219 results

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Name Type Class PP Power Acc Pri Effect
Accelerock Rock physical 20 40 100% 1

Inflicts regular damage with no additional effect.

Acrobatics Flying physical 15 55 100%

Has double power if the user has no held item.

Aerial Ace Flying physical 20 60

Never misses.

Anchor Shot Steel physical 20 80 100%

Traps the target.

Aqua Jet Water physical 20 40 100% 1

Inflicts regular damage with no additional effect.

Aqua Tail Water physical 10 90 90%

Inflicts regular damage with no additional effect.

Arm Thrust Fighting physical 20 15 100%

Hits 2-5 times in one turn.

Assurance Dark physical 10 60 100%

Power is doubled if the target has already received damage this turn.

Astonish Ghost physical 15 30 100%

Has a 30% chance to make the target flinch.

Avalanche Ice physical 10 60 100% -4

Inflicts double damage if the user takes damage before attacking this turn.

Bide Normal physical 10 * 1

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

Bind Normal physical 20 15 85%

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

Bite Dark physical 25 60 100%

Has a 30% chance to make the target flinch.

Blaze Kick Fire physical 10 85 90%

Has an increased chance for a critical hit and a 10% chance to burn the target.

Body Slam Normal physical 15 85 100%

Has a 30% chance to paralyze the target.

Bolt Strike Electric physical 5 130 85%

Has a 20% chance to paralyze the target.

Bounce Flying physical 5 85 85%

User bounces high into the air, dodging all attacks, and hits next turn.

Brave Bird Flying physical 15 120 100%

User receives 1/3 the damage inflicted in recoil.

Brick Break Fighting physical 15 75 100%

Destroys Reflect and Light Screen.

Brutal Swing Dark physical 20 60 100%

Inflicts regular damage with no additional effect.

Bug Bite Bug physical 20 60 100%

If target has a berry, inflicts double damage and uses the berry.

Bullet Punch Steel physical 30 40 100% 1

Inflicts regular damage with no additional effect.

Catastropika Electric physical 1 210

Inflicts regular damage with no additional effect.

Chip Away Normal physical 20 70 100%

Ignores the target's stat modifiers.

Circle Throw Fighting physical 10 60 90% -6

Ends wild battles. Forces trainers to switch Pokémon.

Clamp Water physical 15 35 85%

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

Close Combat Fighting physical 5 120 100%

Lowers the user's Defense and Special Defense by one stage after inflicting damage.

Comet Punch Normal physical 15 18 85%

Hits 2-5 times in one turn.

Constrict Normal physical 35 10 100%

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

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.

Crabhammer Water physical 10 100 90%

Has an increased chance for a critical hit.

Cross Chop Fighting physical 5 100 80%

Has an increased chance for a critical hit.

Cross Poison Poison physical 20 70 100%

Has an increased chance for a critical hit and a 10% chance to poison the target.

Crunch Dark physical 15 80 100%

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

Crush Claw Normal physical 10 75 95%

Has a 50% chance to lower the target's Defense by one stage.

Crush Grip Normal physical 5 * 100%

Power increases against targets with more HP remaining, up to a maximum of 121 power.

Cut Normal physical 30 50 95%

Inflicts regular damage with no additional effect.

Darkest Lariat Dark physical 10 85 100%

Ignores the target's stat modifiers.

Dig Ground physical 10 80 100%

User digs underground, dodging all attacks, and hits next turn.

Dive Water physical 10 80 100%

User dives underwater, dodging all attacks, and hits next turn.

Dizzy Punch Normal physical 10 70 100%

Has a 20% chance to confuse the target.

Double-Edge Normal physical 15 120 100%

User receives 1/3 the damage inflicted in recoil.

Double Hit Normal physical 10 35 90%

Hits twice in one turn.

Double Kick Fighting physical 30 30 100%

Hits twice in one turn.

Double Slap Normal physical 10 15 85%

Hits 2-5 times in one turn.

Dragon Ascent Flying physical 5 120 100%

Lowers the user's Defense and Special Defense by one stage after inflicting damage.

Dragon Claw Dragon physical 15 80 100%

Inflicts regular damage with no additional effect.

Dragon Hammer Dragon physical 15 90 100%

Inflicts regular damage with no additional effect.

Dragon Rush Dragon physical 10 100 75%

Has a 20% chance to make the target flinch.

Dragon Tail Dragon physical 10 60 90% -6

Ends wild battles. Forces trainers to switch Pokémon.

Draining Kiss Fairy special 10 50 100%

Drains 75% of the damage inflicted to heal the user.

Drain Punch Fighting physical 10 75 100%

Drains half the damage inflicted to heal the user.

Drill Peck Flying physical 20 80 100%

Inflicts regular damage with no additional effect.

