Name | Type | Cat. | PP | Att. | Acc. | Effect |
Accelerock |
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20 | 40 | 100 | The user smashes into the target at high speed. This move always goes first. |
Acid Downpour |
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1 | -- | 101 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. |
Acrobatics |
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15 | 55 | 100 | The user nimbly strikes the target. If the user is not holding an item, this attack inflicts massive damage. |
Aerial Ace |
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20 | 60 | 101 | The user confounds the target with speed, then slashes. This attack never misses. |
All-Out Pummeling |
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1 | -- | 101 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. |
Anchor Shot |
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20 | 80 | 100 | The user entangles the target with its anchor chain while attacking. The target becomes unable to flee. |
Aqua Jet |
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20 | 40 | 100 | The user lunges at the target at a speed that makes it almost invisible. This move always goes first. |
Aqua Tail |
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10 | 90 | 90 | The user attacks by swinging its tail as if it were a vicious wave in a raging storm. |
Arm Thrust |
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20 | 15 | 100 | The user lets loose a flurry of open-palmed arm thrusts that hit two to five times in a row. |
Assurance |
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10 | 60 | 100 | If the target has already taken some damage in the same turn, this attack's power is doubled. |
Astonish |
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15 | 30 | 100 | The user attacks the target while shouting in a startling fashion. This may also make the target flinch. |
Attack Order |
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15 | 90 | 100 | The user calls out its underlings to pummel the target. Critical hits land more easily. |
Aura Wheel |
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10 | 110 | 100 | Morpeko attacks and raises its Speed with the energy stored in its cheeks. This move's type changes depending on the user's form. |
Avalanche |
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10 | 60 | 100 | The power of this attack move is doubled if the user has been hurt by the target in the same turn. |
Barb Barrage |
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15 | 60 | 100 | The user launches countless toxic barbs to inflict damage. This may also poison the target. This move’s power is doubled if the target has a status condition. |
Barrage |
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20 | 15 | 85 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. |
Beak Blast |
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15 | 100 | 100 | 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. |
Beat Up |
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10 | -- | 100 | The user gets all party Pokémon to attack the target. The more party Pokémon, the greater the number of attacks. |
Behemoth Bash |
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5 | 100 | 100 | The user becomes a gigantic shield and slams into the target. This move deals twice the damage if the target is Dynamaxed. |
Behemoth Blade |
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5 | 100 | 100 | The user becomes a gigantic sword and cuts the target. This move deals twice the damage if the target is Dynamaxed. |
Bide |
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10 | -- | 101 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. |
Bind |
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20 | 15 | 85 | Things such as long bodies or tentacles are used to bind and squeeze the target for four to five turns. |
Bite |
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25 | 60 | 100 | The target is bitten with viciously sharp fangs. This may also make the target flinch. |
Black Hole Eclipse |
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1 | -- | 101 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. |
Blaze Kick |
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10 | 85 | 90 | The user launches a kick that lands a critical hit more easily. This may also leave the target with a burn. |
Bloom Doom |
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1 | -- | 101 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. |
Body Press |
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10 | 80 | 100 | The user attacks by slamming its body into the target. The higher the user's Defense, the more damage it can inflict on the target. |
Body Slam |
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15 | 85 | 100 | The user drops onto the target with its full body weight. This may also leave the target with paralysis. |
Bolt Beak |
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10 | 85 | 100 | The user stabs the target with its electrified beak. If the user attacks before the target, the power of this move is doubled. |
Bolt Strike |
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5 | 130 | 85 | The user surrounds itself with a great amount of electricity and charges its target. This may also leave the target with paralysis. |
Bone Club |
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20 | 65 | 85 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. |
Bone Rush |
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10 | 25 | 90 | The user strikes the target with a hard bone two to five times in a row. |
Bonemerang |
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10 | 50 | 90 | The user throws the bone it holds. The bone loops around to hit the target twice—coming and going. |
Bounce |
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5 | 85 | 85 | The user bounces up high, then drops on the target on the second turn. This may also leave the target with paralysis. |
Branch Poke |
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40 | 40 | 100 | The user attacks the target by poking it with a sharply pointed branch. |
Brave Bird |
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15 | 120 | 100 | The user tucks in its wings and charges from a low altitude. This also damages the user quite a lot. |
Breaking Swipe |
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15 | 60 | 100 | The user swings its tough tail wildly and attacks opposing Pokémon. This also lowers their Attack stats. |
Breakneck Blitz |
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1 | -- | 101 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. |
Brick Break |
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15 | 75 | 100 | The user attacks with a swift chop. It can also break barriers, such as Light Screen and Reflect. |
Brutal Swing |
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20 | 60 | 100 | The user swings its body around violently to inflict damage on everything in its vicinity. |
Bug Bite |
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20 | 60 | 100 | The user bites the target. If the target is holding a Berry, the user eats it and gains its effect. |
Bulldoze |
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20 | 60 | 100 | The user strikes everything around it by stomping down on the ground. This lowers the Speed stats of those hit. |
Bullet Punch |
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30 | 40 | 100 | The user strikes the target with tough punches as fast as bullets. This move always goes first. |
Bullet Seed |
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30 | 25 | 100 | The user forcefully shoots seeds at the target two to five times in a row. |
Catastropika |
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1 | 210 | 101 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. |
Ceaseless Edge |
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15 | 65 | 90 | The user slashes its shell blade at the target, aiming to land a critical hit. Shell splinters left behind by this attack will continue to damage the target for several turns. |
Chip Away |
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20 | 70 | 100 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. |
Circle Throw |
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10 | 60 | 90 | The target is thrown, and a different Pokémon is dragged out. In the wild, this ends a battle against a single Pokémon. |
