Moves

Pokemon Champions Moves

Search moves by name, filter by type or category, and sort by power, accuracy, or PP.

Accelerock
Rock Physical

The user smashes into the target at high speed. This move always goes first.

Power

40

Acc.

100

PP

20

Acid Armor
Poison Status

The user alters its cellular structure to liquefy itself, sharply raising its Defense stat.

Power

-

Acc.

-

PP

20

Acid Spray
Poison Special

The user spits fluid that works to melt the target. This harshly lowers the target’s Sp. Def stat.

Power

40

Acc.

100

PP

20

Acrobatics
Flying Physical

The user nimbly strikes the target. If the user is not holding an item, this attack inflicts massive damage.

Power

55

Acc.

100

PP

16

Acupressure
Normal Status

Boosts the Attack Defense Sp. Atk Sp. Def Speed accuracy or evasiveness of the user or an ally by 2 stages.

Power

-

Acc.

101

PP

20

Aerial Ace
Flying Physical

The user confounds the target with speed, then slashes. This attack never misses.

Power

60

Acc.

-

PP

20

After You
Normal Status

Makes the target move immediately after the user.

Power

-

Acc.

101

PP

16

Agility
Psychic Status

The user relaxes and lightens its body to move faster. This sharply raises the Speed stat.

Power

-

Acc.

-

PP

20

Air Cutter
Flying Special

The user launches razor-like wind to slash opposing Pokémon. Critical hits land more easily.

Power

60

Acc.

95

PP

20

Air Slash
Flying Special

The user attacks with a blade of air that slices even the sky. This may also make the target flinch.

Power

75

Acc.

95

PP

16

Alluring Voice
Fairy Special

Confuses the target if its stats were boosted during the turn this move is used.

Power

80

Acc.

100

PP

12

Ally Switch
Psychic Status

User switches places with the friendly Pokémon opposite it.

Power

-

Acc.

-

PP

15

Amnesia
Psychic Status

The user temporarily empties its mind to forget its concerns. This sharply raises the user’s Sp. Def stat.

Power

-

Acc.

-

PP

20

Ancient Power
Rock Special

The user attacks with a prehistoric power. This may also raise all the user’s stats at once.

Power

60

Acc.

100

PP

8

Apple Acid
Grass Special

Lowers the target's Sp. Def stat by 1 stage.

Power

90

Acc.

100

PP

12

Aqua Cutter
Water Physical

This move has a 1-stage Critical-Hit Ratio Boost.

Power

70

Acc.

100

PP

20

Aqua Jet
Water Physical

The user lunges at the target at a speed that makes it almost invisible. This move always goes first.

Power

40

Acc.

100

PP

20

Aqua Ring
Water Status

The user envelops itself in a veil made of water. It regains some HP every turn.

Power

-

Acc.

-

PP

20

Aqua Step
Water Physical

Boosts the user's Speed stat by 1 stage.

Power

80

Acc.

100

PP

12

Aqua Tail
Water Physical

The user attacks by swinging its tail as if it were a vicious wave in a raging storm.

Power

90

Acc.

90

PP

12

Armor Cannon
Fire Special

Lowers the user's Defense and Sp. Def stats by 1 stage.

Power

120

Acc.

100

PP

8

Assurance
Dark Physical

Power is doubled if the target has already received damage this turn.

Power

60

Acc.

100

PP

10

Attract
Normal Status

Gives the target the Infatuated status. This move will fail against a target that is the same gender as the user or whose gender is unknown.

Power

-

Acc.

100

PP

16

Aura Sphere
Fighting Special

The user lets loose a blast of aura power from deep within its body at the target. This attack never misses.

Power

80

Acc.

-

PP

20

Aura Wheel
Electric Physical

Boosts the user's Speed stat by 1 stage. This move's type depends on Morpeko's form.

Power

110

Acc.

100

PP

12

Aurora Beam
Ice Special

The target is hit with a rainbow-colored beam. This may also lower the target’s Attack stat.

Power

65

Acc.

100

PP

20

Aurora Veil
Ice Status

This move reduces damage from physical and special moves for five turns. This can be used only in a hailstorm.

Power

-

Acc.

-

PP

20

Avalanche
Ice Physical

The power of this attack move is doubled if the user has been hurt by the target in the same turn.

Power

60

Acc.

100

PP

12

Axe Kick
Fighting Physical

Has a 30% chance of confusing the target. If this move misses or fails the user takes damage equal to 1/2 of its max HP.

Power

120

Acc.

90

PP

12

Baby-Doll Eyes
Fairy Status

The user stares at the target with its baby-doll eyes, which lowers the target’s Attack stat. This move always goes first.

Power

-

Acc.

100

PP

20

Baneful Bunker
Poison Status

The user protects itself from incoming moves for the turn. Any attackers that use contact moves against the user during this turn become poisoned. With each consecutive use this move's chance of success becomes 1/3 of what it was before.

Power

-

Acc.

101

PP

8

Baton Pass
Normal Status

The user switches out of battle to be replaced by another party Pokémon. If the user had any stat changes a substitute or other such effects they will be passed on to the Pokémon switching in.

Power

-

Acc.

101

PP

20

Beak Blast
Flying Physical

If the user is hit by a contact move before it uses this move the attacker will be burned.

Power

120

Acc.

100

PP

8

Beat Up
Dark Physical

The target is attacked as many times as the number of Pokémon in the user's party. Pokémon that have fainted or have a status condition are not counted. This move's power is calculated based on the Attack stats of the party Pokémon.

Power

0

Acc.

100

PP

12

Belch
Poison Special

This move fails unless the user has eaten a Berry during the battle.

Power

120

Acc.

90

PP

12

Belly Drum
Normal Status

User pays half its max HP to max out its Attack.

Power

-

Acc.

-

PP

10

Bind
Normal Physical

Gives the target the Bound status.

Power

15

Acc.

85

PP

20

Bite
Dark Physical

The target is bitten with viciously sharp fangs. This may also make the target flinch.

Power

60

Acc.

100

PP

20

Bitter Blade
Fire Physical

No detailed effect text added yet.

Power

90

Acc.

100

PP

10

Blast Burn
Fire Special

The user gains the Recharging status on the turn after this move is used.

Power

150

Acc.

90

PP

8

Blaze Kick
Fire Physical

The user launches a kick that lands a critical hit more easily. This may also leave the target with a burn.

Power

85

Acc.

90

PP

12

Blizzard
Ice Special

A howling blizzard is summoned to strike opposing Pokémon. This may also leave the opposing Pokémon frozen.

Power

110

Acc.

70

PP

8

Block
Normal Status

Gives the target the Can't Escape status.

Power

-

Acc.

101

PP

8

Body Press
Fighting Physical

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.

Power

80

Acc.

100

PP

12

Body Slam
Normal Physical

The user drops onto the target with its full body weight. This may also leave the target with paralysis.

Power

85

Acc.

100

PP

16

Bone Rush
Ground Physical

The user attacks 2 to 5 times in a row.

Power

30

Acc.

90

PP

12

Boomburst
Normal Special

No detailed effect text added yet.

Power

140

Acc.

100

PP

12

Bounce
Flying Physical

The user gains the Sky-High status on the turn this move is used then attacks on the following turn. This move has a 30% chance of paralyzing the target.

Power

85

Acc.

85

PP

8

Brave Bird
Flying Physical

The user tucks in its wings and charges from a low altitude. This also damages the user quite a lot.

Power

120

Acc.

100

PP

16

Breaking Swipe
Dragon Physical

Lowers the target’s Attack by one stage after inflicting damage.

Power

60

Acc.

100

PP

15

Brick Break
Fighting Physical

The user attacks with a swift chop. It can also break barriers, such as Light Screen and Reflect.

Power

75

Acc.

100

PP

16

Brine
Water Special

If the target’s HP is half or less, this attack will hit with double the power.

Power

65

Acc.

100

PP

12

Brutal Swing
Dark Physical

The user swings its body around violently to inflict damage on everything in its vicinity.

Power

60

Acc.

100

PP

20

Bubble Beam
Water Special

A spray of bubbles is forcefully ejected at the target. This may also lower the target’s Speed stat.

Power

65

Acc.

100

PP

20

Bug Bite
Bug Physical

The user bites the target. If the target is holding a Berry, the user eats it and gains its effect.

Power

60

Acc.

100

PP

20

Bug Buzz
Bug Special

The user generates a damaging sound wave by vibration. This may also lower the target’s Sp. Def stat.

Power

90

Acc.

100

PP

12

Bulk Up
Fighting Status

The user tenses its muscles to bulk up its body, raising both its Attack and Defense stats.

Power

-

Acc.

-

PP

20

Bulldoze
Ground Physical

The user strikes everything around it by stomping down on the ground. This lowers the Speed stats of those hit.

Power

60

Acc.

100

PP

20

Bullet Punch
Steel Physical

The user strikes the target with tough punches as fast as bullets. This move always goes first.

Power

40

Acc.

100

PP

20

Bullet Seed
Grass Physical

The user forcefully shoots seeds at the target two to five times in a row.

