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This is a list of moves in alphabetical order.

Navigation
ABCDEFGHIJKLMNOPQRSTUVWXYZ

Range

Range
1E - 1 Enemy 2E - 2 Enemies RE - Random Enemy 1A/2E - 1 Ally and 2 Enemies S/E - Self and Enemy AA - All Allies
Abbreviations
STR - Strength ACC - Accuracy PP - Power Points PA - Physical Attack (yes/no)

A

Name TM/HM Type STR ACC PP Range PA? Descriptions
Absorb - Grass 20 100 25 S/E No User recovers half of the HP inflicted on opponent.
Acid - Poison 40 100 30 2E No Has a 10% chance of lowering opponent's Defense by one point.
Acid Armor - Poison 0 0 40 Self No Raises the Pokémon's Defense by two points.
Acupressure - Normal 0 0 30 Self No Randomly raises one of the caster's stats by two points.
Aerial Ace TM40 Flying 60 - 20 1E Yes This Attack is always successful.
Aeroblast - Flying 100 95 5 1E No High probability of critical hit.
Agility - Psychic - - 30 Self No Raises the Pokémon]]'s speed by two.
Air Cutter - Flying 55 95 25 2E No Attack Move with a hight Critical hit ratio.
Air Slash - Flying 75 95 20 1E No 30% rate of flinching
Amnesia - Psychic - - 20 1E No Raises the Pokémon's Special Defense by two points.
Ancientpower - Rock 60 100 5 S/E No 10% chance of raising all the Pokémon's stats by one point.
Aqua Jet - Water 40 100 20 1E Yes The user attacks first. If the opponent also use this attack, the Pokémon with the higher speed will attack first.
Aqua Ring - Water - - 20 Self No Restores a little HP each turn.
Aqua Tail - Water 90 90 10 1E Yes Normal attack.
Arm Thrust - Fighting 15 100 20 1E Yes Hits 2-5 times in one turn.
Aromatherapy - Grass - - 5 AA No Cures the status abnormalities of allied Pokémon.
Assist - Normal - 100 20 - No This moves randomly chooses one of the opponent Pokémon's moves.
Assurance - Dark 50 100 10 1E Yes Strength doubles if opponent already took damage in the same turn.
Astonish - Ghost 30 100 15 1E Yes 30% chance of making opponent Flinch, nullifying its first move.
Attack Order - Bug 90 100 15 1E Yes High critical-hit ratio.
Attract TM45 Normal - 100 15 1E No Affects Pokémon of the opposite gender. Prevents the opponent's Pokémon from attacking with a 50% probability.
Aura Sphere - Fighting 90 - 20 1E No This attack always successful.
Aurora Beam - Ice 65 100 20 1E No 10% chance of lowering the opponent's Attack by one point.
Avalanche TM72 Ice 60 100 10 1E Yes Power doubles if user took damage first.

B

Name TM/HM Type STR ACC PP Range PA? Descriptions
Barrage - Normal 15 85 20 1E No Attacks two-five times in a row in one turn.
Barrier - Psychic - - 35 Self No Raises user's defense by two
Baton Pass - Normal - - 40 Self No Swaps out with an ally Pokémon, passing along any stat alterations.
Beat Up - Dark 10 100 10 1E No Attacks according to the number of Pokémon in your party, including user but not KO'ed Pokémon
Belly Drum - Normal - - 10 Self No Halves user's HP, but raises its attack to the maximum.
Bide - Normal - - 10 Self Yes Counter-inflicts double the damage received in the two subsequent turns.
Bind - Normal 15 75 20 1E Yes Inflicts damage over two-five turns. Target cannot escape during that time.
Bite - Dark 60 100 25 1E Yes 30% chance of making target flinch (cannot use moves for that turn.)
Blast Burn - Fire 150 90 5 1E No Cannot act on following turn. If target is frozen, melts the ice.
Blaze Kick - Fire 85 90 10 1E Yes 10% chance of burning target. If taget is frozen, melts the ice. High critical hit rate.
Blizzard TM14 Ice 120 70 5 2E No 10% chance of freezing target. Has less power in Double Battles.
Block - Normal - - 5 1E No Makes target unable to escape. In a Trainer Battle, the Trainer cannot switch Pokémon.
Blue Fire - (Generation V) Fire 130 85 5 AA (expect user) No The user attacks by surrounding the opponent in beautiful, intense blue flame. It also leave the target burned.
Body Slam - Normal 85 100 15 1E Yes 30% chance of paralyzing Target.
Boiling Water - Water ? ? ? ? ? chance of Burning Target.
Bone Club - Ground 65 85 20 1E No 10% chance of making target flinch (cannot use moves for that turn.)
Bone Rush - Ground 25 80 10 1E No Attacks two-five times in a row in one turn.
Bonemerang - Ground 50 90 10 1E No Attacks twice in a row in one turn.
Bounce - Flying 85 85 5 1E Yes Flies into the air on first turn, attacks on the second. 30% chance of paralyzing target.
Brave Bird - Flying 120 100 15 1E Yes User takes 1/3 of the damage inflicted on target.
Brick Break - Fighting 75 100 15 1E Yes Not subject ot the effects of Reflect. Breaks through Reflect and Light Screen.
Brine TM55 Water 65 100 10 1E No Double damage if target has less than half its HP.
Bubble - Water 20 100 30 2E No 10% chance of lowering target's Speed. Weaker in Double Battles.
BubbleBeam - Water 65 100 20 1E No 10% chance of lowering target's Speed.
Bug Bite - Bug 60 100 20 1E Yes Hijacks the effects of any berry target is holding that has an effect in battle.
Bug Buzz - Bug 90 100 10 1E No 10% chance of lowering target's Sp. Defense by 1.
Bulk Up TM08 Fighting - - 20 Self No Raises user's Attack and Defense by 1
Bullet Punch - Steel 40 100 30 1E Yes Always strikes first ( if both sides use this move, the one with the higher Speed goes first.)
Bullet Seed TM09 Grass 10 100 30 1E No Attacks two-five times in a row in one turn.

