Pokémon Reborn Database

Move List

Name Damage class Type Power Accuracy PP Description
Megahorn Physical BUG 120 85 10 Using a tough and impressive horn, the user rams into the target with no letup.
Attack Order Physical BUG 90 100 15 The user calls out their underlings to pummel the target. Critical hits land more easily.
Bug Buzz Special BUG 90 100 10 The user generates a damaging sound wave by vibration. This may also lower the target's Sp. Def stat.
X-Scissor Physical BUG 80 100 15 The user slashes by crossing their scythes or claws as if they were a pair of scissors.
Signal Beam Special BUG 75 100 15 The user attacks with a sinister beam of light. This may also confuse the target.
U-turn Physical BUG 70 100 20 After making their attack, the user rushes back to switch places with a party Pokémon in waiting.
Steamroller Physical BUG 65 100 20 The user crushes the target by rolling over it. This may also make the target flinch.
Bug Bite Physical BUG 60 100 20 The user bites the target. If the target is holding a Berry, the user eats it and gains its effect.
Silver Wind Special BUG 60 100 5 The user attacks with powdery scales blown by the wind. This may raise all the user's stats.
Struggle Bug Special BUG 50 100 20 While resisting, the user attacks the opposing Pokémon. This lowers the Sp. Atk stat of those hit.
Twineedle Physical BUG 25 100 20 The user attacks twice in succession by jabbing with two spikes. This may also poison the target.
Fury Cutter Physical BUG 40 95 20 The target is slashed with scythes or claws. This attack becomes more powerful if it hits in succession.
Leech Life Physical BUG 80 100 10 The user drains the target's blood. The user's HP is restored by half the damage taken by the target.
Pin Missile Physical BUG 25 95 20 Sharp spikes are shot at the target in rapid succession. They hit two to five times in a row.
Defend Order Status BUG --- --- 10 The user calls out their underlings to shield their body, raising their Defense and Sp. Def stats.
Heal Order Status BUG --- --- 10 The user calls out their underlings to heal them. The user regains up to half of their max HP.
Quiver Dance Status BUG --- --- 20 The user performs a beautiful, mystic dance. This boosts the user's Sp. Atk, Sp. Def, and Speed stats.
Rage Powder Status BUG --- --- 20 The user scatters a cloud of irritating powder to draw attention. Opponents aim only at the user.
Spider Web Status BUG --- --- 10 The user ensnares the target with thin, gooey silk so it can't flee from battle.
String Shot Status BUG --- 95 40 The opposing Pokémon are bound with silk blown from the user's mouth that harshly lowers the Speed stat.
Tail Glow Status BUG --- --- 20 The user stares at flashing lights to focus their mind, drastically raising their Sp. Atk stat.
Foul Play Physical DARK 95 100 15 Turns the target's power against it. The higher the target's Attack stat, the greater the power.
Night Daze Special DARK 85 95 10 The user lets loose a pitch-black shock wave at the target. This may lower the target's Accuracy.
Crunch Physical DARK 80 100 15 The user crunches up the target with sharp fangs. This may also lower the target's Defense stat.
Dark Pulse Special DARK 80 100 15 The user releases a horrible aura imbued with dark thoughts. This may also make the target flinch.
Sucker Punch Physical DARK 70 100 5 This move enables the user to attack first. It fails if the target is not readying a damaging move.
Night Slash Physical DARK 70 100 15 The user slashes the target the instant an opportunity arises. Critical hits land more easily.
Bite Physical DARK 60 100 25 The target is bitten with viciously sharp fangs. This may also make the target flinch.
Feint Attack Physical DARK 60 --- 20 The user approaches the target disarmingly, then throws a sucker punch. Never misses.
Snarl Special DARK 55 95 15 The user yells as if ranting about something, lowering the Sp. Atk stat of opposing Pokémon.
Assurance Physical DARK 60 100 10 If the target has already taken some damage in the same turn, this attack's power is doubled.
Payback Physical DARK 50 100 10 The user stores power to attack. If the user moves after the target, the move's power will be doubled.
Pursuit Physical DARK 40 100 20 The power of this attack is doubled if it is used on a target that is switching out of battle.
Thief Physical DARK 60 100 25 The user attacks and steals the target's item. The item cannot be stolen if the user is holding one already.
Knock Off Physical DARK 65 100 20 The user slaps away the target's held item. It deals more damage if the target holds an item.
Beat Up Physical DARK --- 100 10 The user's party Pokémon attack. The more party Pokémon, the greater the number of attacks.
Fling Physical DARK --- 100 10 The user flings a held item at the target to attack. This move's power and effects depend on the item.
Punishment Physical DARK --- 100 5 The more the target has powered up with stat changes, the greater the move's power.
Dark Void Status DARK --- 50 10 Opposing Pokémon are dragged into a world of total darkness that makes them sleep.
Embargo Status DARK --- 100 15 Prevents the target from using its item and its Trainer from using items on it for five turns.
Fake Tears Status DARK --- 100 20 The user feigns crying to fluster the target, harshly lowering its Sp. Def stat.
Flatter Status DARK --- 100 15 Flattery is used to confuse the target. However, this also raises the target's Sp. Atk stat.
Hone Claws Status DARK --- --- 15 The user sharpens their claws to boost their Attack stat and Accuracy.
Memento Status DARK --- 100 10 The user faints. In return, this harshly lowers the target's Attack and Sp. Atk stats.
Nasty Plot Status DARK --- --- 20 The user stimulates their brain, thinking bad thoughts. This sharply raises the user's Sp. Atk stat.
Quash Status DARK --- 100 15 The user suppresses the target and makes its move go last.
Snatch Status DARK --- --- 10 The user steals the effects of any attempts to use a healing or stat-changing move.
Switcheroo Status DARK --- 100 10 The user trades held items with the target faster than the eye can follow.
Taunt Status DARK --- 100 20 The target is taunted into a rage that allows it to use only attack moves for three turns.
Torment Status DARK --- 100 15 The user torments and enrages the target, preventing it from using the same move twice in a row.
Roar of Time Special DRAGON 150 90 5 The user blasts the target with power that distorts even time. The user can't move on the next turn.
Draco Meteor Special DRAGON 130 90 5 Comets are summoned down from the sky. The recoil harshly lowers the user's Sp. Atk stat.
Outrage Physical DRAGON 120 100 10 The user rampages and attacks for two to three turns. The user then becomes confused.
Dragon Rush Physical DRAGON 100 75 10 The user tackles the target, exhibiting overwhelming menace. This may also make the target flinch.
Spacial Rend Special DRAGON 100 95 5 The user tears the target along with the space around it. Critical hits land more easily.
Dragon Pulse Special DRAGON 85 100 10 The target is attacked with a shock wave generated by the user's gaping mouth.
Dragon Claw Physical DRAGON 80 100 15 The user slashes the target with huge sharp claws.
Dragon Tail Physical DRAGON 60 90 10 The target is knocked away, and a different Pokémon is dragged out. Ends the battle in the wild.
Dragon Breath Special DRAGON 60 100 20 The user exhales a mighty gust that inflicts damage. This may also leave the target with paralysis.
Dual Chop Physical DRAGON 40 90 15 The user attacks the target by hitting it with brutal strikes. The target is hit twice in a row.
Twister Special DRAGON 40 100 20 The user whips up a vicious tornado to tear at the opposing Pokémon. This may also make them flinch.
Dragon Rage Special DRAGON --- 100 10 This attack hits the target with a shock wave of pure rage. This attack always inflicts 40 HP damage.
Dragon Dance Status DRAGON --- --- 20 The user vigorously performs a mystic, powerful dance that boosts their Attack and Speed stats.
Bolt Strike Physical ELECTRIC 130 85 5 Surrounded with electricity, the user charges forward. This may also leave the target with paralysis.
Thunder Special ELECTRIC 110 70 10 A wicked thunderbolt is dropped on the target. This may also leave the target with paralysis.
Volt Tackle Physical ELECTRIC 120 100 15 The user attacks in an electrified charge. It damages the user quite a lot and may paralyze the target.
Zap Cannon Special ELECTRIC 120 50 5 The user fires an electric blast like a cannon to inflict damage and cause paralysis.
Fusion Bolt Physical ELECTRIC 100 100 5 The user throws down a giant lightning bolt. Its power is doubled if Fusion Flare is used before it.
Thunderbolt Special ELECTRIC 90 100 15 A strong electric blast crashes down on the target. This may also leave the target with paralysis.
Wild Charge Physical ELECTRIC 90 100 15 The user is shrouded in electricity and smashes the target. It also damages the user a little.
Discharge Special ELECTRIC 80 100 15 The user lets loose a flare of electricity, striking everything around. This may also cause paralysis.
Thunder Punch Physical ELECTRIC 75 100 15 The target is punched with an electrified fist. This may also leave the target with paralysis.
Volt Switch Special ELECTRIC 70 100 20 After making their attack, the user rushes back to switch places with a party Pokémon in waiting.
Spark Physical ELECTRIC 65 100 20 The user throws an electrically charged tackle at the target. This may paralyze the target.
Thunder Fang Physical ELECTRIC 65 95 15 The user bites with electrified fangs. This may also make the target flinch or leave it with paralysis.
Shock Wave Special ELECTRIC 60 --- 20 The user strikes the target with a quick jolt of electricity. This attack never misses.
Electroweb Special ELECTRIC 55 95 15 The user attacks and captures opposing Pokémon using an electric net, lowering their Speed stat.
Charge Beam Special ELECTRIC 50 90 10 The user attacks with an electric charge. It may also raise the user's Sp. Atk stat.
Thunder Shock Special ELECTRIC 40 100 30 A jolt of electricity crashes down on the target. This may also leave the target with paralysis.
Electro Ball Special ELECTRIC --- 100 10 The user hurls an electric orb. The faster the user is than the target, the greater the power.
Charge Status ELECTRIC --- --- 20 The user boosts an Electric-type move for use on the next turn. It raises the user's Sp. Def stat.
Magnet Rise Status ELECTRIC --- --- 10 The user levitates using electrically generated magnetism for five turns.
Thunder Wave Status ELECTRIC --- 90 20 The user launches a weak jolt of electricity that paralyzes the target.
Focus Punch Physical FIGHTING 150 100 20 The user focuses their mind before launching a punch. The move fails if the user is hit before using it.
High Jump Kick Physical FIGHTING 130 90 10 The target is attacked with a knee kick from a jump. If it misses, the user is hurt instead.
Close Combat Physical FIGHTING 120 100 5 The user fights up close, not guarding themselves. It lowers the user's Defense and Sp. Def stats.
Focus Blast Special FIGHTING 120 70 5 The user heightens mental focus to unleash their power. It may lower the target's Sp. Def stat.
Superpower Physical FIGHTING 120 100 5 The user attacks with great power. However, this lowers the user's Attack and Defense stats.
Cross Chop Physical FIGHTING 100 80 5 The user delivers a double chop with their forearms crossed. Critical hits land more easily.
Dynamic Punch Physical FIGHTING 100 50 5 The user punches the target with full, concentrated power. This confuses the target if it hits.
Hammer Arm Physical FIGHTING 100 90 10 The user swings and hits with their strong, heavy fist. It lowers the user's Speed, however.
Jump Kick Physical FIGHTING 100 95 10 The user jumps up high, then strikes with a kick. If the kick misses, the user is hurt instead.
Aura Sphere Special FIGHTING 80 --- 20 The user lets loose a blast of aura power from deep within their body. This attack never misses.
Sacred Sword Physical FIGHTING 90 100 15 The user attacks by slicing with a long horn. The target's stat changes don't affect the damage.
