Available Moves

In Pokémon Champions, rather than learn moves through levelling up or other means such as breeding or TMs, you instead get to select the moves from a list of potential moves that each Pokémon has. This is all done in one long list and there is no need to go through various other means

Due to the nature of the game, the move pool has been finetuned with only a select hand picked amount of moves being available.

!Available Moves

List of Available Moves

Name Type Cat PP Base Power Accuracy Effect
Acid Armor -- 101 Boosts the user's Defense stat by 2 stages.
Acid Spray 40 100 Lowers the target's Sp. Def stat by 2 stages.
Acrobatics 55 100 This move's power is doubled if the user isn't holding an item.
Acupressure -- 101 Boosts the Attack Defense Sp. Atk Sp. Def Speed accuracy or evasiveness of the user or an ally by 2 stages.
Aerial Ace 60 101 This move never misses.
After You -- 101 Makes the target move immediately after the user.
Agility -- 101 Boosts the user's Speed stat by 2 stages.
Air Cutter 60 95 This move has a 1-stage Critical-Hit Ratio Boost.
Air Slash 75 95 Has a 30% chance of making the target flinch.
Alluring Voice 80 100 Confuses the target if its stats were boosted during the turn this move is used.
Ally Switch -- 101 The user switches spots with one of its allies. With each consecutive use this move's chance of success becomes 1/3 of what it was before.
Amnesia -- 101 Boosts the user's Sp. Def stat by 2 stages.
Ancient Power 60 100 Has a 10% chance of boosting the user's Attack Defense Sp. Atk Sp. Def and Speed stats by 1 stage.
Apple Acid 80 100 Lowers the target's Sp. Def stat by 1 stage.
Aqua Cutter 70 100 This move has a 1-stage Critical-Hit Ratio Boost.
Aqua Ring -- 101 The user gains the Aqua Ring status.
Aqua Step 80 100 Boosts the user's Speed stat by 1 stage.
Armor Cannon 120 100 Lowers the user's Defense and Sp. Def stats by 1 stage.
Aromatic Mist -- 101 Boosts an ally's Sp. Def stat by 1 stage.
Assurance 60 100 This move's power is doubled if the target has already taken damage during the turn this move is used.
Attract -- 100 Gives the target the Infatuated status. This move will fail against a target that is the same gender as the user or whose gender is unknown.
Aura Sphere 80 101 This move never misses.
Aura Wheel 110 100 Boosts the user's Speed stat by 1 stage. This move's type depends on Morpeko's form.
Aurora Veil -- 101 Gives the user's side the Aurora Veil status for 5 turns. This move can be used only in snow.
Avalanche 60 100 This move's power is doubled if the target has already dealt damage to the user with a move in the same turn.
Axe Kick 120 90 Has a 30% chance of confusing the target. If this move misses or fails the user takes damage equal to 1/2 of its max HP.
Baby-Doll Eyes -- 100 Lowers the target's Attack stat by 1 stage.
Baneful Bunker -- 101 The user protects itself from incoming moves for the turn. Any attackers that use contact moves against the user during this turn become poisoned. With each consecutive use this move's chance of success becomes 1/3 of what it was before.
Baton Pass -- 101 The user switches out of battle to be replaced by another party Pokémon. If the user had any stat changes a substitute or other such effects they will be passed on to the Pokémon switching in.
Beak Blast 100 100 If the user is hit by a contact move before it uses this move the attacker will be burned.
Beat Up -- 100 The target is attacked as many times as the number of Pokémon in the user's party. Pokémon that have fainted or have a status condition are not counted. This move's power is calculated based on the Attack stats of the party Pokémon.
Belch 120 90 This move fails unless the user has eaten a Berry during the battle.
Belly Drum -- 101 The user loses 1/2 of its max HP to boost its Attack stat to its sixth stage. This move fails if the user doesn't have enough remaining HP.
Bind 15 85 Gives the target the Bound status.
Bite 60 100 Has a 30% chance of making the target flinch.
Bitter Blade 90 100 The user's HP is restored by 1/2 of the damage dealt by this move.
Bitter Malice 75 100 Lowers the target's Attack stat by 1 stage.
Blast Burn 150 90 The user gains the Recharging status on the turn after this move is used.
Blaze Kick 85 90 Has a 10% chance of burning the target. This move has a 1-stage Critical-Hit Ratio Boost.
Blizzard 110 70 Has a 10% chance of freezing targets. This move never misses in snow.
Block -- 101 Gives the target the Can't Escape status.
Body Press 80 100 The damage dealt by this move is calculated using the user's Defense stat instead of its Attack stat.
Body Slam 85 100 Has a 30% chance of paralyzing the target. If the target has the Minimized status this move's power is doubled and it will be sure to hit.
Bone Rush 25 90 The user attacks 2 to 5 times in a row.
Bounce 85 85 The user gains the Sky-High status on the turn this move is used then attacks on the following turn. This move has a 30% chance of paralyzing the target.
Brave Bird 120 100 The user takes 1/3 of the damage dealt by this move.
Breaking Swipe 60 100 Lowers targets' Attack stats by 1 stage.
Brick Break 75 100 Removes the Light Screen Reflect and Aurora Veil statuses on the target's side.
Bug Bite 60 100 If the target is holding a Berry the user eats that Berry and gains its effect.
Bug Buzz 90 100 Has a 10% chance of lowering the target's Sp. Def stat by 1 stage.
Bulk Up -- 101 Boosts the user's Attack and Defense stats by 1 stage.
Bulldoze 60 100 Lowers targets' Speed stats by 1 stage. When Grassy Terrain is active this move's power is halved.
