Name | Type | Cat. | PP | Att. | Acc. | Effect |
Accelerock | 20 | 40 | 100 | The user smashes into the target at high speed. This move always goes first. | ||
Acid Downpour | 1 | -- | 101 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. | ||
Acrobatics | 15 | 55 | 100 | The user nimbly strikes the target. This attack does massive damage if the user isn't holding an item. | ||
Aerial Ace | 20 | 60 | 101 | The user confounds the target with speed, then slashes. This attack never misses. | ||
All-Out Pummeling | 1 | -- | 101 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. | ||
Anchor Shot | 20 | 80 | 100 | The user entangles the target with its anchor chain while attacking. The target becomes unable to flee. | ||
Aqua Cutter | 20 | 70 | 100 | The user expels pressurized water to cut at the target like a blade. This move has a heightened chance of landing a critical hit. | ||
Aqua Jet | 20 | 40 | 100 | The user lunges at the target to inflict damage, moving at blinding speed. This move always goes first. | ||
Aqua Step | 10 | 80 | 100 | The user toys with the target and attacks it using light and fluid dance steps. This also boosts the user's Speed stat. | ||
Aqua Tail | 10 | 90 | 90 | The user attacks by swinging its tail as if it were a vicious wave in a raging storm. | ||
Arm Thrust | 20 | 15 | 100 | The user attacks the target with open-palmed arm thrusts. This move hits two to five times in a row. | ||
Assurance | 10 | 60 | 100 | This move's power is doubled if the target has already taken some damage in the same turn. | ||
Astonish | 15 | 30 | 100 | The user attacks the target by crying out in a startling fashion. This may also make the target flinch. | ||
Attack Order | 15 | 90 | 100 | The user calls out its underlings to pummel the target. This move has a heightened chance of landing a critical hit. | ||
Aura Wheel | 10 | 110 | 100 | Morpeko attacks and boosts its Speed stat with the energy stored in its cheeks. This move's type changes depending on the user's form. | ||
Avalanche | 10 | 60 | 100 | This move's power is doubled if the target has inflicted damage on the user in the same turn. | ||
Axe Kick | 10 | 120 | 90 | The user attacks by kicking up into the air and slamming its heel down upon the target. This may also confuse the target. If it misses, the user takes damage instead. | ||
Barb Barrage | 10 | 60 | 100 | The user launches countless toxic barbs to inflict damage. This may also poison the target. This move's power is doubled if the target is already poisoned. | ||
Barrage | 20 | 15 | 85 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. | ||
Beak Blast | 15 | 100 | 100 | The user first heats up its beak, and then it attacks the target. Making direct contact with the user while it's heating up its beak results in a burn. | ||
Beat Up | 10 | -- | 100 | The user gets all party Pokémon to attack the target. The more party Pokémon, the greater the number of attacks. | ||
Behemoth Bash | 5 | 100 | 100 | The user's body becomes a firm shield and slams into the target fiercely. | ||
Behemoth Blade | 5 | 100 | 100 | The user wields a large, powerful sword using its whole body and cuts the target in a vigorous attack. | ||
Bide | 10 | -- | 101 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. | ||
Bind | 20 | 15 | 85 | A long body, tentacles, or the like are used to bind and squeeze the target for four to five turns. | ||
Bite | 25 | 60 | 100 | The target is bitten with viciously sharp fangs. This may also make the target flinch. | ||
Bitter Blade | 10 | 90 | 100 | The user focuses its bitter feelings toward the world of the living into a slashing attack. The user's HP is restored by up to half the damage taken by the target. | ||
Black Hole Eclipse | 1 | -- | 101 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. | ||
Blaze Kick | 10 | 85 | 90 | The user launches a kick that has a heightened chance of landing a critical hit. This may also leave the target with a burn. | ||
Blazing Torque | 10 | 80 | 100 | This move is only used by a Starmobile. It may Burn the opponent | ||
Bloom Doom | 1 | -- | 101 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. | ||
Body Press | 10 | 80 | 100 | The user attacks by slamming its body into the target. The higher the user's Defense stat, the greater the damage this move deals. | ||
Body Slam | 15 | 85 | 100 | The user attacks by dropping onto the target with its full body weight. This may also leave the target with paralysis. | ||
Bolt Beak | 10 | 85 | 100 | The user stabs the target with its electrified beak. This move's power is doubled if the user moves before the target. | ||
Bolt Strike | 5 | 130 | 85 | The user surrounds itself with a great amount of electricity and charges the target. This may also leave the target with paralysis. | ||
Bone Club | 20 | 65 | 85 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. | ||
Bone Rush | 10 | 25 | 90 | The user attacks by striking the target with a hard bone. This move hits two to five times in a row. | ||
Bonemerang | 10 | 50 | 90 | The user throws the bone it holds. The bone loops around to damage the target twice-coming and going. | ||
Bounce | 5 | 85 | 85 | The user bounces up high on the first turn, then drops onto the target on the next turn. This may also leave the target with paralysis. | ||
Branch Poke | 40 | 40 | 100 | The user attacks the target by poking it with a sharply pointed branch. | ||
Brave Bird | 15 | 120 | 100 | The user tucks in its wings and charges at a low altitude. This also damages the user quite a lot. | ||
Breaking Swipe | 15 | 60 | 100 | The user swings its tough tail wildly and attacks opposing Pokémon. This also lowers their Attack stats. | ||
Breakneck Blitz | 1 | -- | 101 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. | ||
Brick Break | 15 | 75 | 100 | The user attacks with a swift chop. This move can also break barriers, such as Light Screen and Reflect. | ||
Brutal Swing | 20 | 60 | 100 | The user swings its body around violently to inflict damage on everything in its vicinity. | ||
Bug Bite | 20 | 60 | 100 | The user attacks by biting the target. If the target is holding a Berry, the user eats it and gains its effect. | ||
Bulldoze | 20 | 60 | 100 | The user strikes everything around it by stomping down on the ground. This lowers the Speed stats of those hit. | ||
