Name | Type | Cat. | PP | Att. | Acc. | Effect |
Acrobatics |
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15 | 55 | 100 | The user nimbly strikes the target. If the user is not holding an item, this attack inflicts massive damage. |
Aerial Ace |
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20 | 60 | -- | The user confounds the target with speed, then slashes. The attack lands without fail. |
Aqua Jet |
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20 | 40 | 100 | The user lunges at the target at a speed that makes it almost invisible. It is sure to strike first. |
Aqua Tail |
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10 | 90 | 90 | The user attacks by swinging its tail as if it were a vicious wave in a raging storm. |
Arm Thrust |
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20 | 15 | 100 | The user looses a flurry of open-palmed arm thrusts that hit two to five times in a row. |
Assurance |
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10 | 50 | 100 | If the target has already taken some damage in the same turn, this attack's power is doubled. |
Astonish |
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15 | 30 | 100 | The user attacks the target while shouting in a startling fashion. It may also make the target flinch. |
Attack Order |
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15 | 90 | 100 | The user calls out its underlings to pummel the target. Critical hits land more easily. |
Avalanche |
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10 | 60 | 100 | An attack move that inflicts double the damage if the user has been hurt by the target in the same turn. |
Barrage |
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20 | 15 | 85 | Round objects are hurled at the target to strike two to five times in a row. |
Beat Up |
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10 | -- | 100 | The user gets all party Pokémon to attack the target. The more party Pokémon, the greater the number of attacks. |
Bide |
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10 | -- | -- | The user endures attacks for two turns, then strikes back to cause double the damage taken. |
Bind |
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20 | 15 | 85 | Things such as long bodies or tentacles are used to bind and squeeze the target for four to five turns. |
Bite |
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25 | 60 | 100 | The target is bitten with viciously sharp fangs. It may make the target flinch. |
Blaze Kick |
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10 | 85 | 90 | The user launches a kick that lands a critical hit more easily. It may also leave the target with a burn. |
Body Slam |
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15 | 85 | 100 | The user drops onto the target with its full body weight. It may also leave the target with paralysis. |
Bolt Strike |
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5 | 130 | 85 | The user charges its target, surrounding itself with a great amount of electricity. It may leave the target with paralysis. |
Bone Club |
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20 | 65 | 85 | The user clubs the target with a bone. It may also make the target flinch. |
Bone Rush |
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10 | 25 | 90 | The user strikes the target with a hard bone two to five times in a row. |
Bonemerang |
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10 | 50 | 90 | The user throws the bone it holds. The bone loops to hit the target twice, coming and going. |
Bounce |
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5 | 85 | 85 | The user bounces up high, then drops on the target on the second turn. It may also leave the target with paralysis. |
Brave Bird |
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15 | 120 | 100 | The user tucks in its wings and charges from a low altitude. The user also takes serious damage. |
Brick Break |
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15 | 75 | 100 | The user attacks with a swift chop. It can also break any barrier such as Light Screen and Reflect. |
Bug Bite |
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20 | 60 | 100 | The user bites the target. If the target is holding a Berry, the user eats it and gains its effect. |
Bulldoze |
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20 | 60 | 100 | The user stomps down on the ground and attacks everything in the area. Hit Pokémon's Speed stat is reduced. |
Bullet Punch |
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30 | 40 | 100 | The user strikes the target with tough punches as fast as bullets. This move always goes first. |
Bullet Seed |
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30 | 25 | 100 | The user forcefully shoots seeds at the target. Two to five seeds are shot in rapid succession. |
Chip Away |
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20 | 70 | 100 | Looking for an opening, the user strikes continually. The target's stat changes don't affect this attack's damage. |
Circle Throw |
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10 | 60 | 90 | The user throws the target and drags out another Pokémon in its party. In the wild, the battle ends. |
Clamp |
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15 | 35 | 85 | The target is clamped and squeezed by the user's very thick and sturdy shell for four to five turns. |
Close Combat |
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5 | 120 | 100 | The user fights the target up close without guarding itself. It also cuts the user's Defense and Sp. Def. |