Bullet Seed 25 100 The user attacks 2 to 5 times in a row.
Burn Up 130 100 The user loses the Fire type. Cures the user of being frozen. This move fails unless it is used by a Fire type.
Burning Jealousy 70 100 Burns targets if their stats were boosted during the turn this move is used.
Calm Mind -- 101 Boosts the user's Sp. Atk and Sp. Def stats by 1 stage.
Ceaseless Edge 65 90 Gives the opponent's side the Spikes status.
Charge -- 101 Boosts the user's Sp. Def stat by 1 stage. The user gains the Electric Boost status.
Charge Beam 50 90 Has a 70% chance of boosting the user's Sp. Atk stat by 1 stage.
Charm -- 100 Lowers the target's Attack stat by 2 stages.
Chilling Water 50 100 Lowers the target's Attack stat by 1 stage.
Chilly Reception -- 101 Summons snow for 5 turns. The user switches out of battle to be replaced by another party Pokémon.
Circle Throw 60 90 If there are other Pokémon in the target's party that can switch into battle the target is forced to switch out of battle and is replaced by one of those Pokémon at random.
Clanging Scales 110 100 Lowers the user's Defense stat by 1 stage.
Clangorous Soul -- 101 The user loses 1/3 of its max HP to boost its Attack Defense Sp. Atk Sp. Def and Speed stats by 1 stage. This move fails if the user doesn't have enough remaining HP.
Clear Smog 50 101 Removes all stat changes from the target. This move never misses.
Close Combat 120 100 Lowers the user's Defense and Sp. Def stats by 1 stage.
Coaching -- 101 Boosts allies' Attack and Defense stats by 1 stage.
Coil -- 101 Boosts the user's Attack and Defense stats as well as its accuracy by 1 stage.
Comeuppance -- 100 The user retaliates to deal 150% of the damage it took from an opponent's move during the turn this move is used.
Confuse Ray -- 100 Confuses the target.
Copycat -- 101 The user mimics the move that was last used. This move fails if no other move has been used yet.
Corrosive Gas -- 100 Causes all other Pokémon on the field to lose their held items.
Cosmic Power -- 101 Boosts the user's Defense and Sp. Def stats by 1 stage.
Cotton Guard -- 101 Boosts the user's Defense stat by 3 stages.
Cotton Spore -- 100 Lowers targets' Speed stats by 2 stages.
Counter -- 100 The user retaliates to deal double the damage it took from an opponent's physical move during the turn this move is used.
Covet 60 100 If the user is not already holding an item it steals the target's held item.
Crabhammer 100 90 This move has a 1-stage Critical-Hit Ratio Boost.
Cross Chop 100 80 This move has a 1-stage Critical-Hit Ratio Boost.
Cross Poison 70 100 Has a 10% chance of poisoning the target. This move has a 1-stage Critical-Hit Ratio Boost.
Crunch 80 100 Has a 20% chance of lowering the target's Defense stat by 1 stage.
Crush Claw 75 95 Has a 50% chance of lowering the target's Defense stat by 1 stage.
Dark Pulse 80 100 Has a 20% chance of making the target flinch.
Darkest Lariat 85 100 This move ignores the target's stat changes when dealing damage.
Decorate -- 101 Boosts the target's Attack and Sp. Atk stats by 2 stages.
Defog -- 101 Lowers the target's evasiveness by 1 stage. Removes statuses such as Reflect Spikes and Safeguard as well as any terrain.
Destiny Bond -- 101 The user gains the Destiny Bound status. This move fails if used in succession.
Detect -- 101 The user protects itself from incoming moves for the turn. With each consecutive use this move's chance of success becomes 1/3 of what it was before.
Dig 80 100 The user gains the Underground status on the turn this move is used then attacks on the following turn.
Dire Claw 80 100 Has a 30% chance of leaving the target poisoned paralyzed or asleep.
Disable -- 100 Gives the target the Move Disabled status for 4 turns.
Discharge 80 100 Has a 30% chance of paralyzing targets.
Dive 80 100 The user gains the Submerged status on the turn this move is used then attacks on the following turn.
Double Hit 35 90 The user attacks twice in a row.
Double Shock 120 100 The user loses the Electric type. This move fails unless it is used by an Electric type.
Double Team -- 101 Boosts the user's evasiveness by 1 stage.
Double-Edge 120 100 The user takes 1/3 of the damage dealt by this move.
Draco Meteor 130 90 Lowers the user's Sp. Atk stat by 2 stages.
Dragon Cheer -- 101 Gives allies a Critical-Hit Ratio Boost. Dragon types receive a 2-stage boost. All other types receive a 1-stage boost.
Dragon Dance -- 101 Boosts the user's Attack and Speed stats by 1 stage.
Dragon Darts 50 100 The user attacks twice in a row. If there are 2 opposing Pokémon each of them is attacked once.
Dragon Rush 100 75 Has a 20% chance of making the target flinch. If the target has the Minimized status this move's power is doubled and it will be sure to hit.
Dragon Tail 60 90 If there are other Pokémon in the target's party that can switch into battle the target is forced to switch out of battle and is replaced by one of those Pokémon at random.
Drain Punch 75 100 The user's HP is restored by 1/2 of the damage dealt by this move.
Draining Kiss 50 100 The user's HP is restored by 3/4 of the damage dealt by this move.
Drill Run 80 95 This move has a 1-stage Critical-Hit Ratio Boost.
Dual Wingbeat 40 90 The user attacks twice in a row.
Dynamic Punch 100 50 Confuses the target.
Earth Power 90 100 Has a 10% chance of lowering the target's Sp. Def stat by 1 stage.