Secret Sword Special FIGHTING 85 100 10 The user cuts with a long horn. The odd power contained in the horn deals physical damage.
Sky Uppercut Physical FIGHTING 85 90 15 The user attacks the target with an uppercut thrown skyward with force.
Submission Physical FIGHTING 80 80 20 The user grabs the target and recklessly dives for the ground. This also damages the user a little.
Brick Break Physical FIGHTING 75 100 15 The user attacks with a swift chop. It can also break barriers, such as Light Screen and Reflect.
Drain Punch Physical FIGHTING 75 100 10 An energy-draining punch. The user's HP is restored by half the damage taken by the target.
Vital Throw Physical FIGHTING 70 --- 10 The user attacks last. In return, this throw move never misses.
Circle Throw Physical FIGHTING 60 90 10 The target is thrown, and a different Pokémon is dragged out. Ends the battle in the wild.
Force Palm Physical FIGHTING 60 100 10 The target is attacked with a shock wave. This may also leave the target with paralysis.
Low Sweep Physical FIGHTING 65 100 20 The user makes a swift attack on the target's legs, which lowers the target's Speed stat.
Revenge Physical FIGHTING 60 100 10 This attack move's power is doubled if the user has been hurt by the opponent in the same turn.
Rolling Kick Physical FIGHTING 60 85 15 The user lashes out with a quick, spinning kick. This may also make the target flinch.
Wake-Up Slap Physical FIGHTING 70 100 10 This attack inflicts big damage on a sleeping target. This also wakes the target up, however.
Karate Chop Physical FIGHTING 50 100 25 The target is attacked with a sharp chop. Critical hits land more easily.
Mach Punch Physical FIGHTING 40 100 30 The user throws a punch at blinding speed. This move always goes first.
Rock Smash Physical FIGHTING 40 100 15 The user punches the target. This may lower the target's Defense stat. It can shatter rocks in the field.
Storm Throw Physical FIGHTING 60 100 10 The user strikes the target with a fierce blow. This attack always results in a critical hit.
Vacuum Wave Special FIGHTING 40 100 30 The user whirls their fists to send a wave of pure vacuum at the target. This move always goes first.
Double Kick Physical FIGHTING 30 100 30 The target is quickly kicked twice in succession using both feet.
Arm Thrust Physical FIGHTING 15 100 20 The user lets loose a flurry of open-palmed arm thrusts that hit two to five times in a row.
Triple Kick Physical FIGHTING 10 90 10 A consecutive three-kick attack that becomes more powerful with each successive hit.
Counter Physical FIGHTING --- 100 20 A retaliation move that counters any physical attack, inflicting double the damage taken.
Final Gambit Special FIGHTING --- 100 5 The user risks everything to attack. The user faints, but does damage equal to their HP.
Low Kick Physical FIGHTING --- 100 20 A powerful low kick that makes the target fall over. The heavier the target, the greater the power.
Reversal Physical FIGHTING --- 100 15 An all-out attack that becomes more powerful the less HP the user has.
Seismic Toss Physical FIGHTING --- 100 20 The target is thrown using the power of gravity. It inflicts damage equal to the user's level.
Bulk Up Status FIGHTING --- --- 20 The user tenses their muscles to bulk up their body, raising both their Attack and Defense stats.
Detect Status FIGHTING --- --- 5 Enables the user to evade all attacks. Its chance of failing rises if it is used in succession.
Quick Guard Status FIGHTING --- --- 15 The user protects themselves and their allies from priority moves.
V-create Physical FIRE 180 95 5 Engulfed in flames, the user rushes at the target. It lowers the user's Defense, Sp. Def, and Speed.
Blast Burn Special FIRE 150 90 5 The target is razed by a fiery explosion. The user can't move on the next turn.
Eruption Special FIRE 150 100 5 The user attacks the targets with explosive fury. The lower the user's HP, the lower the power.
Overheat Special FIRE 130 90 5 The user attacks the target at full power. The attack's recoil harshly lowers the user's Sp. Atk stat.
Blue Flare Special FIRE 130 85 5 The user engulfs the target in an intense, yet beautiful, blue flame. This may also burn the target.
Fire Blast Special FIRE 110 85 5 The user attacks with an intense blast of all-consuming fire. This may leave the target with a burn.
Flare Blitz Physical FIRE 120 100 15 The user charges forward in a flame cloak. It damages the user quite a lot and may burn the target.
Magma Storm Special FIRE 100 75 5 The target becomes trapped within a maelstrom of fire that rages for four to five turns.
Fusion Flare Special FIRE 100 100 5 The user brings down a giant flame. This move's power is doubled if Fusion Bolt is used before it.
Heat Wave Special FIRE 95 90 10 The user exhales hot breath on opposing Pokémon. This may also leave those Pokémon with a burn.
Inferno Special FIRE 100 50 5 The user attacks by engulfing the target in an intense fire. This leaves the target with a burn.
Sacred Fire Physical FIRE 100 95 5 The target is razed with a mystical fire of great intensity. This may also leave the target with a burn.
Searing Shot Special FIRE 100 100 5 The user torches everything around in an inferno of scarlet flames. This may burn those hit.
Flamethrower Special FIRE 90 100 15 The target is scorched with an intense blast of fire. This may leave the target with a burn.
Blaze Kick Physical FIRE 85 90 10 The user launches a kick that lands critical hits more easily. This may also burn the target.
Fiery Dance Special FIRE 80 100 10 Cloaked in flames, the user dances and flaps their wings. This may also raise the user's Sp. Atk stat.
Lava Plume Special FIRE 80 100 15 The user torches everything around in an inferno of scarlet flames. This may leave those hit with a burn.
Fire Punch Physical FIRE 75 100 15 The target is punched with a fiery fist. This may also leave the target with a burn.
Flame Burst Special FIRE 70 100 15 The user attacks with a bursting flame. The bursting flame damages Pokémon next to the target as well.
Fire Fang Physical FIRE 65 95 15 The user bites with flame-cloaked fangs. This may also make the target flinch or leave it with a burn.
Flame Wheel Physical FIRE 60 100 25 The user charges at the target, cloaked in flames. This may also burn the target.
Fire Pledge Special FIRE 80 100 10 A column of fire erupts. Its power is increased and it can create Fields with other Pledge moves.
Flame Charge Physical FIRE 50 100 20 Cloaked in flames, the user attacks. Building up power, the user raises their Speed stat.
Ember Special FIRE 40 100 25 The target is attacked with small flames. This may also leave the target with a burn.
Fire Spin Special FIRE 35 85 15 The target becomes trapped within a fierce vortex of fire that rages for four to five turns.
Incinerate Special FIRE 60 100 15 The user attacks with fire. If a Pokémon is holding a Berry or a Type Gem, the item becomes unusable.
Heat Crash Physical FIRE --- 100 10 The user slams, covered in flames. The heavier the user is than the target, the greater the power.
Sunny Day Status FIRE --- --- 5 Intensified sun empowers Fire-type moves and weakens Water-type moves for five turns.
Will-O-Wisp Status FIRE --- 85 15 The user shoots a sinister, bluish-white flame at the target to inflict a burn.
Sky Attack Physical FLYING 140 90 5 A second-turn attack move where critical hits land more easily. This may also make the target flinch.
Brave Bird Physical FLYING 120 100 15 The user tucks in their wings and charges from low altitude. This damages the user quite a lot.
Hurricane Special FLYING 110 70 10 The user wraps their opponent in a fierce wind that flies up into the sky. This may also confuse the target.
Aeroblast Special FLYING 100 95 5 A vortex of air is shot at the target to inflict damage. Critical hits land more easily.
Fly Physical FLYING 90 95 15 The user soars, then strikes the target on the next turn. It can be used to fly to any familiar location.
Bounce Physical FLYING 85 85 5 The user bounces up high, then drops on the second turn. This may also paralyze the target.
Drill Peck Physical FLYING 80 100 20 A corkscrewing attack with a sharp beak acting as a drill.
Air Slash Special FLYING 75 95 15 The user attacks with a blade of air that slices even the sky. This may also make the target flinch.
Aerial Ace Physical FLYING 60 --- 20 The user confounds the target with speed, then slashes. This attack never misses.
Chatter Special FLYING 65 100 20 The user attacks the target with sound waves of deafening chatter. This confuses the target.
Pluck Physical FLYING 60 100 20 The user pecks the target. If the target is holding a Berry, the user eats it and gains its effect.
Sky Drop Physical FLYING 60 100 10 Takes the target to the skies and drops it on the next turn. The target cannot attack while in the sky.
Wing Attack Physical FLYING 60 100 35 The target is struck with large, imposing wings spread wide to inflict damage.
Acrobatics Physical FLYING 55 100 15 The user nimbly strikes the target. Inflicts massive damage if the user is not holding an item.
Air Cutter Special FLYING 60 95 25 The user launches razor-like wind to slash the opposing Pokémon. Critical hits land more easily.
Gust Special FLYING 40 100 35 A gust of wind is whipped up by wings and launched at the target to inflict damage.
Peck Physical FLYING 35 100 35 The target is jabbed with a sharply pointed beak or horn.
Defog Status FLYING --- --- 15 A strong wind blows away barriers like Reflect or Light Screen. It also lowers the target's Evasion.
Feather Dance Status FLYING --- 100 15 The user covers the target's body with a mass of down that harshly lowers its Attack stat.
Mirror Move Status FLYING --- --- 20 The user counters the target by mimicking the target's last move.
Roost Status FLYING --- --- 10 The user lands and rests their body. It restores up to half of the user's max HP.
Tailwind Status FLYING --- --- 15 The user whips up a turbulent whirlwind, boosting the Speed stat of the user and allies for four turns.
Shadow Force Physical GHOST 120 100 5 The user disappears, then strikes on the next turn. It strikes even if the target protects itself.
Shadow Ball Special GHOST 80 100 15 The user hurls a shadowy blob at the target. This may also lower the target's Sp. Def stat.
Shadow Claw Physical GHOST 70 100 15 The user slashes with a sharp claw made from shadows. Critical hits land more easily.
Ominous Wind Special GHOST 60 100 5 The user blasts the target with a gust of repulsive wind. This may also raise all the user's stats at once.
Shadow Punch Physical GHOST 60 --- 20 The user throws a punch from the shadows. This attack never misses.
Hex Special GHOST 65 100 10 This relentless attack does massive damage to a target affected by status conditions.
Shadow Sneak Physical GHOST 40 100 30 The user extends their shadow and attacks from behind. This move always goes first.
Astonish Physical GHOST 30 100 15 The user attacks the target while shouting in a startling fashion. This may also make the target flinch.
Lick Physical GHOST 30 100 30 The target is licked with a long tongue, causing damage. This may also leave the target with paralysis.
Night Shade Special GHOST --- 100 15 The user makes the target see a frightening mirage. It inflicts damage equal to the user's level.
Confuse Ray Status GHOST --- 100 10 The target is exposed to a sinister ray that triggers confusion.
Curse Status GHOST --- --- 10 A move that works differently for the Ghost-type than for all other types.
Destiny Bond Status GHOST --- --- 5 If the user faints after using this move, the Pokémon knocking it out also faints.
Grudge Status GHOST --- --- 5 If the user faints, the user's grudge depletes the PP of the opponent's move that knocked it out.
Nightmare Status GHOST --- 100 15 A sleeping target sees a nightmare that inflicts some damage every turn.
Spite Status GHOST --- 100 10 The user unleashes a grudge on the move last used by the target, cutting 4 PP from it.
Frenzy Plant Special GRASS 150 90 5 The user slams the target with an enormous tree. The user can't move on the next turn.