C

Name TM/HM Type STR ACC PP Range PA? Descriptions
Calm Mind TM04 Psychic - - 20 S No Raises the user's Special Attack and Special Defense stats by one stage each.
Camouflage - Normal - - 20 S No Changes the Pokémon's type to a type depending on the terrain.
Captivate TM 78 Normal - - 20 2E No Captivate lowers the Special Attack stat of the target by two stages, if it is the opposite gender.
Charge - Electric - - 20 S No If the users next move is Electric-Type, it will deal twice the usual amount of damage.
Charge Beam TM 57 Electric 50 90 10 E No The user fires a concentrated bundle of electricity. It may also raise the user's Sp. Atk stat.
Charm - Normal - 100 20 E No The user charmingly stares at the foe, making it less wary. The target's Attack is sharply lowered.
Chatter - Flying 60 100 20 E No May Confuse the target - likelihood depends on the volume of sound you recorded (Chatot only).
Clamp - Water 35 75 10 E No The foe is clamped and squeezed by the user's very thick and sturdy shell for two to five turns.
Close Combat - Fighting 120 100 5 E No The user fights the foe in close without gaurding itself. It also cuts the user's Defense and Sp. Def.
Comet Punch - Fighting 50 90 10 E No The user fires a concentrated bundle of electricity. It may also raise the user's Sp. Atk stat.
Confuse Ray - Ghost - 100 10 E No The foe is exposed to a sinister ray that triggers confusion.
Confusion - Psychic 50 100 25 E No The foe is hit by a weak telekinetic force. It may also leave the foe confused.
Constrict - Normal 10 100 35 E No The foe is attacked with long, creeping tentacles or vines. It may also lower the target's speed.
Conversion - Normal - - 30 E No The user changes its type to become the same type as one of its moves.
Conversion 2 - Normal 50 90 10 E No The user fires a concentrated bundle of electricity. It may also raise the user's Sp. Atk stat.
Cooltrainer - Electric 50 90 10 E No The user fires a concentrated bundle of electricity. It may also raise the user's Sp. Atk stat.
Copycat - Normal - - 20 S No The user mimics the move used immediately before it. The move fails if no other move has been used.
Cosmic Power - Psychic - - 20 S No The user absorbs a mystical power from space to raise its Defense and Sp. Def stats.
Cotton Spore - Grass 50 90 10 E No The user fires a concentrated bundle of electricity. It may also raise the user's Sp. Atk stat.
Counter - Fighting - 100 20 E No A retaliation move that counters any physical attack, inflicting double the damage taken.
Covet - Normal 40 100 40 E No The user endearingly approaches the foe, then steals the item the foe is holding.
Crabhammer - Water 90 85 10 E No The foe is hammered with a large pincer. This move has a high critical-hit ratio.
Cross Chop - Fighting 50 90 10 E No The user fires a concentrated bundle of electricity. It may also raise the user's Sp. Atk stat.
Cross Flame - (Generation V) Fire 100 100 5 AA (expect user) No The user strikes with an immense flame. The move's power is increased with the influence of immense lightning.
Cross Poison - Poison 50 90 10 E No The user fires a concentrated bundle of electricity. It may also raise the user's Sp. Atk stat.
Cross Thunder - (Generation V) Electric 100 100 5 AA (expect user) Yes The user strikes with an immense lightning. The move's power is increased with the influence of immense flame.
Crunch - Dark 80 90 15 E No The user crunches the foe with sharp fangs. It may also lowerthe target's Defense stat.
Crush Claw - Normal 75 95 10 E No The user slashes the foe with hard and sharp claws. It may also lower the target's Defense.
Crush Grip - Normal - 100 5 E No If the target has high HP remaining, the damage of the move is increased (max attack power: 120).
Curse - Probably ghost - - 10 E No A move that works differently for the Ghost type than for all the other types.
Cut HM 01 Normal 50 95 30 E No The foe is cut with a scythe or claw. It can also be used to cut down thin trees.

