Name | Type | Cat. | PP | Att. | Acc. | Effect |
Acupressure | 30 | -- | 101 | The user applies pressure to stress points, sharply boosting one of its or its allies' stats. | ||
After You | 15 | -- | 101 | The user helps the target and makes it use its move right after the user. | ||
Assist | 20 | -- | 101 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. | ||
Attract | 15 | -- | 100 | If it is the opposite gender of the user, the target becomes infatuated and less likely to attack. | ||
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. | ||
Baton Pass | 40 | -- | 101 | The user switches places with a party Pokémon in waiting and passes along any stat changes. | ||
Belly Drum | 10 | -- | 101 | The user maximizes its Attack stat in exchange for HP equal to half its max HP. | ||
Bestow | 15 | -- | 101 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. | ||
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 | Things such as long bodies or tentacles are used to bind and squeeze the target for four to five turns. | ||
Block | 5 | -- | 101 | The user blocks the target's way with arms spread wide to prevent escape. | ||
Body Slam | 15 | 85 | 100 | The user drops onto the target with its full body weight. This may also leave the target with paralysis. | ||
Boomburst | 10 | 140 | 100 | The user attacks everything around it with the destructive power of a terrible, explosive sound. | ||
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. | ||
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. | ||
Camouflage | 20 | -- | 101 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. | ||
Captivate | 20 | -- | 100 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. | ||
Celebrate | 40 | -- | 101 | The Pokémon congratulates you on your special day! | ||
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. | ||
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. | ||
Confide | 20 | -- | 101 | The user tells the target a secret, and the target loses its ability to concentrate. This lowers the target's Sp. Atk stat. | ||
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. | ||
Conversion | 30 | -- | 101 | The user changes its type to become the same type as the move at the top of the list of moves it knows. | ||
Conversion 2 | 30 | -- | 101 | The user changes its type to make itself resistant to the type of the attack the target used last. | ||
Copycat | 20 | -- | 101 | The user mimics the move used immediately before it. The move fails if no other move has been used yet. | ||
Court Change | 10 | -- | 100 | With its mysterious power, the user swaps the effects on either side of the field. | ||
Covet | 25 | 60 | 100 | The user endearingly approaches the target, then steals the target's held item. | ||
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 this move's power. | ||
Cut | 30 | 50 | 95 | The target is cut with a scythe or claw. | ||
Defense Curl | 40 | -- | 101 | The user curls up to conceal weak spots and raise its Defense stat. | ||
Disable | 20 | -- | 100 | For four turns, this move prevents the target from using the move it last used. | ||
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 long tail, vines, or a tentacle. The target is hit twice in a row. | ||
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 Team | 15 | -- | 101 | By moving rapidly, the user makes illusory copies of itself to raise its evasiveness. | ||
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. | ||
Echoed Voice | 15 | 40 | 100 | The user attacks the target with an echoing voice. If this move is used every turn, its power is increased. | ||
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. | ||
Encore | 5 | -- | 100 | The user compels the target to keep using the move it encored for three turns. | ||
Endeavor | 5 | -- | 100 | This attack move cuts down the target's HP to equal the user's HP. | ||
Endure | 10 | -- | 101 | The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession. | ||
Entrainment | 15 | -- | 100 | The user dances with an odd rhythm that compels the target to mimic it, making the target's Ability the same as the user's. | ||
Explosion | 5 | 250 | 100 | The user attacks everything around it by causing a tremendous explosion. The user faints upon using this move. | ||
Extreme Evoboost | 1 | -- | 101 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. | ||
Extreme Speed | 5 | 80 | 100 | The user charges the target at blinding speed. This move always goes first. | ||
Facade | 20 | 70 | 100 | This attack move doubles its power if the user is poisoned, burned, or paralyzed. | ||
Fake Out | 10 | 40 | 100 | This attack hits first and makes the target flinch. It only works the first turn each time the user enters battle. | ||
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 hits a target using a move such as Protect or Detect. This also lifts the effects of those moves. | ||
Flail | 15 | -- | 100 | The user flails about aimlessly to attack. The less HP the user has, the greater the move's power. | ||
Flash | 20 | -- | 100 | The user flashes a light that lowers the target's accuracy. It can also be used to illuminate caves. | ||