Clamp |
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15 | 35 | 85 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. |
Close Combat |
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5 | 120 | 100 | The user fights the target up close without guarding itself. This also lowers the user's Defense and Sp. Def stats. |
Comet Punch |
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15 | 18 | 85 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. |
Constrict |
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35 | 10 | 100 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. |
Continental Crush |
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1 | -- | 101 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. |
Corkscrew Crash |
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1 | -- | 101 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. |
Counter |
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20 | -- | 100 | A retaliation move that counters any physical attack, inflicting double the damage taken. |
Covet |
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25 | 60 | 100 | The user endearingly approaches the target, then steals the target's held item. |
Crabhammer |
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10 | 100 | 90 | The target is hammered with a large pincer. Critical hits land more easily. |
Cross Chop |
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5 | 100 | 80 | The user delivers a double chop with its forearms crossed. Critical hits land more easily. |
Cross Poison |
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20 | 70 | 100 | A slashing attack with a poisonous blade that may also poison the target. Critical hits land more easily. |
Crunch |
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15 | 80 | 100 | The user crunches up the target with sharp fangs. This may also lower the target's Defense stat. |
Crush Claw |
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10 | 75 | 95 | The user slashes the target with hard and sharp claws. This may also lower the target's Defense stat. |
Crush Grip |
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5 | -- | 100 | The target is crushed with great force. The more HP the target has left, the greater this move's power. |
Cut |
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30 | 50 | 95 | The target is cut with a scythe or claw. |
Darkest Lariat |
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10 | 85 | 100 | The user swings both arms and hits the target. The target's stat changes don't affect this attack's damage. |
Devastating Drake |
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1 | -- | 101 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. |
Diamond Storm |
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5 | 100 | 95 | The user whips up a storm of diamonds to damage opposing Pokémon. This may also sharply raise the user's Defense stat. |
Dig |
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10 | 80 | 100 | The user burrows into the ground, then attacks on the next turn. |
Dire Claw |
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15 | 60 | 100 | The user lashes out at the target with ruinous claws, aiming to land a critical hit. This may also leave the target poisoned, paralyzed, or drowsy. |
Dive |
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10 | 80 | 100 | Diving on the first turn, the user floats up and attacks on the next turn. |
Dizzy Punch |
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10 | 70 | 100 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. |
Double Hit |
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10 | 35 | 90 | The user slams the target with a long tail, vines, or a tentacle. The target is hit twice in a row. |
Double Iron Bash |
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5 | 60 | 100 | The user rotates, centering the hex nut in its chest, and then strikes with its arms twice in a row. This may also make the target flinch. |
Double Kick |
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30 | 30 | 100 | The target is quickly kicked twice in succession using both feet. |
Double Slap |
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10 | 15 | 85 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. |
Double-Edge |
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15 | 120 | 100 | A reckless, life-risking tackle in which the user rushes the target. This also damages the user quite a lot. |
Dragon Ascent |
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5 | 120 | 100 | After soaring upward, the user attacks its target by dropping out of the sky at high speeds. But it lowers its own Defense and Sp. Def stats in the process. |
Dragon Claw |
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15 | 80 | 100 | The user slashes the target with huge sharp claws. |
Dragon Darts |
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10 | 50 | 100 | The user attacks twice using Dreepy. If there are two targets, this move hits each target once. |
Dragon Hammer |
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15 | 90 | 100 | The user uses its body like a hammer to attack the target and inflict damage. |
Dragon Rush |
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10 | 100 | 75 | The user tackles the target while exhibiting overwhelming menace. This may also make the target flinch. |
Dragon Tail |
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10 | 60 | 90 | The target is knocked away, and a different Pokémon is dragged out. In the wild, this ends a battle against a single Pokémon. |
Drain Punch |
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10 | 75 | 100 | An energy-draining punch. The user's HP is restored by half the damage taken by the target. |
Drill Peck |
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20 | 80 | 100 | A corkscrewing attack that strikes the target with a sharp beak acting as a drill. |
Drill Run |
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10 | 80 | 95 | The user crashes into its target while rotating its body like a drill. Critical hits land more easily. |
Drum Beating |
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10 | 80 | 100 | The user plays its drum, controlling the drum's roots to attack the target. This also lowers the target's Speed stat. |
Dual Chop |
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15 | 40 | 90 | The user attacks its target by hitting it with brutal strikes. The target is hit twice in a row. |
Dual Wingbeat |
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10 | 40 | 90 | The user slams the target with its wings. The target is hit twice in a row. |
Dynamic Punch |
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5 | 100 | 50 | The user punches the target with full, concentrated power. This confuses the target if it hits. |
Earthquake |
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10 | 100 | 100 | The user sets off an earthquake that strikes every Pokémon around it. |
Egg Bomb |
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10 | 100 | 75 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. |
Endeavor |
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5 | -- | 100 | This attack move cuts down the target's HP to equal the user's HP. |
Explosion |
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5 | 250 | 100 | The user attacks everything around it by causing a tremendous explosion. The user faints upon using this move. |
Extreme Speed |
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5 | 80 | 100 | The user charges the target at blinding speed. This move always goes first. |
Facade |
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20 | 70 | 100 | This attack move doubles its power if the user is poisoned, burned, or paralyzed. |
Fake Out |
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10 | 40 | 100 | This attack hits first and makes the target flinch. It only works the first turn each time the user enters battle. |
False Surrender |
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10 | 80 | 101 | The user pretends to bow its head, but then it stabs the target with its disheveled hair. This attack never misses. |
False Swipe |
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40 | 40 | 100 | A restrained attack that prevents the target from fainting. The target is left with at least 1 HP. |
Feint |
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10 | 30 | 100 | This attack hits a target using a move such as Protect or Detect. This also lifts the effects of those moves. |