D

Name TM/HM Type STR ACC PP Range PA? Descriptions
Dark Pulse TM 79 Dark 80 100 15 1E No The user releases a horrible aura imbued with dark thoughts. It may also make the target flinch.
Dark Void - Dark - 80 10 2E No Inflicts the sleep condition on the target.
Defend Order - Bug - - 10 SELF No Raises the user's Defense and Sp. Defense by 1.
Defense Curl - Normal - - 40 SELF No The user curls up to conceal weak spots and raise its Defense stat.
Defog - Flying - - 15 1A/2E No Obstacles are moved, reducing the foe's evasion stat. It can also be used to clear deep fog, etc.
Destiny Bond - Ghost - - 5 SELF No When this move is used, if the user faints, the foe that landed the knockout hit also faints.
Detect - Fighting - - 5 SELF No It enables the user to evade all attacks. Its chance of failing rises if it is used in succession.
Dig TM 28 Ground 80 100 10 1E YES The user burrows then attacks on the second turn. It can also be used to exit dungeons.
Disable - Normal - 80 20 1E NO For several turns, this move prevents the foe from using the move it last used.
Discharge - Electric 80 100 15 1A/2E NO A flare of electricity is loosed to strike all Pokémon in battle. It may also cause paralysis.
Dive - Water 80 100 10 1E YES A two-turn attack. The user dives underwater on the first turn, then hits on the next turn.
Dizzy Punch - Normal 70 100 10 1E YES The foe is hit with a rhythmically launched punch that may also leave it confused.
Doom Desire - Steel 120 85 5 E No Attakcs the target after 2 turns. Inflicts damage regardless of the target's type.
Double Hit - Normal 35 90 10 1E YES The user slams the foe with a tail, etc. The target is hit twice in a row.
Double Kick - Fighting 30 100 30 1E YES The foe is quickly kicked twice in succession using both feet.
Double Team - Normal - - 15 SELF NO By moving rapidly, the user makes illusory copies of itself to raise its evasiveness.
Double-edge - Normal 120 100 15 1E YES A reckless, life-risking tackle. It also damages the user by a fairly large amount, however.
DoubleSlap - Normal 15 85 10 1E No The foe is slapped repeatedly, back and forth, two to five times in a row.
Draco Meteor - Dragon 140 90 5 2E No Comets are summoned down from the sky. The attack's recoil sharply reducing the user's Sp. Atk stat.
Dragon Claw TM 02 Dragon 80 100 15 1E YES The user slashes the foe with huge, sharp claws.
Dragon Dance - Dragon - - 20 SELF No Raises the user's Attack and Speed by 1.
Dragon Pulse TM 59 Dragon 90 100 10 1E NO The foe is attacked with a shock wave generated by the user's gaping mouth.
Dragon Rage - Dragon - 100 10 1E NO The foe is stricken by a shock wave. This attack always inflicts 40 HP damage.
Dragon Rush - Dragon 100 75 10 1E Yes The user tackles the foe while exhibiting overwhelming menace. It may also make the target flinch.
DragonBreath - Dragon 60 100 20 1E No The user exhales a mighty gust that inflicts damage. It may also paralyze the target.
Drain Punch TM 60 Fighting 60 100 5 1E YES An energy-draining punch. The user's HP is restored by half the damage taken by the target.
Dream Eater TM 85 Psychic 100 100 15 1E NO An attack that works only on a sleeping foe. It absorbs half the damage caused to heal the user's HP.
Drill Peck - Flying 80 100 20 1E YES A corkscrewing attack with the sharp beak acting as a drill.
DynamicPunch - Fighting 100 50 5 1E Yes This move has a 100% chance of inflicting the Confused condition on the target.

E

Name TM/HM Type STR ACC PP Range PA? Descriptions
Earth Power - Ground 90 100 10 2E No The user makes the ground under the foe erupt with power. It may also lower the target's Sp. Def.
Earthquake TM 26 Ground 100 100 10 1A/2E No The user sets off an earthquake that hits all the Pokémon in the battle.
Egg Bomb - Normal - - 40 Self No Swaps out with an ally Pokémon, passing along any stat alterations.
Electro Ball - Electric - 100 10 1E No The user strikes the opponent with a ball of electricity.This move is more powerful the faster the user is compared to the opponent
Embargo TM 63 Dark - 100 15 1E No It prevents the foe from using its held item. Its Trainer is also prevented from using items on it.
Ember - Fire 40 100 25 1E NO The foe is attacked with small flames. The target may also be left with a burn.
Encore - Normal - 100 5 1E NO The user compels the foe to keep using only the move it last used for two to six turns.
Endeavor - Normal - 100 5 1E Yes An attack move that cuts down the foe's HP to equal the user's HP.
Endure TM 54 Normal - - 10 Self No The user endures any attack, leaving 1 HP. Its chance of failing rises if it is used in succession
Energy Ball TM 53 Grass 80 100 10 1E No The user draws power from nature and fires it at the foe. It may also lower the target's Sp. Def.
Eruption - Fire 150 100 5 2E No The user attacks in an explosive fury. The lower the user's HP, the less powerful this attack becomes.
Explosion - Normal 35 100 15 1E YES The user explodes to inflict damage on all Pokémon in battle. The user faints upon using this move.
Extrasensory - Psychic 80 100 30 1E NO The user attacks with an odd, unseeable power. It may also make the foe flinch.
ExtremeSpeed - Normal 80 100 5 1E YES The user charges the foe at blinding speed. This attack always goes before any other move.