Earthquake 100 100 This move's power is doubled against targets that have the Underground status. When Grassy Terrain is active this move's power is halved.
Eerie Impulse -- 100 Lowers the target's Sp. Atk stat by 2 stages.
Eerie Spell 80 100 Removes 3 PP from the move last used by the target.
Electric Terrain -- 101 Turns the entire field into Electric Terrain for 5 turns.
Electrify -- 101 If this move hits the target before it uses a move its move becomes Electric type for that turn.
Electro Ball -- 100 The higher the user's Speed stat compared to the target's the greater this move's power (ranging between 40 and 150).
Electro Shot 130 100 The user gains the Charging status on the turn this move is used then attacks on the following turn. In rain the user does not gain the Charging status and can attack immediately. The user's Sp. Atk stat is boosted by 1 stage on the turn this move is used.
Electroweb 55 95 Lowers targets' Speed stats by 1 stage.
Encore -- 100 Gives the target the Encore status.
Endeavor -- 100 Deals damage to the target equal to its remaining HP minus the user's remaining HP. This move fails if the target's HP is the same as or lower than the user's.
Endure -- 101 During the turn this move is used if the user takes damage from a move that would knock it out it will endure the hit with 1 HP. With each consecutive use this move's chance of success becomes 1/3 of what it was before.
Energy Ball 90 100 Has a 10% chance of lowering the target's Sp. Def stat by 1 stage.
Entrainment -- 100 Changes the target's Ability to be the same as the user's.
Eruption 150 100 The less HP the user has left the lower this move's power (ranging between 1 and 150).
Expanding Force 80 100 If the user is under the effect of Psychic Terrain this move's power is boosted by 50% and its range extends to all opponents.
Explosion 250 100 The user faints upon using this move.
Extrasensory 80 100 Has a 10% chance of making the target flinch.
Facade 70 100 This move's power is doubled if the user is poisoned badly poisoned burned or paralyzed. Although this move is a physical move the damage it deals is not halved when the user is burned.
Fairy Lock -- 101 Gives all Pokémon on the field the Fairy Locked status.
Fake Out 40 100 Makes the target flinch. This move fails unless it is the first move used by the user after it enters a battle.
Fake Tears -- 100 Lowers the target's Sp. Def stat by 2 stages.
Feather Dance -- 100 Lowers the target's Attack stat by 2 stages.
Feint 30 100 This move can hit a target using a move such as Protect or Detect and removes the effects of those moves.
Fell Stinger 50 100 Boosts the user's Attack stat by 3 stages if this move knocks out the target.
Fickle Beam 80 100 This move has a 30% chance of its power being doubled.
Fiery Dance 80 100 Has a 50% chance of boosting the user's Sp. Atk stat by 1 stage.
Final Gambit -- 100 The user faints. This move deals damage to the target equal to the user's remaining HP at the time this move was used.
Fire Blast 110 85 Has a 10% chance of burning the target.
Fire Fang 65 95 Has a 10% chance of burning the target and a 10% chance of making the target flinch.
Fire Lash 80 100 Lowers the target's Defense stat by 1 stage.
Fire Punch 75 100 Has a 10% chance of burning the target.
Fire Spin 35 85 Gives the target the Bound status.
First Impression 90 100 This move fails unless it is the first move used by the user after it enters a battle.
Fissure -- 30 Knocks out the target. The accuracy of this move is fixed at 30%.
Flail -- 100 The less HP the user has left the greater this move's power (ranging between 20 and 200).
Flame Charge 50 100 Boosts the user's Speed stat by 1 stage.
Flamethrower 90 100 Has a 10% chance of burning the target.
Flare Blitz 120 100 Has a 10% chance of burning the target. Cures the user of being frozen. The user also takes 1/3 of the damage dealt by this move.
Flash Cannon 80 100 Has a 10% chance of lowering the target's Sp. Def stat by 1 stage.
Flatter -- 100 Boosts the target's Sp. Atk stat by 1 stage and confuses it.
Fling -- 100 This move's power and effects depend on the user's held item. The held item is lost after this move is used.
Flip Turn 60 100 After attacking the user switches out of battle to be replaced by another party Pokémon.
Flower Trick 70 101 This move never misses and is always a critical hit.
Fly 90 95 The user gains the Sky-High status on the turn this move is used then attacks on the following turn.
Flying Press 100 95 The damage dealt by this move is calculated by combining the effectiveness of the move's own type with that of the Flying type. If the target has the Minimized status this move's power is doubled and it will be sure to hit.
Focus Blast 120 70 Has a 10% chance of lowering the target's Sp. Def stat by 1 stage.
Focus Energy -- 101 The user gains a 2-stage Critical-Hit Ratio Boost.
Focus Punch 150 100 This move fails if the user has already taken damage from a move in the same turn.
Follow Me -- 101 The user redirects opponents' moves toward itself. This effect works only on single-target moves.
Forest's Curse -- 100 Gives the target the Forest Cursed status.
Foul Play 95 100 The damage dealt by this move is calculated using the target's Attack stat instead of the user's Attack stat.
Freeze-Dry 70 100 This move is also super effective against Water-type Pokémon.
Frenzy Plant 150 90 The user gains the Recharging status on the turn after this move is used.
Frost Breath 60 90 Always a critical hit.
Future Sight 120 100 Gives the target's spot the Future Attack status.
Gastro Acid -- 100 Gives the target the No Ability status.
Giga Drain 75 100 The user's HP is restored by 1/2 of the damage dealt by this move.
Giga Impact 150 90 The user gains the Recharging status on the turn after this move is used.
Gigaton Hammer 160 100 This move can't be used twice in a row.
Glare -- 100 Paralyzes the target.