Comet Punch |
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15 | 18 | 85 | The target is hit with a flurry of punches that strike two to five times in a row. |
Constrict |
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35 | 10 | 100 | The target is attacked with long, creeping tentacles or vines. It may also lower the target's Speed stat. |
Counter |
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20 | -- | 100 | A retaliation move that counters any physical attack, inflicting double the damage taken. |
Covet |
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40 | 60 | 100 | The user endearingly approaches the target, then steals the target's held item. |
Crabhammer |
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10 | 90 | 90 | The target is hammered with a large pincer. Critical hits land more easily. |
Cross Chop |
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5 | 100 | 80 | The user delivers a double chop with its forearms crossed. Critical hits land more easily. |
Cross Poison |
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20 | 70 | 100 | A slashing attack with a poisonous blade that may also leave the target poisoned. Critical hits land more easily. |
Crunch |
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15 | 80 | 100 | The user crunches up the target with sharp fangs. It may also lower the target's Defense stat. |
Crush Claw |
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10 | 75 | 95 | The user slashes the target with hard and sharp claws. It may also lower the target's Defense. |
Crush Grip |
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5 | -- | 100 | The target is crushed with great force. The attack is more powerful the more HP the target has left. |
Cut |
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30 | 50 | 95 | The target is cut with a scythe or a claw. It can also be used to cut down thin trees. |
Dig |
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10 | 80 | 100 | The user burrows, then attacks on the second turn. It can also be used to exit dungeons. |
Dive |
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10 | 80 | 100 | Diving on the first turn, the user floats up and attacks on the second turn. It can be used to dive deep in the ocean. |
Dizzy Punch |
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10 | 70 | 100 | The target is hit with rhythmically launched punches that may also leave it confused. |
Double Hit |
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10 | 35 | 90 | The user slams the target with a long tail, vines, or tentacle. The target is hit twice in a row. |
Double Kick |
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30 | 30 | 100 | The target is quickly kicked twice in succession using both feet. |
Double-edge |
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15 | 120 | 100 | A reckless, life-risking tackle. It also damages the user by a fairly large amount, however. |
Doubleslap |
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10 | 15 | 85 | The target is slapped repeatedly, back and forth, two to five times in a row. |
Dragon Claw |
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15 | 80 | 100 | The user slashes the target with huge, sharp claws. |
Dragon Rush |
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10 | 100 | 75 | The user tackles the target while exhibiting overwhelming menace. It may also make the target flinch. |
Dragon Tail |
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10 | 60 | 90 | The user knocks away the target and drags out another Pokémon in its party. In the wild, the battle ends. |
Drain Punch |
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10 | 75 | 100 | An energy-draining punch. The user's HP is restored by half the damage taken by the target. |
Drill Peck |
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20 | 80 | 100 | A corkscrewing attack with the sharp beak acting as a drill. |
Drill Run |
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10 | 80 | 95 | The user crashes into its target while rotating its body like a drill. Critical hits land more easily. |
Dual Chop |
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15 | 40 | 90 | The user attacks its target by hitting it with brutal strikes. The target is hit twice in a row. |
Dynamicpunch |
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5 | 100 | 50 | The user punches the target with full, concentrated power. It confuses the target if it hits. |
Earthquake |
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10 | 100 | 100 | The user sets off an earthquake that strikes those around it. |
Egg Bomb |
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10 | 100 | 75 | A large egg is hurled at the target with maximum force to inflict damage. |
Endeavor |
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5 | -- | 100 | An attack move that cuts down the target's HP to equal the user's HP. |
Explosion |
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5 | 250 | 100 | The user explodes to inflict damage on those around it. The user faints upon using this move. |
Extremespeed |
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5 | 80 | 100 | The user charges the target at blinding speed. This attack always goes before any other move. |
Facade |
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20 | 70 | 100 | An attack move that doubles its power if the user is poisoned, burned, or has paralysis. |
Faint Attack |