F

Name TM/HM Type STR ACC PP Range PA? Descriptions
Facade TM 42 Normal 70 100 20 1E YES An attack move that doubles its power if the user is poisoned, paralyzed, or has a burn.
Faint Attack - Dark 60 - 20 1E YES The user draws up to the foe disarmingly, then throws a sucker punch. It hits without fail.
Fake Out - Normal 40 100 10 1E YES An attack that hits first and makes the target flinch. This move works only on the first turn.
Fake Tears - Dark - 100 20 1E No The user feigns crying to make the foe feel flustered, sharplylowering its Sp. Def stat.
False Swipe - Normal 40 100 40 1E YES A restrained attack that prevents the foe from fainting. The target is left with at least 1 HP.
FeatherDance - Flying - 100 15 1E NO The user covers the foe with a mass of down that sharply lowers the Attack stat.
Feint - Normal 50 100 10 1E Yes An attack that hits a foe using protect or Detect. It also lifts the effects of those moves.
Fire Blast TM 38 Fire 120 85 5 1E No The foe is attacked with an intense blast of all-consuming fire. It may also leave the target with a burn.
Fire Fang - Fire - - 35 Self No Raises user's defense by two
Fire Punch - Fire 75 100 15 1E YES The foe is punched with a fiery fist. It may leave the target with a burn.
Fire Spin - Fire 15 70 15 1E No The foe becomes trapped within a fierce vortex of fire that rages for two to five turns.
Fissure - Ground 35 100 15 1E YES The foe is struck with slender, whiplike vines to inflict damage.
Flail - Normal - 100 15 1E YES The user flails about aimlessly to attack. It becomes more powerful the less HP the user has.
Flame Wheel - Fire 60 100 25 1E Yes The user cloaks itself in fire and charges at the foe. It may also leave the target with a burn.
Flamethrower TM 35 Fire 95 100 15 1E No The foe is scorched with an intense blast of fire. The target may also be left with a burn.
Flare Blitz - Fire 120 100 15 1E No The user cloaks itself in fire and charges at the foe. The user sustains serious damage, too.
Flash TM 70 Normal - 100 20 2F No The user flashes a light that cuts the foe's accuracy. It can also be used to illuminate caves.
Flash Cannon TM 91 Steel 80 100 10 1E No The user gathers all its light energy and releases it in one shot. It may also lower the foe's Sp. Def stat.
Flatter - Grass 35 100 15 1E YES The foe is struck with slender, whiplike vines to inflict damage.
Fling TM 56 Dark - 100 10 1E NO The user flings its held item at the foe to attack. Its power and effects depend on the item.
Fly HM 02 Flying 90 95 15 1E Yes The user soars, then strikes on the second turn. It can also be used for flying to any familiar town.
Focus Blast TM 52 Fighting 120 70 5 1E No The user attacks at full power. It may also lower the foe's Sp. Def stat if it hits.
Focus Energy - Normal - - 30 Self No The user takes a deep breath and focuses to raise the critical-hit ratio of its attacks.
Focus Punch TM 01 Fighting 150 100 20 1E YES The user focuses its mind before launching this attack. It will fail if the user is hit before it is used.
Follow Me - Normal - - 20 2E No The user draws attention to itself, making all foes take aim only at the user.
Force Palm - Fighting 60 100 10 1E YES The foe is attacked with a shock wave. It may also leave the target paralyzed.
Foresight - Normal - - 40 E NO Enables the user to hit a Ghost type with any type of move. It also enables the user to hit an evasive foe.
Frenzy Plant - Grass 150 90 5 1E Yes The foe is slammed with an enormous tree. The user can't move on the next turn.
Frustration TM 21 Normal - 100 20 1E No A full-power attack that grows more powerful the less the user likes its Trainer.
Fury Attack - Normal 15 85 20 1E YES The foe is jabbed repeatedly with a horn or beak two to five times in a row.
Fury Cutter - Bug 10 95 20 1E YES The foe is slashed with scythes or claws. It power increases if it hits in succession.
Fury Swipes - Normal 18 80 15 E YES The foe is racked with sharp claws or scythes for two to five times in quick succession.
Future Sight - Psychic 80 90 15 1E NO Two turns after this move is used, the foe is attacked with a hunk of psychic energy.

G

Name TM/HM Type STR ACC PP Range PA? Descriptions
Gastro Acid - Poison - 100 10 2E No The user hurls up its stomach acids on the foe. The fluid eliminates the effect of the foe's ability.
Giga Drain - Grass 60 100 10 2E No A nutrient-draining attack. The user's HP is restored by half the damage taken by the target.
Giga Impact - Normal 150 90 5 1E YES The user charges at the foe using every bit of its power. The user must rest on the next turn.
Glare - Normal - 75 30 1E No The user intimidates the foe with the pattern on its belley to cause paralysis.
Grass Knot TM 86 Grass - 100 20 1E YES The user snares the foe with grass and trips it. The heavier the foe, the greater the damage.
GrassWhistle - Grass - 100 5 1E NO The user compels the foe to keep using only the move it last used for two to six turns.
Gravity - Normal - 100 5 1E Yes An attack move that cuts down the foe's HP to equal the user's HP.
Growl - Normal - 100 40 2E No The user growls in an endearing way, making the foe less wary. The target's Attack stat is lowered.
Growth - Normal - - 40 SELF No The user's body is forced to grow all at once. It raises the Sp. Atk stat.
Grudge - Fire 150 100 5 2E No The user attacks in an explosive fury. The lower the user's HP, the less powerful this attack becomes.
Guard Swap - Psychic - - 10 SELF NO The user employs it psychic power to switch changes to its Defense and Sp. Def with the foe.
Guillotine - Psychic 80 100 30 1E NO The user attacks with an odd, unseeable power. It may also make the foe flinch.
Gunk Shot - Normal 80 100 5 1E YES The user charges the foe at bliding speed. This attack always goes before any other move.
Gust - Flying 40 100 35 1E NO A gust of wind is whipped up by wings and launched at the foe to inflict damage.
Gyro Ball - Steel - 100 5 1E YES The user tackles the foe with a high-speed spin. The slower the user, the greater the damage.