Feint Attack |
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20 | 60 | 101 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. |
Fell Stinger |
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25 | 50 | 100 | When the user knocks out a target with this move, the user's Attack stat rises drastically. |
Fire Fang |
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15 | 65 | 95 | The user bites with flame-cloaked fangs. This may also make the target flinch or leave it with a burn. |
Fire Lash |
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15 | 80 | 100 | The user strikes the target with a burning lash. This also lowers the target's Defense stat. |
Fire Punch |
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15 | 75 | 100 | The target is punched with a fiery fist. This may also leave the target with a burn. |
First Impression |
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10 | 90 | 100 | Although this move has great power, it only works the first turn each time the user enters battle. |
Fishious Rend |
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10 | 85 | 100 | The user rends the target with its hard gills. If the user attacks before the target, the power of this move is doubled. |
Fissure |
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5 | -- | 30 | The user opens up a fissure in the ground and drops the target in. The target faints instantly if this attack hits. |
Flail |
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15 | -- | 100 | The user flails about aimlessly to attack. The less HP the user has, the greater the move's power. |
Flame Charge |
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20 | 50 | 100 | Cloaking itself in flame, the user attacks the target. Then, building up more power, the user raises its Speed stat. |
Flame Wheel |
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25 | 60 | 100 | The user cloaks itself in fire and charges at the target. This may also leave the target with a burn. |
Flare Blitz |
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15 | 120 | 100 | The user cloaks itself in fire and charges the target. This also damages the user quite a lot. This attack may leave the target with a burn. |
Fling |
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10 | -- | 100 | The user flings its held item at the target to attack. This move's power and effects depend on the item. |
Flip Turn |
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20 | 60 | 100 | After making its attack, the user rushes back to switch places with a party Pokémon in waiting. |
Floaty Fall |
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15 | 90 | 95 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. |
Fly |
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15 | 90 | 95 | The user flies up into the sky and then strikes its target on the next turn. |
Flying Press |
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10 | 100 | 95 | The user dives down onto the target from the sky. This move is Fighting and Flying type simultaneously. |
Focus Punch |
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20 | 150 | 100 | The user focuses its mind before launching a punch. This move fails if the user is hit before it is used. |
Force Palm |
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10 | 60 | 100 | The target is attacked with a shock wave. This may also leave the target with paralysis. |
Foul Play |
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15 | 95 | 100 | The user turns the target's power against it. The higher the target's Attack stat, the greater the damage it deals. |
Freeze Shock |
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5 | 140 | 90 | On the second turn, the user hits the target with electrically charged ice. This may also leave the target with paralysis. |
Frustration |
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20 | -- | 100 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. |
Fury Attack |
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20 | 15 | 85 | The target is jabbed repeatedly with a horn or beak two to five times in a row. |
Fury Cutter |
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20 | 40 | 95 | The target is slashed with scythes or claws. This attack becomes more powerful if it hits in succession. |
Fury Swipes |
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15 | 18 | 80 | The target is raked with sharp claws or scythes quickly two to five times in a row. |
Fusion Bolt |
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5 | 100 | 100 | The user throws down a giant lightning bolt. This move's power is increased when influenced by an enormous flame. |
G-Max Befuddle |
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10 | -- | 101 | A Bug-type attack that Gigantamax Butterfree use. This move inflicts the poisoned, paralyzed, or asleep status condition on opponents. |
G-Max Cannonade |
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10 | -- | 101 | A Water-type attack that Gigantamax Blastoise use. This move continues to deal damage to opponents for four turns. |
G-Max Centiferno |
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10 | -- | 101 | A Fire-type attack that Gigantamax Centiskorch use. This move traps opponents in flames for four to five turns. |
G-Max Chi Strike |
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10 | -- | 101 | A Fighting-type attack that Gigantamax Machamp use. This move raises the chance of critical hits. |
G-Max Cuddle |
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10 | -- | 101 | A Normal-type attack that Gigantamax Eevee use. This move infatuates opponents. |
G-Max Depletion |
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10 | -- | 101 | A Dragon-type attack that Gigantamax Duraludon use. Reduces the PP of the last move used. |
G-Max Drum Solo |
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10 | -- | 101 | A Grass-type attack that Gigantamax Rillaboom use. This move can be used on the target regardless of its Abilities. |
G-Max Finale |
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10 | -- | 101 | A Fairy-type attack that Gigantamax Alcremie use. This move heals the HP of allies. |
G-Max Fireball |
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10 | -- | 101 | A Fire-type attack that Gigantamax Cinderace use. This move can be used on the target regardless of its Abilities |
G-Max Foam Burst |
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10 | -- | 101 | A Water-type attack that Gigantamax Kingler use. This move harshly lowers the Speed of opponents. |
G-Max Gold Rush |
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10 | -- | 101 | A Normal-type attack that Gigantamax Meowth use. This move confuses opponents and also earns extra money. |
G-Max Gravitas |
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10 | -- | 101 | A Psychic-type attack that Gigantamax Orbeetle use. This move changes gravity for five turns. |
G-Max Hydrosnipe |
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10 | -- | 101 | A Water-type attack that Gigantamax Inteleon use. This move can be used on the target regardless of its Abilities. |
G-Max Malodor |
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10 | -- | 101 | A Poison-type attack that Gigantamax Garbodor use. This move poisons opponents. |
G-Max Meltdown |
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10 | -- | 101 | A Steel-type attack that Gigantamax Melmetal use. This move makes opponents incapable of using the same move twice in a row. |
G-Max One Blow |
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10 | -- | 101 | A Dark-type attack that Gigantamax Urshifu use. This single-strike move can ignore Max Guard. |
G-Max Rapid Flow |
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10 | -- | 101 | A Water-type attack that Gigantamax Urshifu use. This rapid-strike move can ignore Max Guard. |
G-Max Replenish |
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10 | -- | 101 | A Normal-type attack that Gigantamax Snorlax use. This move restores Berries that have been eaten. |
G-Max Resonance |
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10 | -- | 101 | An Ice-type attack that Gigantamax Lapras use. This move reduces the damage received for five turns. |
G-Max Sandblast |
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10 | -- | 101 | A Ground-type attack that Gigantamax Sandaconda use. Opponents are trapped in a raging sandstorm for four to five turns. |