Power

25

Acc.

100

PP

20

Burn Up
Fire Special

The user loses the Fire type. Cures the user of being frozen. This move fails unless it is used by a Fire type.

Power

130

Acc.

100

PP

8

Calm Mind
Psychic Status

The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats.

Power

-

Acc.

-

PP

20

Charge
Electric Status

The user boosts the power of the Electric move it uses on the next turn. This also raises the user’s Sp. Def stat.

Power

-

Acc.

-

PP

20

Charge Beam
Electric Special

The user attacks the target with an electric charge. The user may use any remaining electricity to raise its Sp. Atk stat.

Power

50

Acc.

90

PP

12

Charm
Fairy Status

The user gazes at the target rather charmingly, making it less wary. This harshly lowers the target’s Attack stat.

Power

-

Acc.

100

PP

20

Circle Throw
Fighting Physical

If there are other Pokémon in the target's party that can switch into battle the target is forced to switch out of battle and is replaced by one of those Pokémon at random.

Power

60

Acc.

90

PP

12

Clanging Scales
Dragon Special

Lowers the user’s Defense by one stage after inflicting damage.

Power

110

Acc.

100

PP

5

Clear Smog
Poison Special

Removes all of the target’s stat modifiers.

Power

50

Acc.

-

PP

15

Close Combat
Fighting Physical

The user fights the target up close without guarding itself. This also lowers the user’s Defense and Sp. Def stats.

Power

120

Acc.

100

PP

8

Coaching
Fighting Status

Inflicts regular damage with no additional effect.

Power

-

Acc.

-

PP

10

Coil
Poison Status

The user coils up and concentrates. This raises its Attack and Defense stats as well as its accuracy.

Power

-

Acc.

-

PP

20

Comeuppance
Dark Physical

The user retaliates to deal 150% of the damage it took from an opponent's move during the turn this move is used.

Power

0

Acc.

100

PP

12

Confuse Ray
Ghost Status

The target is exposed to a sinister ray that triggers confusion.

Power

-

Acc.

100

PP

12

Confusion
Psychic Special

The target is hit by a weak telekinetic force. This may also confuse the target.

Power

50

Acc.

100

PP

20

Copycat
Normal Status

The user mimics the move that was last used. This move fails if no other move has been used yet.

Power

-

Acc.

101

PP

20

Corrosive Gas
Poison Status

Causes all other Pokémon on the field to lose their held items.

Power

-

Acc.

100

PP

20

Cosmic Power
Psychic Status

Raises the user’s Defense and Special Defense by one stage.

Power

-

Acc.

-

PP

20

Cotton Guard
Grass Status

The user protects itself by wrapping its body in soft cotton, which drastically raises the user’s Defense stat.

Power

-

Acc.

-

PP

12

Counter
Fighting Physical

The user retaliates to deal double the damage it took from an opponent's physical move during the turn this move is used.

Power

0

Acc.

100

PP

20

Covet
Normal Physical

If the user is not already holding an item it steals the target's held item.

Power

60

Acc.

100

PP

20

Crabhammer
Water Physical

The target is hammered with a large pincer. Critical hits land more easily.

Power

100

Acc.

90

PP

12

Cross Chop
Fighting Physical

The user delivers a double chop with its forearms crossed. Critical hits land more easily.

Power

100

Acc.

80

PP

8

Cross Poison
Poison Physical

A slashing attack with a poisonous blade that may also poison the target. Critical hits land more easily.

Power

70

Acc.

100

PP

20

Crunch
Dark Physical

The user crunches up the target with sharp fangs. This may also lower the target’s Defense stat.

Power

80

Acc.

100

PP

16

Crush Claw
Normal Physical

Has a 50% chance of lowering the target's Defense stat by 1 stage.

Power

75

Acc.

95

PP

12

Curse
Ghost Status

A move that works differently for the Ghost type than for all other types.

Power

-

Acc.

-

PP

12

Dark Pulse
Dark Special

The user releases a horrible aura imbued with dark thoughts. This may also make the target flinch.

Power

80

Acc.

100

PP

16

Dazzling Gleam
Fairy Special

The user damages opposing Pokémon by emitting a powerful flash.

Power

80

Acc.

100

PP

12

Decorate
Fairy Status

No detailed effect text added yet.

Power

-

Acc.

-

PP

15

Defog
Flying Status

Lowers the target's evasiveness by 1 stage. Removes statuses such as Reflect Spikes and Safeguard as well as any terrain.

Power

-

Acc.

101

PP

16

Destiny Bond
Ghost Status

The user gains the Destiny Bound status. This move fails if used in succession.

Power

-

Acc.

101

PP

8

Detect
Fighting Status

Prevents any moves from hitting the user this turn.

Power

-

Acc.

-

PP

5

Dig
Ground Physical

The user gains the Underground status on the turn this move is used then attacks on the following turn.

Power

80

Acc.

100

PP

12

Dire Claw
Poison Physical

No detailed effect text added yet.

Power

80

Acc.

100

PP

15

Disable
Normal Status

For four turns, this move prevents the target from using the move it last used.

Power

-

Acc.

100

PP

20

Discharge
Electric Special

The user strikes everything around it by letting loose a flare of electricity. This may also cause paralysis.

Power

80

Acc.

100

PP

16

Dive
Water Physical

The user gains the Submerged status on the turn this move is used then attacks on the following turn.

Power

80

Acc.

100

PP

12

Double Hit
Normal Physical

The user slams the target with a long tail, vines, or a tentacle. The target is hit twice in a row.

Power

35

Acc.

90

PP

12

Double Kick
Fighting Physical

The target is quickly kicked twice in succession using both feet.

Power

30

Acc.

100

PP

20

Double Team
Normal Status

By moving rapidly, the user makes illusory copies of itself to raise its evasiveness.

Power

-

Acc.

-

PP

16

Double-Edge
Normal Physical

User receives 1/3 the damage inflicted in recoil.

Power

120

Acc.

100

PP

15

Draco Meteor
Dragon Special

Comets are summoned down from the sky onto the target. The attack’s recoil harshly lowers the user’s Sp. Atk stat.

Power

130

Acc.

90

PP

8

Dragon Breath
Dragon Special

The user exhales a mighty gust that inflicts damage. This may also leave the target with paralysis.

Power

60

Acc.

100

PP

20

Dragon Claw
Dragon Physical

The user slashes the target with huge sharp claws.

Power

80

Acc.

100

PP

16

Dragon Dance
Dragon Status

The user vigorously performs a mystic, powerful dance that raises its Attack and Speed stats.

Power

-

Acc.

-

PP

20

Dragon Pulse
Dragon Special

The target is attacked with a shock wave generated by the user’s gaping mouth.

Power

85

Acc.

100

PP

12

Dragon Rush
Dragon Physical

The user tackles the target while exhibiting overwhelming menace. This may also make the target flinch.

Power

100

Acc.

75

PP

12

Dragon Tail
Dragon Physical

The target is knocked away, and a different Pokémon is dragged out. In the wild, this ends a battle against a single Pokémon.

Power

60

Acc.

90

PP

12

Drain Punch
Fighting Physical

An energy-draining punch. The user’s HP is restored by half the damage taken by the target.

Power

75

Acc.

100

PP

12

Draining Kiss
Fairy Special

The user steals the target’s HP with a kiss. The user’s HP is restored by over half of the damage taken by the target.

Power

50

Acc.

100

PP

12

Dream Eater
Psychic Special

The user eats the dreams of a sleeping target. The user’s HP is restored by half the damage taken by the target.

Power

100

Acc.

100

PP

16

Drill Peck
Flying Physical

A corkscrewing attack that strikes the target with a sharp beak acting as a drill.

Power

80

Acc.

100

PP

20

Drill Run
Ground Physical

The user crashes into its target while rotating its body like a drill. Critical hits land more easily.

Power

80

Acc.

95

PP

12

Dual Wingbeat
Flying Physical

The user slams the target with its wings. The target is hit twice in a row.

Power

40

Acc.

90

PP

12

Earth Power
Ground Special

The user makes the ground under the target erupt with power. This may also lower the target’s Sp. Def stat.

Power

90

Acc.

100

PP

12

Earthquake
Ground Physical

The user sets off an earthquake that strikes every Pokémon around it.

Power

100

Acc.

100

PP

12

Eerie Spell
Psychic Special

Removes 3 PP from the move last used by the target.

Power

80

Acc.

100

PP

8

Electrify
Electric Status

If this move hits the target before it uses a move its move becomes Electric type for that turn.

Power

-

Acc.

101

PP

20

Electro Ball
Electric Special

The user hurls an electric orb at the target. The faster the user is than the target, the greater the move’s power.

Power

-

Acc.

100

PP

12

Ember
Fire Special

The target is attacked with small flames. This may also leave the target with a burn.

Power

40

Acc.

100

PP

20

Encore
Normal Status

The user compels the target to keep using the move it encored for three turns.

Power

-

Acc.

100

PP

8

Endeavor
Normal Physical

Lowers the target’s HP to equal the user’s.