Focus Energy | 30 | -- | 101 | The user takes a deep breath and focuses so that critical hits land more easily. | ||
Follow Me | 20 | -- | 101 | The user draws attention to itself, making all targets take aim only at the user. | ||
Foresight | 40 | -- | 101 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. | ||
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 target is jabbed repeatedly with a horn or beak two to five times in a row. | ||
Fury Swipes | 15 | 18 | 80 | The target is raked with sharp claws or scythes quickly two to five times in a row. | ||
G-Max Cuddle | 10 | -- | 101 | A Normal-type attack that Gigantamax Eevee use. This move infatuates opponents. | ||
G-Max Gold Rush | 10 | -- | 101 | A Normal-type attack that Gigantamax Meowth use. This move confuses opponents and also earns extra money. | ||
G-Max Replenish | 10 | -- | 101 | A Normal-type attack that Gigantamax Snorlax use. This move restores Berries that have been eaten. | ||
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. | ||
Glare | 30 | -- | 100 | The user intimidates the target with the pattern on its belly to cause paralysis. | ||
Growl | 40 | -- | 100 | The user growls in an endearing way, making opposing Pokémon less wary. This lowers their Attack stats. | ||
Growth | 20 | -- | 101 | The user's body grows all at once, raising the Attack and Sp. Atk stats. | ||
Guillotine | 5 | -- | 30 | A vicious, tearing attack with big pincers. The target faints instantly if this attack hits. | ||
Happy Hour | 30 | -- | 101 | Using Happy Hour doubles the amount of prize money received after battle. | ||
Harden | 30 | -- | 101 | The user stiffens all the muscles in its body to raise its Defense stat. | ||
Head Charge | 15 | 120 | 100 | The user charges its head into its target, using its powerful guard hair. This also damages the user a little. | ||
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. | ||
Heal Bell | 5 | -- | 101 | The user makes a soothing bell chime to heal the status conditions of all the party Pokémon. | ||
Helping Hand | 20 | -- | 101 | The user assists an ally by boosting the power of that ally's attack. | ||
Hidden Power | 15 | 60 | 100 | A unique attack that varies in type depending on the Pokémon using it. | ||
Hold Back | 40 | 40 | 100 | The user holds back when it attacks, and the target is left with at least 1 HP. | ||
Hold Hands | 40 | -- | 101 | The user and an ally hold hands. This makes them very happy. | ||
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. | ||
Howl | 40 | -- | 101 | The user howls loudly to raise the spirit of itself and allies. This raises their Attack stats. | ||
Hyper Beam | 5 | 150 | 90 | The target is attacked with a powerful beam. The user can't move on the next turn. | ||
Hyper Fang | 15 | 80 | 90 | The user bites hard on the target with its sharp front fangs. This may also make the target flinch. | ||
Hyper Voice | 10 | 90 | 100 | The user lets loose a horribly echoing shout with the power to inflict damage. | ||
Judgment | 10 | 100 | 100 | The user releases countless shots of light at the target. This move's type varies depending on the kind of Plate the user is holding. | ||
Laser Focus | 30 | -- | 101 | The user concentrates intensely. The attack on the next turn always results in a critical hit. | ||
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. | ||
Leer | 30 | -- | 100 | The user gives opposing Pokémon an intimidating leer that lowers the Defense stat. | ||
Lock-On | 5 | -- | 101 | The user takes sure aim at the target. This ensures the next attack does not miss the target. | ||
Lovely Kiss | 10 | -- | 75 | With a scary face, the user tries to force a kiss on the target. If it succeeds, the target falls asleep. | ||
Lucky Chant | 30 | -- | 101 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. | ||
Max Guard | 10 | -- | 101 | This move enables the user to protect itself from all attacks. Its chance of failing rises if it is used in succession. | ||
Max Strike | 10 | -- | 101 | This is a Normal-type attack Dynamax Pokémon use. This lowers the target's Speed stat. | ||
Me First | 20 | -- | 101 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. | ||
Mean Look | 5 | -- | 101 | The user pins the target with a dark, arresting look. The target becomes unable to flee. | ||
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. | ||
Metronome | 10 | -- | 101 | The user waggles a finger and stimulates its brain into randomly using nearly any move. | ||
Milk Drink | 10 | -- | 101 | The user restores its own HP by up to half of its max HP. | ||
Mimic | 10 | -- | 101 | The user copies the target's last move. The move can be used during battle until the Pokémon is switched out. | ||
Mind Reader | 5 | -- | 101 | The user senses the target's movements with its mind to ensure its next attack does not miss the target. | ||
Minimize | 10 | -- | 101 | The user compresses its body to make itself look smaller, which sharply raises its evasiveness. | ||
Morning Sun | 5 | -- | 101 | The user restores its own HP. The amount of HP regained varies with the weather. | ||