Leaf Storm Special GRASS 130 90 5 The user whips up a storm of leaves. The attack's recoil harshly lowers the user's Sp. Atk stat.
Petal Dance Special GRASS 120 100 10 The user attacks by scattering petals for two to three turns. The user then becomes confused.
Power Whip Physical GRASS 120 85 10 The user violently whirls vines, tentacles, or the like to harshly lash the target.
Seed Flare Special GRASS 120 85 5 The user emits a shock wave to attack the target. This may also harshly lower the target's Sp. Def stat.
Solar Beam Special GRASS 120 100 10 In this two-turn attack, the user gathers light, then blasts a bundled beam on the next turn.
Wood Hammer Physical GRASS 120 100 15 The user slams their rugged body into the target to attack. This also damages the user quite a lot.
Leaf Blade Physical GRASS 90 100 15 The user handles a sharp leaf like a sword, cutting their target. Critical hits land more easily.
Energy Ball Special GRASS 90 100 10 The user draws power from nature and fires it at the target. This may also lower the target's Sp. Def stat.
Seed Bomb Physical GRASS 80 100 15 The user slams a barrage of hard-shelled seeds down on the target from above.
Giga Drain Special GRASS 75 100 10 A nutrient-draining attack. The user's HP is restored by half the damage taken by the target.
Horn Leech Physical GRASS 75 100 10 The user drains the target's energy with horns. The user's HP is restored by half the damage dealt.
Leaf Tornado Special GRASS 65 90 10 The user attacks by encircling the target in sharp leaves. This may also lower the target's Accuracy.
Magical Leaf Special GRASS 60 --- 20 The user scatters curious leaves that chase the target. This attack never misses.
Needle Arm Physical GRASS 60 100 15 The user attacks by wildly swinging their thorny arms. This may also make the target flinch.
Razor Leaf Physical GRASS 55 95 25 Sharp-edged leaves are launched to slash at the opposing Pokémon. Critical hits land more easily.
Grass Pledge Special GRASS 80 100 10 A column of grass sprouts. Its power is increased and it can create Fields with other Pledge moves.
Mega Drain Special GRASS 40 100 15 A nutrient-draining attack. The user's HP is restored by half the damage taken by the target.
Vine Whip Physical GRASS 45 100 25 The target is struck with slender, whiplike vines to inflict damage.
Bullet Seed Physical GRASS 25 100 30 The user forcefully shoots seeds at the target two to five times in a row.
Absorb Special GRASS 20 100 25 A nutrient-draining attack. The user's HP is restored by half the damage taken by the target.
Grass Knot Special GRASS --- 100 20 The user snares the target and trips it. The heavier the target, the greater the move's power.
Aromatherapy Status GRASS --- --- 5 The user releases a soothing scent that heals all status conditions affecting the user's party.
Cotton Guard Status GRASS --- --- 10 The user protects their body, wrapping it in soft cotton. It drastically raises their Defense stat.
Cotton Spore Status GRASS --- 100 40 The user releases cotton-like spores that harshly lower the targets' Speed stat.
Grass Whistle Status GRASS --- 55 15 The user plays a pleasant melody that lulls the target into a deep sleep.
Ingrain Status GRASS --- --- 20 The user lays roots that restore HP on every turn. Because of being rooted, the user can't switch out.
Leech Seed Status GRASS --- 90 10 A seed is planted on the target. It steals some HP from the target every turn.
Sleep Powder Status GRASS --- 75 15 The user scatters a big cloud of sleep-inducing dust around the target.
Spore Status GRASS --- 100 15 The user scatters bursts of spores that induce sleep.
Stun Spore Status GRASS --- 75 30 The user scatters a cloud of numbing powder that paralyzes the target.
Synthesis Status GRASS --- --- 5 The user restores their own HP. The amount of HP regained varies with the weather.
Worry Seed Status GRASS --- 100 10 A seed causing worry is planted on the target. It changes the target's Ability to Insomnia.
Earthquake Physical GROUND 100 100 10 The user sets off an earthquake that strikes every Pokémon around them.
Earth Power Special GROUND 90 100 10 The user makes the ground under the target erupt. This may also lower the target's Sp. Def stat.
Dig Physical GROUND 80 100 10 The user burrows, then attacks on the next turn. It can also be used to exit dungeons.
Drill Run Physical GROUND 80 95 10 The user crashes into the target while rotating their body like a drill. Critical hits land more easily.
Bone Club Physical GROUND 65 85 20 The user clubs the target with a bone. This may also make the target flinch.
Mud Bomb Special GROUND 65 85 10 The user launches a hard-packed mud ball to attack. This may also lower the target's Accuracy.
Bulldoze Physical GROUND 60 100 20 The user strikes everything around by stomping the ground. This lowers the Speed stat of those hit.
Mud Shot Special GROUND 55 95 15 The user attacks by hurling a blob of mud at the target. This also lowers the target's Speed stat.
Bonemerang Physical GROUND 50 90 10 The user throws the bone they hold. The bone loops around to hit the target twice, coming and going.
Sand Tomb Physical GROUND 35 85 15 The user traps the target inside a harshly raging sandstorm for four to five turns.
Bone Rush Physical GROUND 25 90 10 The user strikes the target with a hard bone two to five times in a row.
Mud-Slap Special GROUND 20 100 10 The user hurls mud in the target's face to inflict damage and lower its Accuracy.
Fissure Physical GROUND --- 30 5 The user opens up a fissure in the ground and drops the target in. The target faints instantly if hit.
Magnitude Physical GROUND --- 100 30 The user attacks everything around with a ground-shaking quake. Its power varies.
Mud Sport Status GROUND --- --- 15 The user kicks up mud on the battlefield. This weakens Electric-type moves for five turns.
Sand Attack Status GROUND --- 100 15 Sand is hurled in the target's face, reducing the target's Accuracy.
Spikes Status GROUND --- --- 20 The user lays a trap of spikes at the opposing team's feet. It hurts opponents switching into battle.
Freeze Shock Physical ICE 140 90 5 The user attacks with electrically charged ice on the second turn. This may paralyze the target.
Ice Burn Special ICE 140 90 5 On the second turn, an ultracold, freezing wind surrounds the target. This may burn the target.
Blizzard Special ICE 110 70 5 A howling blizzard is summoned to strike opposing Pokémon. This may also freeze the targets.
Ice Beam Special ICE 90 100 10 The target is struck with an icy-cold beam of energy. This may also leave the target frozen.
Icicle Crash Physical ICE 85 90 10 The user attacks by harshly dropping large icicles onto the target. This may make the target flinch.
Ice Punch Physical ICE 75 100 15 The target is punched with an icy fist. This may also leave the target frozen.
Aurora Beam Special ICE 65 100 20 The target is hit with a rainbow-colored beam. This may also lower the target's Attack stat.
Glaciate Special ICE 65 95 10 The user attacks by blowing freezing cold air at opposing Pokémon. This lowers their Speed stat.
Ice Fang Physical ICE 65 95 15 The user bites with cold-infused fangs. This may also make the target flinch or leave it frozen.
Avalanche Physical ICE 60 100 10 The power of this move is doubled if the user has already been hurt by the target in the same turn.
Icy Wind Special ICE 55 95 15 The user attacks with a gust of chilled air. This also lowers the opposing Pokémons' Speed stat.
Frost Breath Special ICE 60 90 10 The user blows a cold breath on the target. This attack always results in a critical hit.
Ice Shard Physical ICE 40 100 30 The user flash-freezes chunks of ice and hurls them at the target. This move always goes first.
Powder Snow Special ICE 40 100 25 The user attacks with a chilling gust of powdery snow. This may also freeze the opposing Pokémon.
Ice Ball Physical ICE 30 90 20 The user attacks the target for five turns. The move's power increases each time it hits.
Icicle Spear Physical ICE 25 100 30 The user launches sharp icicles at the target two to five times in a row.
Sheer Cold Special ICE --- 30 5 The target faints instantly. It is less likely to hit if used by Pokémon other than Ice-types.
Hail Status ICE --- --- 10 The user summons a hailstorm lasting five turns. It damages all Pokémon except the Ice-type.
Haze Status ICE --- --- 30 The user creates a haze that eliminates every stat change among all the Pokémon engaged in battle.
Mist Status ICE --- --- 30 The user cloaks themselves and allies in mist, preventing stats from being lowered for five turns.
Explosion Physical NORMAL 250 100 5 The user attacks everything around themselves, causing a tremendous explosion. The user then faints.
Self-Destruct Physical NORMAL 200 100 5 The user attacks everything around themselves by causing an explosion. The user then faints.
Giga Impact Physical NORMAL 150 90 5 The user charges at the target using every bit of their power. The user can't move on the next turn.
Hyper Beam Special NORMAL 150 90 5 The target is attacked with a powerful beam. The user can't move on the next turn.
Last Resort Physical NORMAL 140 100 5 This move can be used only after the user has used all other moves they know within the battle.
Double-Edge Physical NORMAL 120 100 15 A reckless, life-risking tackle. This also damages the user quite a lot.
Head Charge Physical NORMAL 120 100 15 The user charges head-first, using powerful guard hair. This also damages the user a little.
Mega Kick Physical NORMAL 120 75 5 The target is attacked by a kick launched with muscle-packed power.
Thrash Physical NORMAL 120 100 10 The user rampages and attacks for two to three turns. The user then becomes confused.
Egg Bomb Physical NORMAL 100 75 10 A large egg is hurled at the target with maximum force to inflict damage.
Judgment Special NORMAL 100 100 10 The user releases countless shots of light. This move's type varies depending on the held Plate.
Skull Bash Physical NORMAL 130 100 10 Tucking in their head, the user raises their Defense stat and rams the target on the second turn.
Hyper Voice Special NORMAL 90 100 10 The user lets loose a horribly echoing shout with the power to inflict damage.
Rock Climb Physical NORMAL 90 85 20 The user attacks the target by smashing into it with incredible force. This may also confuse the target. It can also be used to scale rocky walls.
Take Down Physical NORMAL 90 85 20 A reckless, full-body charge to slam into the target. This also damages the user a little.
Uproar Special NORMAL 90 100 10 The user attacks in an uproar for three turns. During that time, no Pokémon can fall asleep.
Body Slam Physical NORMAL 85 100 15 The user drops onto the target with their full body weight. This may also leave the target with paralysis.
Techno Blast Special NORMAL 120 100 5 The user fires a beam of light. The move's type changes depending on the Drive the user holds.
Extreme Speed Physical NORMAL 80 100 5 The user charges the target at blinding speed. This move always goes first.
Hyper Fang Physical NORMAL 80 90 15 The user bites hard on the target with sharp front fangs. This may also make the target flinch.
Mega Punch Physical NORMAL 80 85 20 The target is slugged by a punch thrown with muscle-packed power.
Razor Wind Special NORMAL 80 100 10 Blades of wind hit opposing Pokémon on the second turn. Critical hits land more easily.
Slam Physical NORMAL 80 75 20 The target is slammed with a long tail, vines, or the like to inflict damage.
Strength Physical NORMAL 80 100 15 The target is slugged with a punch thrown at maximum power. This can also be used to move heavy boulders.
Tri Attack Special NORMAL 80 100 10 The user strikes with a simultaneous three-beam attack. May also burn, freeze, or paralyze the target.
Crush Claw Physical NORMAL 75 95 10 The user slashes the target with hard and sharp claws. This may also lower the target's Defense.
Relic Song Special NORMAL 75 100 10 The user appeals to the targets' hearts with an ancient song. This may also induce sleep.
