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. If the user is not holding an item, this attack inflicts massive damage. | ||
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 Jet | 20 | 40 | 100 | The user lunges at the target at a speed that makes it almost invisible. This move always goes first. | ||
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 lets loose a flurry of open-palmed arm thrusts that hit two to five times in a row. | ||
Assurance | 10 | 60 | 100 | If the target has already taken some damage in the same turn, this attack's power is doubled. | ||
Astonish | 15 | 30 | 100 | The user attacks the target while shouting 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. Critical hits land more easily. | ||
Aura Wheel | 10 | 110 | 100 | Morpeko attacks and raises its Speed with the energy stored in its cheeks. This move's type changes depending on the user's form. | ||
Avalanche | 10 | 60 | 100 | The power of this attack move is doubled if the user has been hurt by the target in the same turn. | ||
Barb Barrage | 15 | 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 has a status condition. | ||
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 Pokémon 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 becomes a gigantic shield and slams into the target. This move deals twice the damage if the target is Dynamaxed. | ||
Behemoth Blade | 5 | 100 | 100 | The user becomes a gigantic sword and cuts the target. This move deals twice the damage if the target is Dynamaxed. | ||
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. | ||
Bite | 25 | 60 | 100 | The target is bitten with viciously sharp fangs. This may also make the target flinch. | ||
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 lands a critical hit more easily. This may also leave the target with a burn. | ||
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, the more damage it can inflict on the target. | ||
Body Slam | 15 | 85 | 100 | The user drops 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. If the user attacks before the target, the power of this move is doubled. | ||
Bolt Strike | 5 | 130 | 85 | The user surrounds itself with a great amount of electricity and charges its 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 strikes the target with a hard bone two to five times in a row. | ||
Bonemerang | 10 | 50 | 90 | The user throws the bone it holds. The bone loops around to hit the target twice—coming and going. | ||
Bounce | 5 | 85 | 85 | The user bounces up high, then drops on the target on the second 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 from 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. It 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 bites 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 forcefully shoots seeds at the target 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, aiming to land a critical hit. Shell splinters left behind by this attack will continue to damage the target for several turns. | ||
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 without guarding itself. This also lowers the user's Defense and Sp. Def stats. | ||
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. | ||
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 retaliation move that counters any physical attack, 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. Critical hits land more easily. | ||
Cross Chop | 5 | 100 | 80 | The user delivers a double chop with its forearms crossed. Critical hits land more easily. | ||
Cross Poison | 20 | 70 | 100 | A slashing attack with a poisonous blade that may also poison the target. Critical hits land more easily. | ||
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 this move's power. | ||
Cut | 30 | 50 | 95 | The target is cut with a scythe or claw. | ||
Darkest Lariat | 10 | 85 | 100 | The user swings both arms and hits the target. The target's stat changes don't affect this attack's damage. | ||
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 raise the user's Defense stat. | ||
Dig | 10 | 80 | 100 | The user burrows into the ground, then attacks on the next turn. | ||
Dire Claw | 15 | 60 | 100 | The user lashes out at the target with ruinous claws, aiming to land a critical hit. This may also leave the target poisoned, paralyzed, or drowsy. | ||
Dive | 10 | 80 | 100 | Diving on the first turn, the user 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 long tail, vines, or a tentacle. The target is hit twice in a row. | ||
Double Iron Bash | 5 | 60 | 100 | The user rotates, centering the hex nut in its chest, and then strikes with its arms twice in a row. This may also make the target flinch. | ||
Double Kick | 30 | 30 | 100 | The target is quickly kicked twice in succession using both feet. | ||
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 | After soaring upward, the user attacks its target by dropping out of the sky at high speeds. But it lowers its own Defense and Sp. Def stats in the process. | ||
Dragon Claw | 15 | 80 | 100 | The user slashes the target with huge sharp claws. | ||
Dragon Darts | 10 | 50 | 100 | The user attacks twice using Dreepy. If there are two targets, this move hits each target once. | ||