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20 | 60 | -- | The user approaches the target disarmingly, then throws a sucker punch. It hits without fail. |
Fake Out |
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10 | 40 | 100 | An attack that hits first and makes the target flinch. It only works the first turn the user is in battle. |
False Swipe |
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40 | 40 | 100 | A restrained attack that prevents the target from fainting. The target is left with at least 1 HP. |
Feint |
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10 | 30 | 100 | An attack that hits a target using Protect or Detect. It also lifts the effects of those moves. |
Fire Fang |
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15 | 65 | 95 | The user bites with flame-cloaked fangs. It may also make the target flinch or leave it burned. |
Fire Punch |
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15 | 75 | 100 | The target is punched with a fiery fist. It may also leave the target with a burn. |
Fissure |
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5 | -- | 30 | The user opens up a fissure in the ground and drops the target in. The target instantly faints if it hits. |
Flail |
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15 | -- | 100 | The user flails about aimlessly to attack. It becomes more powerful the less HP the user has. |
Flame Charge |
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20 | 50 | 100 | The user cloaks itself with flame and attacks. Building up more power, it raises the user's Speed stat. |
Flame Wheel |
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25 | 60 | 100 | The user cloaks itself in fire and charges at the target. It may also leave the target with a burn. |
Flare Blitz |
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15 | 120 | 100 | The user cloaks itself in fire and charges at the target. The user sustains serious damage and may leave the target burned. |
Fling |
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10 | -- | 100 | The user flings its held item at the target to attack. Its power and effects depend on the item. |
Fly |
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15 | 90 | 95 | The user soars, then strikes its target on the second turn. It can also be used for flying to any familiar town. |
Focus Punch |
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20 | 150 | 100 | The user focuses its mind before launching a punch. It will fail if the user is hit before it is used. |
Force Palm |
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10 | 60 | 100 | The target is attacked with a shock wave. It may also leave the target with paralysis. |
Foul Play |
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15 | 95 | 100 | The user turns the target's power against it. The higher the target's Attack stat, the greater the damage. |
Freeze Shock |
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5 | 140 | 90 | On the second turn, the user hits the target with electrically charged ice. It may leave the target with paralysis. |
Frustration |
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20 | -- | 100 | A full-power attack that grows more powerful the less the user likes its Trainer. |
Fury Attack |
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20 | 15 | 85 | The target is jabbed repeatedly with a horn or beak two to five times in a row. |
Fury Cutter |
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20 | 20 | 95 | The target is slashed with scythes or claws. Its power increases if it hits in succession. |
Fury Swipes |
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15 | 18 | 80 | The target is raked with sharp claws or scythes for two to five times in quick succession. |
Fusion Bolt |
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5 | 100 | 100 | The user throws down a giant thunderbolt. This attack does greater damage when influenced by an enormous flame. |
Gear Grind |
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15 | 50 | 85 | The user attacks by throwing two steel gears at its target. |
Giga Impact |
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5 | 150 | 90 | The user charges at the target using every bit of its power. The user must rest on the next turn. |
Guillotine |
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5 | -- | 30 | A vicious, tearing attack with big pincers. The target will faint instantly if this attack hits. |
Gunk Shot |
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5 | 120 | 70 | The user shoots filthy garbage at the target to attack. It may also poison the target. |
Gyro Ball |
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5 | -- | 100 | The user tackles the target with a high-speed spin. The slower the user, the greater the damage. |
Hammer Arm |
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10 | 100 | 90 | The user swings and hits with its strong and heavy fist. It lowers the user's Speed, however. |
Head Charge |
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15 | 120 | 100 | The user charges its head into its target, using its powerful guard hair. It also damages the user a little. |
Head Smash |
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5 | 150 | 80 | The user attacks the target with a hazardous, full-power headbutt. The user also takes terrible damage. |
Headbutt |
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15 | 70 | 100 | The user sticks out its head and attacks by charging straight into the target. It may also make the target flinch. |
Heart Stamp |