Bullet Punch | 30 | 40 | 100 | The user strikes the target with tough punches as fast as bullets. This move always goes first. | ||
Bullet Seed | 30 | 25 | 100 | The user attacks by forcefully shooting seeds at the target. This move hits two to five times in a row. | ||
Catastropika | 1 | 210 | 101 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. | ||
Ceaseless Edge | 15 | 65 | 90 | The user slashes its shell blade at the target. Shell splinters left behind by this attack remain scattered under the target as spikes. | ||
Chip Away | 20 | 70 | 100 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. | ||
Circle Throw | 10 | 60 | 90 | The target is thrown, and a different Pokémon is dragged out. In the wild, this ends a battle against a single Pokémon. | ||
Clamp | 15 | 35 | 85 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. | ||
Close Combat | 5 | 120 | 100 | The user fights the target up close, inflicting damage without guarding itself. This also lowers the user's Defense and Sp. Def stats. | ||
Collision Course | 5 | 100 | 100 | The user transforms and crashes to the ground, causing a massive prehistoric explosion. This move's power is boosted more than usual if it's a supereffective hit. | ||
Combat Torque | 10 | 100 | 100 | This move is only used by a Starmobile. It may paralyze the opponent | ||
Comet Punch | 15 | 18 | 85 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. | ||
Comeuppance | 10 | -- | 100 | The user retaliates with much greater force against the opponent that last inflicted damage on it. | ||
Constrict | 35 | 10 | 100 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. | ||
Continental Crush | 1 | -- | 101 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. | ||
Corkscrew Crash | 1 | -- | 101 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. | ||
Counter | 20 | -- | 100 | A retaliatory attack that counters any physical move, inflicting double the damage taken. | ||
Covet | 25 | 60 | 100 | The user endearingly approaches the target, then steals the target's held item. | ||
Crabhammer | 10 | 100 | 90 | The target is hammered with a large pincer. This move has a heightened chance of landing a critical hit. | ||
Cross Chop | 5 | 100 | 80 | The user delivers a double chop with its forearms crossed. This move has a heightened chance of landing a critical hit. | ||
Cross Poison | 20 | 70 | 100 | A slashing attack with a poisonous blade that may also poison the target. This move has a heightened chance of landing a critical hit. | ||
Crunch | 15 | 80 | 100 | The user crunches up the target with sharp fangs. This may also lower the target's Defense stat. | ||
Crush Claw | 10 | 75 | 95 | The user slashes the target with hard and sharp claws. This may also lower the target's Defense stat. | ||
Crush Grip | 5 | -- | 100 | The target is crushed with great force. The more HP the target has left, the greater the move's power. | ||
Cut | 30 | 50 | 95 | The target is cut with a scythe, a claw, or the like to inflict damage. | ||
Darkest Lariat | 10 | 85 | 100 | The user swings both arms and hits the target. The target's stat changes don't affect the damage inflicted by this move. | ||
Devastating Drake | 1 | -- | 101 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. | ||
Diamond Storm | 5 | 100 | 95 | The user whips up a storm of diamonds to damage opposing Pokémon. This may also sharply boost the user's Defense stat. | ||
Dig | 10 | 80 | 100 | The user burrows into the ground on the first turn, then attacks on the next turn. | ||
Dire Claw | 15 | 80 | 100 | The user lashes out at the target with ruinous claws. This may also leave the target poisoned, paralyzed, or asleep. | ||
Dive | 10 | 80 | 100 | The user dives on the first turn, then floats up and attacks on the next turn. | ||
Dizzy Punch | 10 | 70 | 100 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. | ||
Double Hit | 10 | 35 | 90 | The user slams the target with a tail or the like. The target is hit twice in a row. | ||
Double Iron Bash | 5 | 60 | 100 | The user uses the hex nut in its chest as an axis to spin, striking the target with its arms twice in a row. This may also make the target flinch. | ||
Double Kick | 30 | 30 | 100 | The user attacks by kicking the target twice in a row using two feet. | ||
Double Shock | 5 | 120 | 100 | The user discharges all the electricity from its body to perform a high-damage attack. After using this move, the user will no longer be Electric type. | ||
Double Slap | 10 | 15 | 85 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. | ||
Double-Edge | 15 | 120 | 100 | A reckless life-risking tackle in which the user rushes the target. This also damages the user quite a lot. | ||
Dragon Ascent | 5 | 120 | 100 | The user attacks the target by dropping out of the sky at high speed. This also lowers the user's Defense and Sp. Def stats. | ||
Dragon Claw | 15 | 80 | 100 | The user slashes the target with huge, sharp claws to inflict damage. | ||
Dragon Darts | 10 | 50 | 100 | The user attacks twice using Dreepy. If there are two opposing Pokémon, this move hits each of them once. | ||
Dragon Hammer | 15 | 90 | 100 | The user wields its body like a hammer to attack the target and inflict damage. | ||
Dragon Rush | 10 | 100 | 75 | The user tackles the target while exhibiting overwhelming menace. This may also make the target flinch. | ||
Dragon Tail | 10 | 60 | 90 | The target is knocked away, and a different Pokémon is dragged out. In the wild, this ends a battle against a single Pokémon. | ||
Drain Punch | 10 | 75 | 100 | The user attacks with an energy-draining punch. The user's HP is restored by up to half the damage taken by the target. | ||
Drill Peck | 20 | 80 | 100 | A corkscrewing attack that strikes the target with a sharp beak acting as a drill. | ||
Drill Run | 10 | 80 | 95 | The user crashes into the target while rotating its body like a drill. This move has a heightened chance of landing a critical hit. | ||
Drum Beating | 10 | 80 | 100 | The user plays its drum, controlling the drum's roots to attack the target. This also lowers the target's Speed stat. | ||
Dual Chop | 15 | 40 | 90 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. | ||
Dual Wingbeat | 10 | 40 | 90 | The user slams the target with its wings to inflict damage. The target is hit twice in a row. | ||
Dynamic Punch | 5 | 100 | 50 | The user attacks by punching the target with full concentrated power. This also confuses the target. | ||