Power

-

Acc.

100

PP

5

Endure
Normal Status

Prevents the user’s HP from lowering below 1 this turn.

Power

-

Acc.

-

PP

10

Energy Ball
Grass Special

The user draws power from nature and fires it at the target. This may also lower the target’s Sp. Def stat.

Power

90

Acc.

100

PP

12

Entrainment
Normal Status

Copies the user’s ability onto the target.

Power

-

Acc.

100

PP

15

Eruption
Fire Special

Inflicts more damage when the user has more HP remaining, with a maximum of 150 power.

Power

150

Acc.

100

PP

5

Explosion
Normal Physical

The user faints upon using this move.

Power

250

Acc.

100

PP

8

Extrasensory
Psychic Special

The user attacks with an odd, unseeable power. This may also make the target flinch.

Power

80

Acc.

100

PP

20

Extreme Speed
Normal Physical

The user charges the target at blinding speed. This move always goes first.

Power

80

Acc.

100

PP

8

Facade
Normal Physical

This attack move doubles its power if the user is poisoned, burned, or paralyzed.

Power

70

Acc.

100

PP

20

Fairy Lock
Fairy Status

Gives all Pokémon on the field the Fairy Locked status.

Power

-

Acc.

101

PP

12

Fake Out
Normal Physical

This attack hits first and makes the target flinch. It only works the first turn each time the user enters battle.

Power

40

Acc.

100

PP

12

Fake Tears
Dark Status

The user feigns crying to fluster the target, harshly lowering its Sp. Def stat.

Power

-

Acc.

100

PP

20

Feather Dance
Flying Status

The user covers the target’s body with a mass of down that harshly lowers its Attack stat.

Power

-

Acc.

100

PP

16

Feint
Normal Physical

Hits through Protect and Detect.

Power

30

Acc.

100

PP

10

Fell Stinger
Bug Physical

Boosts the user's Attack stat by 3 stages if this move knocks out the target.

Power

50

Acc.

100

PP

20

Fiery Dance
Fire Special

Has a $effect_chance% chance to raise the user’s Special Attack by one stage.

Power

80

Acc.

100

PP

10

Final Gambit
Fighting Special

The user faints. This move deals damage to the target equal to the user's remaining HP at the time this move was used.

Power

0

Acc.

100

PP

8

Fire Blast
Fire Special

The target is attacked with an intense blast of all-consuming fire. This may also leave the target with a burn.

Power

110

Acc.

85

PP

8

Fire Fang
Fire Physical

The user bites with flame-cloaked fangs. This may also make the target flinch or leave it with a burn.

Power

65

Acc.

95

PP

16

Fire Lash
Fire Physical

Lowers the target's Defense stat by 1 stage.

Power

90

Acc.

100

PP

16

Fire Punch
Fire Physical

The target is punched with a fiery fist. This may also leave the target with a burn.

Power

75

Acc.

100

PP

16

Fire Spin
Fire Special

The target becomes trapped within a fierce vortex of fire that rages for four to five turns.

Power

35

Acc.

85

PP

16

First Impression
Bug Physical

Can only be used as the first move after the user enters battle.

Power

90

Acc.

100

PP

10

Flail
Normal Physical

The less HP the user has left the greater this move's power (ranging between 20 and 200).

Power

0

Acc.

100

PP

16

Flame Charge
Fire Physical

Cloaking itself in flame, the user attacks the target. Then, building up more power, the user raises its Speed stat.

Power

50

Acc.

100

PP

20

Flame Wheel
Fire Physical

The user cloaks itself in fire and charges at the target. This may also leave the target with a burn.

Power

60

Acc.

100

PP

20

Flamethrower
Fire Special

The target is scorched with an intense blast of fire. This may also leave the target with a burn.

Power

90

Acc.

100

PP

16

Flare Blitz
Fire Physical

The user cloaks itself in fire and charges the target. This also damages the user quite a lot. This attack may leave the target with a burn.

Power

120

Acc.

100

PP

16

Flash Cannon
Steel Special

The user gathers all its light energy and releases it all at once. This may also lower the target’s Sp. Def stat.

Power

80

Acc.

100

PP

12

Flatter
Dark Status

Boosts the target's Sp. Atk stat by 1 stage and confuses it.

Power

-

Acc.

100

PP

16

Fling
Dark Physical

This move's power and effects depend on the user's held item. The held item is lost after this move is used.

Power

0

Acc.

100

PP

12

Flip Turn
Water Physical

After making its attack, the user rushes back to switch places with a party Pokémon in waiting.

Power

60

Acc.

100

PP

20

Fly
Flying Physical

The user flies up into the sky and then strikes its target on the next turn.

Power

90

Acc.

95

PP

16

Focus Blast
Fighting Special

The user heightens its mental focus and unleashes its power. This may also lower the target’s Sp. Def stat.

Power

120

Acc.

70

PP

8

Focus Energy
Normal Status

The user takes a deep breath and focuses so that critical hits land more easily.

Power

-

Acc.

-

PP

20

Focus Punch
Fighting Physical

This move fails if the user has already taken damage from a move in the same turn.

Power

150

Acc.

100

PP

20

Follow Me
Normal Status

The user draws attention to itself, making all targets take aim only at the user.

Power

-

Acc.

-

PP

20

Foul Play
Dark Physical

The user turns the target’s power against it. The higher the target’s Attack stat, the greater the damage it deals.

Power

95

Acc.

100

PP

16

Freeze-Dry
Ice Special

The user rapidly cools the target. This may also leave the target frozen. This move is super effective on Water types.

Power

70

Acc.

100

PP

20

Frenzy Plant
Grass Special

The user gains the Recharging status on the turn after this move is used.

Power

150

Acc.

90

PP

8

Fury Attack
Normal Physical

The target is jabbed repeatedly with a horn or beak two to five times in a row.

Power

15

Acc.

85

PP

20

Fury Cutter
Bug Physical

The target is slashed with scythes or claws. This attack becomes more powerful if it hits in succession.

Power

40

Acc.

95

PP

20

Future Sight
Psychic Special

Two turns after this move is used, a hunk of psychic energy attacks the target.

Power

120

Acc.

100

PP

12

Giga Drain
Grass Special

A nutrient-draining attack. The user’s HP is restored by half the damage taken by the target.

Power

75

Acc.

100

PP

12

Giga Impact
Normal Physical

The user charges at the target using every bit of its power. The user can’t move on the next turn.

Power

150

Acc.

90

PP

8

Glare
Normal Status

Paralyzes the target.

Power

-

Acc.

100

PP

30

Grass Knot
Grass Special

The user snares the target with grass and trips it. The heavier the target, the greater the move’s power.

Power

-

Acc.

100

PP

20

Grassy Glide
Grass Physical

Gliding on the ground, the user attacks the target. This move always goes first on Grassy Terrain.

Power

55

Acc.

100

PP

20

Grassy Terrain
Grass Status

Turns the entire field into Grassy Terrain for 5 turns.

Power

-

Acc.

101

PP

12

Grav Apple
Grass Physical

The user inflicts damage by dropping an apple from high above. This also lowers the target’s Defense stat.

Power

80

Acc.

100

PP

12

Gravity
Psychic Status

Disables moves and immunities that involve flying or levitating for five turns.

Power

-

Acc.

-

PP

5

Growl
Normal Status

The user growls in an endearing way, making opposing Pokémon less wary. This lowers their Attack stats.

Power

-

Acc.

100

PP

20

Growth
Normal Status

The user’s body grows all at once, raising the Attack and Sp. Atk stats.

Power

-

Acc.

-

PP

20

Guard Split
Psychic Status

The user adds its Defense stat to the target's Defense stat then splits the total in half for them to share. It does the same with each of their Sp. Def stats.

Power

-

Acc.

101

PP

12

Guard Swap
Psychic Status

The user swaps the changes to its Defense and Sp. Def stats with the changes to the target's Defense and Sp. Def stats.

Power

-

Acc.

101

PP

12

Gunk Shot
Poison Physical

The user shoots filthy garbage at the target to attack. This may also poison the target.

Power

120

Acc.

80

PP

8

Gust
Flying Special

A gust of wind is whipped up by wings and launched at the target to inflict damage.

Power

40

Acc.

100

PP

20

Gyro Ball
Steel Physical

The user tackles the target with a high-speed spin. The slower the user compared to the target, the greater the move’s power.

Power

-

Acc.

100

PP

8

Hail
Ice Status

The user summons a hailstorm lasting five turns. It damages all Pokémon except Ice types.

Power

-

Acc.

-

PP

12

Hammer Arm
Fighting Physical

The user swings and hits with its strong, heavy fist. It lowers the user’s Speed, however.

Power

100

Acc.

90

PP

12

Hard Press
Steel Physical

The more HP the target has left the greater this move's power (ranging between 1 and 100).

Power

0

Acc.

100

PP

12

Harden
Normal Status

The user stiffens all the muscles in its body to raise its Defense stat.

Power

-

Acc.