Chip Away Physical NORMAL 70 100 20 The user strikes consistently. The target's stat changes don't affect this attack's damage.
Dizzy Punch Physical NORMAL 70 100 10 The target is hit with rhythmically launched punches. This may also leave the target confused.
Facade Physical NORMAL 70 100 20 This attack move doubles its power if the user is poisoned, burned, or paralyzed.
Headbutt Physical NORMAL 70 100 15 The user charges head first into the target. The target may flinch. Can be used to shake trees.
Retaliate Physical NORMAL 70 100 5 The user seeks revenge. If an ally fainted on the previous turn, it deals more damage.
Secret Power Physical NORMAL 70 100 20 The additional effects of this attack depend upon where it is used.
Slash Physical NORMAL 70 100 20 The target is attacked with a slash of claws or blades. Critical hits land more easily.
Horn Attack Physical NORMAL 65 100 25 The target is jabbed with a sharply pointed horn to inflict damage.
Stomp Physical NORMAL 65 100 20 The target is stomped with a big foot. This may also make the target flinch.
Covet Physical NORMAL 60 100 25 The user endearingly approaches the target, then steals the target's held item.
Round Special NORMAL 60 100 15 The user attacks the target with a song. Others can join in the Round to increase the power of the attack.
Smelling Salts Physical NORMAL 70 100 10 This move's power is doubled when used on a target with paralysis, but also heals its paralysis.
Swift Special NORMAL 60 --- 20 Star-shaped rays are shot at the opposing Pokémon. This attack never misses.
Vice Grip Physical NORMAL 55 100 30 The target is gripped and squeezed from both sides to inflict damage.
Cut Physical NORMAL 50 95 30 The target is cut with a scythe or claw. This can also be used to cut down thin trees.
Struggle Physical NORMAL 50 --- 1 This attack is used in desperation only if the user has no PP. It also damages the user a little.
Tackle Physical NORMAL 40 100 35 A physical attack in which the user charges and slams into the target with their whole body.
Weather Ball Special NORMAL 50 100 10 This attack move varies in power and type depending on the weather.
Echoed Voice Special NORMAL 40 100 15 The user attacks with an echoing voice. The power increases with every turn it is used successively.
Fake Out Physical NORMAL 40 100 10 This attack hits first and makes the target flinch. It only works the first turn the user is in battle.
False Swipe Physical NORMAL 40 100 40 A restrained attack that prevents the target from fainting. The target is left with at least 1 HP.
Pay Day Physical NORMAL 40 100 20 Numerous coins are hurled at the target to inflict damage. Money is earned after the battle.
Pound Physical NORMAL 40 100 35 The target is physically pounded with a long tail, a foreleg, or the like.
Quick Attack Physical NORMAL 40 100 30 The user lunges at a speed that makes them almost invisible. This move always goes first.
Scratch Physical NORMAL 40 100 35 Hard, pointed, sharp claws rake the target to inflict damage.
Snore Special NORMAL 50 100 15 This attack can be used only if the user is asleep. The harsh noise may also make the target flinch.
Double Hit Physical NORMAL 35 90 10 The user slams the target with a long tail, vines, or a tentacle. The target is hit twice in a row.
Feint Physical NORMAL 30 100 10 The user even hits a target using moves like Protect or Detect. These moves' effects are lifted.
Tail Slap Physical NORMAL 25 85 10 The user attacks by striking the target with a hard tail. It hits the target two to five times in a row.
Rage Physical NORMAL 20 100 20 As long as this move is in use, the user's Attack stat raises each time the user is hit.
Rapid Spin Physical NORMAL 20 100 40 A spin attack that can also eliminate such moves as Bind, Wrap, Leech Seed, and Spikes.
Spike Cannon Physical NORMAL 20 100 15 Sharp spikes are shot at the target in rapid succession. They hit two to five times in a row.
Comet Punch Physical NORMAL 18 85 15 The target is hit with a flurry of punches that strike two to five times in a row.
Fury Swipes Physical NORMAL 18 80 15 The target is raked with sharp claws or scythes quickly two to five times in a row.
Barrage Physical NORMAL 15 85 20 Round objects are hurled at the target to strike two to five times in a row.
Bind Physical NORMAL 15 85 20 Things such as long bodies or tentacles are used to bind and squeeze the target for four to five turns.
Double Slap Physical NORMAL 15 85 10 The target is slapped repeatedly, back and forth, two to five times in a row.
Fury Attack Physical NORMAL 15 85 20 The target is jabbed repeatedly with a horn or beak two to five times in a row.
Wrap Physical NORMAL 15 90 20 A long body, vines, or the like are used to wrap and squeeze the target for four to five turns.
Constrict Physical NORMAL 10 100 35 The user attacks with long tentacles, vines, or the like. This may lower the target's Speed stat.
Bide Physical NORMAL --- --- 10 The user endures attacks for two turns, then strikes back to cause double the damage taken.
Crush Grip Physical NORMAL --- 100 5 The target is crushed with great force. The more HP the target has left, the greater this move's power.
Endeavor Physical NORMAL --- 100 5 This attack move cuts down the target's HP to equal the user's HP.
Flail Physical NORMAL --- 100 15 The user flails about aimlessly to attack. The less HP the user has, the greater the move's power.
Frustration Physical NORMAL --- 100 20 This full-power attack grows more powerful the less the user likes their Trainer.
Guillotine Physical NORMAL --- 30 5 A vicious, tearing attack with big pincers. The target faints instantly if this attack hits.
Hidden Power Special NORMAL 60 100 15 A unique attack that varies in type depending on the Pokémon using it.
Horn Drill Physical NORMAL --- 30 5 The user stabs the target with a horn rotating like a drill. The target faints instantly if hit.
Natural Gift Physical NORMAL --- 100 15 The user draws power to attack by using a held Berry. The Berry determines the move's type and power.
Present Physical NORMAL --- 90 15 The user attacks by giving the target a gift with a hidden trap. It restores HP sometimes, however.
Return Physical NORMAL --- 100 20 This full-power attack grows more powerful the more the user likes their Trainer.
Sonic Boom Special NORMAL --- 90 20 The target is hit with a destructive shock wave that always inflicts 20 HP damage.
Spit Up Special NORMAL --- 100 10 The power stored from Stockpile is released. Storing more power increases damage dealt.
Super Fang Physical NORMAL --- 90 10 The user chomps hard on the target with their sharp front fangs. This cuts the target's HP in half.
Trump Card Special NORMAL --- --- 5 The fewer PP this move has, the greater its power.
Wring Out Special NORMAL --- 100 5 The user powerfully wrings the target. The higher the target's HP still is, the greater the power.
Acupressure Status NORMAL --- --- 30 The user pressures stress points, sharply boosting one of their own or their allies' stats.
After You Status NORMAL --- --- 15 The user helps the target and makes it use its move right after the user.
Assist Status NORMAL --- --- 20 The user hurriedly and randomly uses a move among those known by ally Pokémon.
Attract Status NORMAL --- 100 15 If it is the opposite gender of the user, the target becomes infatuated and less likely to attack.
Baton Pass Status NORMAL --- --- 40 The user switches places with a party Pokémon in waiting and passes along any stat changes.
Belly Drum Status NORMAL --- --- 10 The user maximizes their Attack stat in exchange for HP equal to half their max HP.
Bestow Status NORMAL --- --- 15 The user passes their held item to the target if the target isn't holding an item already.
Block Status NORMAL --- --- 5 The user blocks the target's way with arms spread wide to prevent escape.
Camouflage Status NORMAL --- --- 20 The user's type is changed depending on the environment.
Captivate Status NORMAL --- 100 20 Opposing Pokémon of the opposite gender are charmed, and their Sp. Atk stat harshly lowered.
Charm Status FAIRY --- 100 20 The user gazes rather charmingly, making the target less wary. This harshly lowers its Attack stat.
Conversion Status NORMAL --- --- 30 The user changes their type to become the same as the move at the top of the list of their known moves.
Conversion 2 Status NORMAL --- --- 30 The user changes their type to become resistant to the type of the attack the opponent used last.
Copycat Status NORMAL --- --- 20 The user mimics the move used immediately before them. It fails if no other move has been used yet.
Defense Curl Status NORMAL --- --- 40 The user curls up to conceal weak spots and raise their Defense stat.
Disable Status NORMAL --- 100 20 For four turns, this move prevents the target from using the move it last used.
Double Team Status NORMAL --- --- 15 By moving rapidly, the user makes illusory copies of themselves to raise their Evasion.
Encore Status NORMAL --- 100 5 The user compels the target to keep using the move that was encored for three turns.
Endure Status NORMAL --- --- 10 The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession.
Entrainment Status NORMAL --- 100 15 Forces the target to mimic an odd dance. The target's Ability becomes the same as the user's.
Flash Status NORMAL --- 100 20 The user emits bright light, cutting targets' Accuracy. It can be used to illuminate dark caves.
Focus Energy Status NORMAL --- --- 30 The user takes a deep breath and focuses so that critical hits land more easily.
Follow Me Status NORMAL --- --- 20 The user draws attention to themselves, making all targets take aim only at the user.
Foresight Status NORMAL --- --- 40 Enables Normal- and Fighting-type attacks to hit Ghost-types. Renders raised Evasion useless.
Glare Status NORMAL --- 100 30 The user intimidates the target with the pattern on their belly to cause paralysis.
Growl Status NORMAL --- 100 40 The user growls in an endearing way, making opposing Pokémon less wary. This lowers their Attack stat.
Growth Status NORMAL --- --- 20 The user's body grows all at once, raising the Attack and Sp. Atk stats.
Harden Status NORMAL --- --- 30 The user stiffens all the muscles in their body to raise their Defense stat.
Heal Bell Status NORMAL --- --- 5 The user makes a soothing bell chime to heal the status conditions of all the party Pokémon.
Helping Hand Status NORMAL --- --- 20 The user assists an ally by boosting the power of that ally's attack.
Howl Status NORMAL --- --- 40 The user howls loudly to raise their spirit, which boosts their Attack stat.
Leer Status NORMAL --- 100 30 The user gives opposing Pokémon an intimidating leer that lowers the Defense stat.
Lock-On Status NORMAL --- --- 5 The user takes sure aim at the target. This ensures the next attack does not miss the target.
Lovely Kiss Status NORMAL --- 75 10 With a scary face, the user tries to force a kiss on the target. If it succeeds, the target falls asleep.
Lucky Chant Status NORMAL --- --- 30 The user chants an incantation, preventing opponents from landing critical hits for five turns.
Me First Status NORMAL --- --- 20 The user cuts ahead and uses the target's intended move with greater power. It fails if not used first.
Mean Look Status NORMAL --- --- 5 The user pins the target with a dark, arresting look. The target becomes unable to flee.
Metronome Status NORMAL --- --- 10 The user waggles a finger and stimulates their brain into randomly using nearly any move.
Milk Drink Status NORMAL --- --- 10 The user restores up to half of their max HP. May also be used in the field to heal HP.
Mimic Status NORMAL --- --- 10 The user copies the target's last move. This move can be used until the Pokémon is switched out.
Mind Reader Status NORMAL --- --- 5 The user senses the target's movements to ensure the next attack hitting the target.
Minimize Status NORMAL --- --- 10 The user compresses their body to make themselves look smaller, sharply raising their Evasion.
Moonlight Status FAIRY --- --- 5 The user restores their own HP. The amount of HP regained varies with the weather.
Morning Sun Status NORMAL --- --- 5 The user restores their own HP. The amount of HP regained varies with the weather.
Nature Power Status NORMAL --- --- 20 This attack makes use of nature's power. Its effects vary depending on the user's environment.
