58 results

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Name Type Class PP Power Acc Pri Effect
Bide Normal physical 10 * 1

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

Charge Electric status 20

Raises the user's Special Defense by one stage. User's Electric moves have doubled power next turn.

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.

Curse Ghost status 10

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

Discharge Electric special 15 80 100%

Has a 30% chance to paralyze the target.

Double Team Normal status 15

Raises the user's evasion by one stage.

Eerie Impulse Electric status 15 100%

Lowers the target's Special Attack by two stages.

Electro Ball Electric special 10 * 100%

Power is higher when the user has greater Speed than the target, up to a maximum of 150.

Endure Normal status 10 4

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

Explosion Normal physical 5 250 100%

User faints.

Facade Normal physical 20 70 100%

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

Flash Normal status 20 100%

Lowers the target's accuracy by one stage.

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.

Gyro Ball Steel physical 5 * 100%

Power raises when the user has lower Speed, up to a maximum of 150.

Headbutt Normal physical 15 70 100%

Has a 30% chance to make the target flinch.

Hidden Power Normal special 15 60 100%

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

Light Screen Psychic status 30

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

Magic Coat Psychic status 15 4

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

Magnet Rise Electric status 10

User is immune to Ground moves and effects for five turns.

Mimic Normal status 10

Copies the target's last used move.

Mirror Coat Psychic special 20 * 100% -5

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

Natural Gift Normal physical 15 * 100%

Power and type depend on the held berry.

Protect Normal status 10 4

Prevents any moves from hitting the user 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.

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.

Rollout Rock physical 20 30 90%

Power doubles every turn this move is used in succession after the first, resetting after five turns.

Round Normal special 15 60 100%

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

Screech Normal status 40 85%

Lowers the target's Defense by two stages.

Secret Power Normal physical 20 70 100%

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

Self-Destruct Normal physical 5 200 100%

User faints.

Shock Wave Electric special 20 60

Never misses.

Signal Beam Bug special 15 75 100%

Has a 10% chance to confuse the target.

Sleep Talk Normal status 10

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

Snore Normal special 15 50 100%

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

Sonic Boom Normal special 20 * 90%

Inflicts 20 points of damage.

Spark Electric physical 20 65 100%

Has a 30% chance to paralyze the target.

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.

Sucker Punch Dark physical 5 70 100% 1

Only works if the target is about to use a damaging move.

Swagger Normal status 15 85%

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

Swift Normal special 20 60

Never misses.

Tackle Normal physical 35 40 100%

Inflicts regular damage with no additional effect.

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.

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 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.

Volt Switch Electric special 20 70 100%

User must switch out after attacking.

Wild Charge Electric physical 15 90 100%

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

Zap Cannon Electric special 5 120 50%

Has a 100% chance to paralyze the target.

Move Search

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Essentials

Damage class
Introduced in
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Flags

Effect

  • Exact same effect as:

Category

Status ailment

Type

Numbers

HP
Attack
Defense
Special Attack
Special Defense
Speed
accuracy
evasion

Pokémon

Pokémon

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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.