Grass Knot -- 100 The heavier the target the greater this move's power (ranging between 20 and 120).
Grassy Glide 55 100 If the user is under the effect of Grassy Terrain this move's priority becomes +1.
Grassy Terrain -- 101 Turns the entire field into Grassy Terrain for 5 turns.
Grav Apple 80 100 Lowers the target's Defense stat by 1 stage. This move's power is boosted by 50% when the Gravity status is active.
Gravity -- 101 Gives the entire field the Gravity status for 5 turns.
Growth -- 101 Boosts the user's Attack and Sp. Atk stats by 1 stage. In harsh sunlight these stats will be boosted by 2 stages instead.
Guard Split -- 101 The user adds its Defense stat to the target's Defense stat then splits the total in half for them to share. It does the same with each of their Sp. Def stats.
Guard Swap -- 101 The user swaps the changes to its Defense and Sp. Def stats with the changes to the target's Defense and Sp. Def stats.
Guillotine -- 30 Knocks out the target. The accuracy of this move is fixed at 30%.
Gunk Shot 120 80 Has a 30% chance of poisoning the target.
Gyro Ball -- 100 The lower the user's Speed stat compared to the target's the greater this move's power (ranging between 1 and 150).
Hammer Arm 100 90 Lowers the user's Speed stat by 1 stage.
Hard Press -- 100 The more HP the target has left the greater this move's power (ranging between 1 and 100).
Haze -- 101 Eliminates every stat change on the entire field.
Head Smash 150 80 The user takes 1/2 of the damage dealt by this move.
Headlong Rush 120 100 Lowers the user's Defense and Sp. Def stats by 1 stage.
Heal Bell -- 101 The user cures the status conditions of all the Pokémon in its party including itself as well as its allies.
Heal Pulse -- 101 Restores 1/2 of the target's max HP.
Healing Wish -- 101 The user faints. The Pokémon taking its place will have its HP fully restored and its status conditions cured.
Heat Crash -- 100 The more the user outweighs the target the greater this move's power (ranging between 40 and 120). If the target has the Minimized status this move's power is doubled and it will be sure to hit.
Heat Wave 95 90 Has a 10% chance of burning targets.
Heavy Slam -- 100 The more the user outweighs the target the greater this move's power (ranging between 40 and 120). If the target has the Minimized status this move's power is doubled and it will be sure to hit.
Helping Hand -- 101 Boosts the power of an ally's move by 50% during the turn this move is used.
Hex 65 100 This move's power is doubled if the target has a status condition.
High Jump Kick 130 90 If this move misses or fails the user takes damage equal to 1/2 of its max HP.
Horn Drill -- 30 Knocks out the target. The accuracy of this move is fixed at 30%.
Horn Leech 75 100 The user's HP is restored by 1/2 of the damage dealt by this move.
Howl -- 101 Boosts the Attack stats of the user and its allies by 1 stage.
Hurricane 110 70 Has a 30% chance of confusing the target. This move never misses in rain and can hit a target that has the Sky-High status.
Hydro Cannon 150 90 The user gains the Recharging status on the turn after this move is used.
Hyper Beam 150 90 The user gains the Recharging status on the turn after this move is used.
Hypnosis -- 60 Puts the target to sleep.
Ice Beam 90 100 Has a 10% chance of freezing the target.
Ice Fang 65 95 Has a 10% chance of freezing the target and a 10% chance of making the target flinch.
Ice Hammer 100 90 Lowers the user's Speed stat by 1 stage.
Ice Punch 75 100 Has a 10% chance of freezing the target.
Ice Spinner 80 100 Removes any terrain.
Icicle Crash 85 90 Has a 30% chance of making the target flinch.
Icicle Spear 25 100 The user attacks 2 to 5 times in a row.
Icy Wind 55 95 Lowers targets' Speed stats by 1 stage.
Imprison -- 101 The user gains the Sealing Off status.
Infernal Parade 60 100 Has a 30% chance of burning the target. This move's power is doubled if the target has a status condition.
Inferno 100 50 Burns the target.
Infestation 20 100 Gives the target the Bound status.
Ingrain -- 101 The user gains the Ingrained status.
Instruct -- 101 The user makes the target reuse the last move it used.
Iron Defense -- 101 Boosts the user's Defense stat by 2 stages.
Iron Head 80 100 Has a 20% chance of making the target flinch.
Iron Tail 100 75 Has a 30% chance of lowering the target's Defense stat by 1 stage.
King's Shield -- 101 The user protects itself from incoming attacks for the turn and changes into its Shield Forme. Any attackers that use contact moves against the user during this turn will have their Attack stats lowered by 1 stage. With each consecutive use this move's chance of success becomes 1/3 of what it was before.
Knock Off 65 100 This move's power is boosted by 50% if the target is holding an item. Causes the target to lose its held item.
Kowtow Cleave 85 101 This move never misses.
Lash Out 75 100 This move's power is doubled if the user's stats were lowered during the turn this move is used.
Last Resort 140 100 This move fails unless the user has already used all the other moves it knows.
Last Respects 50 100 This move's power is increased by 50 for each time that a Pokémon in the user's party has fainted.
Lava Plume 80 100 Has a 30% chance of burning targets.
Leaf Blade 90 100 This move has a 1-stage Critical-Hit Ratio Boost.
Leaf Storm 130 90 Lowers the user's Sp. Atk stat by 2 stages.
Leech Life 80 100 The user's HP is restored by 1/2 of the damage dealt by this move.
Leech Seed -- 90 Gives the target the Leech Seeded status.
Life Dew -- 101 Restores 1/4 of the max HP of the user and its allies.
Light Screen -- 101 Gives the user's side the Light Screen status for 5 turns.