Drill Run Ground physical 10 80 95%

Has an increased chance for a critical hit.

Dual Chop Dragon physical 15 40 90%

Hits twice in one turn.

Dynamic Punch Fighting physical 5 100 50%

Has a 100% chance to confuse the target.

Endeavor Normal physical 5 * 100%

Lowers the target's HP to equal the user's.

Extreme Speed Normal physical 5 80 100% 2

Inflicts regular damage with no additional effect.

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.

False Swipe Normal physical 40 40 100%

Cannot lower the target's HP below 1.

Feint Attack Dark physical 20 60

Never misses.

Fell Stinger Bug physical 25 50 100%

Raises the user's Attack by two stages if it KOs the target.

Fire Fang Fire physical 15 65 95%

Has a 10% chance to burn the target and a 10% chance to make the target flinch.

Fire Lash Fire physical 15 80 100%

Lowers the target's Defense by one stage after inflicting damage.

Fire Punch Fire physical 15 75 100%

Has a 10% chance to burn the target.

First Impression Bug physical 10 90 100% 2

Can only be used as the first move after the user enters battle.

Flail Normal physical 15 * 100%

Inflicts more damage when the user has less HP remaining, with a maximum of 200 power.

Flame Charge Fire physical 20 50 100%

Inflicts regular damage. Raises the user's Speed by one stage.

Flame Wheel Fire physical 25 60 100%

Has a 10% chance to burn the target. Lets frozen Pokémon thaw themselves.

Flare Blitz Fire physical 15 120 100%

User takes 1/3 the damage inflicted in recoil. Has a 10% chance to burn the target.

Fly Flying physical 15 90 95%

User flies high into the air, dodging all attacks, and hits next turn.

Flying Press Fighting physical 10 100 95%

Deals both Fighting and Flying-type damage.

Focus Punch Fighting physical 20 150 100% -3

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

Force Palm Fighting physical 10 60 100%

Has a 30% chance to paralyze the target.

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.

Fury Attack Normal physical 20 15 85%

Hits 2-5 times in one turn.

Fury Cutter Bug physical 20 40 95%

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

Fury Swipes Normal physical 15 18 80%

Hits 2-5 times in one turn.

Gear Grind Steel physical 15 50 85%

Hits twice in one turn.

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.

Guillotine Normal physical 5 * 30%

Causes a one-hit KO.

Gyro Ball Steel physical 5 * 100%

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

Hammer Arm Fighting physical 10 100 90%

Lowers user's Speed by one stage.

Headbutt Normal physical 15 70 100%

Has a 30% chance to make the target flinch.

Head Charge Normal physical 15 120 100%

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

Head Smash Rock physical 5 150 80%

User receives 1/2 the damage inflicted in recoil.

Heart Stamp Psychic physical 25 60 100%

Has a 30% chance to make the target flinch.

Heat Crash Fire physical 10 * 100%

Power is higher when the user weighs more than the target, up to a maximum of 120.

Heavy Slam Steel physical 10 * 100%

Power is higher when the user weighs more than the target, up to a maximum of 120.

High Horsepower Ground physical 10 95 95%

Inflicts regular damage with no additional effect.

High Jump Kick Fighting physical 10 130 90%

If the user misses, it takes half the damage it would have inflicted in recoil.

Hold Back Normal physical 40 40 100%

Cannot lower the target's HP below 1.

Horn Attack Normal physical 25 65 100%

Inflicts regular damage with no additional effect.

Horn Drill Normal physical 5 * 30%

Causes a one-hit KO.

Horn Leech Grass physical 10 75 100%

Drains half the damage inflicted to heal the user.

Hyper Fang Normal physical 15 80 90%

Has a 10% chance to make the target flinch.

Ice Ball Ice physical 20 30 90%

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

Ice Fang Ice physical 15 65 95%

Has a 10% chance to freeze the target and a 10% chance to make the target flinch.

Ice Hammer Ice physical 10 100 90%

Lowers user's Speed by one stage.

Ice Punch Ice physical 15 75 100%

Has a 10% chance to freeze the target.

Infestation Bug special 20 20 100%

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

Iron Head Steel physical 15 80 100%

Has a 30% chance to make the target flinch.

Iron Tail Steel physical 15 100 75%

Has a 30% chance to lower the target's Defense by one stage.

Jump Kick Fighting physical 10 100 95%

If the user misses, it takes half the damage it would have inflicted in recoil.

Karate Chop Fighting physical 25 50 100%

Has an increased chance for a critical hit.

Knock Off Dark physical 20 65 100%

Target drops its held item.

Last Resort Normal physical 5 140 100%

Can only be used after all of the user's other moves have been used.

Leaf Blade Grass physical 15 90 100%

Has an increased chance for a critical hit.