H

Name TM/HM Type STR ACC PP Range PA? Descriptions
Hail TM 07 Ice - - 10 1A/2E No The user summons a hailstorm lasting five turns. It damages all Pokémon except the Ice type.
Hammer Arm Fighting 100 90 10 1E YES The user swings and hits with its strong and heavy fist. It lowers the user's Speed, however.
Harden - Normal - - 30 Self No The user stiffens all the muscles in its body to raise its Defense stat.
Haze - Ice - - 30 1A/2E/SELF No The user creates a haze that eliminates every stat change among all the Pokémon engaged in battle.
Head Smash - Fire 40 100 25 1E NO The foe is attacked with small flames. The target may also be left with a burn.
Headbutt - Normal 70 100 15 1E YES The user attacks with its head. It may make the foe flinch. To find Pokémon, hit trees.
Heal Bell - Normal - 100 5 1E Yes An attack move that cuts down the foe's HP to equal the user's HP.
Heal Block - Psychic - 100 15 1E No The user prevents the foe from using any HP-recovery moves for five turns.
Heal Order - Grass 80 100 10 1E No The user draws power from nature and fires it at the foe. It may also lower the target's Sp. Def.
Healing Wish - Fire 150 100 5 2E No The user attacks in an explosive fury. The lower the user's HP, the less powerful this attack becomes.
Heart Swap - Grass 35 100 15 1E YES The foe is struck with slender, whiplike vines to inflict damage.
Heat Wave - Fire 100 90 10 1E NO The user exhales a heated breath on the foe to attack. It may also leave the target with a burn.
Helping Hand - Normal - - 20 1A NO A move that boosts the power of the ally's attack in a Double Battle.
Hi Jump Kick - Fighting 100 90 20 1E YES The foe is attacked with a knee kick from a jump. If it misses, the user is hurt instead.
Hidden Power TM 10 Normal - 100 15 1E No A unique attack that varies in type and intensity depending on the Pokémon using it.
Hone Claws TM 01 (Generation V) Dark - - 15 SELF No The user sharpens its claws or nails by polishing them. Its Attack and Accuracy stats are raised
Horn Attack - Normal 65 100 25 1E YES The foe is jabbed with a sharply pointed horn to inflict damage.
Horn Drill - Normal - 30 5 1E YES The foe is stabbed with a horn rotating like a drill. The foe instantly faints if it hits.
Howl - Normal - - 40 SELF NO The user howls loudly to raise its spirit, boosting its Attack stat.
Hydro Cannon - Water 150 90 5 1E No The foe is hit with a watery blast. The user must rest on the next turn, however.
Hydro Pump - Water 120 80 5 1E No The foe is blasted by a huge volume of water launched under great pressure.
Hyper Beam TM 15 Normal 150 90 5 1E No The foe is attacked with a powerful beam. The user must rest on the next turn to regain energy.
Hyper Fang - Normal 80 90 15 1E YES The user bites hard on the foe with it sharp fornt fangs. It may also make the target flinch.
Hyper Voice - Normal 90 100 10 2E NO The user lets loose a horribly echoing shout with the power to inflict damage.
Hypnosis - Psychic - 60 20 1E NO The user employs hypnotic suggestion to make the target fall into a deep sleep.

I

Name TM/HM Type STR ACC PP Range PA? Descriptions
Ice Ball - Ice 30 90 20 1E No The user continually rolls into the foe over five turns. It becomes stronger each time it hits.
Ice Beam TM 13 Ice 95 100 10 1E No The foe is struck with an icy-cold beam of energy. It may also freeze the target solid.
Ice Fang - Ice 65 95 15 1E YES The user bites with cold-infused fangs. It may also make the foe flinch or freeze.
Ice Punch - Ice 75 100 15 1E YES The foe is punched with an icy fist. It may leave the target frozen.
Ice Shard - Ice 40 100 30 2E NO The user flash freezes chunks of ice and hurls them. This move always goes first.
Icicle Spear - Ice 10 100 30 1E NO The user launches sharp icicles at the foe. It strikes two to five times in a row.
Icy Wind - Ice 55 95 15 2E NO The user attacks with a gust of chilled air. It also lowers the target's speed stat.
Imprison - Psychic - - 10 Self No If the foe knows any move also known by the user, the foe is prevented from using it.
Ingrain - Grass - - 20 SELF No The user lays roots that restore HP on every turn. Because it is rooted, it can't switch out.
Iron Defense - Steel - - 15 SELF No The user hardens its body's surface like iron, sharply raising its defense stat.
Iron Head - Steel 80 100 15 1E YES The foe slams the target with its steel-hard head. It may also make the target flinch.
Iron Tail TM 23 Steel 100 75 15 1E YES The foe is slammed with a sturdy tail of steel. It may also lower the target's defense stat if it hits.

J

Name TM/HM Type STR ACC PP Range PA? Descriptions
Judgment - Normal 100 100 10 E No Arceus's Signature move. The type can be interchangeable depending on the plate held by Arceus.
Jump Kick - Fighting 85 95 25 E No The user jumps up high, then strikes with a kick. If the kick misses, the user hurts itself.

K

Name TM/HM Type STR ACC PP Range PA? Descriptions
Karate Chop - Fighting 50 100 25 1E YES The foe is attacked with a sharp chop. It has a high critical-hit ratio.
Kinesis - Psychic - 80 15 1E No The user distracts the foe by bending a spoon. It may lower the target's accuracy.
Knock Off - Dark 20 100 20 1E YES The user slaps down the foe's held item, preventing the item from being used during the battle.