Odor Sleuth Status NORMAL --- --- 40 Enables Normal- and Fighting-type moves to hit Ghost-types. It also negates raised Evasion.
Pain Split Status NORMAL --- --- 20 The user adds their HP to the target's HP, then equally shares the combined HP with the target.
Perish Song Status NORMAL --- --- 5 Any Pokémon that hears this song faints in three turns, unless it switches out of battle.
Protect Status NORMAL --- --- 10 Enables the user to evade all attacks. Its chance of failing rises if it is used in succession.
Psych Up Status NORMAL --- --- 10 The user hypnotizes themselves into copying any stat change made by the target.
Recover Status NORMAL --- --- 10 Regenerating their own cells, the user restores up to half of their max HP.
Recycle Status NORMAL --- --- 10 The user recycles a held item that has been used in battle so it can be used again.
Reflect Type Status NORMAL --- --- 15 The user reflects the target's type, becoming the same type as the target.
Refresh Status NORMAL --- --- 20 The user rests to cure themselves of a poisoning, burn, or paralysis.
Roar Status NORMAL --- --- 20 The target is scared off, and a different Pokémon is dragged out. Ends the battle in the wild.
Safeguard Status NORMAL --- --- 25 The user creates a protective field that prevents status conditions for five turns.
Scary Face Status NORMAL --- 100 10 The user frightens the target with a scary face to harshly lower its Speed stat.
Screech Status NORMAL --- 85 40 An earsplitting screech harshly lowers the target's Defense stat.
Sharpen Status NORMAL --- --- 30 The user makes their edges more jagged, which raises their Attack stat.
Shell Smash Status NORMAL --- --- 15 The user lowers their Defense and Sp. Def stats to sharply raise their Attack, Sp. Atk, and Speed.
Simple Beam Status NORMAL --- 100 15 The user's mysterious psychic wave changes the target's Ability to Simple.
Sing Status NORMAL --- 55 15 A soothing lullaby is sung in a calming voice that puts the target into a deep slumber.
Sketch Status NORMAL --- --- 1 The user permanently learns the move last used by the target. After using it, Sketch itself disappears.
Slack Off Status NORMAL --- --- 10 The user slacks off, restoring up to half of their max HP.
Sleep Talk Status NORMAL --- --- 10 While being asleep, the user randomly uses one of the moves they know.
Smokescreen Status NORMAL --- 100 20 The user releases an obscuring cloud of smoke or ink. This lowers the target's Accuracy.
Soft-Boiled Status NORMAL --- --- 10 The user restores up to half of their max HP. May also be used in the field to heal HP.
Splash Status NORMAL --- --- 40 The user just flops and splashes around to no effect at all...
Stockpile Status NORMAL --- --- 20 The user charges up power, raising both Defense and Sp. Def. stats. The move can be used three times.
Substitute Status NORMAL --- --- 10 The user makes a copy of themselves using some of their HP. The copy serves as the user's decoy.
Supersonic Status NORMAL --- 55 20 The user generates odd sound waves from their body that confuse the target.
Swagger Status NORMAL --- 85 15 The user enrages and confuses the target. However, this also sharply raises the target's Attack stat.
Swallow Status NORMAL --- --- 10 The power stored from Stockpile is absorbed. Storing more power heals more HP.
Sweet Kiss Status FAIRY --- 75 10 The user kisses the target with a sweet, angelic cuteness that causes confusion.
Sweet Scent Status NORMAL --- 100 20 A sweet scent that harshly lowers opposing Pokémons' Evasion.
Swords Dance Status NORMAL --- --- 20 A frenetic dance to uplift the fighting spirit. This sharply raises the user's Attack stat.
Tail Whip Status NORMAL --- 100 30 The user wags their tail cutely, making opposing Pokémon less wary and lowering their Defense stat.
Teeter Dance Status NORMAL --- 100 20 The user performs a wobbly dance that confuses the Pokémon around them.
Tickle Status NORMAL --- 100 20 The user tickles the target into laughing, reducing its Attack and Defense stats.
Transform Status NORMAL --- --- 10 The user transforms into a copy of the target right down to having the same move set.
Whirlwind Status NORMAL --- --- 20 The target is blown away, and a different Pokémon is dragged out. Ends the battle in the wild.
Wish Status NORMAL --- --- 10 One turn after using this move, the user's or their replacement's HP is restored by half the user's max HP.
Work Up Status NORMAL --- --- 30 The user is roused, and their Attack and Sp. Atk stats increase.
Yawn Status NORMAL --- --- 10 The user lets loose a huge yawn that lulls the target into falling asleep on the next turn.
Gunk Shot Physical POISON 120 80 5 The user shoots filthy garbage at the target to attack. This may also poison the target.
Sludge Wave Special POISON 95 100 10 The user strikes everything around by swamping the area. This may also poison those hit.
Sludge Bomb Special POISON 90 100 10 Unsanitary sludge is hurled at the target. This may also poison the target.
Poison Jab Physical POISON 80 100 20 The target is stabbed with a tentacle or arm steeped in poison. This may also poison the target.
Cross Poison Physical POISON 70 100 20 A slashing attack with a poisonous blade that may also poison the target. Critical hits land more easily.
Sludge Special POISON 65 100 20 Unsanitary sludge is hurled at the target. This may also poison the target.
Venoshock Special POISON 65 100 10 The user attacks with a special poisonous liquid. If the target is poisoned, the power is doubled.
Clear Smog Special POISON 50 --- 15 The user attacks by throwing a clump of special mud. All stat changes are returned to normal.
Poison Fang Physical POISON 50 100 15 The user bites the target with toxic fangs. This may also leave the target badly poisoned.
Poison Tail Physical POISON 50 100 25 The user hits the target with a tail. This may also poison the target. Critical hits land more easily.
Acid Special POISON 40 100 30 The opposing Pokémon are attacked with a spray of harsh acid. This may also lower their Sp. Def stat.
Acid Spray Special POISON 40 100 20 The user spits fluid that works to melt the target. This harshly lowers the target's Sp. Def stat.
Smog Special POISON 30 70 20 The target is attacked with a discharge of filthy gases. This may also poison the target.
Poison Sting Physical POISON 15 100 35 The user stabs the target with a poisonous stinger. This may also poison the target.
Acid Armor Status POISON --- --- 20 The user alters their cellular structure to liquefy themselves, sharply raising their Defense stat.
Coil Status POISON --- --- 20 The user coils up and concentrates. This raises their Attack and Defense stats as well as their Accuracy.
Gastro Acid Status POISON --- 100 10 Hurls up stomach acids on the target. The fluid eliminates the effect of the target's Ability.
Poison Gas Status POISON --- 90 40 A cloud of poison gas is sprayed in the face of opposing Pokémon, poisoning those hit.
Poison Powder Status POISON --- 75 35 The user scatters a cloud of poisonous dust that poisons the target.
Toxic Status POISON --- 90 10 A move that leaves the target badly poisoned. Its poison damage worsens every turn.
Toxic Spikes Status POISON --- --- 20 The user lays a trap of poison spikes. This poisons opposing Pokémon that switch into battle.
Psycho Boost Special PSYCHIC 140 90 5 The user attacks the target at full power. The attack's recoil harshly lowers the user's Sp. Atk stat.
Dream Eater Special PSYCHIC 100 100 15 The user eats the dreams of a sleeping target. It absorbs half the damage to heal its own HP.
Future Sight Special PSYCHIC 120 100 10 Two turns after this move is used, a hunk of psychic energy attacks the target.
Psystrike Special PSYCHIC 100 100 10 The user materializes an odd psychic wave to attack the target. This attack does physical damage.
Psychic Special PSYCHIC 90 100 10 The target is hit by a strong telekinetic force. This may also lower the target's Sp. Def stat.
Extrasensory Special PSYCHIC 80 100 20 The user attacks with an odd, unseeable power. This may also make the target flinch.
Psyshock Special PSYCHIC 80 100 10 The user materializes an odd psychic wave to attack the target. This attack does physical damage.
Zen Headbutt Physical PSYCHIC 80 90 15 The user focuses their willpower to their head and attacks. It may make the target flinch.
Luster Purge Special PSYCHIC 70 100 5 The user lets loose a damaging burst of light. This may also lower the target's Sp. Def stat.
Mist Ball Special PSYCHIC 70 100 5 A mist-like flurry of down envelops the target. This may also lower the target's Sp. Atk stat.
Psycho Cut Physical PSYCHIC 70 100 20 The user tears at the target with blades formed by psychic power. Critical hits land more easily.
Synchronoise Special PSYCHIC 120 100 15 The user inflicts damage on any Pokémon of the same type with an odd shock wave.
Psybeam Special PSYCHIC 65 100 20 The target is attacked with a peculiar ray. This may also leave the target confused.
Heart Stamp Physical PSYCHIC 60 100 25 The user unleashes a vicious blow after fooling the target. This may make the target flinch.
Confusion Special PSYCHIC 50 100 25 The target is hit by a weak telekinetic force. This may also confuse the target.
Mirror Coat Special PSYCHIC --- 100 20 A retaliation move that counters any special attack, inflicting double the damage taken.
Psywave Special PSYCHIC --- 100 15 The target is attacked with an odd psychic wave. The attack varies in intensity.
Stored Power Special PSYCHIC --- 100 10 The user attacks with stored power. The more the user's stats are raised, the greater the power.
Agility Status PSYCHIC --- --- 30 The user relaxes and lightens their body to move faster. This sharply raises the Speed stat.
Ally Switch Status PSYCHIC --- --- 15 The user teleports using a strange power and switches places with an ally or a party Pokémon.
Amnesia Status PSYCHIC --- --- 20 The user empties their mind to forget their concerns. This sharply raises the user's Sp. Def stat.
Barrier Status PSYCHIC --- --- 20 The user throws up a sturdy wall that sharply raises their Defense stat.
Calm Mind Status PSYCHIC --- --- 20 The user quietly focuses their mind and calms their spirit to raise their Sp. Atk and Sp. Def stats.
Cosmic Power Status PSYCHIC --- --- 20 The user absorbs a mystical power from space to raise their Defense and Sp. Def stats.
Gravity Status PSYCHIC --- --- 5 Gravity is intensified for five turns, making moves involving flying unusable and negating Levitate.
Guard Split Status PSYCHIC --- --- 10 Employs psychic power to average the user's Defense and Sp. Def stats with the target's.
Guard Swap Status PSYCHIC --- --- 10 The user employs their psychic power to switch changes of Defense and Sp. Def stats with the target.
Heal Block Status PSYCHIC --- 100 15 The user prevents opponents from using moves, Abilities or held items to recover HP for five turns.
Heal Pulse Status PSYCHIC --- --- 10 The user emits a healing pulse that restores the target's HP by up to half of its max HP.
Healing Wish Status PSYCHIC --- --- 10 The user faints. The Pokémon taking their place will have its HP restored and status conditions cured.
Heart Swap Status PSYCHIC --- --- 10 The user employs their psychic power to switch stat changes with the target.
Hypnosis Status PSYCHIC --- 60 20 The user employs hypnotic suggestion to make the target fall into a deep sleep.
Imprison Status PSYCHIC --- --- 10 If opposing Pokémon know any move also known by the user, they are prevented from using it.
Kinesis Status PSYCHIC --- 80 15 The user distracts the target by bending a spoon. This lowers the target's Accuracy.
Light Screen Status PSYCHIC --- --- 30 A wondrous wall of light is put up to reduce damage from special attacks for five turns.
Lunar Dance Status PSYCHIC --- --- 10 The user faints. The Pokémon taking their place will have its status and HP fully restored.