Leech Life Bug physical 10 80 100%

Drains half the damage inflicted to heal the user.

Let’s Snuggle Forever Fairy physical 1 190

XXX new effect for lets-snuggle-forever

Lick Ghost physical 30 30 100%

Has a 30% chance to paralyze the target.

Liquidation Water physical 10 85 100%

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

Low Kick Fighting physical 20 * 100%

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

Low Sweep Fighting physical 20 65 100%

Lowers the target's Speed by one stage.

Lunge Bug physical 15 80 100%

Lowers the target's Attack by one stage after inflicting damage.

Mach Punch Fighting physical 30 40 100% 1

Inflicts regular damage with no additional effect.

Malicious Moonsault Dark physical 1 180

Inflicts regular damage with no additional effect.

Megahorn Bug physical 10 120 85%

Inflicts regular damage with no additional effect.

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.

Metal Claw Steel physical 35 50 95%

Has a 10% chance to raise the user's Attack by one stage.

Meteor Mash Steel physical 10 90 90%

Has a 20% chance to raise the user's Attack by one stage.

Multi-Attack Normal physical 10 90 100%

If the user is holding a appropriate plate or drive, the damage inflicted will match it.

Needle Arm Grass physical 15 60 100%

Has a 30% chance to make the target flinch.

Night Slash Dark physical 15 70 100%

Has an increased chance for a critical hit.

Nuzzle Electric physical 20 20 100%

Has a 100% chance to paralyze the target.

Outrage Dragon physical 10 120 100%

Hits every turn for 2-3 turns, then confuses the user.

Payback Dark physical 10 50 100%

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

Peck Flying physical 35 35 100%

Inflicts regular damage with no additional effect.

Petal Dance Grass special 10 120 100%

Hits every turn for 2-3 turns, then confuses the user.

Phantom Force Ghost physical 10 90 100%

User vanishes, dodging all attacks, and hits next turn. Hits through Protect and Detect.

Plasma Fists Electric physical 15 100 100%

Inflicts regular damage with no additional effect.

Play Rough Fairy physical 10 90 90%

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

Pluck Flying physical 20 60 100%

If target has a berry, inflicts double damage and uses the berry.

Poison Fang Poison physical 15 50 100%

Has a 50% chance to badly poison the target.

Poison Jab Poison physical 20 80 100%

Has a 30% chance to poison the target.

Poison Tail Poison physical 25 50 100%

Has an increased chance for a critical hit and a 10% chance to poison the target.

Pound Normal physical 35 40 100%

Inflicts regular damage with no additional effect.

Power Trip Dark physical 10 20 100%

Power is higher the more the user's stats have been raised, to a maximum of 31×.

Power-Up Punch Fighting physical 20 40 100%

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

Power Whip Grass physical 10 120 85%

Inflicts regular damage with no additional effect.

Psychic Fangs Psychic physical 10 85 100%

Destroys Reflect and Light Screen.

Pulverizing Pancake Normal physical 1 210

Inflicts regular damage with no additional effect.

Punishment Dark physical 5 * 100%

Power increases against targets with more raised stats, up to a maximum of 200.

Pursuit Dark physical 20 40 100%

Has double power against, and can hit, Pokémon attempting to switch out.

Quick Attack Normal physical 30 40 100% 1

Inflicts regular damage with no additional effect.

Rage Normal physical 20 20 100%

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

Rapid Spin Normal physical 40 20 100%

Frees the user from binding moves, removes Leech Seed, and blows away Spikes.

Razor Shell Water physical 10 75 95%

Has a 50% chance to lower the target's Defense by one stage.

Retaliate Normal physical 5 70 100%

Has double power if a friendly Pokémon fainted last turn.

Return Normal physical 20 * 100%

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

Revenge Fighting physical 10 60 100% -4

Inflicts double damage if the user takes damage before attacking this turn.

Reversal Fighting physical 15 * 100%

Inflicts more damage when the user has less HP remaining, with a maximum of 200 power.

Rock Climb Normal physical 20 90 85%

Has a 20% chance to confuse the target.

Rock Smash Fighting physical 15 40 100%

Has a 50% chance to lower the target's Defense by one stage.

Rolling Kick Fighting physical 15 60 85%

Has a 30% chance to make the target flinch.

Rollout Rock physical 20 30 90%

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

Sacred Sword Fighting physical 15 90 100%

Ignores the target's stat modifiers.

Scratch Normal physical 35 40 100%

Inflicts regular damage with no additional effect.

Searing Sunraze Smash Steel physical 1 200

Cannot be disrupted by abilities.

Seismic Toss Fighting physical 20 * 100%

Inflicts damage equal to the user's level.

Shadow Claw Ghost physical 15 70 100%

Has an increased chance for a critical hit.