-

PP

20

Haze
Ice Status

Resets all Pokémon’s stats, accuracy, and evasion.

Power

-

Acc.

-

PP

30

Head Smash
Rock Physical

User receives 1/2 the damage inflicted in recoil.

Power

150

Acc.

80

PP

5

Headbutt
Normal Physical

The user sticks out its head and attacks by charging straight into the target. This may also make the target flinch.

Power

70

Acc.

100

PP

16

Heal Bell
Normal Status

The user makes a soothing bell chime to heal the status conditions of all the party Pokémon.

Power

-

Acc.

-

PP

8

Heal Pulse
Psychic Status

The user emits a healing pulse that restores the target’s HP by up to half of its max HP.

Power

-

Acc.

-

PP

12

Healing Wish
Psychic Status

The user faints. The Pokémon taking its place will have its HP fully restored and its status conditions cured.

Power

-

Acc.

101

PP

12

Heat Crash
Fire Physical

The more the user outweighs the target the greater this move's power (ranging between 40 and 120). If the target has the Minimized status this move's power is doubled and it will be sure to hit.

Power

0

Acc.

100

PP

12

Heat Wave
Fire Special

The user attacks by exhaling hot breath on opposing Pokémon. This may also leave those Pokémon with a burn.

Power

95

Acc.

90

PP

12

Heavy Slam
Steel Physical

The user slams into the target with its heavy body. The more the user outweighs the target, the greater the move’s power.

Power

-

Acc.

100

PP

12

Helping Hand
Normal Status

The user assists an ally by boosting the power of that ally’s attack.

Power

-

Acc.

-

PP

20

Hex
Ghost Special

This relentless attack does massive damage to a target affected by status conditions.

Power

65

Acc.

100

PP

12

High Horsepower
Ground Physical

The user fiercely attacks the target using its entire body.

Power

95

Acc.

95

PP

12

High Jump Kick
Fighting Physical

The target is attacked with a knee kick from a jump. If it misses, the user is hurt instead.

Power

130

Acc.

90

PP

12

Horn Attack
Normal Physical

The target is jabbed with a sharply pointed horn to inflict damage.

Power

65

Acc.

100

PP

20

Horn Leech
Grass Physical

The user's HP is restored by 1/2 of the damage dealt by this move.

Power

75

Acc.

100

PP

12

Howl
Normal Status

The user howls loudly to raise the spirit of itself and allies. This raises their Attack stats.

Power

-

Acc.

-

PP

20

Hurricane
Flying Special

The user attacks by wrapping its opponent in a fierce wind that flies up into the sky. This may also confuse the target.

Power

110

Acc.

70

PP

12

Hydro Cannon
Water Special

The user gains the Recharging status on the turn after this move is used.

Power

150

Acc.

90

PP

8

Hydro Pump
Water Special

The target is blasted by a huge volume of water launched under great pressure.

Power

110

Acc.

80

PP

8

Hyper Beam
Normal Special

The target is attacked with a powerful beam. The user can’t move on the next turn.

Power

150

Acc.

90

PP

8

Hyper Fang
Normal Physical

The user bites hard on the target with its sharp front fangs. This may also make the target flinch.

Power

80

Acc.

90

PP

16

Hyper Voice
Normal Special

The user lets loose a horribly echoing shout with the power to inflict damage.

Power

90

Acc.

100

PP

12

Hypnosis
Psychic Status

The user employs hypnotic suggestion to make the target fall into a deep sleep.

Power

-

Acc.

60

PP

20

Ice Beam
Ice Special

The target is struck with an icy-cold beam of energy. This may also leave the target frozen.

Power

90

Acc.

100

PP

12

Ice Fang
Ice Physical

The user bites with cold-infused fangs. This may also make the target flinch or leave it frozen.

Power

65

Acc.

95

PP

16

Ice Hammer
Ice Physical

Lowers user’s Speed by one stage.

Power

100

Acc.

90

PP

10

Ice Punch
Ice Physical

The target is punched with an icy fist. This may also leave the target frozen.

Power

75

Acc.

100

PP

16

Ice Shard
Ice Physical

The user flash-freezes chunks of ice and hurls them at the target. This move always goes first.

Power

40

Acc.

100

PP

20

Ice Spinner
Ice Physical

The user covers its feet in thin ice and twirls around, slamming into the target. This move's spinning motion also destroys the terrain.

Power

80

Acc.

100

PP

16

Icicle Crash
Ice Physical

The user attacks by harshly dropping large icicles onto the target. This may also make the target flinch.

Power

85

Acc.

90

PP

12

Icicle Spear
Ice Physical

The user launches sharp icicles at the target two to five times in a row.

Power

25

Acc.

100

PP

20

Icy Wind
Ice Special

The user attacks with a gust of chilled air. This also lowers opposing Pokémon’s Speed stats.

Power

55

Acc.

95

PP

16

Imprison
Psychic Status

If opposing Pokémon know any move also known by the user, they are prevented from using it.

Power

-

Acc.

-

PP

12

Inferno
Fire Special

The user attacks by engulfing the target in an intense fire. This leaves the target with a burn.

Power

100

Acc.

50

PP

8

Infestation
Bug Special

Prevents the target from fleeing and inflicts damage for 2-5 turns.

Power

20

Acc.

100

PP

20

Ingrain
Grass Status

The user gains the Ingrained status.

Power

-

Acc.

101

PP

20

Instruct
Psychic Status

Forces the target to repeat its last used move.

Power

-

Acc.

-

PP

15

Iron Defense
Steel Status

The user hardens its body’s surface like iron, sharply raising its Defense stat.

Power

-

Acc.

-

PP

16

Iron Head
Steel Physical

The user slams the target with its steel-hard head. This may also make the target flinch.

Power

80

Acc.

100

PP

16

Iron Tail
Steel Physical

The target is slammed with a steel-hard tail. This may also lower the target’s Defense stat.

Power

100

Acc.

75

PP

16

Jet Punch
Water Physical

No detailed effect text added yet.

Power

60

Acc.

100

PP

15

King's Shield
Steel Status

The user protects itself from incoming attacks for the turn and changes into its Shield Forme. Any attackers that use contact moves against the user during this turn will have their Attack stats lowered by 1 stage. With each consecutive use this move's chance of success becomes 1/3 of what it was before.

Power

-

Acc.

101

PP

8

Knock Off
Dark Physical

The user slaps down the target’s held item, and that item can’t be used in that battle. The move does more damage if the target has a held item.

Power

65

Acc.

100

PP

20

Lash Out
Dark Physical

Inflicts regular damage with no additional effect.

Power

75

Acc.

100

PP

5

Last Resort
Normal Physical

Can only be used after all of the user’s other moves have been used.

Power

140

Acc.

100

PP

5

Lava Plume
Fire Special

Has a 30% chance of burning targets.

Power

80

Acc.

100

PP

16

Leaf Blade
Grass Physical

The user handles a sharp leaf like a sword and attacks by cutting its target. Critical hits land more easily.

Power

90

Acc.

100

PP

16

Leaf Storm
Grass Special

The user whips up a storm of leaves around the target. The attack’s recoil harshly lowers the user’s Sp. Atk stat.

Power

130

Acc.

90

PP

8

Leaf Tornado
Grass Special

The user attacks its target by encircling it in sharp leaves. This attack may also lower the target’s accuracy.

Power

65

Acc.

90

PP

12

Leech Life
Bug Physical

The user drains the target’s blood. The user’s HP is restored by half the damage taken by the target.

Power

80

Acc.

100

PP

12

Leech Seed
Grass Status

A seed is planted on the target. It steals some HP from the target every turn.

Power

-

Acc.

90

PP

12

Leer
Normal Status

The user gives opposing Pokémon an intimidating leer that lowers the Defense stat.

Power

-

Acc.

100

PP

20

Lick
Ghost Physical

The target is licked with a long tongue, causing damage. This may also leave the target with paralysis.

Power

30

Acc.

100

PP

20

Life Dew
Water Status

The user scatters mysterious water around and restores the HP of itself and its ally Pokémon in the battle.

Power

-

Acc.

-

PP

12

Light Screen
Psychic Status

A wondrous wall of light is put up to reduce damage from special attacks for five turns.

Power

-

Acc.

-

PP

20

Light of Ruin
Fairy Special

User receives 1/2 the damage inflicted in recoil.

Power

140

Acc.

90

PP

5

Liquidation
Water Physical

The user slams into the target using a full-force blast of water. This may also lower the target’s Defense stat.

Power

85

Acc.

100

PP

12

Lock-On
Normal Status

The user gains the Locked On status.

Power

-

Acc.

101

PP

8

Low Kick
Fighting Physical

A powerful low kick that makes the target fall over. The heavier the target, the greater the move’s power.

Power

-

Acc.

100

PP

20

Low Sweep
Fighting Physical

The user makes a swift attack on the target’s legs, which lowers the target’s Speed stat.

Power

65

Acc.

100

PP

20

Lunge
Bug Physical

The user makes a lunge at the target, attacking with full force. This also lowers the target’s Attack stat.

