 40
Mega Drain
Gains back HP for 1/2 the damage dealt.
GrassSpecial 40 100 15
Mega Kick
Damages the opponent.
NormalPhysical 120 75 5
Mega Punch
Damages the opponent.
NormalPhysical 80 85 20
Megahorn
Damages the opponent.
BugPhysical 120 85 10
Memento
Faints user and lowers opponent's Attack and Special Attack by 2 stages each.
DarkOther - 100 10
Metal Burst
Deals back twice the damage received by the last attack.
SteelPhysical - 100 10
Metal Claw
10% chance of raising user's Attack by 1 stage.
SteelPhysical 50 95 35
Metal Sound
Lowers opponent's Special Defense by 2 stages.
SteelOther - 85 40
Meteor Mash
20% chance of raising user's Attack by 1 stage.
SteelPhysical 100 85 10
Metronome
Uses an attack selected at random.
NormalOther - - 10
Milk Drink
Restores 1/2 of user's max HP.
NormalOther - - 10
Mimic
Mimic is temporarily replaced by the last attack that the opponent used.
NormalOther - - 10
Mind Reader
Ensures that the next attack will hit.
NormalOther - - 5
Minimize
Raises Evasion by 1 stage.
NormalOther - - 20
Miracle Eye
Removes Accuracy and Evasion modifiers, allows Psychic moves to hit Dark types.
PsychicOther - - 40
Mirror Coat
Always attacks last; if user is hit by Special attacks that turn, it deals twice the damage inflicted.
PsychicSpecial - 100 20
Mirror Move
Uses the last attack that the opponent used. Fails automatically if the user is unaffected by the opponent's last attack.
FlyingOther - - 20
Mirror Shot
30% chance of lowering opponent's Accuracy by 1 stage.
SteelSpecial 65 85 10
Mist
Prevents stat reduction; can be Baton Passed by user.
IceOther - - 30
Mist Ball
50% chance of lowering opponent's Special Attack by 1 stage.
PsychicSpecial 70 100 5
Moonlight
Restores 1/4 of max HP in Rain Dance, Sandstorm or Hail; Restores 2/3 of max HP in Sunny Day, Restores 1/2 of max HP otherwise.
NormalOther - - 5
Morning Sun
Restores 1/4 of max HP in Rain Dance, Sandstorm or Hail; Restores 2/3 of max HP in Sunny Day, Restores 1/2 of max HP otherwise.
NormalOther - - 5
Mud Bomb
30% chance of lowering opponent's Accuracy by 1 stage.
GroundSpecial 65 85 10
Mud Shot
Lowers opponent's Speed by 1 stage.
GroundSpecial 55 95 15
Mud Sport
As long as user remains in battle, all Electric type moves do half damage; can be Baton Passed by user.
GroundOther - - 15
Mud-Slap
Lowers opponent's Accuracy by 1 stage.
GroundSpecial 20 100 10
Muddy Water
30% chance of lowering opponent's Accuracy by 1 stage.
WaterSpecial 95 85 10
Nasty Plot
Raises Special Attack by 2 stages.
DarkOther - - 20
Natural Gift
Attack depends on the user's held berry. The berry is lost after use.
NormalPhysical - 100 15
Nature Power
Move depends on the battle's location: Short grass/Tall grass, Stun Spore; Very tall grass, Razor Leaf; Ocean, Surf; Pond, Bubblebeam; Sand, Earthquake; Cave, Shadow Ball; Rocks, Rock Slide; Underwater, Hydro Pump; Stadium, Swift.
NormalOther - - 20
Needle Arm
30% chance of making the opponent flinch.
GrassPhysical 60 100 15
Night Shade
Does damage equal to user's level.
GhostSpecial - 100 15
Night Slash
Has a high critical hit ratio.
DarkPhysical 70 100 15
Nightmare
Takes away 1/4 of opponent's HP each turn, only works on Sleeping Pokemon.
GhostOther - 100 15
Octazooka
50% chance of lowering opponent's Accuracy by 1 stage.
WaterSpecial 65 85 10
Odor Sleuth
Removes Accuracy and Evasion modifiers, allows Normal and Fighting moves to hit Ghosts.
NormalOther - - 40
Ominous Wind
10% chance of raising all of user's stats by 1 stage.