L

Name TM/HM Type STR ACC PP Range PA? Descriptions
Last Resort - Normal 130 100 5 1E No This move can be used only after the user has used all the other moves it knows in the battle.
Lava Plume - Fire 80 100 15 1A/2E No An inferno of scarlet washes over all Pokémon in battle. It may also inflict burns.
Leaf Blade - Grass 90 100 15 1E YES The foe is slashed with a sharp leaf. It has a high critical-hit ratio.
Leaf Storm - Grass 140 90 5 1E No A storm of sharp leaves is whipped up. The attack's recoil sharply reduces the user's Sp. Atk stat.
Leech Life - Bug 20 100 15 1E NO A blood-draining attack. The user's HP is restored by half the damage taken by the target.
Leech Seed - Grass - 90 10 1E NO A seed is planted on the foe. It steals some HP from the for to heal the user on every turn.
Leer - Normal - 100 30 1E NO The foe is given an intimidating leer with sharp eyes. The target's Defense stat is reduced.
Lick - Ghost 20 100 30 1E YES The foe is licked with a long tongue, causing damage. It may also paralyze the target.
Light Screen TM 16 Psychic - - 40 SELF No A wondrous wall of light is put up to suppress damage from special attacks for five turns.
Lock-On - Normal - - 5 SELF NO The user takes sure aim at the foe. It ensures the next attack does not fail to hit the target.
Lovely Kiss - Normal - 75 10 1E NO With a scary face, the user forces a kiss on the foe. It may make the target fall asleep.
Low Kick - Fighting - 100 20 1E YES A powerful low kick that makes the for fall over. It inflicts greater damage on heavier foes.
Lucky Chant - Normal - - 30 SELF NO The user chants an incantation toward the sky, preventing the foe from landing critical hits.
Lunar Dance - Flying 40 100 35 1E NO A gust of wind is whipped up by wings and launched at the foe to inflict damage.
Luster Purge - Steel - 100 5 1E YES The user tackles the foe with a high-speed spin. The slower the user, the greater the damage.

M

Name TM/HM Type STR ACC PP Range PA? Descriptions
Mach Punch - Poison - 100 10 2E No The user hurls up its stomach acids on the foe. The fluid eliminates the effect of the foe's ability.
Magic Coat - Grass 60 100 10 2E No A nutrient-draining attack. The user's HP is restored by half the damage taken by the target.
Magical Leaf - Grass 60 - 20 2E No The user scatters curious leaves that chase the foe. This attack will not miss.
Magma Storm - Normal - 75 30 1E No The user intimidates the foe with the pattern on its belley to cause paralysis.
Magnet Bomb - Steel 60 - 20 1E Yes The user launches a steel bomb that sticks to the target. This attack will not miss.
Magnet Rise - Electric - - 10 Self No The user levitates using electrically generated magnetism for five turn.
Magnitude - Ground - 100 30 1A/2E No The user looses a ground-shaking quake affecting everyone in battle. Its power varies.
Me First - Normal - 100 40 2E No The user growls in an endearing way, making the foe less wary. The target's Attack stat is lowered.
Mean Look - Normal - - 5 Self No The user affixes the foe with a dark, arresting look. The target becomes unable to flee.
Meditate - Psychic - - 40 Self No The user meditates to awaken the power deep within its body and raises its Attack stat.
Mega Drain - Grass 40 100 15 2E NO A nutrient-draining attack. The user's HP is restored by half the damage taken by the target.
Mega Kick - Psychic 80 100 30 1E NO The user attacks with an odd, unseeable power. It may also make the foe flinch.
Mega Punch - Normal 80 85 20 1E YES The foe is slugged by a punch thrown with muscle-packed power.
Megahorn - Flying 40 100 35 1E NO A gust of wind is whipped up by wings and launched at the foe to inflict damage.
Memento - Steel - 100 5 1E YES The user tackles the foe with a high-speed spin. The slower the user, the greater the damage.
Metal Burst - Poison - 100 10 2E No The user hurls up its stomach acids on the foe. The fluid eliminates the effect of the foe's ability.
Metal Claw - Steel 50 95 35 1E YES The foe is raked with steel claws. It may also raise the user's Attack stat.
Metal Sound - Steel - 85 40 2E NO A horrible sound like scraping metal is emitted to sharply reduce the foe's Sp. Def stat.
Meteor Mash - Normal - 75 30 1E No The user intimidates the foe with the pattern on its belley to cause paralysis.
Metronome - Normal - - 10 ??? NO The user waggles a finger and stimulates the brain into randomly using nearly every move.
Milk Drink - Normal - - 10 SELF NO The user restores its own HP by up to half of its maximum HP. It may also be used to heal an ally's HP.
Mimic - Normal - - 10 SELF NO The user copies the move last used by the foe. The move can be used for the rest of the battle.
Mind Reader - Normal - - 5 SELF No The user senses the foe's movements with it mind to ensure its next attack does not miss.
Minimize - Normal - - 40 SELF No The user's body is forced to grow all at once. It raises the Sp. Atk stat.
Miracle Eye - Psychic - - 40 1E No Enables the user to hit a Ghost type with any type of move. It also enables the user to hit an evasive foe.
Mirror Coat - Psychic - 100 20 1E NO A retaliation move that counters any special attack, inflicting double the damage taken.
Mirror Move - Flying - - 20 1E NO The user counters the foe by mimicking the move last used by the foe.
Mirror Shot - Steel 65 85 10 1E NO The user looses a flash of energy from its polished body. It may also lower the target's accuracy.
Mist - Ice - - 30 SELF NO The user cloaks its body with a white mist that prevents any of its stats from being cut for five turns.
Mist Ball - Steel - 100 5 1E YES The user tackles the foe with a high-speed spin. The slower the user, the greater the damage.
Moonlight - Normal - - 5 SELF No The user restores its own HP. The amount of HP regained varies with the weather.
Morning Sun - Fire 150 100 5 2E No The user attacks in an explosive fury. The lower the user's HP, the less powerful this attack becomes.
Mud Bomb - Ground 65 85 10 1E NO The user launches a hard=packed mud ball to attack. It may also lower the target's accuracy.
Mud Shot - Ground 55 95 15 1E NO The user attacks by hurling a blob of mud at the foe. It also reduces the traget's Speed.
Mud Sport - Ground - - 15 Self NO The user covers itself with mud. It weakens Electric-type moves while the user is in battle.
Mud-Slap - Ground 20 100 10 1E NO The user hurls mud in the foe's face to inflict damage and lower accuracy.
Muddy Water - Water 95 85 10 2E NO The user attacks by shooting out muddy water. It may also lower the foe's accuracy.