Earthquake | 10 | 100 | 100 | The user sets off an earthquake that strikes every Pokémon around it. | ||
Egg Bomb | 10 | 100 | 75 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. | ||
Endeavor | 5 | -- | 100 | The user inflicts damage by cutting down the target's HP to roughly equal the user's HP. | ||
Explosion | 5 | 250 | 100 | The user attacks everything around it by causing a tremendous explosion. The user faints upon using this move. | ||
Extreme Speed | 5 | 80 | 100 | The user charges the target at blinding speed. This move always goes first. | ||
Facade | 20 | 70 | 100 | This move's power is doubled if the user is poisoned, burned, or paralyzed. | ||
Fake Out | 10 | 40 | 100 | This attack hits first and makes the target flinch. It works only on the first turn each time the user enters battle. | ||
False Surrender | 10 | 80 | 101 | The user pretends to bow its head, but then it stabs the target with its disheveled hair. This attack never misses. | ||
False Swipe | 40 | 40 | 100 | A restrained attack that prevents the target from fainting. The target is left with at least 1 HP. | ||
Feint | 10 | 30 | 100 | This attack can hit a target using a move such as Protect or Detect. This also lifts the effects of those moves. | ||
Feint Attack | 20 | 60 | 101 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. | ||
Fell Stinger | 25 | 50 | 100 | When the user knocks out a target with this move, the user's Attack stat is boosted drastically. | ||
Fire Fang | 15 | 65 | 95 | The user bites with flame-cloaked fangs. This may also make the target flinch or leave it with a burn. | ||
Fire Lash | 15 | 80 | 100 | The user strikes the target with a burning lash. This also lowers the target's Defense stat. | ||
Fire Punch | 15 | 75 | 100 | The target is attacked with a fiery punch. This may also leave the target with a burn. | ||
First Impression | 10 | 90 | 100 | Although this move has great power, it works only on the first turn each time the user enters battle. | ||
Fishious Rend | 10 | 85 | 100 | The user rends the target with its hard gills. This move's power is doubled if the user moves before the target. | ||
Fissure | 5 | -- | 30 | The user opens up a fissure in the ground and drops the target in. The target faints instantly if this attack hits. | ||
Flail | 15 | -- | 100 | The user flails about aimlessly to attack. The less HP the user has, the greater the move's power. | ||
Flame Charge | 20 | 50 | 100 | Cloaking itself in flame, the user attacks the target. Then, building up momentum, the user boosts its Speed stat. | ||
Flame Wheel | 25 | 60 | 100 | The user attacks by cloaking itself in fire and charging at the target. This may also leave the target with a burn. | ||
Flare Blitz | 15 | 120 | 100 | The user cloaks itself in fire and charges the target to inflict damage. This also damages the user quite a lot and may leave the target with a burn. | ||
Fling | 10 | -- | 100 | The user flings its held item at the target to attack. This move's power and effects depend on the item. | ||
Flip Turn | 20 | 60 | 100 | After making its attack, the user rushes back to switch places with a party Pokémon in waiting. | ||
Floaty Fall | 15 | 90 | 95 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. | ||
Flower Trick | 10 | 70 | 101 | The user throws a rigged bouquet of flowers at the target. This attack never misses and always lands a critical hit. | ||
Fly | 15 | 90 | 95 | The user flies up into the sky on the first turn, then attacks on the next turn. | ||
Flying Press | 10 | 100 | 95 | The user dives down onto the target from the sky. This move is Fighting and Flying type simultaneously. | ||
Focus Punch | 20 | 150 | 100 | The user focuses its mind before launching a punch. This move fails if the user is hit before using the move. | ||
Force Palm | 10 | 60 | 100 | The target is attacked with a shock wave. This may also leave the target with paralysis. | ||
Foul Play | 15 | 95 | 100 | The user turns the target's strength against it. The higher the target's Attack stat, the greater the damage this move inflicts. | ||
Freeze Shock | 5 | 140 | 90 | The turn after using this move, the user hits the target with electrically charged ice to inflict damage. This may also leave the target with paralysis. | ||
Frustration | 20 | -- | 100 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. | ||
Fury Attack | 20 | 15 | 85 | The user attacks by jabbing the target with a horn, a beak, or the like. This move hits two to five times in a row. | ||
Fury Cutter | 20 | 40 | 95 | The user attacks by slashing the target with scythes, claws, or the like. This attack becomes more powerful if it hits in succession. | ||
Fury Swipes | 15 | 18 | 80 | The user attacks by raking the target with claws, scythes, or the like. This move hits two to five times in a row. | ||
Fusion Bolt | 5 | 100 | 100 | The user throws down a giant lightning bolt. This move's power is boosted when influenced by an enormous flame. | ||
Gear Grind | 15 | 50 | 85 | The user attacks by throwing steel gears at the target twice in a row. | ||
Giga Impact | 5 | 150 | 90 | The user charges at the target using every bit of its power. The user can't move on the next turn. | ||
Gigaton Hammer | 5 | 160 | 100 | The user swings its whole body around to attack with its huge hammer. This move can't be used twice in a row. | ||
Gigavolt Havoc | 1 | -- | 101 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. | ||
Glacial Lance | 5 | 120 | 100 | The user attacks by hurling a blizzard-cloaked icicle lance at opposing Pokémon. | ||
Glaive Rush | 5 | 120 | 100 | The user throws its entire body into a reckless charge. After this move is used, attacks on the user cannot miss and will inflict double damage until the user's next turn. | ||
Grassy Glide | 20 | 55 | 100 | Gliding on the ground, the user attacks the target. This move always goes first on Grassy Terrain. | ||
Grav Apple | 10 | 80 | 100 | The user inflicts damage by dropping an apple from high above. This also lowers the target's Defense stat. | ||
Guillotine | 5 | -- | 30 | A vicious tearing attack with big pincers. The target faints instantly if this attack hits. | ||
Gunk Shot | 5 | 120 | 80 | The user shoots filthy garbage at the target to attack. This may also poison the target. | ||
Gyro Ball | 5 | -- | 100 | The user tackles the target with a high-speed spin. The slower the user is than the target, the greater the move's power. | ||