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25 | 60 | 100 | The user unleashes a vicious blow after its cute act makes the target less wary. It may also make the target flinch. |
Heat Crash |
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10 | -- | 100 | The user slams its target with its flame- covered body. The more the user outweighs the target, the greater the damage. |
Heavy Slam |
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10 | -- | 100 | The user slams into the target with its heavy body. The more the user outweighs the target, the greater its damage. |
Hi Jump Kick |
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10 | 130 | 90 | The target is attacked with a knee kick from a jump. If it misses, the user is hurt instead. |
Horn Attack |
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25 | 65 | 100 | The target is jabbed with a sharply pointed horn to inflict damage. |
Horn Drill |
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5 | -- | 30 | The user stabs the target with a horn that rotates like a drill. If it hits, the target faints instantly. |
Horn Leech |
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10 | 75 | 100 | The user drains the target's energy with its horns. The user's HP is restored by half the damage taken by the target. |
Hyper Fang |
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15 | 80 | 90 | The user bites hard on the target with its sharp front fangs. It may also make the target flinch. |
Ice Ball |
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20 | 30 | 90 | The user continually rolls into the target over five turns. It becomes stronger each time it hits. |
Ice Fang |
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15 | 65 | 95 | The user bites with cold-infused fangs. It may also make the target flinch or leave it frozen. |
Ice Punch |
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15 | 75 | 100 | The target is punched with an icy fist. It may also leave the target frozen. |
Ice Shard |
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30 | 40 | 100 | The user flash freezes chunks of ice and hurls them at the target. This move always goes first. |
Icicle Crash |
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10 | 85 | 90 | The user attacks by harshly dropping an icicle onto the target. It may also make the target flinch. |
Icicle Spear |
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30 | 25 | 100 | The user launches sharp icicles at the target. It strikes two to five times in a row. |
Iron Head |
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15 | 80 | 100 | The user slams the target with its steel-hard head. It may also make the target flinch. |
Iron Tail |
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15 | 100 | 75 | The target is slammed with a steel-hard tail. It may also lower the target's Defense stat. |
Jump Kick |
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10 | 100 | 95 | The user jumps up high, then strikes with a kick. If the kick misses, the user hurts itself. |
Karate Chop |
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25 | 50 | 100 | The target is attacked with a sharp chop. Critical hits land more easily. |
Knock Off |
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20 | 20 | 100 | The user slaps down the target's held item, preventing that item from being used in the battle. |
Last Resort |
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5 | 140 | 100 | This move can be used only after the user has used all the other moves it knows in the battle. |
Leaf Blade |
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15 | 90 | 100 | The user handles a sharp leaf like a sword and attacks by cutting its target. Critical hits land more easily. |
Leech Life |
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15 | 20 | 100 | The user drains the target's blood. The user's HP is restored by half the damage taken by the target. |
Lick |
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30 | 20 | 100 | The target is licked with a long tongue, causing damage. It may also leave the target with paralysis. |
Low Kick |
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20 | -- | 100 | A powerful low kick that makes the target fall over. It inflicts greater damage on heavier targets. |
Low Sweep |
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20 | 60 | 100 | The user attacks the target's legs swiftly, reducing the target's Speed stat. |
Mach Punch |
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30 | 40 | 100 | The user throws a punch at blinding speed. It is certain to strike first. |
Magnet Bomb |
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20 | 60 | -- | The user launches steel bombs that stick to the target. This attack will not miss. |
Magnitude |
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30 | -- | 100 | The user looses a ground-shaking quake affecting everyone around the user. Its power varies. |
Mega Kick |
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5 | 120 | 75 | The target is attacked by a kick launched with muscle-packed power. |
Mega Punch |
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20 | 80 | 85 | The target is slugged by a punch thrown with muscle-packed power. |
Megahorn |
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10 | 120 | 85 | Using its tough and impressive horn, the user rams into the target with no letup. |
Metal Burst |
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10 | -- | 100 | The user retaliates with much greater power against the target that last inflicted damage on it. |
Metal Claw |