Light of Ruin 140 90 The user takes 1/2 of the damage dealt by this move.
Liquidation 85 100 Has a 20% chance of lowering the target's Defense stat by 1 stage.
Lock-On -- 101 The user gains the Locked On status.
Low Kick -- 100 The heavier the target the greater this move's power (ranging between 20 and 120).
Low Sweep 65 100 Lowers the target's Speed stat by 1 stage.
Lumina Crash 80 100 Lowers the target's Sp. Def stat by 2 stages.
Lunge 80 100 Lowers the target's Attack stat by 1 stage.
Magic Powder -- 100 Changes the target's type to Psychic.
Magic Room -- 101 Gives the entire field the Magic Room status for 5 turns.
Magnet Rise -- 101 The user gains the Magnet Rise status.
Magnetic Flux -- 101 If the user or its allies have the Plus Ability or the Minus Ability their Defense and Sp. Def stats are boosted by 1 stage.
Matcha Gotcha 80 90 Has a 20% chance of burning targets. The user's HP is restored by 1/2 of the damage dealt by this move.
Mean Look -- 101 Gives the target the Can't Escape status.
Memento -- 100 Lowers the target's Attack and Sp. Atk stats by 2 stages. The user faints upon using this move.
Metal Burst -- 100 The user retaliates to deal 150% of the damage it took from an opponent's move during the turn this move is used.
Metal Sound -- 85 Lowers the target's Sp. Def stat by 2 stages.
Meteor Beam 120 90 The user gains the Charging status on the turn this move is used then attacks on the following turn. The user's Sp. Atk stat is boosted by 1 stage on the turn this move is used.
Meteor Mash 90 90 Has a 20% chance of boosting the user's Attack stat by 1 stage.
Milk Drink -- 101 Restores 1/2 of the user's max HP.
Minimize -- 101 Boosts the user's evasiveness by 2 stages. The user gains the Minimized status.
Mirror Coat -- 100 The user retaliates to deal double the damage it took from an opponent's special move during the turn this move is used.
Misty Explosion 100 100 If the user is under the effect of Misty Terrain this move's power is boosted by 50%. The user faints upon using this move.
Misty Terrain -- 101 Turns the entire field into Misty Terrain for 5 turns.
Moonblast 95 100 Has a 10% chance of lowering the target's Sp. Atk stat by 1 stage.
Moonlight -- 101 Restores 1/2 of the user's max HP. In harsh sunlight 2/3 of its max HP will be restored instead. In all other weather conditions 1/4 of its max HP will be restored instead.
Morning Sun -- 101 Restores 1/2 of the user's max HP. In harsh sunlight 2/3 of its max HP will be restored instead. In all other weather conditions 1/4 of its max HP will be restored instead.
Mortal Spin 30 100 Removes the Bound and Leech Seeded statuses from the user and removes the Sticky Web Stealth Rock Spikes and Toxic Spikes statuses from the user's side. Poisons targets.
Mountain Gale 100 85 Has a 30% chance of making the target flinch.
Mud Shot 55 95 Lowers the target's Speed stat by 1 stage.
Mud-Slap 20 100 Lowers the target's accuracy by 1 stage.
Muddy Water 90 85 Has a 30% chance of lowering targets' accuracy by 1 stage.
Mystical Fire 75 100 Lowers the target's Sp. Atk stat by 1 stage.
Nasty Plot -- 101 Boosts the user's Sp. Atk stat by 2 stages.
Night Daze 85 95 Has a 40% chance of lowering the target's accuracy by 1 stage.
Night Shade -- 100 Deals 50 HP of damage.
Night Slash 70 100 This move has a 1-stage Critical-Hit Ratio Boost.
Noble Roar -- 100 Lowers the target's Attack and Sp. Atk stats by 1 stage.
Nuzzle 20 100 Paralyzes the target.
Outrage 120 100 The user gains the Rampaging status.
Overheat 130 90 Lowers the user's Sp. Atk stat by 2 stages.
Pain Split -- 101 The user adds its remaining HP to the target's remaining HP then splits the total in half for them to share.
Parabolic Charge 65 100 The user's HP is restored by 1/2 of the damage dealt by this move.
Parting Shot -- 100 Lowers the target's Attack and Sp. Atk stats by 1 stage. The user then switches out of battle to be replaced by another party Pokémon.
Payback 50 100 This move's power is doubled if the user attacks after the target.
Perish Song -- 101 Gives all Pokémon on the field the Perishing status.
Petal Dance 120 100 The user gains the Rampaging status.
Phantom Force 90 100 The user gains the Concealed status on the turn this move is used then attacks on the following turn. This move can hit a target using a move such as Protect or Detect and removes the effects of those moves.
Pin Missile 25 95 The user attacks 2 to 5 times in a row.
Play Rough 90 90 Has a 10% chance of lowering the target's Attack stat by 1 stage.
Pluck 60 100 If the target is holding a Berry the user eats that Berry and gains its effect.
Poison Fang 50 100 Has a 50% chance of badly poisoning the target.
Poison Jab 80 100 Has a 30% chance of poisoning the target.
Poison Powder -- 75 Poisons the target.
Pollen Puff 90 100 When used on an ally this move restores 1/2 of its max HP instead of dealing damage.
Poltergeist 110 90 This move fails if the target isn't holding an item.
Population Bomb 20 90 The user attacks 1 to 10 times in a row. The attack ends if the user misses.
Pounce 50 100 Lowers the target's Speed stat by 1 stage.
Power Shift -- 101 The user gains the Atk/Def Swapped status.
Power Split -- 101 The user adds its Attack stat to the target's Attack stat then splits the total in half for them to share. It does the same with each of their Sp. Atk stats.