Hammer Arm | 10 | 100 | 90 | The user swings its strong, heavy fist at the target to inflict damage. This also lowers the user's Speed stat. | ||
Hard Press | 10 | -- | 100 | The target is crushed with an arm, a claw, or the like to inflict damage. The more HP the target has left, the greater the move's power. | ||
Head Charge | 15 | 120 | 100 | The user charges its head into the target, using its powerful guard hair. This also damages the user a little. | ||
Head Smash | 5 | 150 | 80 | The user attacks the target with a hazardous full-power headbutt. This also damages the user terribly. | ||
Headbutt | 15 | 70 | 100 | The user sticks out its head and attacks by charging straight into the target. This may also make the target flinch. | ||
Headlong Rush | 5 | 120 | 100 | The user smashes into the target in a full-body tackle. This also lowers the user's Defense and Sp. Def stats. | ||
Heart Stamp | 25 | 60 | 100 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. | ||
Heat Crash | 10 | -- | 100 | The user slams into the target with its flame-covered body. The more the user outweighs the target, the greater the move's power. | ||
Heavy Slam | 10 | -- | 100 | The user slams into the target with its heavy body. The more the user outweighs the target, the greater the move's power. | ||
High Horsepower | 10 | 95 | 95 | The user fiercely attacks the target using its entire body. | ||
High Jump Kick | 10 | 130 | 90 | The target is attacked with a knee kick from a jump. If this move misses, the user takes damage instead. | ||
Hold Back | 40 | 40 | 100 | The user holds back when it attacks, and the target is left with at least 1 HP. | ||
Horn Attack | 25 | 65 | 100 | The target is jabbed with a sharply pointed horn to inflict damage. | ||
Horn Drill | 5 | -- | 30 | The user stabs the target with a horn that rotates like a drill. The target faints instantly if this attack hits. | ||
Horn Leech | 10 | 75 | 100 | The user drains the target's energy with its horns. The user's HP is restored by up to half the damage taken by the target. | ||
Hydro Vortex | 1 | -- | 101 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. | ||
Hyper Drill | 5 | 100 | 100 | The user spins the pointed part of its body at high speed to pierce the target. This attack can hit a target using a move such as Protect or Detect. | ||
Hyper Fang | 15 | 80 | 90 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. | ||
Hyperspace Fury | 5 | 100 | 101 | Using its many arms, the user unleashes a barrage of attacks that ignore the effects of moves like Protect and Detect. This also lowers the user's Defense stat. | ||
Ice Ball | 20 | 30 | 90 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. | ||
Ice Fang | 15 | 65 | 95 | The user bites with cold-infused fangs. This may also make the target flinch or leave it frozen. | ||
Ice Hammer | 10 | 100 | 90 | The user swings its strong, heavy fist at the target to inflict damage. This also lowers the user's Speed stat. | ||
Ice Punch | 15 | 75 | 100 | The target is attacked with an icy punch. This may also leave the target frozen. | ||
Ice Shard | 30 | 40 | 100 | The user flash-freezes chunks of ice and hurls them at the target. This move always goes first. | ||
Ice Spinner | 15 | 80 | 100 | The user covers its feet in thin ice and twirls around, slamming into the target. This move's spinning motion also destroys the terrain. | ||
Icicle Crash | 10 | 85 | 90 | The user attacks by crashing large icicles onto the target. This may also make the target flinch. | ||
Icicle Spear | 30 | 25 | 100 | The user attacks by launching sharp icicles at the target. This move hits two to five times in a row. | ||
Inferno Overdrive | 1 | -- | 101 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. | ||
Iron Head | 15 | 80 | 100 | The user slams the target with its steel-hard head. This may also make the target flinch. | ||
Iron Tail | 15 | 100 | 75 | The target is slammed with a steel-hard tail. This may also lower the target's Defense stat. | ||
Ivy Cudgel | 10 | 100 | 100 | The user strikes with an ivy-wrapped cudgel. This move's type changes depending on the mask worn by the user, and it has a heightened chance of landing a critical hit. | ||
Jaw Lock | 10 | 80 | 100 | This move prevents the user and the target from switching out until either of them faints. The effect goes away if either of the Pokémon leaves the field. | ||
Jet Punch | 15 | 60 | 100 | The user summons a torrent around its fist and punches at blinding speed. This move always goes first. | ||
Jump Kick | 10 | 100 | 95 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. | ||
Karate Chop | 25 | 50 | 100 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. | ||
Knock Off | 20 | 65 | 100 | The user slaps down the target's held item, making it unusable for that battle. This move does more damage if the target has a held item. | ||
Kowtow Cleave | 10 | 85 | 101 | The user slashes at the target after kowtowing to make the target let down its guard. This attack never misses. | ||
Land's Wrath | 10 | 90 | 100 | The user gathers the energy of the land and focuses that power on opposing Pokémon to inflict damage. | ||
Lash Out | 5 | 75 | 100 | The user lashes out to vent its frustration toward the target. This move's power is doubled if the user's stats were lowered during this turn. | ||
Last Resort | 5 | 140 | 100 | This move can be used only after the user has used all the other moves it knows in the battle. | ||
Last Respects | 10 | 50 | 100 | The user attacks to avenge its allies. The more defeated allies there are in the user's party, the greater the move's power. | ||
Leaf Blade | 15 | 90 | 100 | The user handles a sharp leaf like a sword and cuts the target to inflict damage. This move has a heightened chance of landing a critical hit. | ||
Leafage | 40 | 40 | 100 | The user attacks by pelting the target with leaves. | ||
Leech Life | 10 | 80 | 100 | The user drains the target's blood. The user's HP is restored by up to half the damage taken by the target. | ||
Let's Snuggle Forever | 1 | 190 | 101 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. | ||
Lick | 30 | 30 | 100 | The user licks the target with a long tongue to inflict damage. This may also leave the target with paralysis. | ||
Liquidation | 10 | 85 | 100 | The user slams into the target using a full-force blast of water. This may also lower the target's Defense stat. | ||