GhostSpecial 60 100 5
Outrage
Attacks for 2-3 turns, then confuses user.
DragonPhysical 120 100 15
Overheat
Lowers user's Special Attack by 2 stages after use.
FireSpecial 140 90 5
Pain Split
Sets both Pokemon's HP as the average of the two.
NormalOther - - 20
Pay Day
Gain extra money after battle.
NormalPhysical 40 100 20
Payback
If this attack is used after its foe's attack, the attack's power is doubled.
DarkPhysical 50 100 10
Peck
Damages the opponent.
FlyingPhysical 35 100 35
Perish Song
Both Pokemon faint in 3 turns, switching ends effect for that Pokemon.
NormalOther - - 5
Petal Dance
Attacks for 2-3 turns, then confuses user.
GrassSpecial 90 100 20
Pin Missile
Attacks 2-5 times in one turn; if one of these attacks breaks an opponent's Substitute, the real Pokemon will take damage for the rest of the hits.
BugPhysical 14 85 20
Pluck
The power of this move doubles if the opponent is holding a berry.
FlyingPhysical 60 100 20
Poison Fang
30% chance of badly (Toxic) poisoning the opponent.
PoisonPhysical 50 100 15
Poison Gas
Poisons the opponent.
PoisonOther - 55 40
Poison Jab
30% chance of poisoning the opponent.
PoisonPhysical 80 100 20
Poison Spikes
Sets a layer of poisonous spikes around the opponent's field that Poisons opponents as they switch in.
PoisonOther - - 20
Poison Sting
30% chance of poisoning the opponent.
PoisonPhysical 15 100 35
Poison Tail
Has a high critical hit ratio, may inflict Poison on opponent.
PoisonPhysical 50 100 25
Poisonpowder
Poisons the opponent.
PoisonOther - 75 35
Pound
Damages the opponent.
NormalPhysical 40 100 35
Powder Snow
10% chance of freezing the opponent.
IceSpecial 40 100 25
Power Gem
Damages the opponent.
RockSpecial 70 100 20
Power Swap
User swaps Attack/Sp. Atk. stats with its target.
PsychicOther - - 10
Power Trick
The user switches its Defense and Attack stats.
PsychicOther - - 10
Power Whip
Damages the opponent.
GrassPhysical 120 85 10
Present
Either does 40, 80, or 120 damage, or restores 80 of the opponent's HP.
NormalPhysical - 90 15
Protect
Evades attacks that turn, always attacks first, success rate halves if used consecutively.
NormalOther - - 10
Psybeam
10% chance of confusing the opponent.
PsychicSpecial 65 100 20
Psych Up
Copies all stat-changers that the opponent used.
NormalOther - - 10
Psychic
10% chance of lowering opponent's Special Defense by 1 stage.
PsychicSpecial 90 100 10
Psycho Boost
Lowers user's Special Attack by 2 stages after use.
PsychicSpecial 140 90 5
Psycho Cut
Has a high critical hit ratio.
PsychicPhysical 70 100 20
Psycho Shift
Cures status effects by shifting them to the opponent.
PsychicOther - 90 10
Psywave
Anywhere from 1 power and 1.5 times the user's level.
PsychicSpecial - 80 15
Punishment
The power of this attack rises for every stage increase of your opponent's stats.
DarkPhysical - 100 5
Pursuit
If the opponent switches the turn this is used, does twice the damage to the switching Pokemon.
DarkPhysical 40 100 20
Quick Attack
Always attacks first.
NormalPhysical 40 100 30
Rage
If the user is damaged after using this move, increases user's Attack by 1 stage.
NormalPhysical 20 100 20
Rain Dance
Cancels effects of all other weather moves. For 5 turns: Increases power of Water attacks by 50%; halves the power of Fire attacks; makes Thunder 100% accurate; Solarbeam's power is halved.
WaterOther - - 5
Rapid Spin
Removes Spikes and Leech Seeds placed by opponent; breaks user out of Binds, Clamps, Fire Spins, Whirlpools, and Wraps.
NormalPhysical 20 100 40
Razor Leaf
Has a high critical hit ratio.
GrassPhysical 55 95 25
Razor Wind
Prepares on first turn, attacks on second.
NormalSpecial 80 100 10
Recover
Restores 1/2 of user's max HP.
NormalOther - - 10
Recycle
User's disposed held item returns.