N

Name TM/HM Type STR ACC PP Range PA? Descriptions
Nasty Plot - Dark - - 20 SELF No The user stimulates its brain by thinking bad thoughts. It sharply raises the user's Sp. Atk.
Natural Gift - Normal - 100 15 1E No The user draws power to attack by using its held berry. The berry determines its type and power.
Nature Power - Normal - - 20 1E No An attack that makes use of nature's power. Its effects vary depending on the user's environment.
Needle Arm - Dark 10 100 10 1E No Attacks according to the number of Pokémon in your party, including user but not KO'ed Pokémon
Night Shade - Ghost - 100 15 1E No The user makes the foe see a mirage. It inflicts damage matching the user's level.
Night Slash - Dark 70 100 15 1E Yes The user slashes the foe the instant an opportunity arises. It has a high critical-hit ratio.
Nightmare - Normal 15 75 20 1E Yes Inflicts damage over two-five turns. Target cannot escape during that time.

O

Name TM/HM Type STR ACC PP Range PA? Descriptions
Octazooka - Water 65 85 10 1E No The user attacks by spraying ink in the foe's face or eyes. It may also lower the target's accuracy.
Odor Sleuth - Normal - - 40 1E No Enables the user to hit a Ghost type with any move. It also enables the user to hit an evasive foe.
Ominous Wind - Ghost 60 100 5 1E No The user creates a gust of repulsive wind. It may also raise all the user's stats at once.
Outrage - Dragon 120 100 15 1E No The user rampages and attacks for two to three turns. However, it then becomes confused
Overheat TM 50 Fire 140 90 5 1E No The user attacks the foe at full power using fiery energy. It also sharply reduces the user's Sp. Atk.

P

Name TM/HM Type STR ACC PP Range PA? Descriptions
Pain Split - Normal - 100% 20 1E No The user adds its HP to the target's HP, then equally shares the combined HP with the target.
Pay Day - Normal 40 100% 20 1E No Numerous coins are hurled at the target to inflict damage. Money is earned after the battle.
Payback TM66 Dark 50 100% 10 1E Yes The user stores power, then attacks. If the user can use this attack after the target, its power is doubled.
Peck - Flying 35 100% 35 1E Yes The target is jabbed with a sharply pointed beak or horn.
Perish Song - Normal - - 5 All No Any Pokémon that hears this song faints in three turns, unless it switches out of battle.
Petal Dance - Grass 10 100% 120 RE Yes The user attacks the target by scattering petals for two to three turns. The user then becomes confused.
Pin Missile - Bug 20 85% 14 1E No Sharp spikes are shot at the target in rapid succession. They hit two to five times in a row.
Pluck TM88 Flying 20 100% 60 1E Yes The user pecks the target. If the target is holding a Berry, the user eats it and gains its effect.
Poison Fang - Poison 15 100% 50 1E Yes The user bites the target with toxic fangs. It may also leave the target badly poisoned.
Poison Gas - Poison 40 80% - 1E No A cloud of poison gas is sprayed in the face of opposing Pokémon. It may poison those hit.
Poison Jab TM84 Poison 20 100% 80 1E Yes The target is stabbed with a tentacle or arm steeped in poison. It may also poison the target.
Poison Sting - Posion 35 100% 15 1E No The user stabs the target with a poisonous stinger. This may also poison the target.
Poison Tail - Poison 25 100% 50 1E Yes The user hits the target with its tail. It may also poison the target. Critical hits land more easily.
PoisonPowder - Poison 35 75% - 1E No A cloud of poisonous dust is scattered on the foe. It may poison the target.
Pound - Normal 35 100% 40 1E Yes The foe is physically pounded with a long tail or a foreleg, etc.
Powder Snow - Ice 25 100% 40 AE No The user attacks with a chilling gust of powdery snow. It may also freeze the target.
Power Gem - Rock 20 100% 70 1E No The user attacks with a ray of light that sparkles as if it were made of gemstones.
Power Split - Psychic 10 - - 1E No The user employs its psychic power to average its Attack and Sp. Atk stats with those of the target's.
Power Swap - Psychic 10 - - 1E No The user employs its psychic power to switch changes to its Attack and Sp. Atk with the foe.
Power Trick - Psychic 10 - - 1E No The user employs its psychic power to switch its Attack with its Defense stat.
Power Whip - Grass 10 85% 120 1E Yes The user violently whirls its vines or tentacles to harshly lash the foe.
Present - Normal 15 90% - 1E No The user attacks by giving the foe a booby-trapped gift. It restores HP sometimes, however.
Protect TM17 Normal 10 - - Self No It enables the user to evade all attacks. Its chance of failing rises if it is used in succession.
Psybeam - Psychic 20 100% 65 1E No The foe is attacked with a peculiar ray. It may also leave the target confused.
Psych Up TM77 Normal 10 - - Self No The user hypnotizes itself into copying any stat change made by the foe.
Psychic TM29 Psychic 10 100% 90 1E No The foe is hit with a strong telekinetic force. It may also reduce the foe's Sp. Def stat.
Psycho Boost - Psychic 5 90% 140 1E No The user attacks the foe at full power. The attack’s recoil sharply reduces the user’s Sp. Atk stat.
Psycho Cut - Psychic 20 100% 70 1E Yes The user tears at the foe with blades formed by psychic power. It has a high critical-hit ratio.
Psycho Shift - Psychic 10 90% - 1E No Using its psychic power of suggestion, the user transfers its status problems to the target.
Psyshock TM03 Psychic 10 100% 80 1E No The user materializes an odd psychic wave to attack the target. This attack does physical damage.
Psystrike - Psychic 15 100% 100 1E No The user materializes an odd psychic wave to attack the target. This attack does physical damage.
Psywave TM46 Psychic 5 80% - 1E No The foe is attacked with an odd, hot energy wave. The attack varies in intensity.
Punishment - Dark 20 100% - 1E Yes This attack’s power increases the more the foe has powered up with stat changes.
Pursuit - Dark 100% 40 1E Yes An attack move that inflicts double damage if used on a foe that is switching out of battle.