Shadow Force Ghost physical 5 120 100%

User vanishes, dodging all attacks, and hits next turn. Hits through Protect and Detect.

Shadow Punch Ghost physical 20 60

Never misses.

Shadow Sneak Ghost physical 30 40 100% 1

Inflicts regular damage with no additional effect.

Skull Bash Normal physical 10 130 100%

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

Sky Drop Flying physical 10 60 100%

Carries the target high into the air, dodging all attacks against either, and drops it next turn.

Sky Uppercut Fighting physical 15 85 90%

Inflicts regular damage and can hit Bounce and Fly users.

Slam Normal physical 20 80 75%

Inflicts regular damage with no additional effect.

Slash Normal physical 20 70 100%

Has an increased chance for a critical hit.

Smart Strike Steel physical 10 70

Never misses.

Smelling Salts Normal physical 10 70 100%

If the target is paralyzed, inflicts double damage and cures the paralysis.

Solar Blade Grass physical 10 125 100%

Requires a turn to charge before attacking.

Soul-Stealing 7-Star Strike Ghost physical 1 195

Inflicts regular damage with no additional effect.

Spark Electric physical 20 65 100%

Has a 30% chance to paralyze the target.

Spectral Thief Ghost physical 10 90 100%

Steals the target's stat increases, then inflicts damage.

Steamroller Bug physical 20 65 100%

Has a 30% chance to make the target flinch.

Steel Wing Steel physical 25 70 90%

Has a 10% chance to raise the user's Defense by one stage.

Stomp Normal physical 20 65 100%

Has a 30% chance to make the target flinch.

Stomping Tantrum Ground physical 10 75 100%

Has double power if the user's last move failed.

Storm Throw Fighting physical 10 60 100%

Always scores a critical hit.

Strength Normal physical 15 80 100%

Inflicts regular damage with no additional effect.

Struggle Normal physical 1 50

User takes 1/4 its max HP in recoil.

Submission Fighting physical 20 80 80%

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

Sucker Punch Dark physical 5 70 100% 1

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

Sunsteel Strike Steel physical 5 100 100%

Cannot be disrupted by abilities.

Super Fang Normal physical 10 * 90%

Inflicts damage equal to half the target's HP.

Superpower Fighting physical 5 120 100%

Lowers the user's Attack and Defense by one stage after inflicting damage.

Tackle Normal physical 35 40 100%

Inflicts regular damage with no additional effect.

Tail Slap Normal physical 10 25 85%

Hits 2-5 times in one turn.

Take Down Normal physical 20 90 85%

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

Thief Dark physical 25 60 100%

Takes the target's item.

Thrash Normal physical 10 120 100%

Hits every turn for 2-3 turns, then confuses the user.

Throat Chop Dark physical 15 80 100%

Prevents the target from using sound-based moves for two turns.

Thunder Fang Electric physical 15 65 95%

Has a 10% chance to paralyze the target and a 10% chance to make the target flinch.

Thunder Punch Electric physical 15 75 100%

Has a 10% chance to paralyze the target.

Triple Kick Fighting physical 10 10 90%

Hits three times, increasing power by 100% with each successful hit.

Trop Kick Grass physical 15 70 100%

Lowers the target's Attack by one stage after inflicting damage.

Trump Card Normal special 5 *

Power increases when this move has less PP, up to a maximum of 200.

U-turn Bug physical 20 70 100%

User must switch out after attacking.

V-create Fire physical 5 180 95%

Lowers the user's Defense, Special Defense, and Speed by one stage each.

Vice Grip Normal physical 30 55 100%

Inflicts regular damage with no additional effect.

Vine Whip Grass physical 25 45 100%

Inflicts regular damage with no additional effect.

Vital Throw Fighting physical 10 70 -1

Never misses.

Volt Tackle Electric physical 15 120 100%

User takes 1/3 the damage inflicted in recoil. Has a 10% chance to paralyze the target.

Wake-Up Slap Fighting physical 10 70 100%

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

Waterfall Water physical 15 80 100%

Has a 20% chance to make the target flinch.

Wild Charge Electric physical 15 90 100%

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

Wing Attack Flying physical 35 60 100%

Inflicts regular damage with no additional effect.

Wood Hammer Grass physical 15 120 100%

User receives 1/3 the damage inflicted in recoil.

Wrap Normal physical 20 15 90%

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

Wring Out Normal special 5 * 100%

Power increases against targets with more HP remaining, up to a maximum of 121 power.

X-Scissor Bug physical 15 80 100%

Inflicts regular damage with no additional effect.

Zen Headbutt Psychic physical 15 80 90%

Has a 20% chance to make the target flinch.

Zing Zap Electric physical 10 80 100%

Has a 30% 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.