NormalOther - - 10
Reflect
Receive 1/2 damage from Physical attacks for 5 turns.
PsychicOther - - 20
Refresh
User recovers from burn, poison and paralyze.
NormalOther - - 20
Rest
User recovers full health and loses all status ailments but sleeps for 2 turns.
PsychicOther - - 10
Return
The more the Pokemon likes the trainer, the more the base damage is; maximum 102 base power.
NormalPhysical - 100 20
Revenge
Always goes last; base power doubles if the user is damaged before it attacks.
FightingPhysical 60 100 10
Reversal
The fewer the HP the user has left, the more powerful the attack.
FightingPhysical - 100 15
Roar
Switches opponent with another random one from their team, always attacks last.
NormalOther - 100 20
Roar of Time
Attack on first turn, recharge on second.
DragonSpecial 150 90 5
Rock Blast
Attacks 2-5 times in one turn; if one of these attacks breaks an opponent's Substitute, the real Pokemon will take damage for the rest of the hits.
RockPhysical 25 80 10
Rock Climb
20% chance of confusing the opponent.
NormalPhysical 90 85 20
Rock Polish
Raises Speed by 2 stages.
RockOther - - 20
Rock Slide
30% chance of making the opponent flinch.
RockPhysical 75 90 10
Rock Smash
50% chance of lowering opponent's Defense by 1 stage.
FightingPhysical 40 100 15
Rock Throw
Damages the opponent.
RockPhysical 50 90 15
Rock Tomb
Lowers opponent's Speed by 1 stage.
RockPhysical 50 80 10
Rock Wrecker
Attack on first turn, recharge on second.
RockPhysical 150 90 5
Role Play
Copies the opponent's ability.
PsychicOther - - 10
Rolling Kick
30% chance of making the opponent flinch.
FightingPhysical 60 85 15
Rollout
Attacks for 5 turns, power is doubled each turn, resets if it misses, base damage doubled if user used Defense Curl.
RockPhysical 30 90 20
Roost
Recovers half of the user's HP, but the user temporarily loses Flying-type.
FlyingOther - - 10
Sacred Fire
50% chance of burning the opponent, thaws user out if frozen.
FirePhysical 100 95 5
Safeguard
Prevents the opponent from inflicting status ailments for 5 turns.
NormalOther - - 25
Sand Tomb
Traps opponent for 2-5 turns, causing 1/16 max HP damage each turn; can be Baton Passed or broken by Rapid Spin.
GroundPhysical 15 70 15
Sand-Attack
Lowers opponent's Accuracy by 1 stage.
GroundOther - 100 15
Sandstorm
Cancels effects of all other weather moves. For 5 turns: Time-dependant recovery moves' effectiveness halved; causes 1/16 max HP to both Pokemon unless they are Ground, Rock or Steel types; hits Pokemon even if they have a Substitute.
RockOther - - 10
Scary Face
Lowers opponent's Speed by 2 stages.
NormalOther - 90 10
Scratch
Damages the opponent.
NormalPhysical 40 100 35
Screech
Lowers opponent's Defense by 2 stages.
NormalOther - 85 40
Secret Power
Effect determined by surroundings. In grass, opponent is poisoned (including Steel Pokemon). In tall grass, opponent is put to sleep. In the ocean, opponent's Attack is dropped by 1 stage. Underwater, opponent's Defense is dropped by 1 stage. In a pond, opponent's Speed is dropped by 1 stage. In sand, opponent's Accuracy is dropped by 1 stage. In a cave, opponent flinches. On rocks, opponent is confused. Anywhere else, opponent is paralyzed.
NormalPhysical 70 100 20
Seed Bomb
Damages the opponent.
GrassPhysical 80 100 15
Seed Flare
40% chance of lowering the opponent's Special Defense.
GrassSpecial 120 85 5
Seismic Toss
Does damage equal to user's level.
FightingPhysical - 100 20
Selfdestruct
Opponent's defense is halved against this attack, essentially doubling move's base power; causes user to faint.
NormalPhysical 200 100 5
Shadow Ball
20% chance of lowering opponent's Special Defense by 1 stage.
GhostSpecial 80 100 15
Shadow Claw
Has a high critical hit ratio.
GhostPhysical 70 100 15
Shadow Force
User disappears the first turn, and attacks the second turn. This move is not stopped by Protect or Detect.