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35 | 50 | 95 | The target is raked with steel claws. It may also raise the user's Attack stat. |
Meteor Mash |
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10 | 100 | 85 | The target is hit with a hard punch fired like a meteor. It may also raise the user's Attack. |
Natural Gift |
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15 | -- | 100 | The user draws power to attack by using its held Berry. The Berry determines its type and power. |
Needle Arm |
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15 | 60 | 100 | The user attacks by wildly swinging its thorny arms. It may also make the target flinch. |
Night Slash |
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15 | 70 | 100 | The user slashes the target the instant an opportunity arises. Critical hits land more easily. |
Outrage |
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10 | 120 | 100 | The user rampages and attacks for two to three turns. It then becomes confused, however. |
Pay Day |
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20 | 40 | 100 | Numerous coins are hurled at the target to inflict damage. Money is earned after the battle. |
Payback |
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10 | 50 | 100 | If the user moves after the target, this attack's power will be doubled. |
Peck |
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35 | 35 | 100 | The target is jabbed with a sharply pointed beak or horn. |
Pin Missile |
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20 | 14 | 85 | Sharp spikes are shot at the target in rapid succession. They hit two to five times in a row. |
Pluck |
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20 | 60 | 100 | The user pecks the target. If the target is holding a Berry, the user eats it and gains its effect. |
Poison Fang |
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15 | 50 | 100 | The user bites the target with toxic fangs. It may also leave the target badly poisoned. |
Poison Jab |
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20 | 80 | 100 | The target is stabbed with a tentacle or arm steeped in poison. It may also poison the target. |
Poison Sting |
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35 | 15 | 100 | The user stabs the target with a poisonous stinger. This may also poison the target. |
Poison Tail |
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25 | 50 | 100 | The user hits the target with its tail. It may also poison the target. Critical hits land more easily. |
Pound |
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35 | 40 | 100 | The target is physically pounded with a long tail or a foreleg, etc. |
Power Whip |
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10 | 120 | 85 | The user violently whirls its vines or tentacles to harshly lash the target. |
Present |
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15 | -- | 90 | The user attacks by giving the target a gift with a hidden trap. It restores HP sometimes, however. |
Psycho Cut |
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20 | 70 | 100 | The user tears at the target with blades formed by psychic power. Critical hits land more easily. |
Punishment |
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5 | -- | 100 | This attack's power increases the more the target has powered up with stat changes. |
Pursuit |
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20 | 40 | 100 | An attack move that inflicts double damage if used on a target that is switching out of battle. |
Quick Attack |
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30 | 40 | 100 | The user lunges at the target at a speed that makes it almost invisible. It is sure to strike first. |
Rage |
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20 | 20 | 100 | As long as this move is in use, the power of rage raises the Attack stat each time the user is hit in battle. |
Rapid Spin |
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40 | 20 | 100 | A spin attack that can also eliminate such moves as Bind, Wrap, Leech Seed, and Spikes. |
Razor Leaf |
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25 | 55 | 95 | Sharp-edged leaves are launched to slash at the opposing team. Critical hits land more easily. |
Razor Shell |
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10 | 75 | 95 | The user cuts its target with sharp shells. This attack may also lower the target's Defense stat. |
Retaliate |
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5 | 70 | 100 | The user gets revenge for a fainted ally. If an ally fainted in the previous turn, this attack's damage increases. |
Return |
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20 | -- | 100 | A full-power attack that grows more powerful the more the user likes its Trainer. |
Revenge |
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10 | 60 | 100 | An attack move that inflicts double the damage if the user has been hurt by the opponent in the same turn. |
Reversal |
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15 | -- | 100 | An all-out attack that becomes more powerful the less HP the user has. |
Rock Blast |
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10 | 25 | 90 | The user hurls hard rocks at the target. Two to five rocks are launched in quick succession. |
Rock Climb |
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20 | 90 | 85 | The user attacks the target by smashing into it with incredible force. It may also confuse the target. |
Rock Slide |