Multi-Attack | 10 | 120 | 100 | Cloaking itself in high energy, the user slams into the target. The memory held determines the move's type. | ||
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. | ||
Nature Power | 20 | -- | 101 | This attack makes use of nature's power. Its effects vary depending on the user's environment. | ||
Noble Roar | 30 | -- | 100 | Letting out a noble roar, the user intimidates the target and lowers its Attack and Sp. Atk stats. | ||
Odor Sleuth | 40 | -- | 101 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. | ||
Pain Split | 20 | -- | 101 | The user adds its HP to the target's HP, then equally shares the combined HP with the target. | ||
Pay Day | 20 | 40 | 100 | Numerous coins are hurled at the target to inflict damage. Money is earned after the battle. | ||
Perish Song | 5 | -- | 101 | Any Pokémon that hears this song faints in three turns, unless it switches out of battle. | ||
Play Nice | 20 | -- | 101 | The user and the target become friends, and the target loses its will to fight. This lowers the target's Attack stat. | ||
Pound | 35 | 40 | 100 | The target is physically pounded with a long tail, a foreleg, or the like. | ||
Power Shift | 10 | -- | 101 | The user swaps its offensive and defensive stats. | ||
Present | 15 | -- | 90 | The user attacks by giving the target a gift with a hidden trap. It restores HP sometimes, however. | ||
Protect | 10 | -- | 101 | This move enables the user to protect itself from all attacks. Its chance of failing rises if it is used in succession. | ||
Psych Up | 10 | -- | 101 | The user hypnotizes itself into copying any stat change made by the target. | ||
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. | ||
Quick Attack | 30 | 40 | 100 | The user lunges at the target at a speed that makes it almost invisible. 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. | ||
Rapid Spin | 40 | 50 | 100 | A spin attack that can also eliminate such moves as Bind, Wrap, and Leech Seed. This also raises the user's Speed stat. | ||
Razor Wind | 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. | ||
Recover | 10 | -- | 101 | Restoring its own cells, the user restores its own HP by half of its max HP. | ||
Recycle | 10 | -- | 101 | The user recycles a held item that has been used in battle so it can be used again. | ||
Reflect Type | 15 | -- | 101 | The user reflects the target's type, making the user the same type as the target. | ||
Refresh | 20 | -- | 101 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. | ||
Relic Song | 10 | 75 | 100 | The user sings an ancient song and attacks by appealing to the hearts of the listening opposing Pokémon. This may also induce sleep. | ||
Retaliate | 5 | 70 | 100 | The user gets revenge for a fainted ally. If an ally fainted in the previous turn, this move's power is increased. | ||
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. | ||
Revelation Dance | 15 | 90 | 100 | The user attacks the target by dancing very hard. The user's type determines the type of this move. | ||
Roar | 20 | -- | 101 | The target is scared off, and a different Pokémon is dragged out. In the wild, this ends a battle against a single Pokémon. | ||
Rock Climb | 20 | 90 | 85 | A charging attack that may also leave the foe confused. It's also one of the Pokétch's hidden moves. | ||
Round | 15 | 60 | 100 | The user attacks the target with a song. Others can join in the Round to increase the power of the attack. | ||
Safeguard | 25 | -- | 101 | The user creates a protective field that prevents status conditions for five turns. | ||
Scary Face | 10 | -- | 100 | The user frightens the target with a scary face to harshly lower its Speed stat. | ||
Scratch | 35 | 40 | 100 | Hard, pointed, sharp claws rake the target to inflict damage. | ||
Screech | 40 | -- | 85 | An earsplitting screech harshly lowers the target's Defense stat. | ||
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. | ||
Self-Destruct | 5 | 200 | 100 | The user attacks everything around it by causing an explosion. The user faints upon using this move. | ||
Sharpen | 30 | -- | 101 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. | ||
Shell Smash | 15 | -- | 101 | The user breaks its shell, which lowers Defense and Sp. Def stats but sharply raises its Attack, Sp. Atk, and Speed stats. | ||
Simple Beam | 15 | -- | 100 | The user's mysterious psychic wave changes the target's Ability to Simple. | ||
Sing | 15 | -- | 55 | A soothing lullaby is sung in a calming voice that puts the target into a deep slumber. | ||
Sketch | 1 | -- | 101 | It enables the user to permanently learn the move last used by the target. Once used, Sketch disappears. | ||
Skull Bash | 10 | 130 | 100 | The user tucks in its head to raise its Defense stat on the first turn, then rams the target on the next turn. | ||
Slack Off | 10 | -- | 101 | The user slacks off, restoring its own HP by up to half of its max HP. | ||
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 or blades. Critical hits land more easily. | ||
Sleep Talk | 10 | -- | 101 | While it is asleep, the user randomly uses one of the moves it knows. | ||