Low Kick | 20 | -- | 100 | A powerful low kick that makes the target fall over. The heavier the target, the greater the move's power. | ||
Low Sweep | 20 | 65 | 100 | The user makes a swift attack on the target's legs, which lowers the target's Speed stat. | ||
Lunge | 15 | 80 | 100 | The user makes a lunge at the target, attacking with full force. This also lowers the target's Attack stat. | ||
Mach Punch | 30 | 40 | 100 | The user throws a punch at blinding speed. This move always goes first. | ||
Magical Torque | 10 | 100 | 100 | This move is only used by a Starmobile. It may confuse the opponent | ||
Magnet Bomb | 20 | 60 | 101 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. | ||
Magnitude | 30 | -- | 100 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. | ||
Malicious Moonsault | 1 | 180 | 101 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. | ||
Max Airstream | 10 | 10 | 101 | This is a Flying-type attack Dynamax Pokémon use. This boosts ally Pokémon's Speed stats. | ||
Max Darkness | 10 | 10 | 101 | This is a Dark-type attack Dynamax Pokémon use. This lowers the target's Sp. Def stat. | ||
Max Flare | 10 | 100 | 101 | This is a Fire-type attack Dynamax Pokémon use. The user intensifies the sun for five turns. | ||
Max Flutterby | 10 | 10 | 101 | This is a Bug-type attack Dynamax Pokémon use. This lowers the target's Sp. Atk stat. | ||
Max Geyser | 10 | 10 | 101 | This is a Water-type attack Dynamax Pokémon use. The user summons a heavy rain that falls for five turns. | ||
Max Hailstorm | 10 | 10 | 101 | This is an Ice-type attack Dynamax Pokémon use. The user summons a snowstorm lasting five turns. | ||
Max Knuckle | 10 | 10 | 101 | This is a Fighting-type attack Dynamax Pokémon use. This boosts ally Pokémon's Attack stats. | ||
Max Lightning | 10 | 10 | 101 | This is an Electric-type attack Dynamax Pokémon use. The user turns the ground into Electric Terrain for five turns. | ||
Max Mindstorm | 10 | 10 | 101 | This is a Psychic-type attack Dynamax Pokémon use. The user turns the ground into Psychic Terrain for five turns. | ||
Max Ooze | 10 | 10 | 101 | This is a Poison-type attack Dynamax Pokémon use. This boosts ally Pokémon's Sp. Atk stats. | ||
Max Overgrowth | 10 | 10 | 101 | This is a Grass-type attack Dynamax Pokémon use. The user turns the ground into Grassy Terrain for five turns. | ||
Max Phantasm | 10 | 10 | 101 | This is a Ghost-type attack Dynamax Pokémon use. This lowers the target's Defense stat. | ||
Max Quake | 10 | 10 | 101 | This is a Ground-type attack Dynamax Pokémon use. This boosts ally Pokémon's Sp. Def stats. | ||
Max Rockfall | 10 | 10 | 101 | This is a Rock-type attack Dynamax Pokémon use. The user summons a sandstorm lasting five turns. | ||
Max Starfall | 10 | 10 | 101 | This is a Fairy-type attack Dynamax Pokémon use. The user turns the ground into Misty Terrain for five turns. | ||
Max Steelspike | 10 | 10 | 101 | This is a Steel-type attack Dynamax Pokémon use. This boosts ally Pokémon's Defense stats. | ||
Max Strike | 10 | 10 | 101 | This is a Normal-type attack Dynamax Pokémon use. This lowers the target's Speed stat. | ||
Max Wyrmwind | 10 | 10 | 101 | This is a Dragon-type attack Dynamax Pokémon use. This lowers the target's Attack stat. | ||
Mega Kick | 5 | 120 | 75 | The target is attacked by a kick launched with muscle- packed power. | ||
Mega Punch | 20 | 80 | 85 | The target is slugged by a punch thrown with muscle- packed power. | ||
Megahorn | 10 | 120 | 85 | Using its tough and impressive horn, the user rams into the target with no letup. | ||
Metal Burst | 10 | -- | 100 | The user retaliates with much greater force against the opponent that last inflicted damage on it. | ||
Metal Claw | 35 | 50 | 95 | The target is raked with steel claws. This may also boost the user's Attack stat. | ||
Meteor Assault | 5 | 150 | 100 | The user attacks wildly with its thick leek. The user can't move on the next turn, because the force of this move makes it stagger. | ||
Meteor Mash | 10 | 90 | 90 | The target is hit with a hard punch fired like a meteor. This may also boost the user's Attack stat. | ||
Mighty Cleave | 5 | 95 | 100 | The user wields the light that has accumulated atop its head to cleave the target. This move hits even if the target protects itself. | ||
Mortal Spin | 15 | 30 | 100 | The user performs a spin attack that can also eliminate the effects of such moves as Bind, Wrap, and Leech Seed. This also poisons opposing Pokémon. | ||
Mountain Gale | 10 | 100 | 85 | The user hurls giant chunks of ice at the target to inflict damage. This may also make the target flinch. | ||
Multi-Attack | 10 | 120 | 100 | Cloaking itself in powerful energy, the user slams into the target to inflict damage. This move's type changes depending on the kind of memory disc held by the user. | ||
Natural Gift | 15 | -- | 100 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. | ||
Needle Arm | 15 | 60 | 100 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. | ||
Never-Ending Nightmare | 1 | -- | 101 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. | ||
Night Slash | 15 | 70 | 100 | The user slashes the target the instant an opportunity arises. This move has a heightened chance of landing a critical hit. | ||
Noxious Torque | 10 | 100 | 100 | This move is only used by a Starmobile. It may Poison the opponent | ||
Nuzzle | 20 | 20 | 100 | The user attacks by nuzzling its electrified cheeks against the target. This also leaves the target with paralysis. | ||
Order Up | 10 | 80 | 100 | The user attacks with elegant poise. If the user has a Tatsugiri in its mouth, this move boosts one of the user's stats based on the Tatsugiri's form. | ||
Outrage | 10 | 120 | 100 | The user rampages and attacks for two to three turns. The user then becomes confused. | ||
Pay Day | 20 | 40 | 100 | Coins are hurled at the target to inflict damage. Money is earned after the battle. | ||
Payback | 10 | 50 | 100 | The user stores power, then attacks. This move's power is doubled if the user moves after the target. | ||
Peck | 35 | 35 | 100 | The target is jabbed with a sharply pointed beak or horn to inflict damage. | ||
Petal Blizzard | 15 | 90 | 100 | The user stirs up a violent petal blizzard and damages everything around it. | ||
Phantom Force | 10 | 90 | 100 | The user vanishes somewhere, then strikes the target on the next turn. This move hits even if the target protects itself. | ||