G-Max Smite |
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10 | -- | 101 | A Fairy-type attack that Gigantamax Hatterene use. This move confuses opponents. |
G-Max Snooze |
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10 | -- | 101 | A Dark-type attack that Gigantamax Grimmsnarl use. The user lets loose a huge yawn that lulls the targets into falling asleep on the next turn. |
G-Max Steelsurge |
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10 | -- | 101 | A Steel-type attack that Gigantamax Copperajah use. This move scatters sharp spikes around the field. |
G-Max Stonesurge |
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10 | -- | 101 | A Water-type attack that Gigantamax Drednaw use. This move scatters sharp rocks around the field. |
G-Max Stun Shock |
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10 | -- | 101 | An Electric-type attack that Gigantamax Toxtricity use. This move poisons or paralyzes opponents. |
G-Max Sweetness |
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10 | -- | 101 | A Grass-type attack that Gigantamax Appletun use. This move heals the status conditions of allies. |
G-Max Tartness |
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10 | -- | 101 | A Grass-type attack that Gigantamax Flapple use. This move reduces the opponents’ evasiveness. |
G-Max Terror |
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10 | -- | 101 | A Ghost-type attack that Gigantamax Gengar use. This Pokémon steps on the opposing Pokémon’s shadow to prevent them from escaping. |
G-Max Vine Lash |
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10 | -- | 101 | A Grass-type attack that Gigantamax Venusaur use. This move continues to deal damage to opponents for four turns. |
G-Max Volcalith |
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10 | -- | 101 | A Rock-type attack that Gigantamax Coalossal use. This move continues to deal damage to opponents for four turns. |
G-Max Volt Crash |
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10 | -- | 101 | An Electric-type attack that Gigantamax Pikachu use. This move paralyzes opponents. |
G-Max Wildfire |
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10 | -- | 101 | A Fire-type attack that Gigantamax Charizard use. This move continues to deal damage to opponents for four turns. |
G-Max Wind Rage |
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10 | -- | 101 | A Flying-type attack that Gigantamax Corviknight use. This move removes the effects of moves like Reflect and Light Screen. |
Gear Grind |
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15 | 50 | 85 | The user attacks by throwing steel gears at its target twice. |
Giga Impact |
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5 | 150 | 90 | The user charges at the target using every bit of its power. The user can't move on the next turn. |
Gigavolt Havoc |
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1 | -- | 101 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. |
Glacial Lance |
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5 | 130 | 100 | The user attacks by hurling a blizzard-cloaked icicle lance at opposing Pokémon. |
Grassy Glide |
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20 | 70 | 100 | Gliding on the ground, the user attacks the target. This move always goes first on Grassy Terrain. |
Grav Apple |
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10 | 80 | 100 | The user inflicts damage by dropping an apple from high above. This also lowers the target's Defense stat. |
Guillotine |
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5 | -- | 30 | A vicious, tearing attack with big pincers. The target faints instantly if this attack hits. |
Gunk Shot |
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5 | 120 | 80 | The user shoots filthy garbage at the target to attack. This may also poison the target. |
Gyro Ball |
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5 | -- | 100 | The user tackles the target with a high-speed spin. The slower the user compared to the target, the greater the move's power. |
Hammer Arm |
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10 | 100 | 90 | The user swings and hits with its strong, heavy fist. It lowers the user's Speed, however. |
Head Charge |
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15 | 120 | 100 | The user charges its head into its target, using its powerful guard hair. This also damages the user a little. |
Head Smash |
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5 | 150 | 80 | The user attacks the target with a hazardous, full-power headbutt. This also damages the user terribly. |
Headbutt |
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15 | 70 | 100 | The user sticks out its head and attacks by charging straight into the target. This may also make the target flinch. |
Headlong Rush |
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5 | 100 | 100 | The user smashes into the target in a full-body tackle. This also lowers the user’s defensive stats. |
Heart Stamp |
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25 | 60 | 100 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. |
Heat Crash |
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10 | -- | 100 | The user slams its target with its flame-covered body. The more the user outweighs the target, the greater the move's power. |
Heavy Slam |
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10 | -- | 100 | The user slams into the target with its heavy body. The more the user outweighs the target, the greater the move's power. |
High Horsepower |
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10 | 95 | 95 | The user fiercely attacks the target using its entire body. |
High Jump Kick |
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10 | 130 | 90 | The target is attacked with a knee kick from a jump. If it misses, the user is hurt instead. |
Hold Back |
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40 | 40 | 100 | The user holds back when it attacks, and the target is left with at least 1 HP. |
Horn Attack |
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25 | 65 | 100 | The target is jabbed with a sharply pointed horn to inflict damage. |
Horn Drill |
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5 | -- | 30 | The user stabs the target with a horn that rotates like a drill. The target faints instantly if this attack hits. |
Horn Leech |
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10 | 75 | 100 | The user drains the target's energy with its horns. The user's HP is restored by half the damage taken by the target. |
Hydro Vortex |
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1 | -- | 101 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. |
Hyper Fang |
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15 | 80 | 90 | The user bites hard on the target with its sharp front fangs. This may also make the target flinch. |
Hyperspace Fury |
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5 | 100 | 101 | Using its many arms, the user unleashes a barrage of attacks that ignore the effects of moves like Protect and Detect. But the user's Defense stat falls. |
Ice Ball |
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20 | 30 | 90 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. |
Ice Fang |
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15 | 65 | 95 | The user bites with cold-infused fangs. This may also make the target flinch or leave it frozen. |
Ice Hammer |
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10 | 100 | 90 | The user swings and hits with its strong, heavy fist. It lowers the user's Speed, however. |
Ice Punch |
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15 | 75 | 100 | The target is punched with an icy fist. This may also leave the target frozen. |
Ice Shard |
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30 | 40 | 100 | The user flash-freezes chunks of ice and hurls them at the target. This move always goes first. |
Icicle Crash |
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10 | 85 | 90 | The user attacks by harshly dropping large icicles onto the target. This may also make the target flinch. |
Icicle Spear |
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30 | 25 | 100 | The user launches sharp icicles at the target two to five times in a row. |
Inferno Overdrive |
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1 | -- | 101 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. |
Iron Head |