Dragon Hammer | 15 | 90 | 100 | The user uses 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 | An energy-draining punch. The user's HP is restored by 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 its target while rotating its body like a drill. Critical hits land more easily. | ||
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 | The user attacks its target by hitting it with brutal strikes. The target is hit twice in a row. | ||
Dual Wingbeat | 10 | 40 | 90 | The user slams the target with its wings. The target is hit twice in a row. | ||
Dynamic Punch | 5 | 100 | 50 | The user punches the target with full, concentrated power. This confuses the target if it hits. | ||
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 | This attack move cuts down the target's HP to 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 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 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 hits 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 rises 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 punched with a fiery fist. This may also leave the target with a burn. | ||
First Impression | 10 | 90 | 100 | Although this move has great power, it only works the first turn each time the user enters battle. | ||
Fishious Rend | 10 | 85 | 100 | The user rends the target with its hard gills. If the user attacks before the target, the power of this move is doubled. | ||
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 more power, the user raises its Speed stat. | ||
Flame Wheel | 25 | 60 | 100 | The user cloaks itself in fire and charges 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. This also damages the user quite a lot. This attack 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. | ||
Fly | 15 | 90 | 95 | The user flies up into the sky and then strikes its target 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 it is used. | ||
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 power against it. The higher the target's Attack stat, the greater the damage it deals. | ||
Freeze Shock | 5 | 140 | 90 | On the second turn, the user hits the target with electrically charged ice. 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 target is jabbed repeatedly with a horn or beak two to five times in a row. | ||
Fury Cutter | 20 | 40 | 95 | The target is slashed with scythes or claws. This attack becomes more powerful if it hits in succession. | ||
Fury Swipes | 15 | 18 | 80 | The target is raked with sharp claws or scythes quickly 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 increased when influenced by an enormous flame. | ||
G-Max Befuddle | 10 | -- | 101 | A Bug-type attack that Gigantamax Butterfree use. This move inflicts the poisoned, paralyzed, or asleep status condition on opponents. | ||
G-Max Cannonade | 10 | -- | 101 | A Water-type attack that Gigantamax Blastoise use. This move continues to deal damage to opponents for four turns. | ||
G-Max Centiferno | 10 | -- | 101 | A Fire-type attack that Gigantamax Centiskorch use. This move traps opponents in flames for four to five turns. | ||
G-Max Chi Strike | 10 | -- | 101 | A Fighting-type attack that Gigantamax Machamp use. This move raises the chance of critical hits. | ||
G-Max Cuddle | 10 | -- | 101 | A Normal-type attack that Gigantamax Eevee use. This move infatuates opponents. | ||
G-Max Depletion | 10 | -- | 101 | A Dragon-type attack that Gigantamax Duraludon use. Reduces the PP of the last move used. | ||
G-Max Drum Solo | 10 | -- | 101 | A Grass-type attack that Gigantamax Rillaboom use. This move can be used on the target regardless of its Abilities. | ||
G-Max Finale | 10 | -- | 101 | A Fairy-type attack that Gigantamax Alcremie use. This move heals the HP of allies. | ||
G-Max Fireball | 10 | -- | 101 | A Fire-type attack that Gigantamax Cinderace use. This move can be used on the target regardless of its Abilities | ||
G-Max Foam Burst | 10 | -- | 101 | A Water-type attack that Gigantamax Kingler use. This move harshly lowers the Speed of 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 Gravitas | 10 | -- | 101 | A Psychic-type attack that Gigantamax Orbeetle use. This move changes gravity for five turns. | ||
G-Max Hydrosnipe | 10 | -- | 101 | A Water-type attack that Gigantamax Inteleon use. This move can be used on the target regardless of its Abilities. | ||
G-Max Malodor | 10 | -- | 101 | A Poison-type attack that Gigantamax Garbodor use. This move poisons opponents. | ||
G-Max Meltdown | 10 | -- | 101 | A Steel-type attack that Gigantamax Melmetal use. This move makes opponents incapable of using the same move twice in a row. | ||
G-Max One Blow | 10 | -- | 101 | A Dark-type attack that Gigantamax Urshifu use. This single-strike move can ignore Max Guard. | ||
G-Max Rapid Flow | 10 | -- | 101 | A Water-type attack that Gigantamax Urshifu use. This rapid-strike move can ignore Max Guard. | ||
G-Max Replenish | 10 | -- | 101 | A Normal-type attack that Gigantamax Snorlax use. This move restores Berries that have been eaten. | ||
G-Max Resonance | 10 | -- | 101 | An Ice-type attack that Gigantamax Lapras use. This move reduces the damage received for five turns. | ||