Pin Missile | 20 | 25 | 95 | The user attacks by shooting sharp spikes at the target. This move hits two to five times in a row. | ||
Plasma Fists | 15 | 100 | 100 | The user attacks with electrically charged fists. This move changes Normal-type moves to Electric-type moves. | ||
Play Rough | 10 | 90 | 90 | The user attacks by playing rough with the target. This may also lower the target's Attack stat. | ||
Pluck | 20 | 60 | 100 | The user attacks by pecking the target. If the target is holding a Berry, the user eats it and gains its effect. | ||
Poison Fang | 15 | 50 | 100 | The user bites the target with toxic fangs. This may also leave the target badly poisoned. | ||
Poison Jab | 20 | 80 | 100 | The target is stabbed with a tentacle, an arm, or the like steeped in poison. This may also poison the target. | ||
Poison Sting | 35 | 15 | 100 | The user stabs the target with a poisonous stinger to inflict damage. This may also poison the target. | ||
Poison Tail | 25 | 50 | 100 | The user hits the target with its tail. This move has a heightened chance of landing a critical hit and may also poison the target. | ||
Poltergeist | 5 | 110 | 90 | The user attacks by controlling the target's item. This move fails if the target isn't holding an item. | ||
Population Bomb | 10 | 20 | 90 | The user's fellows gather in droves to perform a combo attack that hits the target one to ten times in a row. | ||
Pounce | 20 | 50 | 100 | The user attacks by pouncing on the target. This also lowers the target's Speed stat. | ||
Pound | 35 | 40 | 100 | The target is physically pounded with a long tail, a foreleg, or the like. | ||
Power Trip | 10 | 20 | 100 | The user boasts its strength and attacks the target. The more the user's stats are boosted, the greater the move's power. | ||
Power Whip | 10 | 120 | 85 | The user violently whirls its vines, tentacles, or the like to lash the target. | ||
Power-Up Punch | 20 | 40 | 100 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. | ||
Precipice Blades | 10 | 120 | 85 | The user attacks opposing Pokémon by manifesting the power of the land in fearsome blades of stone. | ||
Present | 15 | -- | 90 | The user attacks by giving the target a gift with a hidden trap. The gift restores HP sometimes, however. | ||
Psyblade | 15 | 80 | 100 | The user rends the target with an ethereal blade. This move's power is boosted by 50 percent if the user is on Electric Terrain. | ||
Psychic Fangs | 10 | 85 | 100 | The user attacks by biting the target with its psychic capabilities. This move can also break barriers, such as Light Screen and Reflect. | ||
Psycho Cut | 20 | 70 | 100 | The user tears at the target with blades formed by psychic power. This move has a heightened chance of landing a critical hit. | ||
Psyshield Bash | 10 | 70 | 90 | Cloaking itself in psychic energy, the user slams into the target. This also boosts the user's Defense stat. | ||
Pulverizing Pancake | 1 | 210 | 101 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. | ||
Punishment | 5 | -- | 100 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. | ||
Pursuit | 20 | 40 | 100 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. | ||
Pyro Ball | 5 | 120 | 90 | The user attacks by igniting a small stone and launching it as a fiery ball at the target. This may also leave the target with a burn. | ||
Quick Attack | 30 | 40 | 100 | The user lunges at the target to inflict damage, moving at blinding speed. This move always goes first. | ||
Rage | 20 | 20 | 100 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. | ||
Rage Fist | 10 | 50 | 100 | The user converts its rage into energy to attack. The more times the user has been hit by attacks, the greater the move's power. | ||
Raging Bull | 10 | 90 | 100 | The user performs a tackle like a raging bull. This move's type depends on the user's form. It can also break barriers, such as Light Screen and Reflect. | ||
Raging Fury | 10 | 120 | 100 | The user rampages around spewing flames for two to three turns. The user then becomes confused. | ||
Rapid Spin | 40 | 50 | 100 | The user performs a spin attack that can also eliminate the effects of such moves as Bind, Wrap, and Leech Seed. This also boosts the user's Speed stat. | ||
Razor Leaf | 25 | 55 | 95 | Sharp-edged leaves are launched to slash at opposing Pokémon. This move has a heightened chance of landing a critical hit. | ||
Razor Shell | 10 | 75 | 95 | The user cuts the target with sharp shells to inflict damage. This may also lower the target's Defense stat. | ||
Retaliate | 5 | 70 | 100 | The user takes revenge for a fainted ally. This move's power is boosted if an ally fainted in the previous turn. | ||
Return | 20 | -- | 100 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. | ||
Revenge | 10 | 60 | 100 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. | ||
Reversal | 15 | -- | 100 | An all-out attack that becomes more powerful the less HP the user has. | ||
Rock Blast | 10 | 25 | 90 | The user attacks by hurling hard rocks at the target. This move hits two to five times in a row. | ||
Rock Climb | 20 | 90 | 85 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. | ||
Rock Slide | 10 | 75 | 90 | Large boulders are hurled at opposing Pokémon to inflict damage. This may also make the opposing Pokémon flinch. | ||
Rock Smash | 15 | 40 | 100 | The user attacks with a punch. This may also lower the target's Defense stat. | ||
Rock Throw | 15 | 50 | 90 | The user picks up and throws a small rock at the target to inflict damage. | ||
Rock Tomb | 15 | 60 | 95 | The user hurls boulders at the target to inflict damage. This also lowers the target's Speed stat by cutting off its movement. | ||
Rock Wrecker | 5 | 150 | 90 | The user launches a huge boulder at the target to attack. The user can't move on the next turn. | ||
Rolling Kick | 15 | 60 | 85 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. | ||
Rollout | 20 | 30 | 90 | The user continually rolls into the target over five turns. This attack becomes more powerful each time it hits. | ||
Sacred Fire | 5 | 100 | 95 | The target is razed with a mystical fire of great intensity. This may also leave the target with a burn. | ||
Sacred Sword | 15 | 90 | 100 | The user attacks by slicing with a sword. The target's stat changes don't affect the damage inflicted by this move. | ||