Power

80

Acc.

100

PP

16

Mach Punch
Fighting Physical

The user throws a punch at blinding speed. This move always goes first.

Power

40

Acc.

100

PP

20

Magic Coat
Psychic Status

Moves like Leech Seed and moves that inflict status conditions are blocked by a barrier and reflected back to the user of those moves.

Power

-

Acc.

-

PP

16

Magic Room
Psychic Status

Gives the entire field the Magic Room status for 5 turns.

Power

-

Acc.

101

PP

12

Magical Leaf
Grass Special

The user scatters curious leaves that chase the target. This attack never misses.

Power

60

Acc.

-

PP

20

Magnet Rise
Electric Status

The user levitates using electrically generated magnetism for five turns.

Power

-

Acc.

-

PP

12

Magnetic Flux
Electric Status

If the user or its allies have the Plus Ability or the Minus Ability their Defense and Sp. Def stats are boosted by 1 stage.

Power

-

Acc.

101

PP

20

Mean Look
Normal Status

Gives the target the Can't Escape status.

Power

-

Acc.

101

PP

8

Mega Drain
Grass Special

A nutrient-draining attack. The user’s HP is restored by half the damage taken by the target.

Power

40

Acc.

100

PP

16

Mega Kick
Normal Physical

The target is attacked by a kick launched with muscle-packed power.

Power

120

Acc.

75

PP

8

Mega Punch
Normal Physical

The target is slugged by a punch thrown with muscle-packed power.

Power

80

Acc.

85

PP

20

Megahorn
Bug Physical

Using its tough and impressive horn, the user rams into the target with no letup.

Power

120

Acc.

85

PP

12

Memento
Dark Status

Lowers the target's Attack and Sp. Atk stats by 2 stages. The user faints upon using this move.

Power

-

Acc.

100

PP

12

Metal Burst
Steel Physical

The user retaliates to deal 150% of the damage it took from an opponent's move during the turn this move is used.

Power

0

Acc.

100

PP

12

Metal Claw
Steel Physical

The target is raked with steel claws. This may also raise the user’s Attack stat.

Power

50

Acc.

95

PP

20

Metal Sound
Steel Status

Lowers the target's Sp. Def stat by 2 stages.

Power

-

Acc.

85

PP

20

Meteor Beam
Rock Special

The user gains the Charging status on the turn this move is used then attacks on the following turn. The user's Sp. Atk stat is boosted by 1 stage on the turn this move is used.

Power

120

Acc.

90

PP

12

Meteor Mash
Steel Physical

The target is hit with a hard punch fired like a meteor. This may also raise the user’s Attack stat.

Power

90

Acc.

90

PP

12

Minimize
Normal Status

The user compresses its body to make itself look smaller, which sharply raises its evasiveness.

Power

-

Acc.

-

PP

12

Mirror Coat
Psychic Special

The user retaliates to deal double the damage it took from an opponent's special move during the turn this move is used.

Power

0

Acc.

100

PP

20

Misty Terrain
Fairy Status

This protects Pokémon on the ground from status conditions and halves damage from Dragon-type moves for five turns.

Power

-

Acc.

-

PP

12

Moonblast
Fairy Special

Borrowing the power of the moon, the user attacks the target. This may also lower the target’s Sp. Atk stat.

Power

95

Acc.

100

PP

16

Moonlight
Fairy Status

The user restores its own HP. The amount of HP regained varies with the weather.

Power

-

Acc.

-

PP

8

Morning Sun
Normal Status

The user restores its own HP. The amount of HP regained varies with the weather.

Power

-

Acc.

-

PP

8

Mud Shot
Ground Special

The user attacks by hurling a blob of mud at the target. This also lowers the target’s Speed stat.

Power

55

Acc.

95

PP

16

Mud-Slap
Ground Special

The user hurls mud in the target’s face to inflict damage and lower its accuracy.

Power

20

Acc.

100

PP

12

Muddy Water
Water Special

The user attacks by shooting muddy water at opposing Pokémon. This may also lower their accuracy.

Power

90

Acc.

85

PP

12

Mystical Fire
Fire Special

Has a $effect_chance% chance to lower the target’s Special Attack by one stage.

Power

75

Acc.

100

PP

10

Nasty Plot
Dark Status

The user stimulates its brain by thinking bad thoughts. This sharply raises the user’s Sp. Atk stat.

Power

-

Acc.

-

PP

20

Night Daze
Dark Special

The user lets loose a pitch-black shock wave at its target. This may also lower the target’s accuracy.

Power

85

Acc.

95

PP

12

Night Shade
Ghost Special

The user makes the target see a frightening mirage. It inflicts damage equal to the user’s level.

Power

-

Acc.

100

PP

16

Night Slash
Dark Physical

The user slashes the target the instant an opportunity arises. Critical hits land more easily.

Power

70

Acc.

100

PP

16

Noble Roar
Normal Status

Lowers the target's Attack and Sp. Atk stats by 1 stage.

Power

-

Acc.

100

PP

20

Nuzzle
Electric Physical

Has a $effect_chance% chance to paralyze the target.

Power

20

Acc.

100

PP

20

Outrage
Dragon Physical

The user rampages and attacks for two to three turns. The user then becomes confused.

Power

120

Acc.

100

PP

12

Overheat
Fire Special

The user attacks the target at full power. The attack’s recoil harshly lowers the user’s Sp. Atk stat.

Power

130

Acc.

90

PP

8

Pain Split
Normal Status

The user adds its HP to the target’s HP, then equally shares the combined HP with the target.

Power

-

Acc.

-

PP

20

Parting Shot
Dark Status

Lowers all targets’ Attack and Special Attack by one stage. Makes the user switch out.

Power

-

Acc.

100

PP

20

Payback
Dark Physical

This move's power is doubled if the user attacks after the target.

Power

50

Acc.

100

PP

12

Peck
Flying Physical

The target is jabbed with a sharply pointed beak or horn.

Power

35

Acc.

100

PP

20

Perish Song
Normal Status

User and target both faint after three turns.

Power

-

Acc.

-

PP

5

Petal Blizzard
Grass Physical

The user stirs up a violent petal blizzard and attacks everything around it.

Power

90

Acc.

100

PP

16

Petal Dance
Grass Special

The user attacks the target by scattering petals for two to three turns. The user then becomes confused.

Power

120

Acc.

100

PP

12

Phantom Force
Ghost Physical

The user vanishes somewhere, then strikes the target on the next turn. This move hits even if the target protects itself.

Power

90

Acc.

100

PP

12

Pin Missile
Bug Physical

Sharp spikes are shot at the target in rapid succession. They hit two to five times in a row.

Power

25

Acc.

95

PP

20

Play Rough
Fairy Physical

The user plays rough with the target and attacks it. This may also lower the target’s Attack stat.

Power

90

Acc.

90

PP

12

Pluck
Flying Physical

If the target is holding a Berry the user eats that Berry and gains its effect.

Power

60

Acc.

100

PP

20

Poison Fang
Poison Physical

The user bites the target with toxic fangs. This may also leave the target badly poisoned.

Power

50

Acc.

100

PP

16

Poison Gas
Poison Status

A cloud of poison gas is sprayed in the face of opposing Pokémon, poisoning those it hits.

Power

-

Acc.

90

PP

20

Poison Jab
Poison Physical

The target is stabbed with a tentacle, arm, or the like steeped in poison. This may also poison the target.

Power

80

Acc.

100

PP

20

Poison Powder
Poison Status

The user scatters a cloud of poisonous dust that poisons the target.

Power

-

Acc.

75

PP

20

Poison Sting
Poison Physical

The user stabs the target with a poisonous stinger. This may also poison the target.

Power

15

Acc.

100

PP

20

Pollen Puff
Bug Special

The user attacks the enemy with a pollen puff that explodes. If the target is an ally, it gives the ally a pollen puff that restores its HP instead.

Power

90

Acc.

100

PP

16

Poltergeist
Ghost Physical

Inflicts regular damage with no additional effect.

Power

110

Acc.

90

PP

5

Pounce
Bug Physical

Lowers the target's Speed stat by 1 stage.

Power

50

Acc.

100

PP

20

Pound
Normal Physical

The target is physically pounded with a long tail, a foreleg, or the like.

Power

40

Acc.

100

PP

20

Powder Snow
Ice Special

The user attacks with a chilling gust of powdery snow. This may also freeze opposing Pokémon.

Power

40

Acc.

100

PP

20

Power Gem
Rock Special

The user attacks with a ray of light that sparkles as if it were made of gemstones.

Power

80

Acc.

100

PP

20

Power Split
Psychic Status

The user adds its Attack stat to the target's Attack stat then splits the total in half for them to share. It does the same with each of their Sp. Atk stats.

Power

-

Acc.

101

PP

12

Power Swap
Psychic Status

The user swaps the changes to its Attack and Sp. Atk stats with the changes to the target's Attack and Sp. Atk stats.

Power

-

Acc.

101

PP

12

Power Trip
Dark Physical

This move's power is increased by 20 for each stage that the user's stats have been boosted.