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15 | 80 | 100 | The user slams the target with its steel-hard head. This may also make the target flinch. |
Iron Tail |
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15 | 100 | 75 | The target is slammed with a steel-hard tail. This may also lower the target's Defense stat. |
Jaw Lock |
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10 | 80 | 100 | This move prevents the user and the target from switching out until either of them faints. The effect goes away if either of the Pokémon leaves the field. |
Jump Kick |
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10 | 100 | 95 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. |
Karate Chop |
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25 | 50 | 100 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. |
Knock Off |
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20 | 65 | 100 | The user slaps down the target's held item, and that item can't be used in that battle. The move does more damage if the target has a held item. |
Land's Wrath |
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10 | 90 | 100 | The user gathers the energy of the land and focuses that power on opposing Pokémon to damage them. |
Lash Out |
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5 | 75 | 100 | The user lashes out to vent its frustration toward the target. If the user's stats were lowered during this turn, the power of this move is doubled. |
Last Resort |
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5 | 140 | 100 | This move can be used only after the user has used all the other moves it knows in the battle. |
Leaf Blade |
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15 | 90 | 100 | The user handles a sharp leaf like a sword and attacks by cutting its target. Critical hits land more easily. |
Leafage |
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40 | 40 | 100 | The user attacks by pelting the target with leaves. |
Leech Life |
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10 | 80 | 100 | The user drains the target's blood. The user's HP is restored by half the damage taken by the target. |
Let's Snuggle Forever |
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1 | 190 | 101 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. |
Lick |
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30 | 30 | 100 | The target is licked with a long tongue, causing damage. This may also leave the target with paralysis. |
Liquidation |
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10 | 85 | 100 | The user slams into the target using a full-force blast of water. This may also lower the target's Defense stat. |
Low Kick |
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20 | -- | 100 | A powerful low kick that makes the target fall over. The heavier the target, the greater the move's power. |
Low Sweep |
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20 | 65 | 100 | The user makes a swift attack on the target's legs, which lowers the target's Speed stat. |
Lunge |
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15 | 80 | 100 | The user makes a lunge at the target, attacking with full force. This also lowers the target's Attack stat. |
Mach Punch |
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30 | 40 | 100 | The user throws a punch at blinding speed. This move always goes first. |
Magnet Bomb |
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20 | 60 | 101 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. |
Magnitude |
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30 | -- | 100 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. |
Malicious Moonsault |
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1 | 180 | 101 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. |
Max Airstream |
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10 | -- | 101 | This is a Flying-type attack Dynamax Pokémon use. This raises ally Pokémon's Speed stats. |
Max Darkness |
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10 | -- | 101 | This is a Dark-type attack Dynamax Pokémon use. This lowers the target's Sp. Def stat. |
Max Flare |
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10 | -- | 101 | This is a Fire-type attack Dynamax Pokémon use. The user intensifies the sun for five turns. |
Max Flutterby |
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10 | -- | 101 | This is a Bug-type attack Dynamax Pokémon use. This lowers the target's Sp. Atk stat. |
Max Geyser |
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10 | -- | 101 | This is a Water-type attack Dynamax Pokémon use. The user summons a heavy rain that falls for five turns. |
Max Hailstorm |
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10 | -- | 101 | This is an Ice-type attack Dynamax Pokémon use. The user summons a hailstorm lasting five turns. |
Max Knuckle |
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10 | -- | 101 | This is a Fighting-type attack Dynamax Pokémon use. This raises ally Pokémon's Attack stats. |
Max Lightning |
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10 | -- | 101 | This is an Electric-type attack Dynamax Pokémon use. The user turns the ground into Electric Terrain for five turns. |
Max Mindstorm |
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10 | -- | 101 | This is a Psychic-type attack Dynamax Pokémon use. The user turns the ground into Psychic Terrain for five turns. |
Max Ooze |
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10 | -- | 101 | This is a Poison-type attack Dynamax Pokémon use. This raises ally Pokémon's Sp. Atk stats. |
Max Overgrowth |
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10 | -- | 101 | This is a Grass-type attack Dynamax Pokémon use. The user turns the ground into Grassy Terrain for five turns. |
Max Phantasm |
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10 | -- | 101 | This is a Ghost-type attack Dynamax Pokémon use. This lowers the target's Defense stat. |
Max Quake |
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10 | -- | 101 | This is a Ground-type attack Dynamax Pokémon use. This raises ally Pokémon's Sp. Def stats. |
Max Rockfall |
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10 | -- | 101 | This is a Rock-type attack Dynamax Pokémon use. The user summons a sandstorm lasting five turns. |
Max Starfall |
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10 | -- | 101 | This is a Fairy-type attack Dynamax Pokémon use. The user turns the ground into Misty Terrain for five turns. |
Max Steelspike |
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10 | -- | 101 | This is a Steel-type attack Dynamax Pokémon use. This raises ally Pokémon's Defense stats. |
Max Strike |
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10 | -- | 101 | This is a Normal-type attack Dynamax Pokémon use. This lowers the target's Speed stat. |
Max Wyrmwind |
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10 | -- | 101 | This is a Dragon-type attack Dynamax Pokémon use. This lowers the target's Attack stat. |
Mega Kick |
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5 | 120 | 75 | The target is attacked by a kick launched with muscle-packed power. |
Mega Punch |
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20 | 80 | 85 | The target is slugged by a punch thrown with muscle-packed power. |
Megahorn |
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10 | 120 | 85 | Using its tough and impressive horn, the user rams into the target with no letup. |
Metal Burst |
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10 | -- | 100 | The user retaliates with much greater force against the opponent that last inflicted damage on it. |
Metal Claw |
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35 | 50 | 95 | The target is raked with steel claws. This may also raise the user's Attack stat. |
Meteor Assault |
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5 | 150 | 100 | The user attacks wildly with its thick leek. The user can't move on the next turn, because the force of this move makes it stagger. |
Meteor Mash |
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10 | 90 | 90 | The target is hit with a hard punch fired like a meteor. This may also raise the user's Attack stat. |
Mountain Gale |
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5 | 100 | 85 | The user hurls giant chunks of ice at the target to inflict damage. |
Multi-Attack |