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10 | 75 | 90 | Large boulders are hurled at the opposing team to inflict damage. It may also make the targets flinch. |
Rock Smash |
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15 | 40 | 100 | The user attacks with a punch that can shatter a rock. It may also lower the target's Defense stat. |
Rock Throw |
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15 | 50 | 90 | The user picks up and throws a small rock at the target to attack. |
Rock Tomb |
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10 | 50 | 80 | Boulders are hurled at the target. It also lowers the target's Speed by preventing its movement. |
Rock Wrecker |
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5 | 150 | 90 | The user launches a huge boulder at the target to attack. It must rest on the next turn, however. |
Rolling Kick |
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15 | 60 | 85 | The user lashes out with a quick, spinning kick. It may also make the target flinch. |
Rollout |
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20 | 30 | 90 | The user continually rolls into the target over five turns. It becomes stronger each time it hits. |
Sacred Fire |
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5 | 100 | 95 | The target is razed with a mystical fire of great intensity. It may also leave the target with a burn. |
Sacred Sword |
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20 | 90 | 100 | The user attacks by slicing with its long horns. The target's stat changes don't affect this attack's damage. |
Sand Tomb |
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15 | 35 | 85 | The user traps the target inside a harshly raging sandstorm for four to five turns. |
Scratch |
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35 | 40 | 100 | Hard, pointed, and sharp claws rake the target to inflict damage. |
Secret Power |
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20 | 70 | 100 | The user attacks the target with a secret power. Its added effects vary depending on the user's environment. |
Seed Bomb |
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15 | 80 | 100 | The user slams a barrage of hard-shelled seeds down on the target from above. |
Seismic Toss |
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20 | -- | 100 | The target is thrown using the power of gravity. It inflicts damage equal to the user's level. |
Selfdestruct |
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5 | 200 | 100 | The user attacks everything around it by causing an explosion. The user faints upon using this move. |
Shadow Claw |
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15 | 70 | 100 | The user slashes with a sharp claw made from shadows. Critical hits land more easily. |
Shadow Force |
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5 | 120 | 100 | The user disappears, then strikes the target on the second turn. It hits even if the target protects itself. |
Shadow Punch |
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20 | 60 | -- | The user throws a punch from the shadows. The punch lands without fail. |
Shadow Sneak |
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30 | 40 | 100 | The user extends its shadow and attacks the target from behind. This move always goes first. |
Skull Bash |
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15 | 100 | 100 | The user tucks in its head to raise its Defense in the first turn, then rams the target on the next turn. |
Sky Attack |
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5 | 140 | 90 | A second-turn attack move where critical hits land more easily. It may also make the target flinch. |
Sky Drop |
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10 | 60 | 100 | The user takes the target into the sky, then drops it during the next turn. The target cannot attack while in the sky. |
Sky Uppercut |
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15 | 85 | 90 | The user attacks the target with an uppercut thrown skyward with force. |
Slam |
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20 | 80 | 75 | The target is slammed with a long tail, vines, etc., to inflict damage. |
Slash |
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20 | 70 | 100 | The target is attacked with a slash of claws or blades. Critical hits land more easily. |
Smack Down |
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15 | 50 | 100 | The user throws a stone or projectile to attack an opponent. A flying Pokémon will fall to the ground when hit. |
Smellingsalt |
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10 | 60 | 100 | This attack inflicts double damage on a target with paralysis. It also cures the target's paralysis, however. |
Spark |
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20 | 65 | 100 | The user throws an electrically charged tackle at the target. It may also leave the target with paralysis. |
Spike Cannon |
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15 | 20 | 100 | Sharp spikes are shot at the target in rapid succession. They hit two to five times in a row. |
Steamroller |
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20 | 65 | 100 | The user crushes its targets by rolling over them with its rolled-up body. This attack may make the target flinch. |
Steel Wing |
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25 | 70 | 90 | The target is hit with wings of steel. It may also raise the user's Defense stat. |
Stomp |
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20 | 65 | 100 | The target is stomped with a big foot. It may also make the target flinch. |