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. | ||
Smokescreen | 20 | -- | 100 | The user releases an obscuring cloud of smoke or ink. This lowers the target's accuracy. | ||
Snore | 15 | 50 | 100 | This attack can be used only if the user is asleep. The harsh noise may also make the target flinch. | ||
Soft-Boiled | 10 | -- | 101 | The user restores its own HP by up to half of its max HP. | ||
Sonic Boom | 20 | -- | 90 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. | ||
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. | ||
Spit Up | 10 | -- | 100 | The power stored using the move Stockpile is released at once in an attack. The more power is stored, the greater the move's power. | ||
Splash | 40 | -- | 101 | The user just flops and splashes around to no effect at all... | ||
Spotlight | 15 | -- | 101 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. | ||
Stockpile | 20 | -- | 101 | The user charges up power and raises both its Defense and Sp. Def stats. The move can be used three times. | ||
Stomp | 20 | 65 | 100 | The target is stomped with a big foot. This may also make the target flinch. | ||
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 PP. It also damages the user a little. | ||
Stuff Cheeks | 10 | -- | 101 | The user eats its held Berry, then sharply raises its Defense stat. | ||
Substitute | 10 | -- | 101 | The user creates a substitute for itself using some of its HP. The substitute serves as the user's decoy. | ||
Super Fang | 10 | -- | 90 | The user chomps hard on the target with its sharp front fangs. This cuts the target's HP in half. | ||
Supersonic | 20 | -- | 55 | The user generates odd sound waves from its body that confuse the target. | ||
Swagger | 15 | -- | 85 | The user enrages and confuses the target. However, this also sharply raises the target's Attack stat. | ||
Swallow | 10 | -- | 101 | The power stored using the move Stockpile is absorbed by the user to heal its HP. Storing more power heals more HP. | ||
Sweet Scent | 20 | -- | 100 | A sweet scent that harshly lowers opposing Pokémon's evasiveness. | ||
Swift | 20 | 60 | 101 | Star-shaped rays are shot at opposing Pokémon. This attack never misses. | ||
Swords Dance | 20 | -- | 101 | A frenetic dance to uplift the fighting spirit. This sharply raises the user's Attack stat. | ||
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. It hits the target two to five times in a row. | ||
Tail Whip | 30 | -- | 100 | The user wags its tail cutely, making opposing Pokémon less wary and lowering their Defense stats. | ||
Take Down | 20 | 90 | 85 | A reckless, full-body charge attack for slamming into the target. This also damages the user a little. | ||
Tearful Look | 20 | -- | 101 | The user gets teary eyed to make the target lose its combative spirit. This lowers the target's Attack and Sp. Atk stats. | ||
Teatime | 10 | -- | 101 | The user has teatime with all the Pokémon in the battle. Each Pokémon eats its held Berry. | ||
Techno Blast | 5 | 120 | 100 | The user fires a beam of light at its target. The move's type changes depending on the Drive the user holds. | ||
Teeter Dance | 20 | -- | 100 | The user performs a wobbly dance that confuses the Pokémon around it. | ||
Terrain Pulse | 10 | 50 | 100 | The user utilizes the power of the terrain to attack. This move's type and power changes depending on the terrain when it's used. | ||
Thrash | 10 | 120 | 100 | The user rampages and attacks for two to three turns. The user then becomes confused. | ||
Tickle | 20 | -- | 100 | The user tickles the target into laughing, reducing its Attack and Defense stats. | ||
Transform | 10 | -- | 101 | The user transforms into a copy of the target right down to having the same move set. | ||
Tri Attack | 10 | 80 | 100 | The user strikes with a simultaneous three-beam attack. This may also burn, freeze, or paralyze the target. | ||
Trump Card | 5 | -- | 101 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. | ||
Uproar | 10 | 90 | 100 | The user attacks in an uproar for three turns. During that time, no Pokémon can fall asleep. | ||
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. | ||
Vise Grip | 30 | 55 | 100 | The target is gripped and squeezed from both sides to inflict damage. | ||
Weather Ball | 10 | 50 | 100 | This attack move varies in power and type depending on the weather. | ||
Whirlwind | 20 | -- | 101 | The target is blown away, and a different Pokémon is dragged out. In the wild, this ends a battle against a single Pokémon. | ||
Wish | 10 | -- | 101 | One turn after this move is used, the user's or its replacement's HP is restored by half the user's max HP. | ||
Work Up | 30 | -- | 101 | The user is roused, and its Attack and Sp. Atk stats increase. | ||
Wrap | 20 | 15 | 90 | A long body, vines, or the like are used to wrap and squeeze the target for four to five turns. | ||
Wring Out | 5 | -- | 100 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. | ||
Yawn | 10 | -- | 101 | The user lets loose a huge yawn that lulls the target into falling asleep on the next turn. |