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10 | 120 | 100 | Cloaking itself in high energy, the user slams into the target. The memory held determines the move's type. |
Natural Gift |
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15 | -- | 100 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. |
Needle Arm |
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15 | 60 | 100 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. |
Never-Ending Nightmare |
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1 | -- | 101 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. |
Night Slash |
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15 | 70 | 100 | The user slashes the target the instant an opportunity arises. Critical hits land more easily. |
Nuzzle |
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20 | 20 | 100 | The user attacks by nuzzling its electrified cheeks against the target. This also leaves the target with paralysis. |
Outrage |
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10 | 120 | 100 | The user rampages and attacks for two to three turns. The user then becomes confused. |
Pay Day |
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20 | 40 | 100 | Numerous coins are hurled at the target to inflict damage. Money is earned after the battle. |
Payback |
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10 | 50 | 100 | The user stores power, then attacks. If the user moves after the target, this attack's power will be doubled. |
Peck |
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35 | 35 | 100 | The target is jabbed with a sharply pointed beak or horn. |
Petal Blizzard |
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15 | 90 | 100 | The user stirs up a violent petal blizzard and attacks everything around it. |
Phantom Force |
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10 | 90 | 100 | The user vanishes somewhere, then strikes the target on the next turn. This move hits even if the target protects itself. |
Pin Missile |
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20 | 25 | 95 | Sharp spikes are shot at the target in rapid succession. They hit two to five times in a row. |
Plasma Fists |
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15 | 100 | 100 | The user attacks with electrically charged fists. This move changes Normal-type moves to Electric-type moves. |
Play Rough |
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10 | 90 | 90 | The user plays rough with the target and attacks it. This may also lower the target's Attack stat. |
Pluck |
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20 | 60 | 100 | The user pecks the target. If the target is holding a Berry, the user eats it and gains its effect. |
Poison Fang |
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15 | 50 | 100 | The user bites the target with toxic fangs. This may also leave the target badly poisoned. |
Poison Jab |
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20 | 80 | 100 | The target is stabbed with a tentacle, arm, or the like steeped in poison. This may also poison the target. |
Poison Sting |
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35 | 15 | 100 | The user stabs the target with a poisonous stinger. This may also poison the target. |
Poison Tail |
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25 | 50 | 100 | The user hits the target with its tail. This may also poison the target. Critical hits land more easily. |
Poltergeist |
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5 | 110 | 90 | The user attacks the target by controlling the target's item. The move fails if the target doesn't have an item. |
Pound |
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35 | 40 | 100 | The target is physically pounded with a long tail, a foreleg, or the like. |
Power Trip |
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10 | 20 | 100 | The user boasts its strength and attacks the target. The more the user's stats are raised, the greater the move's power. |
Power Whip |
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10 | 120 | 85 | The user violently whirls its vines, tentacles, or the like to harshly lash the target. |
Power-Up Punch |
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20 | 40 | 100 | Striking opponents over and over makes the user's fists harder. Hitting a target raises the Attack stat. |
Precipice Blades |
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10 | 120 | 85 | The user attacks opposing Pokémon by manifesting the power of the land in fearsome blades of stone. |
Present |
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15 | -- | 90 | The user attacks by giving the target a gift with a hidden trap. It restores HP sometimes, however. |
Psychic Fangs |
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10 | 85 | 100 | The user bites the target with its psychic capabilities. This can also destroy Light Screen and Reflect. |
Psycho Cut |
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20 | 70 | 100 | The user tears at the target with blades formed by psychic power. Critical hits land more easily. |
Psyshield Bash |
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10 | 70 | 90 | Cloaking itself in psychic energy, the user slams into the target. This may also raise the user’s defensive stats. |
Pulverizing Pancake |
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1 | 210 | 101 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. |
Punishment |
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5 | -- | 100 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. |
Pursuit |
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20 | 40 | 100 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. |
Pyro Ball |
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5 | 120 | 90 | The user attacks by igniting a small stone and launching it as a fiery ball at the target. This may also leave the target with a burn. |
Quick Attack |
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30 | 40 | 100 | The user lunges at the target at a speed that makes it almost invisible. This move always goes first. |
Rage |
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20 | 20 | 100 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. |
Raging Fury |
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10 | 90 | 85 | The user rampages and spews vicious flames to inflict damage on the target, then becomes fixated on using this move. |
Rapid Spin |
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40 | 50 | 100 | A spin attack that can also eliminate such moves as Bind, Wrap, and Leech Seed. This also raises the user's Speed stat. |
Razor Leaf |
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25 | 55 | 95 | Sharp-edged leaves are launched to slash at opposing Pokémon. Critical hits land more easily. |
Razor Shell |
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10 | 75 | 95 | The user cuts its target with sharp shells. This may also lower the target's Defense stat. |
Retaliate |
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5 | 70 | 100 | The user gets revenge for a fainted ally. If an ally fainted in the previous turn, this move's power is increased. |
Return |
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20 | -- | 100 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. |
Revenge |
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10 | 60 | 100 | This attack move's power is doubled if the user has been hurt by the opponent in the same turn. |
Reversal |
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15 | -- | 100 | An all-out attack that becomes more powerful the less HP the user has. |
Rock Blast |
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10 | 25 | 90 | The user hurls hard rocks at the target. Two to five rocks are launched in a row. |
Rock Climb |
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20 | 90 | 85 | A charging attack that may also leave the foe confused. It's also one of the Pokétch's hidden moves. |
Rock Slide |
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10 | 75 | 90 | Large boulders are hurled at opposing Pokémon to inflict damage. This may also make the opposing Pokémon flinch. |
Rock Smash |
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15 | 40 | 100 | The user attacks with a punch. This may also lower the target's Defense stat. |
Rock Throw |
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15 | 50 | 90 | The user picks up and throws a small rock at the target to attack. |
Rock Tomb |