GhostPhysical 120 100 5
Shadow Punch
Ignores Evasion and Accuracy modifiers.
GhostPhysical 60 100 20
Shadow Sneak
Always attacks first.
GhostPhysical 40 100 30
Sharpen
Raises Attack by 1 stage.
NormalOther - - 30
Sheer Cold
Makes opponent faint, doesn't work on higher leveled Pokemon.
IceSpecial - 30 5
Shock Wave
Ignores Evasion and Accuracy modifiers.
ElectricSpecial 60 100 20
Signal Beam
10% chance of confusing the opponent.
BugSpecial 75 100 15
Silver Wind
10% chance of raising all of user's stats by 1 stage.
BugSpecial 60 100 5
Sing
Puts the opponent to Sleep.
NormalOther - 55 15
Sketch
User permanently learns attack opponent used last, replaces Sketch. Fails automatically in link battles.
NormalOther - - 1
Skill Swap
Exchanges abilities with the opponent.
PsychicOther - - 10
Skull Bash
Prepares and raises user's Defense by 1 stage on first turn, attacks on second.
NormalPhysical 100 100 15
Sky Attack
Prepares on first turn, attacks on second.
FlyingPhysical 140 90 5
Sky Uppercut
Can hit opponent while they are up in the air.
FightingPhysical 85 90 15
Slack Off
Restores 1/2 of user's max HP.
NormalOther - - 10
Slam
Damages the opponent.
NormalPhysical 80 75 20
Slash
Has a high critical hit ratio.
NormalPhysical 70 100 20
Sleep Powder
Puts the opponent to Sleep.
GrassOther - 75 15
Sleep Talk
If user is sleeping, randomly chooses uses an attack to use while asleep; if Rest is randomly chosen, it does nothing; fails if selected while user is awake.
NormalOther - - 10
Sludge
30% chance of poisoning the opponent.
PoisonSpecial 65 100 20
Sludge Bomb
30% chance of poisoning the opponent.
PoisonSpecial 90 100 10
Smellingsalt
Double the power if user is inflicted with paralysis. Opponent is recovered from any paralysis.
NormalPhysical 60 100 10
Smog
40% chance of poisoning the opponent.
PoisonSpecial 20 70 20
Smokescreen
Lowers opponent's Accuracy by 1 stage.
NormalOther - 100 20
Snatch
If used on the same turn, user steals the opponent's non-damaging supporting moves; these include positive stat modifiers such as Calm Mind, recovery moves (except Wish), non-damaging trapping moves, Leech Seed, Conversions, Camouflage, Heal Bell/Aromatherapy, and Substitute.
DarkOther - - 10
Snore
30% chance of making opponent flinch, can only be used while asleep.
NormalSpecial 40 100 15
Softboiled
Restores 1/2 of user's max HP.
NormalOther - - 10
Solarbeam
Take in sunlight first turn, attack on second.
GrassSpecial 120 100 10
Sonicboom
Always deals 20 points of damage.
NormalSpecial - 90 20
Spacial Rend
Has a high critical hit ratio.
DragonSpecial 100 95 5
Spark
30% chance of paralyzing the opponent.
ElectricPhysical 65 100 20
Spider Web
Opponent cannot switch while user is in battle; can be Baton Passed by user.
BugOther - - 10
Spike Cannon
Attacks 2-5 times in one turn; if one of these attacks breaks an opponent's Substitute, the real Pokemon will take damage for the rest of the hits.
NormalPhysical 20 100 15
Spikes
Damages opponents, unless they are Flying-type or have Levitate, when they switch in; can be used up to three times to inflict up to 1/4 of the opponent's max HP.
GroundOther - 100 20
Spit Up
Deals damage depending on how much energy your Pokemon has Stockpiled.
NormalSpecial - 100 10
Spite
Lowers PP of opponent's last attack by 2-5.
GhostOther - 100 10
Splash
Has no effect.
NormalOther - - 40
Spore
Puts the opponent to Sleep.
GrassOther - 100 15
Stealth Rock
Inflicts damage to your opponent every time they change Pokemon, varying by type.
RockOther - - 20
Steel Wing
10% chance of raising user's Defense by 1 stage.
SteelPhysical 70 90 25
Stockpile
Stores energy (can only be used three times); can be Baton Passed by the user.
