103 results

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

Never misses.

Air Cutter Flying special 25 60 95%

Has an increased chance for a critical hit.

Arm Thrust Fighting physical 20 15 100%

Hits 2-5 times in one turn.

Aromatherapy Grass status 5 — —

Cures the entire party of major status effects.

Assist Normal status 20 — —

Randomly selects and uses one of the trainer's other Pokémon's moves.

Astonish Ghost physical 15 30 100%

Has a 30% chance to make the target flinch.

Blast Burn Fire special 5 150 90%

User foregoes its next turn to recharge.

Blaze Kick Fire physical 10 85 90%

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

Block Normal status 5 — —

Prevents the target from leaving battle.

Bounce Flying physical 5 85 85%

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

Brick Break Fighting physical 15 75 100%

Destroys Reflect and Light Screen.

Bulk Up Fighting status 20 — —

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

Bullet Seed Grass physical 30 25 100%

Hits 2-5 times in one turn.

Calm Mind Psychic status 20 — —

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

Camouflage Normal status 20 — —

User's type changes to match the terrain.

Charge Electric status 20 — —

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

Cosmic Power Psychic status 20 — —

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

Covet Normal physical 25 60 100%

Takes the target's item.

Crush Claw Normal physical 10 75 95%

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

Dive Water physical 10 80 100%

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

Doom Desire Steel special 5 140 100%

Hits the target two turns later.

Dragon Claw Dragon physical 15 80 100%

Inflicts regular damage with no additional effect.

Dragon Dance Dragon status 20 — —

Raises the user's Attack and Speed by one stage.

Endeavor Normal physical 5 * 100%

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

Eruption Fire special 5 150 100%

Inflicts more damage when the user has more HP remaining, with a maximum of 150 power.

Extrasensory Psychic special 20 80 100%

Has a 10% chance to make the target flinch.

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.

Fake Tears Dark status 20 — 100%

Lowers the target's Special Defense by two stages.

Feather Dance Flying status 15 — 100%

Lowers the target's Attack by two stages.

Flatter Dark status 15 — 100%

Raises the target's Special Attack by one stage and confuses the target.

Focus Punch Fighting physical 20 150 100% -3

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

Follow Me Normal status 20 — — 2

Redirects the target's single-target effects to the user for this turn.

Frenzy Plant Grass special 5 150 90%

User foregoes its next turn to recharge.

Grass Whistle Grass status 15 — 55%

Puts the target to sleep.

Grudge Ghost status 5 — —

If the user faints this turn, the PP of the move that fainted it drops to 0.

Hail Ice status 10 — —

Changes the weather to a hailstorm for five turns.

Heat Wave Fire special 10 95 90%

Has a 10% chance to burn the target.

Helping Hand Normal status 20 — — 5

Ally's next move inflicts half more damage.

Howl Normal status 40 — —

Raises the user's Attack by one stage.

Hydro Cannon Water special 5 150 90%

User foregoes its next turn to recharge.

Hyper Voice Normal special 10 90 100%

Inflicts regular damage with no additional effect.

Ice Ball Ice physical 20 30 90%

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

Icicle Spear Ice physical 30 25 100%

Hits 2-5 times in one turn.

Imprison Psychic status 10 — —

Prevents the target from using any moves that the user also knows.

Ingrain Grass status 20 — —

Prevents the user from leaving battle. User regains 1/16 of its max HP every turn.

Iron Defense Steel status 15 — —

Raises the user's Defense by two stages.

Knock Off Dark physical 20 65 100%

Target drops its held item.

Leaf Blade Grass physical 15 90 100%

Has an increased chance for a critical hit.

Luster Purge Psychic special 5 70 100%

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

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.

Memento Dark status 10 — 100%

Lowers the target's Attack and Special Attack by two stages. User faints.

Metal Sound Steel status 40 — 85%

Lowers the target's Special Defense by two stages.

Meteor Mash Steel physical 10 90 90%

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

Mist Ball Psychic special 5 70 100%

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

Muddy Water Water special 10 90 85%

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

Mud Shot Ground special 15 55 95%

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

Mud Sport Ground status 15 — —

Halves all Electric-type damage.

Nature Power Normal status 20 — —

Uses a move which depends upon the terrain.

Needle Arm Grass physical 15 60 100%

Has a 30% chance to make the target flinch.

Odor Sleuth Normal status 40 — —

Forces the target to have no Evade, and allows it to be hit by Normal and Fighting moves even if it's a Ghost.

Overheat Fire special 5 130 90%

Lowers the user's Special Attack by two stages after inflicting damage.

Poison Fang Poison physical 15 50 100%

Has a 50% chance to badly 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.

Psycho Boost Psychic special 5 140 90%

Lowers the user's Special Attack by two stages after inflicting damage.

Recycle Normal status 10 — —

User recovers the item it last used up.

Refresh Normal status 20 — —

Cleanses the user of a burn, paralysis, or poison.

Revenge Fighting physical 10 60 100% -4

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

Rock Blast Rock physical 10 25 90%

Hits 2-5 times in one turn.

Rock Tomb Rock physical 15 60 95%

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

Role Play Psychic status 10 — —

Copies the target's ability.

Sand Tomb Ground physical 15 35 85%

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

Secret Power Normal physical 20 70 100%

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

Shadow Punch Ghost physical 20 60 —

Never misses.

Sheer Cold Ice special 5 * 30%

Causes a one-hit KO.

Shock Wave Electric special 20 60 —

Never misses.

Signal Beam Bug special 15 75 100%

Has a 10% chance to confuse the target.

Silver Wind Bug special 5 60 100%

Has a 10% chance to raise all of the user's stats by one stage.

Skill Swap Psychic status 10 — —

User and target swap abilities.

Sky Uppercut Fighting physical 15 85 90%

Inflicts regular damage and can hit Bounce and Fly users.

Slack Off Normal status 10 — —

Heals the user by half its max HP.

Smelling Salts Normal physical 10 70 100%

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

Snatch Dark status 10 — — 4

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

Spit Up Normal special 10 * 100%

Power is 100 times the amount of energy Stockpiled.

Stockpile Normal status 20 — —

Stores energy up to three times for use with Spit Up and Swallow.

Superpower Fighting physical 5 120 100%

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

Swallow Normal status 10 — —

Recovers 1/4 HP after one Stockpile, 1/2 HP after two Stockpiles, or full HP after three Stockpiles.

Tail Glow Bug status 20 — —

Raises the user's Special Attack by three stages.

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.

Tickle Normal status 20 — 100%

Lowers the target's Attack and Defense by one stage.

Torment Dark status 15 — 100%

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

Trick Psychic status 10 — 100%

User and target swap items.

Uproar Normal special 10 90 100%

Forced to use this move for several turns. Pokémon cannot fall asleep in that time.

Volt Tackle Electric physical 15 120 100%

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

Water Pulse Water special 20 60 100%

Has a 20% chance to confuse the target.

Water Sport Water status 15 — —

Halves all Fire-type damage.

Water Spout Water special 5 150 100%

Inflicts more damage when the user has more HP remaining, with a maximum of 150 power.

Weather Ball Normal special 10 50 100%

If there be weather, this move has doubled power and the weather's type.

Will-O-Wisp Fire status 15 — 85%

Burns the target.

Wish Normal status 10 — —

User will recover half its max HP at the end of the next turn.

Yawn Normal status 10 — —

Target sleeps at the end of the next turn.

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

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

Learned by

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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.