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15 | 60 | 95 | Boulders are hurled at the target. This also lowers the target's Speed stat by preventing its movement. |
Rock Wrecker |
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5 | 150 | 90 | The user launches a huge boulder at the target to attack. The user can't move on the next turn. |
Rolling Kick |
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15 | 60 | 85 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. |
Rollout |
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20 | 30 | 90 | The user continually rolls into the target over five turns. It becomes more powerful each time it hits. |
Sacred Fire |
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5 | 100 | 95 | The target is razed with a mystical fire of great intensity. This may also leave the target with a burn. |
Sacred Sword |
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15 | 90 | 100 | The user attacks by slicing with a long horn. The target's stat changes don't affect this attack's damage. |
Sand Tomb |
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15 | 35 | 85 | The user traps the target inside a harshly raging sandstorm for four to five turns. |
Sappy Seed |
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10 | 100 | 90 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. |
Savage Spin-Out |
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1 | -- | 101 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. |
Scale Shot |
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20 | 25 | 90 | The user attacks by shooting scales two to five times in a row. This move boosts the user's Speed stat but lowers its Defense stat. |
Scratch |
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35 | 40 | 100 | Hard, pointed, sharp claws rake the target to inflict damage. |
Searing Sunraze Smash |
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1 | 200 | 101 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. |
Secret Power |
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20 | 70 | 100 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. |
Seed Bomb |
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15 | 80 | 100 | The user slams a barrage of hard-shelled seeds down on the target from above. |
Seismic Toss |
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20 | -- | 100 | The target is thrown using the power of gravity. It inflicts damage equal to the user's level. |
Self-Destruct |
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5 | 200 | 100 | The user attacks everything around it by causing an explosion. The user faints upon using this move. |
Shadow Bone |
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10 | 85 | 100 | The user attacks by beating the target with a bone that contains a spirit. This may also lower the target's Defense stat. |
Shadow Claw |
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15 | 70 | 100 | The user slashes with a sharp claw made from shadows. Critical hits land more easily. |
Shadow Force |
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5 | 120 | 100 | The user disappears, then strikes the target on the next turn. This move hits even if the target protects itself. |
Shadow Punch |
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20 | 60 | 101 | The user throws a punch from the shadows. This attack never misses. |
Shadow Sneak |
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30 | 40 | 100 | The user extends its shadow and attacks the target from behind. This move always goes first. |
Shattered Psyche |
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1 | -- | 101 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. |
Sinister Arrow Raid |
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1 | 180 | 101 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. |
Sizzly Slide |
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20 | 60 | 100 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. |
Skitter Smack |
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10 | 70 | 90 | The user skitters behind the target to attack. This also lowers the target's Sp. Atk stat. |
Skull Bash |
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10 | 130 | 100 | The user tucks in its head to raise its Defense stat on the first turn, then rams the target on the next turn. |
Sky Attack |
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5 | 140 | 90 | A second-turn attack move where critical hits land more easily. This may also make the target flinch. |
Sky Drop |
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10 | 60 | 100 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. |
Sky Uppercut |
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15 | 85 | 90 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. |
Slam |
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20 | 80 | 75 | The target is slammed with a long tail, vines, or the like to inflict damage. |
Slash |
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20 | 70 | 100 | The target is attacked with a slash of claws or blades. Critical hits land more easily. |
Smack Down |
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15 | 50 | 100 | The user throws a stone or similar projectile to attack the target. A flying Pokémon will fall to the ground when it's hit. |
Smart Strike |
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10 | 70 | 101 | The user stabs the target with a sharp horn. This attack never misses. |
Smelling Salts |
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10 | 70 | 100 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. |
Snap Trap |
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15 | 35 | 100 | The user snares the target in a snap trap for four to five turns. |
Solar Blade |
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10 | 125 | 100 | In this two-turn attack, the user gathers light and fills a blade with the light's energy, attacking the target on the next turn. |
Soul-Stealing 7-Star Strike |
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1 | 195 | 101 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. |
Spark |
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20 | 65 | 100 | The user throws an electrically charged tackle at the target. This may also leave the target with paralysis. |
Spectral Thief |
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10 | 90 | 100 | The user hides in the target's shadow, steals the target's stat boosts, and then attacks. |
Spike Cannon |
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15 | 20 | 100 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. |
Spirit Break |
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15 | 75 | 100 | The user attacks the target with so much force that it could break the target's spirit. This also lowers the target's Sp. Atk stat. |
Spirit Shackle |
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10 | 80 | 100 | The user attacks while simultaneously stitching the target's shadow to the ground to prevent the target from escaping. |
Splintered Stormshards |
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1 | 190 | 101 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. |
Steamroller |
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20 | 65 | 100 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. |
Steel Roller |
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5 | 130 | 100 | The user attacks while destroying the terrain. This move fails when the ground hasn't turned into a terrain. |
Steel Wing |
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25 | 70 | 90 | The target is hit with wings of steel. This may also raise the user's Defense stat. |
Stomp |
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20 | 65 | 100 | The target is stomped with a big foot. This may also make the target flinch. |
Stomping Tantrum |
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10 | 75 | 100 | Driven by frustration, the user attacks the target. If the user's previous move has failed, the power of this move doubles. |
Stone Axe |
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15 | 65 | 90 | The user swings its stone axes at the target, aiming to land a critical hit. Stone splinters left behind by this attack continue to damage the target for several turns. |
Stone Edge |
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5 | 100 | 80 | The user stabs the target from below with sharpened stones. Critical hits land more easily. |
Storm Throw |