Power Swap -- 101 The user swaps the changes to its Attack and Sp. Atk stats with the changes to the target's Attack and Sp. Atk stats.
Power Trick -- 101 The user gains the Atk/Def Swapped status.
Power Trip 20 100 This move's power is increased by 20 for each stage that the user's stats have been boosted.
Protect -- 101 The user protects itself from incoming moves for the turn. With each consecutive use this move's chance of success becomes 1/3 of what it was before.
Psych Up -- 101 The user copies the target's stat changes.
Psychic 90 100 Has a 10% chance of lowering the target's Sp. Def stat by 1 stage.
Psychic Fangs 85 100 Removes the Light Screen Reflect and Aurora Veil statuses on the target's side.
Psychic Noise 75 100 Gives the target the Healing Prevented status for 2 turns.
Psychic Terrain -- 101 Turns the entire field into Psychic Terrain for 5 turns.
Psycho Cut 70 100 This move has a 1-stage Critical-Hit Ratio Boost.
Psyshield Bash 70 90 Boosts the user's Defense stat by 1 stage.
Psyshock 80 100 This is a special move but the damage it deals is calculated using the target's Defense stat.
Quash -- 100 Causes the target to move last in the turn.
Quick Guard -- 101 The user protects itself and its allies from priority moves for the turn.
Quiver Dance -- 101 Boosts the user's Sp. Atk Sp. Def and Speed stats by 1 stage.
Rage Powder -- 101 The user redirects opponents' moves toward itself. This effect works only on single-target moves.
Raging Bull 90 100 Removes the Light Screen Reflect and Aurora Veil statuses on the target's side. This move's type depends on the user's form.
Raging Fury 120 100 The user gains the Rampaging status.
Rain Dance -- 101 Summons rain for 5 turns.
Rapid Spin 50 100 Removes the Bound and Leech Seeded statuses from the user and removes the Sticky Web Stealth Rock Spikes and Toxic Spikes statuses from the user's side. Boosts the user's Speed stat by 1 stage.
Razor Shell 75 95 Has a 50% chance of lowering the target's Defense stat by 1 stage.
Recover -- 101 Restores 1/2 of the user's max HP.
Recycle -- 101 Regenerates the last held item that the user consumed. The user then holds this item once more.
Reflect -- 101 Gives the user's side the Reflect status for 5 turns.
Reflect Type -- 101 The user becomes the same type or types as the target.
Rest -- 101 Fully restores the user's HP and cures any status conditions. The user falls asleep for 2 turns. This move fails if the user's HP is full.
Reversal -- 100 The less HP the user has left the greater this move's power (ranging between 20 and 200).
Revival Blessing -- 101 Revives a Pokémon in the user's party that has fainted and restores 1/2 of that Pokémon's max HP.
Rising Voltage 70 100 This move's power is doubled if the target is under the effect of Electric Terrain.
Roar -- 101 If there are other Pokémon in the target's party that can switch into battle the target is forced to switch out of battle and is replaced by one of those Pokémon at random.
Rock Blast 25 90 The user attacks 2 to 5 times in a row.
Rock Polish -- 101 Boosts the user's Speed stat by 2 stages.
Rock Slide 75 90 Has a 30% chance of making targets flinch.
Rock Tomb 60 95 Lowers the target's Speed stat by 1 stage.
Rock Wrecker 150 90 The user gains the Recharging status on the turn after this move is used.
Role Play -- 101 Changes the user's Ability to be the same as the target's.
Roost -- 101 Restores 1/2 of the user's max HP. If the user is a Flying type it will lose the Flying type for the turn.
Round 60 100 If multiple Pokémon use this move in the same turn the second user onward will act immediately after the first and the power of the second Round onward will be doubled.
Sacred Sword 90 100 This move ignores the target's stat changes when dealing damage.
Safeguard -- 101 Gives the user's side the Safeguard status for 5 turns.
Salt Cure 40 100 Gives the target the Salt Cured status.
Sand Tomb 35 85 Gives the target the Bound status.
Sandstorm -- 101 Summons a sandstorm for 5 turns.
Scald 80 100 Has a 30% chance of burning the target. Cures the user and target of being frozen.
Scale Shot 25 90 The user attacks 2 to 5 times in a row. This move lowers the user's Defense stat by 1 stage and boosts its Speed stat by 1 stage.
Scary Face -- 100 Lowers the target's Speed stat by 2 stages.
Scorching Sands 70 100 Has a 30% chance of burning the target. Cures the user and target of being frozen.
Screech -- 85 Lowers the target's Defense stat by 2 stages.
Seismic Toss -- 100 Deals 50 HP of damage.
Self-Destruct 200 100 The user faints upon using this move.
Shadow Ball 80 100 Has a 20% chance of lowering the target's Sp. Def stat by 1 stage.
Shadow Claw 70 100 This move has a 1-stage Critical-Hit Ratio Boost.
Shadow Punch 60 101 This move never misses.
Shed Tail -- 101 The user loses 1/2 of its max HP to create a substitute then switches out of battle to be replaced by another party Pokémon. The substitute will be hit by moves instead of that Pokémon and it will vanish when it takes damage equal to 1/4 of the user's max HP.
Sheer Cold -- 30 Knocks out the target. This move does not affect Ice types. The accuracy of this move is fixed at 30%. If used by Pokémon other than Ice types the accuracy of this move is 20%.
Shell Side Arm 90 100 Has a 20% chance of poisoning the target. Becomes a physical move if that will deal more damage.
Shell Smash -- 101 Lowers the user's Defense and Sp. Def stats by 1 stage and boosts its Attack Sp. Atk and Speed stats by 2 stages.