Stone Edge |
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5 | 100 | 80 | The user stabs the foe with sharpened stones from below. It has a high critical-hit ratio. |
Storm Throw |
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10 | 40 | 100 | The user strikes the target with a fierce blow. This attack always results in a critical hit. |
Strength |
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15 | 80 | 100 | The target is slugged with a punch thrown at maximum power. It can also be used to move heavy boulders. |
Struggle |
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1 | 50 | -- | An attack that is used in desperation only if the user has no PP. It also hurts the user slightly. |
Submission |
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25 | 80 | 80 | The user grabs the target and recklessly dives for the ground. It also hurts the user slightly. |
Sucker Punch |
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5 | 80 | 100 | This move enables the user to attack first. It fails if the target is not readying an attack, however. |
Super Fang |
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10 | -- | 90 | The user chomps hard on the target with its sharp front fangs. It cuts the target's HP to half. |
Superpower |
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5 | 120 | 100 | The user attacks the target with great power. However, it also lowers the user's Attack and Defense. |
Tackle |
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35 | 50 | 100 | A physical attack in which the user charges and slams into the target with its whole body. |
Tail Slap |
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10 | 25 | 85 | The user attacks by striking the target with its hard tail. It hits the target two to five times in a row. |
Take Down |
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20 | 90 | 85 | A reckless, full-body charge attack for slamming into the target. It also damages the user a little. |
Thief |
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10 | 40 | 100 | The user attacks and steals the target's held item simultaneously. It can't steal if the user holds an item. |
Thrash |
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10 | 120 | 100 | The user rampages and attacks for two to three turns. It then becomes confused, however. |
Thunder Fang |
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15 | 65 | 95 | The user bites with electrified fangs. It may also make the target flinch or leave it with paralysis. |
Thunderpunch |
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15 | 75 | 100 | The target is punched with an electrified fist. It may also leave the target with paralysis. |
Triple Kick |
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10 | 10 | 90 | A consecutive three-kick attack that becomes more powerful with each successive hit. |
Twineedle |
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20 | 25 | 100 | The user damages the target twice in succession by jabbing it with two spikes. It may also poison the target. |
U-turn |
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20 | 70 | 100 | After making its attack, the user rushes back to switch places with a party Pokémon in waiting. |
V-create |
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5 | 180 | 95 | With a hot flame on its forehead, the user hurls itself at its target. It lowers the user's Defense, Sp. Def, and Speed stats. |
Vicegrip |
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30 | 55 | 100 | The target is gripped and squeezed from both sides to inflict damage. |
Vine Whip |
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15 | 35 | 100 | The target is struck with slender, whiplike vines to inflict damage. |
Vital Throw |
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10 | 70 | -- | The user attacks last. In return, this throw move is guaranteed not to miss. |
Volt Tackle |
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15 | 120 | 100 | The user electrifies itself, then charges. It causes considerable damage to the user and may leave the target with paralysis. |
Wake-up Slap |
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10 | 60 | 100 | This attack inflicts big damage on a sleeping target. It also wakes the target up, however. |
Waterfall |
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15 | 80 | 100 | The user charges at the target and may make it flinch. It can also be used to climb a waterfall. |
Wild Charge |
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15 | 90 | 100 | The user shrouds itself in electricity and smashes into its target. It also damages the user a little. |
Wing Attack |
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35 | 60 | 100 | The target is struck with large, imposing wings spread wide to inflict damage. |
Wood Hammer |
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15 | 120 | 100 | The user slams its rugged body into the target to attack. The user also sustains serious damage. |
Wrap |
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20 | 15 | 90 | A long body or vines are used to wrap and squeeze the target for four to five turns. |
X-scissor |
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15 | 80 | 100 | The user slashes at the target by crossing its scythes or claws as if they were a pair of scissors. |
Zen Headbutt |
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15 | 80 | 90 | The user focuses its willpower to its head and attacks the target. It may also make the target flinch. |