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10 | 60 | 100 | The user strikes the target with a fierce blow. This attack always results in a critical hit. |
Strength |
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15 | 80 | 100 | The target is slugged with a punch thrown at maximum power. |
Struggle |
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1 | 50 | 101 | This attack is used in desperation only if the user has no PP. It also damages the user a little. |
Submission |
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20 | 80 | 80 | The user grabs the target and recklessly dives for the ground. This also damages the user a little. |
Subzero Slammer |
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1 | -- | 101 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. |
Sucker Punch |
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5 | 70 | 100 | This move enables the user to attack first. This move fails if the target is not readying an attack. |
Sunsteel Strike |
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5 | 100 | 100 | The user slams into the target with the force of a meteor. This move can be used on the target regardless of its Abilities. |
Super Fang |
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10 | -- | 90 | The user chomps hard on the target with its sharp front fangs. This cuts the target's HP in half. |
Superpower |
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5 | 120 | 100 | The user attacks the target with great power. However, this also lowers the user's Attack and Defense stats. |
Supersonic Skystrike |
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1 | -- | 101 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. |
Surging Strikes |
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5 | 25 | 100 | The user, having mastered the Water style, strikes the target with a flowing motion three times in a row. This attack always results in a critical hit. |
Tackle |
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35 | 40 | 100 | A physical attack in which the user charges and slams into the target with its whole body. |
Tail Slap |
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10 | 25 | 85 | The user attacks by striking the target with its hard tail. It hits the target two to five times in a row. |
Take Down |
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20 | 90 | 85 | A reckless, full-body charge attack for slamming into the target. This also damages the user a little. |
Tectonic Rage |
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1 | -- | 101 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. |
Thief |
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25 | 60 | 100 | The user attacks and steals the target's held item simultaneously. The user can't steal anything if it already holds an item. |
Thousand Arrows |
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10 | 90 | 100 | This move also hits opposing Pokémon that are in the air. Those Pokémon are knocked down to the ground. |
Thousand Waves |
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10 | 90 | 100 | The user attacks with a wave that crawls along the ground. Those it hits can't flee from battle. |
Thrash |
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10 | 120 | 100 | The user rampages and attacks for two to three turns. The user then becomes confused. |
Throat Chop |
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15 | 80 | 100 | The user attacks the target's throat, and the resultant suffering prevents the target from using moves that emit sound for two turns. |
Thunder Fang |
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15 | 65 | 95 | The user bites with electrified fangs. This may also make the target flinch or leave it with paralysis. |
Thunder Punch |
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15 | 75 | 100 | The target is punched with an electrified fist. This may also leave the target with paralysis. |
Thunderous Kick |
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10 | 90 | 100 | The user overwhelms the target with lightning-like movement before delivering a kick. This also lowers the target's Defense stat. |
Triple Arrows |
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15 | 50 | 100 | The user delivers an axe kick, then fires three arrows. This raises the chance of its future attacks landing critical hits and also lowers the target’s defensive stats. |
Triple Axel |
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10 | 20 | 90 | A consecutive three-kick attack that becomes more powerful with each successful hit. |
Triple Kick |
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10 | 10 | 90 | A consecutive three-kick attack that becomes more powerful with each successful hit. |
Trop Kick |
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15 | 70 | 100 | The user lands an intense kick of tropical origins on the target. This also lowers the target's Attack stat. |
Twineedle |
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20 | 25 | 100 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. |
Twinkle Tackle |
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1 | -- | 101 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. |
U-turn |
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20 | 70 | 100 | After making its attack, the user rushes back to switch places with a party Pokémon in waiting. |
V-create |
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5 | 180 | 95 | With a hot flame on its forehead, the user hurls itself at its target. This lowers the user's Defense, Sp. Def, and Speed stats. |
Veevee Volley |
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20 | -- | 101 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. |
Vine Whip |
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25 | 45 | 100 | The target is struck with slender, whiplike vines to inflict damage. |
Vise Grip |
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30 | 55 | 100 | The target is gripped and squeezed from both sides to inflict damage. |
Vital Throw |
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10 | 70 | 101 | The user attacks last. In return, this throw move never misses. |
Volt Tackle |
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15 | 120 | 100 | The user electrifies itself and charges the target. This also damages the user quite a lot. This attack may leave the target with paralysis. |
Wake-Up Slap |
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10 | 70 | 100 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. |
Waterfall |
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15 | 80 | 100 | The user charges at the target and may make it flinch. |
Wave Crash |
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10 | 75 | 100 | The user shrouds itself in water and slams into the target with its whole body to inflict damage. This also damages the user and raises the user’s action speed. |
Wicked Blow |
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5 | 80 | 100 | The user, having mastered the Dark style, strikes the target with a fierce blow. This attack always results in a critical hit. |
Wild Charge |
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15 | 90 | 100 | The user shrouds itself in electricity and smashes into its target. This also damages the user a little. |
Wing Attack |
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35 | 60 | 100 | The target is struck with large, imposing wings spread wide to inflict damage. |
Wood Hammer |
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15 | 120 | 100 | The user slams its rugged body into the target to attack. This also damages the user quite a lot. |
Wrap |
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20 | 15 | 90 | A long body, vines, or the like are used to wrap and squeeze the target for four to five turns. |
X-Scissor |
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15 | 80 | 100 | The user slashes at the target by crossing its scythes or claws as if they were a pair of scissors. |
Zen Headbutt |
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15 | 80 | 90 | The user focuses its willpower to its head and attacks the target. This may also make the target flinch. |
Zing Zap |
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10 | 80 | 100 | A strong electric blast crashes down on the target, giving it an electric shock. This may also make the target flinch. |
Zippy Zap |
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10 | 80 | 100 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. |