Power

20

Acc.

100

PP

12

Power Whip
Grass Physical

The user violently whirls its vines, tentacles, or the like to harshly lash the target.

Power

120

Acc.

85

PP

12

Protect
Normal Status

This move enables the user to protect itself from all attacks. Its chance of failing rises if it is used in succession.

Power

-

Acc.

-

PP

12

Psybeam
Psychic Special

The target is attacked with a peculiar ray. This may also leave the target confused.

Power

65

Acc.

100

PP

20

Psych Up
Normal Status

Discards the user’s stat changes and copies the target’s.

Power

-

Acc.

-

PP

10

Psychic
Psychic Special

The target is hit by a strong telekinetic force. This may also lower the target’s Sp. Def stat.

Power

90

Acc.

100

PP

12

Psychic Terrain
Psychic Status

This protects Pokémon on the ground from priority moves and powers up Psychic-type moves for five turns.

Power

-

Acc.

-

PP

12

Psycho Cut
Psychic Physical

Has an increased chance for a critical hit.

Power

70

Acc.

100

PP

20

Psyshock
Psychic Special

The user materializes an odd psychic wave to attack the target. This attack does physical damage.

Power

80

Acc.

100

PP

12

Quash
Dark Status

The user suppresses the target and makes its move go last.

Power

-

Acc.

100

PP

16

Quick Attack
Normal Physical

The user lunges at the target at a speed that makes it almost invisible. This move always goes first.

Power

40

Acc.

100

PP

20

Quick Guard
Fighting Status

Prevents any priority moves from hitting friendly Pokémon this turn.

Power

-

Acc.

-

PP

15

Quiver Dance
Bug Status

Raises the user’s Special Attack, Special Defense, and Speed by one stage each.

Power

-

Acc.

-

PP

20

Rage Powder
Bug Status

The user scatters a cloud of irritating powder to draw attention to itself. Opposing Pokémon aim only at the user.

Power

-

Acc.

-

PP

20

Raging Fury
Fire Physical

The user gains the Rampaging status.

Power

120

Acc.

100

PP

12

Rain Dance
Water Status

The user summons a heavy rain that falls for five turns, powering up Water-type moves. It lowers the power of Fire-type moves.

Power

-

Acc.

-

PP

8

Rapid Spin
Normal Physical

A spin attack that can also eliminate such moves as Bind, Wrap, and Leech Seed. This also raises the user’s Speed stat.

Power

50

Acc.

100

PP

20

Razor Leaf
Grass Physical

Sharp-edged leaves are launched to slash at opposing Pokémon. Critical hits land more easily.

Power

55

Acc.

95

PP

20

Razor Shell
Water Physical

Has a 50% chance of lowering the target's Defense stat by 1 stage.

Power

75

Acc.

95

PP

12

Recover
Normal Status

Restoring its own cells, the user restores its own HP by half of its max HP.

Power

-

Acc.

-

PP

8

Recycle
Normal Status

Regenerates the last held item that the user consumed. The user then holds this item once more.

Power

-

Acc.

101

PP

12

Reflect
Psychic Status

A wondrous wall of light is put up to reduce damage from physical attacks for five turns.

Power

-

Acc.

-

PP

20

Reflect Type
Normal Status

The user becomes the same type or types as the target.

Power

-

Acc.

101

PP

16

Rest
Psychic Status

The user goes to sleep for two turns. This fully restores the user’s HP and heals any status conditions.

Power

-

Acc.

-

PP

8

Reversal
Fighting Physical

The less HP the user has left the greater this move's power (ranging between 20 and 200).

Power

0

Acc.

100

PP

16

Rising Voltage
Electric Special

This move's power is doubled if the target is under the effect of Electric Terrain.

Power

70

Acc.

100

PP

20

Roar
Normal Status

The target is scared off, and a different Pokémon is dragged out. In the wild, this ends a battle against a single Pokémon.

Power

-

Acc.

-

PP

20

Rock Blast
Rock Physical

The user hurls hard rocks at the target. Two to five rocks are launched in a row.

Power

25

Acc.

90

PP

12

Rock Polish
Rock Status

The user polishes its body to reduce drag. This sharply raises the Speed stat.

Power

-

Acc.

-

PP

20

Rock Slide
Rock Physical

Large boulders are hurled at opposing Pokémon to inflict damage. This may also make the opposing Pokémon flinch.

Power

75

Acc.

90

PP

12

Rock Throw
Rock Physical

The user picks up and throws a small rock at the target to attack.

Power

50

Acc.

90

PP

16

Rock Tomb
Rock Physical

Boulders are hurled at the target. This also lowers the target’s Speed stat by preventing its movement.

Power

60

Acc.

95

PP

16

Rock Wrecker
Rock Physical

The user gains the Recharging status on the turn after this move is used.

Power

150

Acc.

90

PP

8

Role Play
Psychic Status

Changes the user's Ability to be the same as the target's.

Power

-

Acc.

101

PP

12

Roost
Flying Status

The user lands and rests its body. This move restores the user’s HP by up to half of its max HP.

Power

-

Acc.

-

PP

12

Round
Normal Special

Has double power if it’s used more than once per turn.

Power

60

Acc.

100

PP

15

Safeguard
Normal Status

The user creates a protective field that prevents status conditions for five turns.

Power

-

Acc.

-

PP

20

Salt Cure
Rock Physical

Gives the target the Salt Cured status.

Power

40

Acc.

100

PP

16

Sand Attack
Ground Status

Sand is hurled in the target’s face, reducing the target’s accuracy.

Power

-

Acc.

100

PP

16

Sand Tomb
Ground Physical

Gives the target the Bound status.

Power

35

Acc.

85

PP

16

Sandstorm
Rock Status

A five-turn sandstorm is summoned to hurt all combatants except Rock, Ground, and Steel types. It raises the Sp. Def stat of Rock types.

Power

-

Acc.

-

PP

12

Scald
Water Special

The user shoots boiling hot water at its target. This may also leave the target with a burn.

Power

80

Acc.

100

PP

16

Scale Shot
Dragon Physical

Boosts the user’s Speed and lowers their Defense by one stage after inflicting damage two to five times in a row.

Power

25

Acc.

90

PP

20

Scary Face
Normal Status

The user frightens the target with a scary face to harshly lower its Speed stat.

Power

-

Acc.

100

PP

12

Scorching Sands
Ground Special

Has a 30% chance of burning the target. Cures the user and target of being frozen.

Power

70

Acc.

100

PP

12

Scratch
Normal Physical

Hard, pointed, sharp claws rake the target to inflict damage.

Power

40

Acc.

100

PP

20

Screech
Normal Status

An earsplitting screech harshly lowers the target’s Defense stat.

Power

-

Acc.

85

PP

20

Seed Bomb
Grass Physical

The user slams a barrage of hard-shelled seeds down on the target from above.

Power

80

Acc.

100

PP

16

Seismic Toss
Fighting Physical

The target is thrown using the power of gravity. It inflicts damage equal to the user’s level.

Power

-

Acc.

100

PP

20

Self-Destruct
Normal Physical

The user attacks everything around it by causing an explosion. The user faints upon using this move.

Power

200

Acc.

100

PP

8

Shadow Ball
Ghost Special

The user hurls a shadowy blob at the target. This may also lower the target’s Sp. Def stat.

Power

80

Acc.

100

PP

16

Shadow Claw
Ghost Physical

The user slashes with a sharp claw made from shadows. Critical hits land more easily.

Power

70

Acc.

100

PP

16

Shadow Punch
Ghost Physical

The user throws a punch from the shadows. This attack never misses.

Power

60

Acc.

-

PP

20

Shadow Sneak
Ghost Physical

The user extends its shadow and attacks the target from behind. This move always goes first.

Power

40

Acc.

100

PP

20

Shell Side Arm
Poison Special

Has a 20% chance of poisoning the target. Becomes a physical move if that will deal more damage.

Power

90

Acc.

100

PP

12

Shell Smash
Normal Status

The user breaks its shell, which lowers Defense and Sp. Def stats but sharply raises its Attack, Sp. Atk, and Speed stats.

Power

-

Acc.

-

PP

16

Shelter
Steel Status

No detailed effect text added yet.

Power

0

Acc.

-

PP

10

Signal Beam
Bug Special

This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.

Power

75

Acc.

100

PP

16

Silver Wind
Bug Special

This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.

Power

60

Acc.

100

PP

8

Sing
Normal Status

A soothing lullaby is sung in a calming voice that puts the target into a deep slumber.

Power

-

Acc.

55

PP

16

Skitter Smack
Bug Physical

Lowers the target's Sp. Atk stat by 1 stage.

Power

70

Acc.

90

PP

12

Skull Bash
Normal Physical

The user tucks in its head to raise its Defense stat on the first turn, then rams the target on the next turn.

Power

130

Acc.

100

PP

12

Sky Attack
Flying Physical

A second-turn attack move where critical hits land more easily. This may also make the target flinch.

Power

140

Acc.