Shelter -- 101 Boosts the user's Defense stat by 2 stages.
Simple Beam -- 100 Changes the target's Ability to Simple.
Sing -- 55 Puts the target to sleep.
Skill Swap -- 101 The user and the target swap their Abilities.
Skitter Smack 70 90 Lowers the target's Sp. Atk stat by 1 stage.
Sky Attack 140 90 The user gains the Charging status on the turn this move is used then attacks on the following turn. This move has a 30% chance of making the target flinch and it has a 1-stage Critical-Hit Ratio Boost.
Slack Off -- 101 Restores 1/2 of the user's max HP.
Sleep Powder -- 75 Puts the target to sleep.
Sleep Talk -- 101 Can be used only if the user is asleep. The user uses one of the other moves it knows at random.
Sludge Bomb 90 100 Has a 30% chance of poisoning the target.
Sludge Wave 95 100 Has a 10% chance of poisoning targets.
Smack Down 50 100 If the target is off the ground it gains the Landed status. This move can hit a target that has the Sky-High status.
Smart Strike 70 101 This move never misses.
Snap Trap 35 100 Gives the target the Bound status.
Snarl 55 95 Lowers targets' Sp. Atk stats by 1 stage.
Snore 50 100 Can be used only if the user is asleep. Has a 30% chance of making the target flinch.
Snowscape -- 101 Summons snow for 5 turns.
Soak -- 100 Changes the target's type to Water.
Soft-Boiled -- 101 Restores 1/2 of the user's max HP.
Solar Beam 120 100 The user gains the Charging status on the turn this move is used then attacks on the following turn. In harsh sunlight the user does not gain the Charging status and can attack immediately. This move's power is halved in any other weather condition.
Solar Blade 125 100 The user gains the Charging status on the turn this move is used then attacks on the following turn. In harsh sunlight the user does not gain the Charging status and can attack immediately. This move's power is halved in any other weather condition.
Sparkling Aria 90 100 Cures targets of their burns.
Speed Swap -- 101 The user and the target swap their Speed stats.
Spicy Extract -- 101 Lowers the target's Defense stat by 2 stages and boosts its Attack stat by 2 stages.
Spikes -- 101 Gives the opponent's side the Spikes status.
Spiky Shield -- 101 The user protects itself from incoming moves for the turn. Any attackers that use contact moves against the user during this turn take damage equal to 1/8 of their max HP. With each consecutive use this move's chance of success becomes 1/3 of what it was before.
Spirit Shackle 80 100 Gives the target the Can't Escape status.
Spit Up -- 100 The higher the user's Stockpiling level the greater this move's power (ranging between 100 and 300). This move fails unless the user has the Stockpiling status.
Spite -- 100 Removes 4 PP from the move last used by the target.
Spore -- 100 Puts the target to sleep.
Stealth Rock -- 101 Gives the opponent's side the Stealth Rock status.
Steel Beam 140 95 After attacking the user takes damage equal to 1/2 of its max HP.
Steel Roller 130 100 Removes any terrain. This move fails if there is no terrain on the field.
Steel Wing 70 90 Has a 10% chance of boosting the user's Defense stat by 1 stage.
Sticky Web -- 101 Gives the opponent's side the Sticky Web status.
Stockpile -- 101 Boosts the user's Defense and Sp. Def stats by 1 stage. Raises the user's Stockpiling level by 1. Can be used up to 3 times.
Stomping Tantrum 75 100 This move's power is doubled if the user couldn't act or its move missed or failed on the previous turn.
Stone Axe 65 90 Gives the opponent's side the Stealth Rock status.
Stone Edge 100 80 This move has a 1-stage Critical-Hit Ratio Boost.
Stored Power 20 100 This move's power is increased by 20 for each stage that the user's stats have been boosted.
Storm Throw 60 100 Always a critical hit.
Strength Sap -- 100 Restores the user's HP by an amount equal to the target's Attack stat. Lowers the target's Attack stat by 1 stage.
String Shot -- 95 Lowers targets' Speed stats by 2 stages.
Struggle Bug 50 100 Lowers targets' Sp. Atk stats by 1 stage.
Stuff Cheeks -- 101 The user eats its held Berry and boosts its Defense stat by 2 stages. This move can't be used if the user is not holding a Berry.
Stun Spore -- 75 Paralyzes the target.
Substitute -- 101 The user loses 1/4 of its max HP to create a substitute. The substitute will be hit by moves instead of the user and it will vanish when it takes damage equal to 1/4 of the user's max HP.
Sucker Punch 70 100 This move fails unless the target has chosen an attack and has not yet attacked during the turn this move is used.
Sunny Day -- 101 Summons harsh sunlight for 5 turns.
Super Fang -- 90 Deals damage to the target equal to 1/2 of its remaining HP. Deals 1 HP of damage to a target that has only 1 HP left.
Supercell Slam 100 95 If this move misses or fails the user takes damage equal to 1/2 of its max HP. If the target has the Minimized status this move's power is doubled and it will be sure to hit.
Superpower 120 100 Lowers the user's Attack and Defense stats by 1 stage.
Surf 90 100 This move's power is doubled against targets that have the Submerged status.
Swagger -- 85 Boosts the target's Attack stat by 2 stages and confuses it.
Swallow -- 101 The higher the user's Stockpiling level the more HP the user restores. Level 1
1/4 of the user's max HP is restored. Level 2
1/2 of the user's max HP is restored. Level 3
The user's HP is fully restored. This move fails unless the user has the Stockpiling status.
Sweet Kiss -- 75 Confuses the target.