NormalOther - - 20
Stomp
30% chance of making opponent flinch, double damage to Pokemon who used Minimize.
NormalPhysical 65 100 20
Stone Edge
Has a high critical hit ratio.
RockPhysical 100 80 5
Strength
Damages the opponent.
NormalPhysical 80 100 15
String Shot
Lowers opponent's Speed by 1 stage.
BugOther - 95 40
Struggle
1/4 damage recoil.
NonePhysical 50 100 1
Stun Spore
Paralyzes the opponent.
GrassOther - 75 30
Submission
1/4 damage recoil.
FightingPhysical 80 80 25
Substitute
1/4 of user's HP goes to a substitute that takes all attacks, including status inflicters and stat modifiers, until it is KO'd; user is still affected by Tickle, Hail, Sandstorm and Attract; user will take the remaining hits of a multi-hit move such as Fury Attack if one of the hits breaks the Substitute.
NormalOther - - 10
Sucker Punch
Always attacks first, but fails if the opponent isn't readying an attack.
DarkPhysical 80 100 5
Sunny Day
Cancels effects of all other weather moves. For 5 turns: Increases power of Fire attacks by 50%; halves the power of Water attacks; Solarbeam fires in one turn; Thunder is 50% accurate; Prevents Freezing.
FireOther - - 5
Super Fang
Takes away half of the opponent's remaining HP.
NormalPhysical - 90 10
Superpower
Lowers user's Attack and Defense by 1 stage each after use.
FightingPhysical 120 100 5
Supersonic
Confuses the opponent.
NormalOther - 55 20
Surf
Double the power when used on a Pokemon using Dive.
WaterSpecial 95 100 15
Swagger
Confuses the opponent and raises their Attack by 2 stages.
NormalOther - 90 15
Swallow
Recovers HP depending on how much energy your Pokemon has Stockpiled.
NormalOther - - 10
Sweet Kiss
Confuses the opponent.
NormalOther - 75 10
Sweet Scent
Lowers opponent's Evasion by 1 stage.
NormalOther - 100 20
Swift
Ignores Evasion and Accuracy modifiers.
NormalSpecial 60 100 20
Switcheroo
Exchanges items with the opponent.
DarkOther - 100 10
Swords Dance
Raises Attack by 2 stages.
NormalOther - - 30
Synthesis
Restores 1/4 of max HP in Rain Dance, Sandstorm or Hail; Restores 2/3 of max HP in Sunny Day, Restores 1/2 of max HP otherwise.
GrassOther - - 5
Tackle
Damages the opponent.
NormalPhysical 35 95 35
Tail Glow
Raises Special Attack by 2 stages.
BugOther - - 20
Tail Whip
Lowers opponent's Defense by 1 stage.
NormalOther - 100 30
Tailwind
The Speed of the user's team is increased for 5 turns.
FlyingOther - - 30
Take Down
1/4 damage recoil.
NormalPhysical 90 85 20
Taunt
Prevents the opponent from using non-damaging moves.
DarkOther - 100 20
Teeter Dance
All Pokemon in battle (except the user) become confused.
NormalOther - 100 20
Teleport
Escapes from wild battles; fails automatically in trainer and link battles.
PsychicOther - - 20
Thief
Steals opponent's held item.
DarkPhysical 40 100 10
Thrash
Attacks for 2-3 turns, then confuses user.
NormalPhysical 90 100 20
Thunder
30% chance of paralyzing the opponent.
ElectricSpecial 120 70 10
Thunder Fang
10% probability of paralyzing the opponent or causing it to flinch.
ElectricPhysical 65 95 15
Thunder Wave
Paralyzes the opponent.
ElectricOther - 100 20
Thunderbolt
10% chance of paralyzing the opponent.
ElectricSpecial 95 100 15
Thunderpunch
10% chance of paralyzing the opponent.
ElectricPhysical 75 100 15
Thundershock
10% chance of paralyzing the opponent.
ElectricSpecial 40 100 30
Tickle
Lowers opponent's Attack and Defense by 1 stage each.
NormalOther - 100 20
Torment
Prevents the same move from being used twice in succession.
DarkOther - 100 15
Toxic
Badly Poisons opponent - Poison damage increases each turn; Toxic Poisoning remains with the Pokemon even after switching out.