90

PP

8

Slack Off
Normal Status

The user slacks off, restoring its own HP by up to half of its max HP.

Power

-

Acc.

-

PP

12

Slam
Normal Physical

The target is slammed with a long tail, vines, or the like to inflict damage.

Power

80

Acc.

75

PP

20

Slash
Normal Physical

The target is attacked with a slash of claws or blades. Critical hits land more easily.

Power

70

Acc.

100

PP

20

Sleep Powder
Grass Status

The user scatters a big cloud of sleep-inducing dust around the target.

Power

-

Acc.

75

PP

16

Sleep Talk
Normal Status

While it is asleep, the user randomly uses one of the moves it knows.

Power

-

Acc.

-

PP

12

Sludge
Poison Special

Unsanitary sludge is hurled at the target. This may also poison the target.

Power

65

Acc.

100

PP

20

Sludge Bomb
Poison Special

Unsanitary sludge is hurled at the target. This may also poison the target.

Power

90

Acc.

100

PP

12

Sludge Wave
Poison Special

The user strikes everything around it by swamping the area with a giant sludge wave. This may also poison those hit.

Power

95

Acc.

100

PP

12

Smack Down
Rock Physical

Removes any immunity to Ground damage.

Power

50

Acc.

100

PP

15

Smart Strike
Steel Physical

The user stabs the target with a sharp horn. This attack never misses.

Power

70

Acc.

-

PP

12

Smog
Poison Special

The target is attacked with a discharge of filthy gases. This may also poison the target.

Power

30

Acc.

70

PP

20

Smokescreen
Normal Status

The user releases an obscuring cloud of smoke or ink. This lowers the target’s accuracy.

Power

-

Acc.

100

PP

20

Snap Trap
Steel Physical

Gives the target the Bound status.

Power

35

Acc.

100

PP

16

Snarl
Dark Special

The user yells as if it’s ranting about something, which lowers the Sp. Atk stats of opposing Pokémon.

Power

55

Acc.

95

PP

16

Snore
Normal Special

This attack can be used only if the user is asleep. The harsh noise may also make the target flinch.

Power

50

Acc.

100

PP

16

Snowscape
Ice Status

Summons snow for 5 turns.

Power

-

Acc.

101

PP

8

Soak
Water Status

Changes the target's type to Water.

Power

-

Acc.

100

PP

20

Soft-Boiled
Normal Status

The user restores its own HP by up to half of its max HP.

Power

-

Acc.

-

PP

8

Solar Beam
Grass Special

In this two-turn attack, the user gathers light, then blasts a bundled beam on the next turn.

Power

120

Acc.

100

PP

12

Solar Blade
Grass Physical

In this two-turn attack, the user gathers light and fills a blade with the light’s energy, attacking the target on the next turn.

Power

125

Acc.

100

PP

12

Spark
Electric Physical

The user throws an electrically charged tackle at the target. This may also leave the target with paralysis.

Power

65

Acc.

100

PP

20

Speed Swap
Psychic Status

Exchanges the user’s Speed with the target’s.

Power

-

Acc.

-

PP

10

Spikes
Ground Status

The user lays a trap of spikes at the opposing team’s feet. The trap hurts Pokémon that switch into battle.

Power

-

Acc.

-

PP

20

Spiky Shield
Grass Status

Blocks damaging attacks and damages attacking Pokémon for 1/8 their max HP.

Power

-

Acc.

-

PP

10

Spirit Break
Fairy Physical

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.

Power

75

Acc.

100

PP

16

Spit Up
Normal Special

The higher the user's Stockpiling level the greater this move's power (ranging between 100 and 300). This move fails unless the user has the Stockpiling status.

Power

0

Acc.

100

PP

12

Spite
Ghost Status

The user unleashes its grudge on the move last used by the target by cutting 4 PP from it.

Power

-

Acc.

100

PP

12

Stealth Rock
Rock Status

The user lays a trap of levitating stones around the opposing team. The trap hurts opposing Pokémon that switch into battle.

Power

-

Acc.

-

PP

20

Steel Beam
Steel Special

Inflicts damage, and the user takes damage equal to half of its max HP, rounded up.

Power

140

Acc.

95

PP

5

Steel Roller
Steel Physical

Removes any terrain. This move fails if there is no terrain on the field.

Power

130

Acc.

100

PP

8

Steel Wing
Steel Physical

The target is hit with wings of steel. This may also raise the user’s Defense stat.

Power

70

Acc.

90

PP

20

Sticky Web
Bug Status

The user weaves a sticky net around the opposing team, which lowers their Speed stats upon switching into battle.

Power

-

Acc.

-

PP

20

Stockpile
Normal Status

The user charges up power and raises both its Defense and Sp. Def stats. The move can be used three times.

Power

-

Acc.

-

PP

20

Stomp
Normal Physical

The target is stomped with a big foot. This may also make the target flinch.

Power

65

Acc.

100

PP

20

Stone Axe
Rock Physical

No detailed effect text added yet.

Power

65

Acc.

90

PP

15

Stone Edge
Rock Physical

The user stabs the target from below with sharpened stones. Critical hits land more easily.

Power

100

Acc.

80

PP

8

Stored Power
Psychic Special

The user attacks the target with stored power. The more the user’s stats are raised, the greater the move’s power.

Power

20

Acc.

100

PP

12

Strength
Normal Physical

The target is slugged with a punch thrown at maximum power.

Power

80

Acc.

100

PP

16

Strength Sap
Grass Status

Heals the user by the target’s current Attack stat and lowers the target’s Attack by one stage.

Power

-

Acc.

100

PP

10

String Shot
Bug Status

Lowers targets' Speed stats by 2 stages.

Power

-

Acc.

95

PP

20

Struggle Bug
Bug Special

Has a $effect_chance% chance to lower the target’s Special Attack by one stage.

Power

50

Acc.

100

PP

20

Stuff Cheeks
Normal Status

The user eats its held Berry and boosts its Defense stat by 2 stages. This move can't be used if the user is not holding a Berry.

Power

-

Acc.

101

PP

12

Stun Spore
Grass Status

The user scatters a cloud of numbing powder that paralyzes the target.

Power

-

Acc.

75

PP

20

Submission
Fighting Physical

The user grabs the target and recklessly dives for the ground. This also damages the user a little.

Power

80

Acc.

80

PP

20

Substitute
Normal Status

The user creates a substitute for itself using some of its HP. The substitute serves as the user’s decoy.

Power

-

Acc.

-

PP

12

Sucker Punch
Dark Physical

This move enables the user to attack first. This move fails if the target is not readying an attack.

Power

70

Acc.

100

PP

8

Sunny Day
Fire Status

The user intensifies the sun for five turns, powering up Fire-type moves. It lowers the power of Water-type moves.

Power

-

Acc.

-

PP

8

Super Fang
Normal Physical

The user chomps hard on the target with its sharp front fangs. This cuts the target’s HP in half.

Power

-

Acc.

90

PP

12

Supercell Slam
Electric Physical

If this move misses or fails the user takes damage equal to 1/2 of its max HP. If the target has the Minimized status this move's power is doubled and it will be sure to hit.

Power

100

Acc.

95

PP

16

Superpower
Fighting Physical

The user attacks the target with great power. However, this also lowers the user’s Attack and Defense stats.

Power

120

Acc.

100

PP

8

Supersonic
Normal Status

The user generates odd sound waves from its body that confuse the target.

Power

-

Acc.

55

PP

20

Surf
Water Special

The user attacks everything around it by swamping its surroundings with a giant wave.

Power

90

Acc.

100

PP

16

Swagger
Normal Status

The user enrages and confuses the target. However, this also sharply raises the target’s Attack stat.

Power

-

Acc.

85

PP

16

Swallow
Normal Status

The power stored using the move Stockpile is absorbed by the user to heal its HP. Storing more power heals more HP.

Power

-

Acc.

-

PP

12

Sweet Kiss
Fairy Status

The user kisses the target with a sweet, angelic cuteness that causes confusion.

Power

-

Acc.

75

PP

12

Sweet Scent
Normal Status

A sweet scent that harshly lowers opposing Pokémon’s evasiveness.

Power

-

Acc.

100

PP

20

Swift
Normal Special

Star-shaped rays are shot at opposing Pokémon. This attack never misses.

Power

60

Acc.

-

PP

20

Switcheroo
Dark Status

The user and the target swap their held items.

Power

-

Acc.

100

PP

12

Swords Dance
Normal Status

A frenetic dance to uplift the fighting spirit. This sharply raises the user’s Attack stat.

Power

-

Acc.

-

PP

20

Synthesis
Grass Status

The user restores its own HP. The amount of HP regained varies with the weather.

Power

-

Acc.

-

PP

8

Syrup Bomb
Grass Special

No detailed effect text added yet.

Power

60

Acc.

85

PP

10

Tackle
Normal Physical

A physical attack in which the user charges and slams into the target with its whole body.

Power

40

Acc.

100

PP

20

Tail Glow
Bug Status

This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.

Power

-

Acc.