Sweet Scent -- 100 Lowers targets' evasiveness by 2 stages.
Switcheroo -- 100 The user and the target swap their held items.
Swords Dance -- 101 Boosts the user's Attack stat by 2 stages.
Synthesis -- 101 Restores 1/2 of the user's max HP. In harsh sunlight 2/3 of its max HP will be restored instead. In all other weather conditions 1/4 of its max HP will be restored instead.
Syrup Bomb 60 85 Gives the target the Syrupy status for 3 turns.
Tail Slap 25 85 The user attacks 2 to 5 times in a row.
Tailwind -- 101 Gives the user's side the Tailwind status for 4 turns.
Taunt -- 100 Gives the target the Taunted status.
Tearful Look -- 101 Lowers the target's Attack and Sp. Atk stats by 1 stage. This move ignores the target's evasiveness and can hit a target using a move such as Protect.
Teatime -- 101 Causes all Pokémon on the field to eat their held Berries.
Teeter Dance -- 100 Confuses all other Pokémon on the field.
Temper Flare 75 100 This move's power is doubled if the user couldn't act or its move missed or failed on the previous turn.
Terrain Pulse 50 100 This move's power is doubled if the user is under the effect of a terrain. This move's type depends on the terrain.
Thief 60 100 If the user is not already holding an item it steals the target's held item.
Thrash 120 100 The user gains the Rampaging status.
Throat Chop 80 100 Gives the target the Throat Chopped status.
Thunder 110 70 Has a 30% chance of paralyzing the target. This move never misses in rain and can hit a target that has the Sky-High status.
Thunder Fang 65 95 Has a 10% chance of paralyzing the target and a 10% chance of making the target flinch.
Thunder Punch 75 100 Has a 10% chance of paralyzing the target.
Thunder Wave -- 90 Paralyzes the target.
Thunderbolt 90 100 Has a 10% chance of paralyzing the target.
Tickle -- 100 Lowers the target's Attack and Defense stats by 1 stage.
Tidy Up -- 101 Removes the Sticky Web Stealth Rock Substitute Spikes and Toxic Spikes statuses from the entire field. Boosts the user's Attack and Speed stats by 1 stage.
Torch Song 80 100 Boosts the user's Sp. Atk stat by 1 stage.
Torment -- 100 Gives the target the Unable to Repeat status.
Toxic -- 90 Badly poisons the target. If the user is a Poison type this move will never miss.
Toxic Spikes -- 101 Gives the opponent's side the Toxic Spikes status.
Toxic Thread -- 100 Lowers the target's Speed stat by 2 stages and poisons it.
Trailblaze 50 100 Boosts the user's Speed stat by 1 stage.
Transform -- 101 The user transforms into a copy of the target. It also copies all of the target's stats apart from its HP.
Tri Attack 80 100 Has a 20% chance of leaving the target burned frozen or paralyzed.
Trick -- 100 The user and the target swap their held items.
Trick Room -- 101 Gives the entire field the Trick Room status for 5 turns.
Trick-or-Treat -- 100 Gives the target the Trick-or-Treating status.
Triple Arrows 90 100 Has a 50% chance of lowering the target's Defense stat by 1 stage and has a 30% chance of making the target flinch. This move has a 1-stage Critical-Hit Ratio Boost.
Triple Axel 20 90 The user attacks 3 times in a row—first with a power of 20 then with a power of 40 then with a power of 60. The attack ends if the user misses.
Trop Kick 70 100 Lowers the target's Attack stat by 1 stage.
Twin Beam 40 100 The user attacks twice in a row.
U-turn 70 100 After attacking the user switches out of battle to be replaced by another party Pokémon.
Upper Hand 65 100 Makes the target flinch. This move fails if the target isn't about to use a priority move.
Uproar 90 100 The user gains the Uproar status.
Venoshock 65 100 This move's power is doubled if the target is poisoned or badly poisoned.
Volt Switch 70 100 After attacking the user switches out of battle to be replaced by another party Pokémon.
Volt Tackle 120 100 Has a 10% chance of paralyzing the target. The user also takes 1/3 of the damage dealt by this move.
Water Pulse 60 100 Has a 20% chance of confusing the target.
Water Shuriken 15 100 The user attacks 2 to 5 times in a row.
Water Spout 150 100 The less HP the user has left the lower this move's power (ranging between 1 and 150).
Waterfall 80 100 Has a 20% chance of making the target flinch.
Wave Crash 120 100 The user takes 1/3 of the damage dealt by this move.
Weather Ball 50 100 When a weather condition is present this move's power is doubled and its type changes. Harsh sunlight
Fire type. Rain
Water type. Snow
Ice type. Sandstorm
Rock type.
Whirlpool 35 85 Gives the target the Bound status. This move's power is doubled if the target has the Submerged status.
Whirlwind -- 101 If there are other Pokémon in the target's party that can switch into battle the target is forced to switch out of battle and is replaced by one of those Pokémon at random.
Wide Guard -- 101 During the turn this move is used the user protects its side from moves that target all allies.
Wild Charge 90 100 The user takes 1/4 of the damage dealt by this move.
Will-O-Wisp -- 85 Burns the target.
Wish -- 101 Gives the user's spot the Wish status.
Wonder Room -- 101 Gives the entire field the Wonder Room status for 5 turns.
Wood Hammer 120 100 The user takes 1/3 of the damage dealt by this move.
Worry Seed -- 100 Changes the target's Ability to Insomnia.
Wrap 15 90 Gives the target the Bound status.
Yawn -- 101 Makes the target drowsy. This move never misses.
Zap Cannon 120 50 Paralyzes the target.
Zen Headbutt 80 90 Has a 20% chance of making the target flinch.