Salt Cure | 15 | 40 | 100 | The user salt cures the target, inflicting damage every turn. Steel and Water types are more strongly affected by this move. | ||
Sand Tomb | 15 | 35 | 85 | The user traps the target inside a harshly raging sandstorm that inflicts damage for four to five turns. | ||
Sappy Seed | 10 | 100 | 90 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. | ||
Savage Spin-Out | 1 | -- | 101 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. | ||
Scale Shot | 20 | 25 | 90 | The user attacks by shooting scales two to five times in a row. This move boosts the user's Speed stat but lowers its Defense stat. | ||
Scratch | 35 | 40 | 100 | Hard, pointed, sharp claws rake the target to inflict damage. | ||
Searing Sunraze Smash | 1 | 200 | 101 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. | ||
Secret Power | 20 | 70 | 100 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. | ||
Seed Bomb | 15 | 80 | 100 | The user attacks by slamming a barrage of hard-shelled seeds down on the target from above. | ||
Seismic Toss | 20 | -- | 100 | The target is thrown using the power of gravity. It inflicts damage equal to the user's level. | ||
Self-Destruct | 5 | 200 | 100 | The user attacks everything around it by causing an explosion. The user faints upon using this move. | ||
Shadow Bone | 10 | 85 | 100 | The user attacks by beating the target with a bone that contains a spirit. This may also lower the target's Defense stat. | ||
Shadow Claw | 15 | 70 | 100 | The user attacks by slashing the target with a sharp claw made from shadows. This move has a heightened chance of landing a critical hit. | ||
Shadow Force | 5 | 120 | 100 | The user disappears on the first turn, then attacks on the next turn. This move hits even if the target protects itself. | ||
Shadow Punch | 20 | 60 | 101 | The user throws a punch from the shadows. This attack never misses. | ||
Shadow Sneak | 30 | 40 | 100 | The user extends its shadow and attacks the target from behind. This move always goes first. | ||
Shattered Psyche | 1 | -- | 101 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. | ||
Sinister Arrow Raid | 1 | 180 | 101 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. | ||
Sizzly Slide | 20 | 60 | 100 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. | ||
Skitter Smack | 10 | 70 | 90 | The user skitters behind the target to attack. This also lowers the target's Sp. Atk stat. | ||
Skull Bash | 10 | 130 | 100 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. | ||
Sky Attack | 5 | 140 | 90 | The user attacks the turn after using this move. This move has a heightened chance of landing a critical hit and may also make the target flinch. | ||
Sky Drop | 10 | 60 | 100 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. | ||
Sky Uppercut | 15 | 85 | 90 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. | ||
Slam | 20 | 80 | 75 | The target is slammed with a long tail, vines, or the like to inflict damage. | ||
Slash | 20 | 70 | 100 | The target is attacked with a slash of claws, scythes, or the like. This move has a heightened chance of landing a critical hit. | ||
Smack Down | 15 | 50 | 100 | The user throws a stone or similar projectile to attack the target. If the target is in the air, it will be knocked down to the ground. | ||
Smart Strike | 10 | 70 | 101 | The user stabs the target with a sharp horn. This attack never misses. | ||
Smelling Salts | 10 | 70 | 100 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. | ||
Snap Trap | 15 | 35 | 100 | The user snares the target in a snap trap that inflicts damage for four to five turns. | ||
Solar Blade | 10 | 125 | 100 | The user gathers light on the first turn, then fills a blade with the light's energy and attacks on the next turn. | ||
Soul-Stealing 7-Star Strike | 1 | 195 | 101 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. | ||
Spark | 20 | 65 | 100 | The user attacks the target with an electrically charged tackle. This may also leave the target with paralysis. | ||
Spectral Thief | 10 | 90 | 100 | The user hides in the target's shadow, steals the target's stat boosts, and then attacks. | ||
Spike Cannon | 15 | 20 | 100 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. | ||
Spin Out | 5 | 100 | 100 | The user spins furiously by straining its legs, inflicting damage on the target. This also harshly lowers the user's Speed stat. | ||
Spirit Break | 15 | 75 | 100 | The user attacks the target with so much force that it could break the target's spirit. This also lowers the target's Sp. Atk stat. | ||
Spirit Shackle | 10 | 80 | 100 | The user attacks while simultaneously stitching the target's shadow to the ground to prevent the target from fleeing. | ||
Splintered Stormshards | 1 | 190 | 101 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. | ||
Steamroller | 20 | 65 | 100 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. | ||
Steel Roller | 5 | 130 | 100 | The user attacks while destroying the terrain. This move fails if the ground hasn't turned into a terrain. | ||
Steel Wing | 25 | 70 | 90 | The target is hit with wings of steel. This may also boost the user's Defense stat. | ||
Stomp | 20 | 65 | 100 | The user attacks by stomping on the target with a big foot. This may also make the target flinch. | ||
Stomping Tantrum | 10 | 75 | 100 | Driven by frustration, the user attacks the target. This move's power is doubled if the user's previous move failed. | ||
Stone Axe | 15 | 65 | 90 | The user swings its stone axes at the target. Stone splinters left behind by this attack float around the target. | ||
Stone Edge | 5 | 100 | 80 | The user stabs the target with sharpened stones. This move has a heightened chance of landing a critical hit. | ||
Storm Throw | 10 | 60 | 100 | The user attacks by striking the target with a fierce blow. This move always lands a critical hit. | ||
Strength | 15 | 80 | 100 | The target is slugged with a punch thrown at maximum power. | ||
Struggle | 1 | 50 | 101 | This attack is used in desperation only if the user has no remaining PP. It also damages the user a little. | ||
Submission | 20 | 80 | 80 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. | ||
Subzero Slammer | 1 | -- | 101 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. | ||
Sucker Punch | 5 | 70 | 100 | This move enables the user to attack first. This move fails if the target is not readying an attack. | ||