G-Max Sandblast | 10 | -- | 101 | A Ground-type attack that Gigantamax Sandaconda use. Opponents are trapped in a raging sandstorm for four to five turns. | ||
G-Max Smite | 10 | -- | 101 | A Fairy-type attack that Gigantamax Hatterene use. This move confuses opponents. | ||
G-Max Snooze | 10 | -- | 101 | A Dark-type attack that Gigantamax Grimmsnarl use. The user lets loose a huge yawn that lulls the targets into falling asleep on the next turn. | ||
G-Max Steelsurge | 10 | -- | 101 | A Steel-type attack that Gigantamax Copperajah use. This move scatters sharp spikes around the field. | ||
G-Max Stonesurge | 10 | -- | 101 | A Water-type attack that Gigantamax Drednaw use. This move scatters sharp rocks around the field. | ||
G-Max Stun Shock | 10 | -- | 101 | An Electric-type attack that Gigantamax Toxtricity use. This move poisons or paralyzes opponents. | ||
G-Max Sweetness | 10 | -- | 101 | A Grass-type attack that Gigantamax Appletun use. This move heals the status conditions of allies. | ||
G-Max Tartness | 10 | -- | 101 | A Grass-type attack that Gigantamax Flapple use. This move reduces the opponents’ evasiveness. | ||
G-Max Terror | 10 | -- | 101 | A Ghost-type attack that Gigantamax Gengar use. This Pokémon steps on the opposing Pokémon’s shadow to prevent them from escaping. | ||
G-Max Vine Lash | 10 | -- | 101 | A Grass-type attack that Gigantamax Venusaur use. This move continues to deal damage to opponents for four turns. | ||
G-Max Volcalith | 10 | -- | 101 | A Rock-type attack that Gigantamax Coalossal use. This move continues to deal damage to opponents for four turns. | ||
G-Max Volt Crash | 10 | -- | 101 | An Electric-type attack that Gigantamax Pikachu use. This move paralyzes opponents. | ||
G-Max Wildfire | 10 | -- | 101 | A Fire-type attack that Gigantamax Charizard use. This move continues to deal damage to opponents for four turns. | ||
G-Max Wind Rage | 10 | -- | 101 | A Flying-type attack that Gigantamax Corviknight use. This move removes the effects of moves like Reflect and Light Screen. | ||
Gear Grind | 15 | 50 | 85 | The user attacks by throwing steel gears at its target twice. | ||
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. | ||
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 | 130 | 100 | The user attacks by hurling a blizzard-cloaked icicle lance at opposing Pokémon. | ||
Grassy Glide | 20 | 70 | 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 compared to the target, the greater the move's power. | ||
Hammer Arm | 10 | 100 | 90 | The user swings and hits with its strong, heavy fist. It lowers the user's Speed, however. | ||
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. | ||
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 | 100 | 100 | The user smashes into the target in a full-body tackle. This also lowers the user’s defensive 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 its 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 it misses, the user is hurt 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 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 Fang | 15 | 80 | 90 | The user bites hard on the target with its sharp front fangs. This may also make the target flinch. | ||
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. But the user's Defense stat falls. | ||
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 and hits with its strong, heavy fist. It lowers the user's Speed, however. | ||
Ice Punch | 15 | 75 | 100 | The target is punched with an icy fist. 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. | ||
Icicle Crash | 10 | 85 | 90 | The user attacks by harshly dropping large icicles onto the target. This may also make the target flinch. | ||
Icicle Spear | 30 | 25 | 100 | The user launches sharp icicles at the target 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. | ||
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. | ||
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, and that item can't be used in that battle. The move does more damage if the target has a held item. | ||
Land's Wrath | 10 | 90 | 100 | The user gathers the energy of the land and focuses that power on opposing Pokémon to damage them. | ||
Lash Out | 5 | 75 | 100 | The user lashes out to vent its frustration toward the target. If the user's stats were lowered during this turn, the power of this move is doubled. | ||
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. | ||
Leaf Blade | 15 | 90 | 100 | The user handles a sharp leaf like a sword and attacks by cutting its target. Critical hits land more easily. | ||
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 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 target is licked with a long tongue, causing 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. | ||
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 | -- | 101 | This is a Flying-type attack Dynamax Pokémon use. This raises ally Pokémon's Speed stats. | ||
Max Darkness | 10 | -- | 101 | This is a Dark-type attack Dynamax Pokémon use. This lowers the target's Sp. Def stat. | ||
Max Flare | 10 | -- | 101 | This is a Fire-type attack Dynamax Pokémon use. The user intensifies the sun for five turns. | ||
