119 results

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Name Type Class PP Power Acc Pri Effect
Aerial Ace Flying physical 20 60

Never misses.

Attract Normal status 15 100%

Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user.

Barrier Psychic status 20

Raises the user's Defense by two stages.

Baton Pass Normal status 40

Allows the trainer to switch out the user and pass effects along to its replacement.

Bide Normal physical 10 * 1

User waits for two turns, then hits back for twice the damage it took.

Body Slam Normal physical 15 85 100%

Has a 30% chance to paralyze the target.

Brick Break Fighting physical 15 75 100%

Destroys Reflect and Light Screen.

Calm Mind Psychic status 20

Raises the user's Special Attack and Special Defense by one stage.

Captivate Normal status 20 100%

Lowers the target's Special Attack by two stages if it's the opposite gender.

Charge Beam Electric special 10 50 90%

Has a 70% chance to raise the user's Special Attack by one stage.

Confide Normal status 20

Lowers the target's Special Attack by one stage.

Confuse Ray Ghost status 10 100%

Confuses the target.

Confusion Psychic special 25 50 100%

Has a 10% chance to confuse the target.

Copycat Normal status 20

Uses the target's last used move.

Counter Fighting physical 20 * 100% -5

Inflicts twice the damage the user received from the last physical hit it took.

Covet Normal physical 25 60 100%

Takes the target's item.

Curse Ghost status 10

Ghosts pay half their max HP to hurt the target every turn. Others decrease Speed but raise Attack and Defense.

Dazzling Gleam Fairy special 10 80 100%

Inflicts regular damage with no additional effect.

Double-Edge Normal physical 15 120 100%

User receives 1/3 the damage inflicted in recoil.

Double Slap Normal physical 10 15 85%

Hits 2-5 times in one turn.

Double Team Normal status 15

Raises the user's evasion by one stage.

Drain Punch Fighting physical 10 75 100%

Drains half the damage inflicted to heal the user.

Dream Eater Psychic special 15 100 100%

Only works on sleeping Pokémon. Drains half the damage inflicted to heal the user.

Dynamic Punch Fighting physical 5 100 50%

Has a 100% chance to confuse the target.

Encore Normal status 5 100%

Forces the target to repeat its last used move every turn for 2 to 6 turns.

Endure Normal status 10 4

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

Energy Ball Grass special 10 90 100%

Has a 10% chance to lower the target's Special Defense by one stage.

Facade Normal physical 20 70 100%

Power doubles if user is burned, paralyzed, or poisoned.

Fake Out Normal physical 10 40 100% 3

Can only be used as the first move after the user enters battle. Causes the target to flinch.

Fire Punch Fire physical 15 75 100%

Has a 10% chance to burn the target.

Flash Normal status 20 100%

Lowers the target's accuracy by one stage.

Fling Dark physical 10 * 100%

Throws held item at the target; power depends on the item.

Focus Blast Fighting special 5 120 70%

Has a 10% chance to lower the target's Special Defense by one stage.

Focus Punch Fighting physical 20 150 100% -3

If the user takes damage before attacking, the attack is canceled.

Foul Play Dark physical 15 95 100%

Calculates damage with the target's attacking stat.

Frustration Normal physical 20 * 100%

Power increases as happiness decreases, up to a maximum of 102.

Future Sight Psychic special 10 120 100%

Hits the target two turns later.

Giga Impact Normal physical 5 150 90%

User foregoes its next turn to recharge.

Grass Knot Grass special 20 * 100%

Inflicts more damage to heavier targets, with a maximum of 120 power.

Guard Swap Psychic status 10

User swaps Defense and Special Defense changes with the target.

Headbutt Normal physical 15 70 100%

Has a 30% chance to make the target flinch.

Helping Hand Normal status 20 5

Ally's next move inflicts half more damage.

Hidden Power Normal special 15 60 100%

Power and type depend upon user's IVs. Power can range from 30 to 70.

Hyper Beam Normal special 5 150 90%

User foregoes its next turn to recharge.

Hypnosis Psychic status 20 60%

Puts the target to sleep.

Ice Punch Ice physical 15 75 100%

Has a 10% chance to freeze the target.

Icy Wind Ice special 15 55 95%

Has a 100% chance to lower the target's Speed by one stage.

Infestation Bug special 20 20 100%

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

Iron Defense Steel status 15

Raises the user's Defense by two stages.

Light Screen Psychic status 30

Reduces damage from special attacks by 50% for five turns.

Magical Leaf Grass special 20 60

Never misses.

Magic Coat Psychic status 15 4

Reflects back the first effect move used on the user this turn.

Magic Room Psychic status 10

Negates held items for five turns.

Meditate Psychic status 40

Raises the user's Attack by one stage.

Mega Kick Normal physical 5 120 75%

Inflicts regular damage with no additional effect.

Mega Punch Normal physical 20 80 85%

Inflicts regular damage with no additional effect.

Metronome Normal status 10

Randomly selects and uses any move in the game.

Mimic Normal status 10

Copies the target's last used move.

Misty Terrain Fairy status 10

For five turns, protects all Pokémon on the ground from major status ailments and confusion, and halves the power of incoming Dragon moves.

Mud-Slap Ground special 10 20 100%

Has a 100% chance to lower the target's accuracy by one stage.

Nasty Plot Dark status 20

Raises the user's Special Attack by two stages.

Natural Gift Normal physical 15 * 100%

Power and type depend on the held berry.

Nightmare Ghost status 15 100%

Target loses 1/4 its max HP every turn as long as it's asleep.