PoisonOther - 85 10
Transform
User becomes a near-exact replica of the opponent, copying all stats and other variables except Hit Points.
NormalOther - - 10
Tri Attack
20% chance of burning, freezing or paralyzing the opponent.
NormalSpecial 80 100 10
Trick
Exchanges items with the opponent.
PsychicOther - 100 10
Trick Room
The slower Pokemon goes first for 5 turns. Does not affect moves with a priority modifier.
PsychicOther - - 5
Triple Kick
Attacks 3 times in one turn, doubling power each time - if a kick misses, the move ends; if one or two of the kicks breaks an opponent's Substitute, the real Pokemon will take damage for the rest of the kicks.
FightingPhysical 10 90 10
Trump Card
The power of this move increases as its PP drops.
NormalSpecial - 100 5
Twineedle
Strikes twice, 20% chance of poisoning the opponent (including Steel Pokemon); if these first hit breaks an opponent's Substitute, the opponent takes damage from the second hit.
BugPhysical 25 100 20
Twister
20% chance of making the opponent flinch.
DragonSpecial 40 100 20
U-Turn
The user switches out after use.
BugPhysical 70 100 20
Unknown Move 1
Damages the opponent.
NormalSpecial 100 100 10
Unknown Move 2
Damages the opponent.
NormalSpecial 100 100 10
Unknown Move 3
Damages the opponent.
NormalSpecial 100 100 10
Uproar
Opponent is prevented from sleeping for 2-5 turns.
NormalSpecial 50 100 10
Vacuum Wave
Always attacks first.
FightingSpecial 40 100 30
Vicegrip
Damages the opponent.
NormalPhysical 55 100 30
Vine Whip
Damages the opponent.
GrassPhysical 35 100 15
Vital Throw
Always attacks last, but never misses.
FightingPhysical 70 100 10
Volt Tackle
1/3 damage recoil.
ElectricPhysical 120 100 15
Wake-Up Slap
Double the power if opponent is sleeping. Opponent wakes up if successful.
FightingPhysical 60 100 10
Water Gun
Damages the opponent.
WaterSpecial 40 100 25
Water Pulse
20% chance of confusing the opponent.
WaterSpecial 60 100 20
Water Sport
As long as user remains in battle, all Fire type moves do half damage; can be Baton Passed by user.
WaterOther - - 15
Water Spout
Power decreases as user's HP gets lower.
WaterSpecial 150 100 5
Waterfall
20% chance of making the opponent flinch.
WaterPhysical 80 100 15
Weather Ball
Attack power doubles during weather effects. Changes type based on weather. Becomes Fire in Sunny Day. Becomes Water in Rain Dance. Becomes Ice in Hail. Becomes Rock in Sandstorm.
NormalSpecial 50 100 10
Whirlpool
Double the power when used on a Pokemon using Dive. Traps opponent for 2-5 turns, causing 1/16 max HP damage each turn; can be Baton Passed or broken by Rapid Spin.
WaterSpecial 15 70 15
Whirlwind
Switches opponent with another random one from their team, always attacks last.
NormalOther - 100 20
Will-O-Wisp
Burns the opponent.
FireOther - 75 15
Wing Attack
Damages the opponent.
FlyingPhysical 60 100 35
Wish
1/2 max HP is recovered by the Pokemon in battle for the user's team at the end of the next turn; the original user may be switched out.
NormalOther - - 10
Withdraw
Raises Defense by 1 stage.
WaterOther - - 40
Wood Hammer
1/4 damage recoil.
GrassPhysical 120 100 15
Worry Seed
Changes the opponent's ability to Insomnia.
GrassOther - 100 10
Wrap
Traps opponent for 2-5 turns, causing 1/16 max HP damage each turn; can be Baton Passed or broken by Rapid Spin.
NormalPhysical 15 85 20
Wring Out
Attack becomes weaker the less HP the opponent has.
NormalSpecial - 100 5
X-Scissor
Damages the opponent.
BugPhysical 80 100 15
Yawn
If the opponent stays in battle, it will fall asleep on the following turn.
NormalOther - - 10
Zap Cannon
Paralyzes the opponent.
ElectricSpecial 120 50 5
Zen Headbutt
20% chance of making the opponent flinch.
PsychicPhysical 80 90 15