-

PP

20

Tail Slap
Normal Physical

The user attacks by striking the target with its hard tail. It hits the target two to five times in a row.

Power

25

Acc.

85

PP

12

Tail Whip
Normal Status

The user wags its tail cutely, making opposing Pokémon less wary and lowering their Defense stats.

Power

-

Acc.

100

PP

20

Tailwind
Flying Status

The user whips up a turbulent whirlwind that ups the Speed stats of the user and its allies for four turns.

Power

-

Acc.

-

PP

16

Take Down
Normal Physical

A reckless, full-body charge attack for slamming into the target. This also damages the user a little.

Power

90

Acc.

85

PP

20

Taunt
Dark Status

The target is taunted into a rage that allows it to use only attack moves for three turns.

Power

-

Acc.

100

PP

20

Tearful Look
Normal Status

The user gets teary eyed to make the target lose its combative spirit. This lowers the target’s Attack and Sp. Atk stats.

Power

-

Acc.

-

PP

20

Teatime
Normal Status

Causes all Pokémon on the field to eat their held Berries.

Power

-

Acc.

101

PP

12

Temper Flare
Fire Physical

No detailed effect text added yet.

Power

75

Acc.

100

PP

10

Terrain Pulse
Normal Special

This move's power is doubled if the user is under the effect of a terrain. This move's type depends on the terrain.

Power

50

Acc.

100

PP

12

Thief
Dark Physical

The user attacks and steals the target’s held item simultaneously. The user can’t steal anything if it already holds an item.

Power

60

Acc.

100

PP

20

Thrash
Normal Physical

The user rampages and attacks for two to three turns. The user then becomes confused.

Power

120

Acc.

100

PP

12

Throat Chop
Dark Physical

Prevents the target from using sound-based moves for two turns.

Power

80

Acc.

100

PP

15

Thunder
Electric Special

A wicked thunderbolt is dropped on the target to inflict damage. This may also leave the target with paralysis.

Power

110

Acc.

70

PP

12

Thunder Fang
Electric Physical

The user bites with electrified fangs. This may also make the target flinch or leave it with paralysis.

Power

65

Acc.

95

PP

16

Thunder Punch
Electric Physical

The target is punched with an electrified fist. This may also leave the target with paralysis.

Power

75

Acc.

100

PP

16

Thunder Shock
Electric Special

A jolt of electricity crashes down on the target to inflict damage. This may also leave the target with paralysis.

Power

40

Acc.

100

PP

20

Thunder Wave
Electric Status

The user launches a weak jolt of electricity that paralyzes the target.

Power

-

Acc.

90

PP

20

Thunderbolt
Electric Special

A strong electric blast crashes down on the target. This may also leave the target with paralysis.

Power

90

Acc.

100

PP

16

Tickle
Normal Status

The user tickles the target into laughing, reducing its Attack and Defense stats.

Power

-

Acc.

100

PP

20

Tidy Up
Normal Status

Removes the Sticky Web Stealth Rock Substitute Spikes and Toxic Spikes statuses from the entire field. Boosts the user's Attack and Speed stats by 1 stage.

Power

-

Acc.

101

PP

12

Torch Song
Fire Special

Boosts the user's Sp. Atk stat by 1 stage.

Power

80

Acc.

100

PP

12

Torment
Dark Status

The user torments and enrages the target, making it incapable of using the same move twice in a row.

Power

-

Acc.

100

PP

16

Toxic
Poison Status

A move that leaves the target badly poisoned. Its poison damage worsens every turn.

Power

-

Acc.

90

PP

12

Toxic Spikes
Poison Status

The user lays a trap of poison spikes at the feet of the opposing team. The spikes will poison opposing Pokémon that switch into battle.

Power

-

Acc.

-

PP

20

Toxic Thread
Poison Status

Lowers the target's Speed stat by 2 stages and poisons it.

Power

-

Acc.

100

PP

20

Trailblaze
Grass Physical

Boosts the user's Speed stat by 1 stage.

Power

50

Acc.

100

PP

20

Transform
Normal Status

The user transforms into a copy of the target. It also copies all of the target's stats apart from its HP.

Power

-

Acc.

101

PP

12

Tri Attack
Normal Special

The user strikes with a simultaneous three-beam attack. This may also burn, freeze, or paralyze the target.

Power

80

Acc.

100

PP

12

Trick
Psychic Status

The user catches the target off guard and swaps its held item with its own.

Power

-

Acc.

100

PP

12

Trick Room
Psychic Status

The user creates a bizarre area in which slower Pokémon get to move first for five turns.

Power

-

Acc.

-

PP

8

Triple Axel
Ice Physical

A consecutive three-kick attack that becomes more powerful with each successful hit.

Power

20

Acc.

90

PP

12

Trop Kick
Grass Physical

Lowers the target’s Attack by one stage after inflicting damage.

Power

70

Acc.

100

PP

15

Twineedle
Bug Physical

This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.

Power

25

Acc.

100

PP

20

U-turn
Bug Physical

After making its attack, the user rushes back to switch places with a party Pokémon in waiting.

Power

70

Acc.

100

PP

20

Uproar
Normal Special

The user attacks in an uproar for three turns. During that time, no Pokémon can fall asleep.

Power

90

Acc.

100

PP

12

Vacuum Wave
Fighting Special

Inflicts regular damage with no additional effect.

Power

40

Acc.

100

PP

30

Venoshock
Poison Special

The user drenches the target in a special poisonous liquid. This move’s power is doubled if the target is poisoned.

Power

65

Acc.

100

PP

12

Vine Whip
Grass Physical

The target is struck with slender, whiplike vines to inflict damage.

Power

45

Acc.

100

PP

20

Volt Switch
Electric Special

After making its attack, the user rushes back to switch places with a party Pokémon in waiting.

Power

70

Acc.

100

PP

20

Volt Tackle
Electric Physical

Has a 10% chance of paralyzing the target. The user also takes 1/3 of the damage dealt by this move.

Power

120

Acc.

100

PP

16

Water Gun
Water Special

The target is blasted with a forceful shot of water.

Power

40

Acc.

100

PP

20

Water Pulse
Water Special

The user attacks the target with a pulsing blast of water. This may also confuse the target.

Power

60

Acc.

100

PP

20

Water Spout
Water Special

The user spouts water to damage opposing Pokémon. The lower the user’s HP, the lower the move’s power.

Power

150

Acc.

100

PP

8

Waterfall
Water Physical

The user charges at the target and may make it flinch.

Power

80

Acc.

100

PP

16

Wave Crash
Water Physical

No detailed effect text added yet.

Power

120

Acc.

100

PP

10

Weather Ball
Normal Special

This attack move varies in power and type depending on the weather.

Power

50

Acc.

100

PP

12

Whirlpool
Water Special

The user traps the target in a violent swirling whirlpool for four to five turns.

Power

35

Acc.

85

PP

16

Whirlwind
Normal Status

The target is blown away, and a different Pokémon is dragged out. In the wild, this ends a battle against a single Pokémon.

Power

-

Acc.

-

PP

20

Wide Guard
Rock Status

The user and its allies are protected from wide-ranging attacks for one turn.

Power

-

Acc.

-

PP

12

Wild Charge
Electric Physical

The user shrouds itself in electricity and smashes into its target. This also damages the user a little.

Power

90

Acc.

100

PP

16

Will-O-Wisp
Fire Status

The user shoots a sinister flame at the target to inflict a burn.

Power

-

Acc.

85

PP

16

Wing Attack
Flying Physical

The target is struck with large, imposing wings spread wide to inflict damage.

Power

60

Acc.

100

PP

20

Wish
Normal Status

One turn after this move is used, the user’s or its replacement’s HP is restored by half the user’s max HP.

Power

-

Acc.

-

PP

12

Withdraw
Water Status

The user withdraws its body into its hard shell, raising its Defense stat.

Power

-

Acc.

-

PP

20

Wonder Room
Psychic Status

Gives the entire field the Wonder Room status for 5 turns.

Power

-

Acc.

101

PP

12

Wood Hammer
Grass Physical

The user slams its rugged body into the target to attack. This also damages the user quite a lot.

Power

120

Acc.

100

PP

16

Work Up
Normal Status

The user is roused, and its Attack and Sp. Atk stats increase.

Power

-

Acc.

-

PP

20

Worry Seed
Grass Status

A seed that causes worry is planted on the target. It prevents sleep by making the target’s Ability Insomnia.

Power

-

Acc.

100

PP

12

Wrap
Normal Physical

A long body, vines, or the like are used to wrap and squeeze the target for four to five turns.

Power

15

Acc.

90

PP

20

X-Scissor
Bug Physical

The user slashes at the target by crossing its scythes or claws as if they were a pair of scissors.

Power

80

Acc.

100

PP

16

Yawn
Normal Status

The user lets loose a huge yawn that lulls the target into falling asleep on the next turn.

Power

-

Acc.

-

PP

12

Zen Headbutt
Psychic Physical

The user focuses its willpower to its head and attacks the target. This may also make the target flinch.

Power

80

Acc.

90

PP

16