Max Flutterby | 10 | -- | 101 | This is a Bug-type attack Dynamax Pokémon use. This lowers the target's Sp. Atk stat. | ||
Max Geyser | 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 | -- | 101 | This is an Ice-type attack Dynamax Pokémon use. The user summons a hailstorm lasting five turns. | ||
Max Knuckle | 10 | -- | 101 | This is a Fighting-type attack Dynamax Pokémon use. This raises ally Pokémon's Attack stats. | ||
Max Lightning | 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 | -- | 101 | This is a Psychic-type attack Dynamax Pokémon use. The user turns the ground into Psychic Terrain for five turns. | ||
Max Ooze | 10 | -- | 101 | This is a Poison-type attack Dynamax Pokémon use. This raises ally Pokémon's Sp. Atk stats. | ||
Max Overgrowth | 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 | -- | 101 | This is a Ghost-type attack Dynamax Pokémon use. This lowers the target's Defense stat. | ||
Max Quake | 10 | -- | 101 | This is a Ground-type attack Dynamax Pokémon use. This raises ally Pokémon's Sp. Def stats. | ||
Max Rockfall | 10 | -- | 101 | This is a Rock-type attack Dynamax Pokémon use. The user summons a sandstorm lasting five turns. | ||
Max Starfall | 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 | -- | 101 | This is a Steel-type attack Dynamax Pokémon use. This raises ally Pokémon's Defense stats. | ||
Max Strike | 10 | -- | 101 | This is a Normal-type attack Dynamax Pokémon use. This lowers the target's Speed stat. | ||
Max Wyrmwind | 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 raise 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 raise the user's Attack stat. | ||
Mountain Gale | 5 | 100 | 85 | The user hurls giant chunks of ice at the target to inflict damage. | ||
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. | ||
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. Critical hits land more easily. | ||
Nuzzle | 20 | 20 | 100 | The user attacks by nuzzling its electrified cheeks against the target. This also leaves the target with paralysis. | ||
Outrage | 10 | 120 | 100 | The user rampages and attacks for two to three turns. The user then becomes confused. | ||
Pay Day | 20 | 40 | 100 | Numerous 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. If the user moves after the target, this attack's power will be doubled. | ||
Peck | 35 | 35 | 100 | The target is jabbed with a sharply pointed beak or horn. | ||
Petal Blizzard | 15 | 90 | 100 | The user stirs up a violent petal blizzard and attacks 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 | Sharp spikes are shot at the target in rapid succession. They hit 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 plays rough with the target and attacks it. This may also lower the target's Attack stat. | ||
Pluck | 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 | 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, 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. This may also poison the target. | ||
Poison Tail | 25 | 50 | 100 | The user hits the target with its tail. This may also poison the target. Critical hits land more easily. | ||
Poltergeist | 5 | 110 | 90 | The user attacks the target by controlling the target's item. The move fails if the target doesn't have an item. | ||
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 raised, the greater the move's power. | ||
Power Whip | 10 | 120 | 85 | The user violently whirls its vines, tentacles, or the like to harshly lash the target. | ||
Power-Up Punch | 20 | 40 | 100 | Striking opponents over and over makes the user's fists harder. Hitting a target raises the Attack stat. | ||
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. It restores HP sometimes, however. | ||
Psychic Fangs | 10 | 85 | 100 | The user bites the target with its psychic capabilities. This can also destroy Light Screen and Reflect. | ||
Psycho Cut | 20 | 70 | 100 | The user tears at the target with blades formed by psychic power. Critical hits land more easily. | ||
Psyshield Bash | 10 | 70 | 90 | Cloaking itself in psychic energy, the user slams into the target. This may also raise the user’s defensive stats. | ||
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 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. | ||
Raging Fury | 10 | 90 | 85 | The user rampages and spews vicious flames to inflict damage on the target, then becomes fixated on using this move. | ||
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 Leaf | 25 | 55 | 95 | Sharp-edged leaves are launched to slash at opposing Pokémon. Critical hits land more easily. | ||
Razor Shell | 10 | 75 | 95 | The user cuts its target with sharp shells. This may also lower the target's Defense stat. | ||
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. | ||
Revenge | 10 | 60 | 100 | This attack move's power is doubled if the user has been hurt by the opponent in the same turn. | ||
Reversal | 15 | -- | 100 | An all-out attack that becomes more powerful the less HP the user has. | ||
Rock Blast | 10 | 25 | 90 | The user hurls hard rocks at the target. Two to five rocks are launched in a row. | ||
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. | ||