Payback Dark physical 10 50 100%

Power is doubled if the target has already moved this turn.

Pound Normal physical 35 40 100%

Inflicts regular damage with no additional effect.

Power Split Psychic status 10

Averages Attack and Special Attack with the target.

Power Swap Psychic status 10

User swaps Attack and Special Attack changes with the target.

Power-Up Punch Fighting physical 20 40 100%

Raises the user's Attack by one stage after inflicting damage.

Protect Normal status 10 4

Prevents any moves from hitting the user this turn.

Psybeam Psychic special 20 65 100%

Has a 10% chance to confuse the target.

Psychic Psychic special 10 90 100%

Has a 10% chance to lower the target's Special Defense by one stage.

Psychic Terrain Psychic status 10

Protects Pokémon on the ground from priority moves and increases the power of their Psychic moves by 50%.

Psych Up Normal status 10

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

Psyshock Psychic special 10 80 100%

Inflicts damage based on the target's Defense, not Special Defense.

Psywave Psychic special 15 * 100%

Inflicts damage between 50% and 150% of the user's level.

Quick Guard Fighting status 15 3

Prevents any priority moves from hitting friendly Pokémon this turn.

Rage Normal physical 20 20 100%

If the user is hit after using this move, its Attack rises by one stage.

Rain Dance Water status 5

Changes the weather to rain for five turns.

Recycle Normal status 10

User recovers the item it last used up.

Reflect Psychic status 20

Reduces damage from physical attacks by half.

Rest Psychic status 10

User sleeps for two turns, completely healing itself.

Return Normal physical 20 * 100%

Power increases with happiness, up to a maximum of 102.

Role Play Psychic status 10

Copies the target's ability.

Round Normal special 15 60 100%

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

Safeguard Normal status 25

Protects the user's field from major status ailments and confusion for five turns.

Secret Power Normal physical 20 70 100%

Has a 30% chance to inflict a status effect which depends upon the terrain.

Seismic Toss Fighting physical 20 * 100%

Inflicts damage equal to the user's level.

Shadow Ball Ghost special 15 80 100%

Has a 20% chance to lower the target's Special Defense by one stage.

Shock Wave Electric special 20 60

Never misses.

Signal Beam Bug special 15 75 100%

Has a 10% chance to confuse the target.

Skill Swap Psychic status 10

User and target swap abilities.

Skull Bash Normal physical 10 130 100%

Raises the user's Defense by one stage. User charges for one turn before attacking.

Sleep Talk Normal status 10

Randomly uses one of the user's other three moves. Only works if the user is sleeping.

Snatch Dark status 10 4

Steals the target's move, if it's self-targeted.

Snore Normal special 15 50 100%

Has a 30% chance to make the target flinch. Only works if the user is sleeping.

Solar Beam Grass special 10 120 100%

Requires a turn to charge before attacking.

Submission Fighting physical 20 80 80%

User receives 1/4 the damage it inflicts in recoil.

Substitute Normal status 10

Transfers 1/4 of the user's max HP into a doll, protecting the user from further damage or status changes until it breaks.

Sunny Day Fire status 5

Changes the weather to sunny for five turns.

Swagger Normal status 15 85%

Raises the target's Attack by two stages and confuses the target.

Take Down Normal physical 20 90 85%

User receives 1/4 the damage it inflicts in recoil.

Taunt Dark status 20 100%

For the next few turns, the target can only use damaging moves.

Teeter Dance Normal status 20 100%

Confuses the target.

Telekinesis Psychic status 15

Moves have 100% accuracy against the target for three turns.

Teleport Psychic status 20

Immediately ends wild battles. No effect otherwise.

Thief Dark physical 25 60 100%

Takes the target's item.

Thunder Electric special 10 110 70%

Has a 30% chance to paralyze the target.

Thunderbolt Electric special 15 90 100%

Has a 10% chance to paralyze the target.

Thunder Punch Electric physical 15 75 100%

Has a 10% chance to paralyze the target.

Thunder Wave Electric status 20 90%

Paralyzes the target.

Torment Dark status 15 100%

Prevents the target from using the same move twice in a row.

Toxic Poison status 10 90%

Badly poisons the target, inflicting more damage every turn.

Trick Psychic status 10 100%

User and target swap items.

Trick Room Psychic status 5 -7

For five turns, slower Pokémon will act before faster Pokémon.

Wake-Up Slap Fighting physical 10 70 100%

If the target is asleep, has double power and wakes it up.

Wide Guard Rock status 10 3

Prevents any multi-target moves from hitting friendly Pokémon this turn.

Wonder Room Psychic status 10

All Pokémon's Defense and Special Defense are swapped for 5 turns.

Zap Cannon Electric special 5 120 50%

Has a 100% chance to paralyze the target.

Zen Headbutt Psychic physical 15 80 90%

Has a 20% chance to make the target flinch.

Move Search

Unless otherwise specified: matching moves must match ALL of the criteria, but can match ANY selections within a group.

Anything left blank is ignored entirely.

Essentials

Damage class
Introduced in
Target

Flags

Effect

  • Exact same effect as:

Category

Status ailment

Type

Numbers

HP
Attack
Defense
Special Attack
Special Defense
Speed
accuracy
evasion

Pokémon

Pokémon

Moves must be learnable by at least one of these Pokémon:

Learned by

Version

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Formatting codes

e.g.: * $name ($type) becomes • Surf (water)

*
$id
57
$name
Surf
$type
Water
$damage_class
special
$pp
15
$power
90
$accuracy
100
$priority
0
$effect_chance
None
$effect
Inflicts regular damage and can hit Dive users.