Sunsteel Strike | 5 | 100 | 100 | The user slams into the target with the force of a meteor. This move can be used on the target regardless of its Ability. | ||
Super Fang | 10 | -- | 90 | The user chomps hard on the target with its sharp front fangs. This cuts the target's HP in half. | ||
Supercell Slam | 15 | 100 | 95 | The user electrifies its body and drops onto the target to inflict damage. If this move misses, the user takes damage instead. | ||
Superpower | 5 | 120 | 100 | The user attacks the target with great power. This also lowers the user's Attack and Defense stats. | ||
Supersonic Skystrike | 1 | -- | 101 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. | ||
Surging Strikes | 5 | 25 | 100 | The user, having mastered the Water style, strikes the target with a flowing motion three times in a row. This move always lands a critical hit. | ||
Tackle | 35 | 40 | 100 | A physical attack in which the user charges and slams into the target with its whole body. | ||
Tail Slap | 10 | 25 | 85 | The user attacks by striking the target with its hard tail. This move hits two to five times in a row. | ||
Take Down | 20 | 90 | 85 | A reckless full-body charge attack for slamming into the target. This also damages the user a little. | ||
Tectonic Rage | 1 | -- | 101 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. | ||
Temper Flare | 10 | 75 | 100 | Spurred by desperation, the user attacks the target. This move's power is doubled if the user's previous move failed. | ||
Thief | 25 | 60 | 100 | The user attacks and steals the target's held item simultaneously. The user can't steal anything if it already holds an item. | ||
Thousand Arrows | 10 | 90 | 100 | This move can hit opposing Pokémon that are in the air. Those Pokémon will be knocked down to the ground. | ||
Thousand Waves | 10 | 90 | 100 | The user attacks with a wave that crawls along the ground. Those it hits can't flee from battle. | ||
Thrash | 10 | 120 | 100 | The user rampages and attacks for two to three turns. The user then becomes confused. | ||
Throat Chop | 15 | 80 | 100 | The user attacks the target's throat, and the resultant suffering prevents the target from using sound-based moves for two turns. | ||
Thunder Fang | 15 | 65 | 95 | The user bites with electrified fangs. This may also make the target flinch or leave it with paralysis. | ||
Thunder Punch | 15 | 75 | 100 | The target is attacked with an electrified punch. This may also leave the target with paralysis. | ||
Thunderous Kick | 10 | 90 | 100 | The user overwhelms the target with lightning-like movement before delivering a kick. This also lowers the target's Defense stat. | ||
Trailblaze | 20 | 50 | 100 | The user attacks suddenly as if leaping out from tall grass. The user's nimble footwork boosts its Speed stat. | ||
Triple Arrows | 10 | 90 | 100 | The user kicks, then fires three arrows. This move has a heightened chance of landing a critical hit and may also lower the target's Defense stat or make it flinch. | ||
Triple Axel | 10 | 20 | 90 | A consecutive three-kick attack that becomes more powerful with each successful hit. | ||
Triple Dive | 10 | 30 | 95 | The user performs a perfectly timed triple dive, hitting the target with splashes of water three times in a row. | ||
Triple Kick | 10 | 10 | 90 | A consecutive three-kick attack that becomes more powerful with each successful hit. | ||
Trop Kick | 15 | 70 | 100 | The user lands an intense kick of tropical origins on the target. This also lowers the target's Attack stat. | ||
Twineedle | 20 | 25 | 100 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. | ||
Twinkle Tackle | 1 | -- | 101 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. | ||
U-turn | 20 | 70 | 100 | After making its attack, the user rushes back to switch places with a party Pokémon in waiting. | ||
Upper Hand | 15 | 65 | 100 | The user reacts to the target's movement and strikes with the heel of its palm, making the target flinch. This move fails if the target is not readying a priority move. | ||
V-create | 5 | 180 | 95 | The user emits a hot flame from its forehead and hurls itself at the target to inflict damage. This also lowers the user's Defense, Sp. Def, and Speed stats. | ||
Veevee Volley | 20 | -- | 101 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. | ||
Vine Whip | 25 | 45 | 100 | The target is struck with slender, whiplike vines to inflict damage. | ||
Vise Grip | 30 | 55 | 100 | The target is gripped and squeezed from both sides to inflict damage. | ||
Vital Throw | 10 | 70 | 101 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. | ||
Volt Tackle | 15 | 120 | 100 | The user electrifies itself and charges the target to inflict damage. This also damages the user quite a lot and may leave the target with paralysis. | ||
Wake-Up Slap | 10 | 70 | 100 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. | ||
Waterfall | 15 | 80 | 100 | The user charges at the target and may make it flinch. | ||
Wave Crash | 10 | 120 | 100 | The user shrouds itself in water and slams into the target with its whole body to inflict damage. This also damages the user quite a lot. | ||
Wicked Blow | 5 | 75 | 100 | The user, having mastered the Dark style, strikes the target with a fierce blow. This move always lands a critical hit. | ||
Wicked Torque | 10 | 80 | 100 | This move is only used by a Starmobile. It may cause the opponent to fall asleep | ||
Wild Charge | 15 | 90 | 100 | The user shrouds itself in electricity and smashes into the target. This also damages the user a little. | ||
Wing Attack | 35 | 60 | 100 | The target is struck with large, imposing wings spread wide to inflict damage. | ||
Wood Hammer | 15 | 120 | 100 | The user slams its rugged body into the target to attack. This also damages the user quite a lot. | ||
Wrap | 20 | 15 | 90 | A long body, vines, or the like are used to wrap and squeeze the target for four to five turns. | ||
X-Scissor | 15 | 80 | 100 | The user slashes at the target by crossing its scythes, claws, or the like as if they were a pair of scissors. | ||
Zen Headbutt | 15 | 80 | 90 | The user focuses its willpower to its head and attacks the target. This may also make the target flinch. | ||
Zing Zap | 10 | 80 | 100 | The user crashes into the target, delivering a powerful electric shock. This may also make the target flinch. | ||
Zippy Zap | 10 | 80 | 100 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. |