Magic Coat Status PSYCHIC --- --- 15 The user creates a barrier that reflects back moves like Leech Seed and most status moves.
Magic Room Status PSYCHIC --- --- 10 The user creates a bizarre area in which Pokémons' held items lose their effects for five turns.
Meditate Status PSYCHIC --- --- 40 The user meditates to awaken the power deep within their body and raise their Attack stat.
Miracle Eye Status PSYCHIC --- --- 40 Enables Psychic-type attacks to hit Dark-types. Renders a target's raised Evasion useless.
Power Split Status PSYCHIC --- --- 10 The user employs their psychic power to average Attack and Sp. Atk stats with those of the target.
Power Swap Status PSYCHIC --- --- 10 The user employs psychic power to switch changes of Attack and Sp. Atk stats with the target.
Power Trick Status PSYCHIC --- --- 10 The user employs their psychic power to switch their Attack and Defense stat.
Psycho Shift Status PSYCHIC --- 100 10 Using their psychic power of suggestion, the user transfers status conditions to the target.
Reflect Status PSYCHIC --- --- 20 A wondrous wall of light is put up to reduce damage from physical attacks for five turns.
Rest Status PSYCHIC --- --- 10 The user sleeps for two turns. The user's HP are restored and any status conditions healed.
Role Play Status PSYCHIC --- --- 10 The user mimics the target completely, copying the target's natural Ability.
Skill Swap Status PSYCHIC --- --- 10 The user employs their psychic power to exchange Abilities with the target.
Telekinesis Status PSYCHIC --- --- 15 The user makes the target float with psychic power. The target is easier to hit for three turns.
Teleport Status PSYCHIC --- --- 20 Use it to flee from any wild Pokémon. It can also warp to the last Pokémon Center visited.
Trick Status PSYCHIC --- 100 10 The user catches the target off guard and swaps held items.
Trick Room Status PSYCHIC --- --- 5 The user creates a bizarre area in which slower Pokémon get to move first for five turns.
Wonder Room Status PSYCHIC --- --- 10 The user creates a bizarre area in which Defense and Sp. Def stats are swapped for five turns.
Head Smash Physical ROCK 150 80 5 The user attacks with a hazardous, full-power headbutt. This also damages the user terribly.
Rock Wrecker Physical ROCK 150 90 5 The user launches a huge boulder at the target to attack. The user can't move on the next turn.
Stone Edge Physical ROCK 100 80 5 The user stabs the target from below with sharpened stones. Critical hits land more easily.
Rock Slide Physical ROCK 75 90 10 Large boulders are hurled at the targets to inflict damage. The opposing Pokémon may flinch.
Power Gem Special ROCK 80 100 20 The user attacks with a ray of light that sparkles as if it were made of gemstones.
Ancient Power Special ROCK 60 100 5 The user attacks with a prehistoric power. It may also raise all the user's stats at once.
Rock Throw Physical ROCK 50 90 15 The user picks up and throws a small rock at the target to attack.
Rock Tomb Physical ROCK 60 95 15 Boulders are hurled at the target. This also lowers the target's Speed stat.
Smack Down Physical ROCK 50 100 15 The user throws a stone or a similar projectile to attack. Flying Pokémon fall to the ground when hit.
Rollout Physical ROCK 30 90 20 The user continually rolls into the target over five turns. It becomes more powerful with each hit.
Rock Blast Physical ROCK 25 90 10 The user hurls hard rocks at the target. Two to five rocks are launched in a row.
Rock Polish Status ROCK --- --- 20 The user polishes their body to reduce drag. This sharply raises the user's Speed stat.
Sandstorm Status ROCK --- --- 10 A five-turn sandstorm is summoned to hurt all combatants except the Rock-, Ground-, and Steel-types.
Stealth Rock Status ROCK --- --- 20 The user lays a trap of levitating stones. The trap hurts opponents that switch into battle.
Wide Guard Status ROCK --- --- 10 The user and their allies are protected from wide-ranging attacks for one turn.
Doom Desire Special STEEL 140 100 5 Two turns after this move is used, the user blasts the target with a concentrated bundle of light.
Iron Tail Physical STEEL 100 75 15 The target is slammed with a steel-hard tail. This may also lower the target's Defense stat.
Meteor Mash Physical STEEL 90 90 10 The target is hit with a hard punch fired like a meteor. This may also raise the user's Attack stat.
Flash Cannon Special STEEL 80 100 10 The user gathers their light energy and releases it all. This may lower the target's Sp. Def stat.
Iron Head Physical STEEL 80 100 15 The user slams the target with their steel-hard head. This may also make the target flinch.
Steel Wing Physical STEEL 70 90 25 The target is hit with wings of steel. This may also raise the user's Defense stat.
Mirror Shot Special STEEL 65 85 10 The user lets loose a flash of energy from their polished body. This may lower the target's Accuracy.
Magnet Bomb Physical STEEL 60 --- 20 The user launches steel bombs that stick to the target. This attack never misses.
Gear Grind Physical STEEL 50 85 15 The user attacks by throwing steel gears at the target twice.
Metal Claw Physical STEEL 50 95 35 The target is raked with steel claws. This may also raise the user's Attack stat.
Bullet Punch Physical STEEL 40 100 30 The user strikes the target with tough punches as fast as bullets. This move always goes first.
Gyro Ball Physical STEEL --- 100 5 The user whirls in a high-speed spin. The slower the user is than the target, the greater the power.
Heavy Slam Physical STEEL --- 100 10 The user slams with their heavy body. The heavier the user is than the target, the greater the power.
Metal Burst Physical STEEL --- 100 10 The user retaliates with greater force against the opponent that last inflicted damage on them.
Autotomize Status STEEL --- --- 15 The user sheds part of their body to make themselves lighter and sharply raise their Speed stat.
Iron Defense Status STEEL --- --- 15 The user hardens their body's surface like iron, sharply raising their Defense stat.
Metal Sound Status STEEL --- 85 40 A horrible sound like scraping metal harshly lowers the target's Sp. Def stat.
Shift Gear Status STEEL --- --- 10 The user rotates their gears, raising the Attack stat and sharply raising the Speed stat.
Hydro Cannon Special WATER 150 90 5 The target is hit with a watery blast. The user can't move on the next turn.
Water Spout Special WATER 150 100 5 The user spouts water against opposing Pokémon. The lower the user's HP, the lower the power.
Hydro Pump Special WATER 110 80 5 The target is blasted by a huge volume of water launched under great pressure.
Muddy Water Special WATER 90 85 10 The user attacks by shooting muddy water at the opposing Pokémon. This may also lower their Accuracy.
Surf Special WATER 90 100 15 The user swamps their surroundings with a giant wave. It can also be used for crossing water.
Aqua Tail Physical WATER 90 90 10 The user attacks by swinging their tail as if it were a vicious wave in a raging storm.
Crabhammer Physical WATER 100 90 10 The target is hammered with a large pincer. Critical hits land more easily.
Dive Physical WATER 80 100 10 Dives on the first turn, floats up and attacks on the next turn. Can be used to dive deep into water.
Scald Special WATER 80 100 15 The user shoots boiling hot water at the target. This may also leave the target with a burn.
Waterfall Physical WATER 80 100 15 The user charges at the target and may make it flinch. This can also be used to climb a waterfall.
Razor Shell Physical WATER 75 95 10 The user cuts the target with sharp shells. This may also lower the target's Defense stat.
Brine Special WATER 65 100 10 If the target's HP is half or less, this attack will hit with double the power.
Bubble Beam Special WATER 65 100 20 A spray of bubbles is forcefully ejected at the target. This may also lower its Speed stat.
Octazooka Special WATER 65 85 10 The user attacks by spraying ink at the target's eyes. This may also lower the target's Accuracy.
Water Pulse Special WATER 60 100 20 The user attacks the target with a pulsing blast of water. This may also confuse the target.
Water Pledge Special WATER 80 100 10 A column of water spouts up. Its power is increased and it can create Fields with other Pledge moves.
Aqua Jet Physical WATER 40 100 20 The user lunges at a speed that makes them almost invisible. This move always goes first.
Water Gun Special WATER 40 100 25 The target is blasted with a forceful shot of water.
Clamp Physical WATER 35 85 10 The target is clamped and squeezed by the user's very thick and sturdy shell for four to five turns.
Whirlpool Special WATER 35 85 15 The user traps the target in a violent swirling whirlpool for four to five turns.
Bubble Special WATER 40 100 30 A spray of countless bubbles is jetted at the opposing Pokémon. This may also lower their Speed stat.
Aqua Ring Status WATER --- --- 20 The user envelops themselves in a veil made of water. They regain some HP every turn.
Rain Dance Status WATER --- --- 5 Summons rain for five turns, powering up Water-type moves and weakening Fire-type moves.
Soak Status WATER --- --- 20 The user shoots a torrent of water at the target and changes the target's type to Water.
Water Sport Status WATER --- --- 15 The user soaks the battlefield with water. This weakens Fire-type moves for five turns.
Withdraw Status WATER --- --- 40 The user withdraws their body into their hard shell, raising their Defense stat.
Aromatic Mist Status FAIRY --- 100 20 The user raises the Sp. Def stat of an ally Pokémon by using a mysterious aroma.
Baby-Doll Eyes Status FAIRY --- 100 30 Staring with baby-doll eyes, the user lowers the target's Attack stat. This move always goes first.
Belch Special POISON 120 90 10 The user lets out a damaging belch at the target. The user must eat a held Berry to use this move.
Boomburst Special NORMAL 140 100 10 The user attacks everything around with the destructive power of a terrible, explosive sound.
Confide Status NORMAL --- --- 20 The user discloses a secret to the target, which cannot focus anymore. This lowers the target's Sp. Atk.
Crafty Shield Status FAIRY --- --- 10 The user protects themselves and their allies from status moves. This does not stop damaging moves.
Dazzling Gleam Special FAIRY 80 100 10 The user damages opposing Pokémon by emitting a powerful flash.
Disarming Voice Special FAIRY 40 --- 15 A charming cry does emotional damage to opposing Pokémon. This attack never misses.
Draining Kiss Special FAIRY 50 100 10 The user steals HP with a kiss. The user's HP is restored by over half of the damage dealt.
Plasma Fists Physical ELECTRIC 100 100 15 The user attacks with electrically charged fists. For that turn, Normal-type moves become Electric-type.
Eerie Impulse Status ELECTRIC --- 100 15 The user's body generates an eerie impulse. It harshly lowers the target's Sp. Atk stat.
Electric Terrain Status ELECTRIC --- --- 10 The user electrifies the ground for five turns, turning the battlefield into Electric Terrain.
Electrify Status ELECTRIC --- --- 20 If the target is hit before using its own move, the target's move becomes Electric-type.
Fairy Lock Status FAIRY --- --- 10 By locking down the battlefield, the user keeps all Pokémon from fleeing during the next turn.
Fairy Wind Special FAIRY 40 100 30 The user stirs up a fairy wind and strikes the target with it.
Fell Stinger Physical BUG 50 100 25 When the user knocks out a target with this move, the user's Attack stat rises drastically.
Flower Shield Status FAIRY --- --- 10 The user raises the Defense stat of all Grass-type Pokémon in battle with a mysterious power.
Flying Press Physical FIGHTING 100 95 10 The user dives down onto the target from the sky. This move is Fighting- and Flying-type simultaneously.
Forest's Curse Status GRASS --- 100 20 The user puts a forest curse on the target. This changes the target to Grass-type.
Freeze-Dry Special ICE 70 100 20 The user rapidly cools the target. It may freeze the target and is supereffective on Water-types.