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 attack. | ||
Rock Tomb | 15 | 60 | 95 | Boulders are hurled at the target. This also lowers the target's Speed stat by preventing 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. It 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 long horn. The target's stat changes don't affect this attack's damage. | ||
Sand Tomb | 15 | 35 | 85 | The user traps the target inside a harshly raging sandstorm 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 slams 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 slashes with a sharp claw made from shadows. Critical hits land more easily. | ||
Shadow Force | 5 | 120 | 100 | The user disappears, then strikes the target 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 | The user tucks in its head to raise its Defense stat on the first turn, then rams the target on the next turn. | ||
Sky Attack | 5 | 140 | 90 | A second-turn attack move where critical hits land more easily. This 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 or blades. Critical hits land more easily. | ||
Smack Down | 15 | 50 | 100 | The user throws a stone or similar projectile to attack the target. A flying Pokémon will fall to the ground when it's hit. | ||
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 for four to five turns. | ||
Solar Blade | 10 | 125 | 100 | In this two-turn attack, the user gathers light and fills a blade with the light's energy, attacking the target on the next turn. | ||
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 throws an electrically charged tackle at the target. 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. | ||
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 escaping. | ||
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 when the ground hasn't turned into a terrain. | ||
Steel Wing | 25 | 70 | 90 | The target is hit with wings of steel. This may also raise the user's Defense stat. | ||
Stomp | 20 | 65 | 100 | The target is stomped with a big foot. This may also make the target flinch. | ||
Stomping Tantrum | 10 | 75 | 100 | Driven by frustration, the user attacks the target. If the user's previous move has failed, the power of this move doubles. | ||
Stone Axe | 15 | 65 | 90 | The user swings its stone axes at the target, aiming to land a critical hit. Stone splinters left behind by this attack continue to damage the target for several turns. | ||
Stone Edge | 5 | 100 | 80 | The user stabs the target from below with sharpened stones. Critical hits land more easily. | ||
Storm Throw | 10 | 60 | 100 | The user strikes the target with a fierce blow. This attack always results in 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 PP. It also damages the user a little. | ||
Submission | 20 | 80 | 80 | The user grabs the target and recklessly dives for the ground. This also damages the user a little. | ||
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 Abilities. | ||
Super Fang | 10 | -- | 90 | The user chomps hard on the target with its sharp front fangs. This cuts the target's HP in half. | ||
Superpower | 5 | 120 | 100 | The user attacks the target with great power. However, 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 attack always results in 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. It hits the target 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. | ||
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 also hits opposing Pokémon that are in the air. Those Pokémon are 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 moves that emit sound 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 punched with an electrified fist. 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. | ||
Triple Arrows | 15 | 50 | 100 | The user delivers an axe kick, then fires three arrows. This raises the chance of its future attacks landing critical hits and also lowers the target’s defensive stats. | ||
Triple Axel | 10 | 20 | 90 | A consecutive three-kick attack that becomes more powerful with each successful hit. | ||
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. | ||
V-create | 5 | 180 | 95 | With a hot flame on its forehead, the user hurls itself at its target. This 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 | The user attacks last. In return, this throw move never misses. | ||
Volt Tackle | 15 | 120 | 100 | The user electrifies itself and charges the target. This also damages the user quite a lot. This attack 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 | 75 | 100 | The user shrouds itself in water and slams into the target with its whole body to inflict damage. This also damages the user and raises the user’s action speed. | ||
Wicked Blow | 5 | 80 | 100 | The user, having mastered the Dark style, strikes the target with a fierce blow. This attack always results in a critical hit. | ||
Wild Charge | 15 | 90 | 100 | The user shrouds itself in electricity and smashes into its 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 or claws 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 | A strong electric blast crashes down on the target, giving it an 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. |