Geomancy Status FAIRY --- --- 10 Absorbing energy, the user sharply raises their Sp. Atk, Sp. Def and Speed stats on the next turn.
Grassy Terrain Status GRASS --- --- 10 Letting grass sprout from the ground, the user turns the field into Grassy Terrain for five turns.
Infestation Special BUG 20 100 35 The user attacks and infests the target for four to five turns, preventing the target from escaping.
Ion Deluge Status ELECTRIC --- --- 25 The user disperses charged particles, which change Normal-type moves to Electric-type moves.
King's Shield Status STEEL --- --- 10 The user is protected from damage. Direct contact harshly lowers any attacker's Attack stat.
Land's Wrath Physical GROUND 90 100 10 The user gathers the energy of the land and focuses that power on the targets to damage them.
Magnetic Flux Status ELECTRIC --- --- 20 The user manipulates magnetic fields to raise Defense and Sp. Def of allies with Plus or Minus Ability.
Mat Block Status FIGHTING --- --- 10 The user shields themselves and allies from damaging moves with a mat. Does not stop status moves.
Misty Terrain Status FAIRY --- --- 10 The user summons mist for five turns, turning the battlefield into Misty Terrain.
Moonblast Special FAIRY 95 100 15 The user attacks borrowing the power of the moon. This may also lower the target's Sp. Atk stat.
Mystical Fire Special FIRE 75 100 10 The user attacks by breathing a special, hot fire. This also lowers the target's Sp. Atk stat.
Noble Roar Status NORMAL --- 100 30 The user roars nobly, intimidating the target. This lowers the target's Attack and Sp. Atk stats.
Nuzzle Physical ELECTRIC 20 100 20 The user attacks by nuzzling electrified cheeks against the target. This also paralyzes the target.
Oblivion Wing Special FLYING 80 100 10 The user absorbs the target's HP. The user's HP is restored by over half of the damage inflicted.
Parabolic Charge Special ELECTRIC 65 100 20 The user attacks everything around. The user's HP is restored by half the damage dealt.
Parting Shot Status DARK --- 100 20 The user lowers the target's Attack and Sp. Atk stats and switches with a party Pokémon.
Petal Blizzard Physical GRASS 90 100 15 The user stirs up a violent petal blizzard and attacks everything around themselves.
Phantom Force Physical GHOST 90 100 10 The user vanishes, then strikes on the next turn. It strikes even if the target protects itself.
Play Nice Status NORMAL --- --- 20 The user befriends the target, making it lose the will to fight. It lowers the target's Attack stat.
Play Rough Physical FAIRY 90 90 10 The user plays rough with the target and attacks it. This may also lower the target's Attack stat.
Powder Status BUG --- --- 20 The user covers the target in combustible powder. It explodes if the target uses a Fire-type move.
Power-Up Punch Physical FIGHTING 40 100 30 Striking opponents over and over hardens the user's fists. This raises the user's Attack stat.
Rototiller Status GROUND --- --- 10 Tilling the soil, the user raises the Attack and Sp. Atk stats of grounded Grass-type Pokémon.
Spiky Shield Status GRASS --- --- 10 Protecting the user from attacks, this move also damages any attacker who makes direct contact.
Sticky Web Status BUG --- --- 20 The user weaves a sticky net, lowering the Speed stat of opposing Pokémon switching into battle.
Topsy-Turvy Status DARK --- --- 20 All stat changes affecting the target turn topsy-turvy and become the opposite of what they were.
Trick-or-Treat Status GHOST --- 100 20 The user takes the target trick-or-treating. This changes the target's type to Ghost.
Venom Drench Status POISON --- 100 20 With an odd poisonous liquid, the user lowers the Attack, Sp. Atk, and Speed stats of poisoned opponents.
Water Shuriken Special WATER 15 100 20 The user attacks with throwing stars two to five times in a row. This move always goes first.
Hidden Power Special NORMAL 60 100 15 A unique attack that varies in type depending on the Pokémon using it.
Hidden Power Special FIRE 60 100 15 A unique attack that varies in type depending on the Pokémon using it.
Hidden Power Special FIGHTING 60 100 15 A unique attack that varies in type depending on the Pokémon using it.
Hidden Power Special WATER 60 100 15 A unique attack that varies in type depending on the Pokémon using it.
Hidden Power Special FLYING 60 100 15 A unique attack that varies in type depending on the Pokémon using it.
Hidden Power Special GRASS 60 100 15 A unique attack that varies in type depending on the Pokémon using it.
Hidden Power Special POISON 60 100 15 A unique attack that varies in type depending on the Pokémon using it.
Hidden Power Special ELECTRIC 60 100 15 A unique attack that varies in type depending on the Pokémon using it.
Hidden Power Special GROUND 60 100 15 A unique attack that varies in type depending on the Pokémon using it.
Hidden Power Special PSYCHIC 60 100 15 A unique attack that varies in type depending on the Pokémon using it.
Hidden Power Special ROCK 60 100 15 A unique attack that varies in type depending on the Pokémon using it.
Hidden Power Special ICE 60 100 15 A unique attack that varies in type depending on the Pokémon using it.
Hidden Power Special BUG 60 100 15 A unique attack that varies in type depending on the Pokémon using it.
Hidden Power Special DRAGON 60 100 15 A unique attack that varies in type depending on the Pokémon using it.
Hidden Power Special GHOST 60 100 15 A unique attack that varies in type depending on the Pokémon using it.
Hidden Power Special DARK 60 100 15 A unique attack that varies in type depending on the Pokémon using it.
Hidden Power Special STEEL 60 100 15 A unique attack that varies in type depending on the Pokémon using it.
Hidden Power Special FAIRY 60 100 15 A unique attack that varies in type depending on the Pokémon using it.
Origin Pulse Special WATER 110 85 10 The user attacks opposing Pokémon with countless beams of light that glow a deep and brilliant blue.
Precipice Blades Physical GROUND 120 85 10 The user attacks by manifesting the power of the land in fearsome blades of stone.
Dragon Ascent Physical FLYING 120 100 5 The user soars, then drops from the sky at high speed. It lowers the user's Defense and Sp. Def stats.
ThousandArrows Physical GROUND 90 100 10 This move also hits opposing Pokémon in the air. Those Pokémon are knocked down to the ground.
Thousand Waves Physical GROUND 90 100 10 The user attacks with a wave that crawls along the ground. Those hit can't flee from battle.
Diamond Storm Physical ROCK 100 95 5 The user whips up a storm of diamonds to attack. It may sharply raise the user's Defense stat.
Hyperspace Hole Special PSYCHIC 80 --- 5 The user appears right next to the target and strikes. Ignores moves like Protect or Detect.
Steam Eruption Special WATER 110 95 5 Immerses the target in superheated steam. This may also leave the target with a burn.
HyperspaceFury Physical DARK 100 100 5 The user unleashes a barrage, ignoring moves like Protect and Detect. It lowers the user's Defense.
Future Sight Special PSYCHIC 120 100 10 Two turns after this move is used, a hunk of psychic energy attacks the target.
Doom Desire Special STEEL 140 100 5 Two turns after this move is used, the user blasts the target with a concentrated bundle of light.
Accelerock Physical ROCK 40 100 20 The user smashes into the target at high speed. This move always goes first.
Anchor Shot Physical STEEL 80 100 20 The user entangles the target with their anchor chain. The target becomes unable to flee.
Aurora Veil Status ICE --- --- 20 This move reduces damage from physical and special moves for five turns. Can only be used during hail.
Baneful Bunker Status POISON --- --- 10 Protecting the user from attacks, this move also poisons any attacker that makes direct contact.
Beak Blast Physical FLYING 100 100 15 The user first heats up their beak, then attacks. Direct contact while heating up results in a burn.
Brutal Swing Physical DARK 60 100 20 The user swings their body around violently to inflict damage on everything in their vicinity.
Burn Up Special FIRE 130 100 5 The user burns themselves out for massive damage. The user then will no longer be Fire-type.
Clanging Scales Special DRAGON 110 100 5 The user rubs the scales on their body, making a huge noise. It then lowers the user's Defense stat.
Core Enforcer Special DRAGON 100 100 10 A damaging move that also eliminates the targets' Abilities if they have already used their moves.
Darkest Lariat Physical DARK 85 100 10 The user swings both arms and strikes. The target's stat changes don't affect this attack's damage.
Dragon Hammer Physical DRAGON 90 100 15 The user uses their body like a hammer to attack the target and inflict damage.
Fire Lash Physical FIRE 80 100 15 The user strikes the target with a burning lash. This also lowers the target's Defense stat.
First Impression Physical BUG 90 100 10 Although this move has great power, it only works the first turn the user is in battle.
Fleur Cannon Special FAIRY 130 90 5 The user unleashes a strong beam. The attack's recoil harshly lowers the user's Sp. Atk stat.
Floral Healing Status FAIRY --- --- 10 The user restores the target's HP by up to half of its max HP. Restores more HP on Grassy Terrain.
Gear Up Status STEEL --- --- 20 The user engages their gears to raise Attack and Sp. Atk stats of allies with Plus or Minus Ability.
High Horsepower Physical GROUND 95 95 10 The user fiercely attacks the target using their entire body.
Ice Hammer Physical ICE 100 90 10 The user swings and hits with their strong, heavy fist. It lowers the user's Speed, however.
Instruct Status PSYCHIC --- --- 15 The user instructs the target to use the target's last move again.
Laser Focus Status NORMAL --- --- 30 By concentrating intensely, the user's attack on the next turn always results in a critical hit.
Leafage Physical GRASS 40 100 40 The user attacks by pelting the target with leaves.
Liquidation Physical WATER 85 100 10 The user slams the target with a full-force water blast. It may lower the Defense stat of the target.
Lunge Physical BUG 80 100 15 The user lunges at the target with full force. This also lowers the target's Attack stat.
Moongeist Beam Special GHOST 100 100 5 The user emits a sinister ray to attack. This move will ignore the target's Ability.
Nature Madness Special FAIRY --- 90 10 The user hits the target with the force of nature. It halves the target's HP.
Pollen Puff Special BUG 90 100 15 The user attacks with a pollen puff that explodes. If the target is an ally, it restores HP instead.
Power Trip Physical DARK 20 100 10 The user boasts their strength and strikes. The more the user's stats are raised, the greater the power.
Prismatic Laser Special PSYCHIC 160 100 10 The user shoots powerful lasers using the power of a prism. The user can't move on the next turn.
Psychic Fangs Physical PSYCHIC 85 100 10 The user bites the target with psychic capabilities. This can also destroy Light Screen and Reflect.
Psychic Terrain Status PSYCHIC --- --- 10 Summoning psychic energies, the user turns the battlefield into Psychic Terrain for five turns.
Purify Status POISON --- --- 20 The user heals the target's status condition. It also restores the user's own HP.
RevelationDance Special NORMAL 90 100 15 The user attacks the target by dancing very hard. The user's type determines the type of this move.
Shadow Bone Physical GHOST 85 100 10 The user beats the target with a bone containing a spirit. This may lower the target's Defense.
Shell Trap Special FIRE 150 100 5 The user sets a shell trap. If the user is hit by a physical move, the trap will explode and inflict damage.
Shore Up Status GROUND --- --- 10 The user regains up to half of their max HP. It restores more HP in a sandstorm.
Smart Strike Physical STEEL 70 --- 10 The user stabs the target with a sharp horn. This attack never misses.
Solar Blade Physical GRASS 125 100 10 The user fills a blade with light energy on the first turn, then attacks on the next turn.
Sparkling Aria Special WATER 90 100 10 The user bursts into song, emitting many bubbles. If any target had a burn, the burn will be lifted.
Spectral Thief Physical GHOST 90 100 10 The user hides in the target's shadow, steals the target's stat boosts, and then attacks.
Speed Swap Status PSYCHIC --- --- 10 The user exchanges Speed stats with the target.
Spirit Shackle Physical GHOST 80 100 10 The user attacks while stitching the target's shadow to the ground, preventing it from escaping.
Spotlight Status NORMAL --- --- 15 The user shines a spotlight on the target so that only it will be attacked during the turn.
Stomp Tantrum Physical GROUND 75 100 10 Driven by frustration, the user attacks. If the user's previous move failed, the power of this move doubles.
Strength Sap Status GRASS --- 100 10 The user restores HP equal to the target's Attack stat. It also lowers the target's Attack stat.
Sunsteel Strike Physical STEEL 100 100 5 The user slams into the target with the force of a meteor. This move will ignore the target's Ability.
Tearful Look Status NORMAL --- --- 20 Teary eyes make the target lose the desire to fight. It lowers the target's Attack and Sp. Atk.
Throat Chop Physical DARK 80 100 15 The user attacks the target's throat. The target cannot use sound-based moves for two turns.
Toxic Thread Status POISON --- 100 20 The user shoots poisonous threads to poison the target and lower the target's Speed stat.
Trop Kick Physical GRASS 70 100 15 The user lands an intense kick of tropical origins. This also lowers the target's Attack stat.
Zing Zap Physical ELECTRIC 80 100 10 A strong electric blast crashes down, shocking the target. This may also make the target flinch.
Multi-Attack Physical NORMAL 120 100 10 Cloaked in high energy, the user slams the target. The held Memory defines the move's type.
Mind Blown Special FIRE 150 100 5 The user attacks everything around by causing their own head to explode. This also damages the user.
Photon Geyser Special PSYCHIC 100 100 5 A pillar of light that inflicts damage using the higher one of the user's Attack or Sp. Atk.
Weather Ball Special NORMAL 50 100 10 An attack move that varies in power and type depending on the weather.
Weather Ball Special NORMAL 50 100 10 An attack move that varies in power and type depending on the weather.
Weather Ball Special NORMAL 50 100 10 An attack move that varies in power and type depending on the weather.
Weather Ball Special NORMAL 50 100 10 An attack move that varies in power and type depending on the weather.
Dynamax Cannon Special DRAGON 100 100 5 The user unleashes a strong beam from its core. This move deals twice the damage if the target is Dynamaxed.
Snipe Shot Special WATER 80 100 15 The user ignores the effects of opposing Pokémon's moves and Abilities that draw in moves, allowing this move to hit the chosen target.
Jaw Lock Physical DARK 80 100 10 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.
Stuff Cheeks Status NORMAL --- --- 10 The user eats its held Berry, then sharply raises its Defense stat.
No Retreat Status FIGHTING --- --- 5 This move raises all the user's stats but prevents the user from switching out or fleeing.
Tar Shot Status ROCK --- 100 15 The user pours sticky tar over the target, lowering the target's Speed stat. The target becomes weaker to Fire-type moves.
Magic Powder Status PSYCHIC --- 100 20 The user scatters a cloud of magic powder that changes the target to Psychic type.
Dragon Darts Physical DRAGON 50 100 10 The user attacks twice using Dreepy. If there are two targets, this move hits each target once.
Teatime Status NORMAL --- --- 10 The user has teatime with all the Pokémon in the battle. Each Pokémon eats its held Berry.
Octolock Status FIGHTING --- --- 15 The user locks the target in and prevents it from fleeing. This move also lowers the target's Defense and Sp. Def every turn.
Bolt Beak Physical ELECTRIC 85 100 10 The user stabs the target with its electrified beak. If the user attacks before the target, the power of this move is doubled.
Fishious Rend Physical WATER 85 100 10 The user rends the target with its hard gills. If the user attacks before the target, the power of this move is doubled.
Court Change Status NORMAL --- --- 10 With its mysterious power, the user swaps the effects on either side of the field.
Clangorous Soul Status DRAGON --- --- 5 The user raises all its stats by using some of its HP.
Body Press Physical FIGHTING 80 100 10 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.
Decorate Status FAIRY --- --- 15 The user sharply raises the target's Attack and Sp. Atk stats by decorating the target.
Drum Beating Physical GRASS 80 100 10 The user plays its drum, controlling the drum's roots to attack the target. This also lowers the target's Speed stat.
Snap Trap Physical GRASS 35 100 15 The user snares the target in a snap trap for four to five turns.
Pyro Ball Physical FIRE 120 90 5 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.
Behemoth Blade Physical STEEL 100 100 5 The user becomes a gigantic sword and cuts the target. This move deals twice the damage if the target is Dynamaxed.
Behemoth Bash Physical STEEL 100 100 5 The user becomes a gigantic shield and cuts the target. This move deals twice the damage if the target is Dynamaxed.
Aura Wheel Physical ELECTRIC 110 100 10 Morpeko attacks and raises its Speed with the energy stored in its cheeks. This move's type changes depending on the user's form.
Breaking Swipe Physical DRAGON 60 100 15 The user swings its tough tail wildly and attacks opposing Pokémon. This also lowers their Attack stats.
Branch Poke Physical GRASS 40 100 40 The user attacks the target by poking it with a sharply pointed branch.
Overdrive Special ELECTRIC 80 100 10 The user attacks opposing Pokémon by twanging a guitar or bass guitar, causing a huge echo and strong vibration.
Apple Acid Special GRASS 80 100 10 The user attacks the target with an acidic liquid created from tart apples. This also lowers the target's Sp. Def stat.
Grav Apple Physical GRASS 80 100 10 The user attacks the target with an acidic liquid created from tart apples. This also lowers the target's Defense stat.
Spirit Break Physical FAIRY 75 100 15 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.
Strange Steam Special FAIRY 90 95 10 The user attacks the target by emitting steam. This may also confuse the target.
Life Dew Status WATER --- --- 10 The user scatters mysterious water around and restores the HP of itself and its ally Pokémon in the battle.
Obstruct Status DARK --- --- 10 This move enables the user to protect itself from all attacks. Its chance of failing rises if it is used in succession. Direct contact harshly lowers the attacker's Defense stat.
False Surrender Physical DARK 80 --- 10 The user pretends to bow its head, but then it stabs the target with its disheveled hair. This attack never misses.
Meteor Assault Physical FIGHTING 150 100 5 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.
Eternabeam Special DRAGON 160 90 5 This is Eternatus's most powerful attack in its original form. The user can't move on the next turn.
Steel Beam Special STEEL 140 95 5 The user fires a beam of steel that it collected from its entire body. This also damages the user.
Celebrate Status NORMAL --- --- 40 The Pokémon congratulates you on your special day!
Aura Wheel Physical DARK 110 100 10 Morpeko attacks and raises its Speed with the energy stored in its cheeks. This move's type changes depending on the user's form.
Techno Blast Special ELECTRIC 120 100 5 The user fires a beam of light. The move's type changes depending on the Drive the user holds.
Techno Blast Special FIRE 120 100 5 The user fires a beam of light. The move's type changes depending on the Drive the user holds.
Techno Blast Special ICE 120 100 5 The user fires a beam of light. The move's type changes depending on the Drive the user holds.
Techno Blast Special WATER 120 100 5 The user fires a beam of light. The move's type changes depending on the Drive the user holds.
Multi-Attack Physical FIRE 90 100 10 Cloaked in high energy, the user slams the target. The held Memory defines the move's type.
Multi-Attack Physical WATER 90 100 10 Cloaked in high energy, the user slams the target. The held Memory defines the move's type.
Multi-Attack Physical ELECTRIC 90 100 10 Cloaked in high energy, the user slams the target. The held Memory defines the move's type.
Multi-Attack Physical GRASS 90 100 10 Cloaked in high energy, the user slams the target. The held Memory defines the move's type.
Multi-Attack Physical ICE 90 100 10 Cloaked in high energy, the user slams the target. The held Memory defines the move's type.
Multi-Attack Physical FIGHTING 90 100 10 Cloaked in high energy, the user slams the target. The held Memory defines the move's type.
Multi-Attack Physical POISON 90 100 10 Cloaked in high energy, the user slams the target. The held Memory defines the move's type.
Multi-Attack Physical GROUND 90 100 10 Cloaked in high energy, the user slams the target. The held Memory defines the move's type.
Multi-Attack Physical FLYING 90 100 10 Cloaked in high energy, the user slams the target. The held Memory defines the move's type.
Multi-Attack Physical PSYCHIC 90 100 10 Cloaked in high energy, the user slams the target. The held Memory defines the move's type.
Multi-Attack Physical BUG 90 100 10 Cloaked in high energy, the user slams the target. The held Memory defines the move's type.
Multi-Attack Physical ROCK 90 100 10 Cloaked in high energy, the user slams the target. The held Memory defines the move's type.
Multi-Attack Physical GHOST 90 100 10 Cloaked in high energy, the user slams the target. The held Memory defines the move's type.
Multi-Attack Physical DRAGON 90 100 10 Cloaked in high energy, the user slams the target. The held Memory defines the move's type.
Multi-Attack Physical DARK 90 100 10 Cloaked in high energy, the user slams the target. The held Memory defines the move's type.
Multi-Attack Physical STEEL 90 100 10 Cloaked in high energy, the user slams the target. The held Memory defines the move's type.
Multi-Attack Physical FAIRY 90 100 10 Cloaked in high energy, the user slams the target. The held Memory defines the move's type.
Multi-Attack Physical QMARKS 90 100 10 Cloaked in high energy, the user slams the target. The held Memory defines the move's type.
Judgment Special FIRE 100 100 10 The user releases countless shots of light. This move's type varies depending on the held Plate.
Judgment Special WATER 100 100 10 The user releases countless shots of light. This move's type varies depending on the held Plate.
Judgment Special ELECTRIC 100 100 10 The user releases countless shots of light. This move's type varies depending on the held Plate.
Judgment Special GRASS 100 100 10 The user releases countless shots of light. This move's type varies depending on the held Plate.
Judgment Special ICE 100 100 10 The user releases countless shots of light. This move's type varies depending on the held Plate.
Judgment Special FIGHTING 100 100 10 The user releases countless shots of light. This move's type varies depending on the held Plate.
Judgment Special POISON 100 100 10 The user releases countless shots of light. This move's type varies depending on the held Plate.
Judgment Special GROUND 100 100 10 The user releases countless shots of light. This move's type varies depending on the held Plate.
Judgment Special FLYING 100 100 10 The user releases countless shots of light. This move's type varies depending on the held Plate.
Judgment Special PSYCHIC 100 100 10 The user releases countless shots of light. This move's type varies depending on the held Plate.
Judgment Special BUG 100 100 10 The user releases countless shots of light. This move's type varies depending on the held Plate.
Judgment Special ROCK 100 100 10 The user releases countless shots of light. This move's type varies depending on the held Plate.
Judgment Special GHOST 100 100 10 The user releases countless shots of light. This move's type varies depending on the held Plate.
Judgment Special DRAGON 100 100 10 The user releases countless shots of light. This move's type varies depending on the held Plate.
Judgment Special DARK 100 100 10 The user releases countless shots of light. This move's type varies depending on the held Plate.
Judgment Special STEEL 100 100 10 The user releases countless shots of light. This move's type varies depending on the held Plate.
Judgment Special FAIRY 100 100 10 The user releases countless shots of light. This move's type varies depending on the held Plate.
Judgment Special QMARKS 100 100 10 The user releases countless shots of light. This move's type varies depending on the held Plate.