Q

Name TM/HM Type STR ACC PP Range PA? Descriptions
Quash - Dark - 100% 15 1E No The user holds the opponent down to make sure it attacks last.
Quick Attack - Normal 40 100 30 1E Yes The user lunges at the foe at a speed that makes it almost invisible. It is sure to strike first.
Quick Guard - Fighting - - 15 AA No The user protects itself and its allies from priority moves. If used in succession, its chance of failing rises.
Quiver Dance - Bug - - 20 Self No The user lightly performs a beautiful, mystic dance. It boosts the user's Sp. Atk, Sp. Def, and Speed stats.

R

Name TM/HM Type PP ACC STR Range PA? Descriptions
Rage TM20 Normal 20 100% 20 1E Yes While this move is in use, it gains attack power each time the user is hit in battle.
Rage Powder - Bug - - 20 Self No The user scatters a cloud of irritating powder to draw attention to itself. Opponents aim only at the user.
Rain Dance TM18 Water 5 - - All No The user summons a heavy rain that falls for five turns, powering up Water-type moves.
Rapid Spin - Normal 20 100% 40 1E Yes A spin attack that can also eliminate such moves as Bind, Wrap, Leech Seed, and Spikes.
Razor Leaf - Grass 25 95% 55 AE No Sharp-edged leaves are launched to slash at the foe. It has a high critical-hit ratio.
Razor Shell - Water 10 95% 75 1E Yes The user cuts its target with sharp shells. This attack may also lower the target's Defense stat.
Razor Wind TM02 Normal 10 100% 80 1E No A two-turn attack. Blades of wind hit the foe on the second turn. It has a high critical-hit ratio.
Recover - Normal 10 - - Self No A self-healing move. The user restores its own HP by up to half of its max HP.
Recycle TM67 Normal 10 - - Self No The user recycles a single-use item that has been used in battle so it can be used again.
Reflect TM33 Psychic 20 - - S/A No A wondrous wall is put up to suppress damage from physical attacks for five turns.
Reflect Type - Normal 15 - - 1E No The user reflects the target's type, making it the same type as the target.
Refresh - Normal 20 - - Self No The user rests to cure itself of a poisoning, burn, or paralysis.
Relic Song - Normal 10 100% 75 AE No The user sings an ancient song and attacks by appealing to the hearts of those listening. It may also induce sleep.
Rest TM44 Psychic 10 - - Self No The user goes to sleep for two turns. It fully restores the user’s HP and heals any status problem.
Retaliate TM67 Normal 5 100% 70 1E Yes The user gets revenge for a fainted ally. If an ally fainted in the previous turn, this attack's damage increases.
Return TM27 Normal 20 100% Varies 1E Yes A full-power attack that grows more powerful the more the user likes its Trainer.
Revenge - Fighting 10 100% 60 1E Yes An attack move that inflicts double the damage if the user has been hurt by the foe in the same turn.
Reversal - Fighting 15 100% Varies 1E Yes An all-out attack that becomes more powerful the less HP the user has.
Roar TM05 Normal 20 100% - 1E No The foe is scared off, to be replaced by another Pokémon in its party. In the wild, the battle ends.
Roar of Time - Dragon 5 90% 150 1E No The user blasts the foe with power that distorts even time. The user must rest on the next turn.
Rock Blast - Rock 10 90% 25 1E No The user hurls hard rocks at the foe. Two to five rocks are launched in quick succession.
Rock Climb HM08 Normal 20 85% 90 1E Yes A charging attack that may also leave the foe confused. It can also be used to scale rocky walls.
Rock Polish TM69 Rock 20 - - Self No The user polishes its body to reduce drag. It sharply raises the Speed stat.
Rock Slide TM48-80 Rock 10 90% 75 AE No Large boulders are hurled at the foe to inflict damage. It may also make the target flinch.
Rock Smash TM08-94
HM06
Fighting 15 100% 40 1E Yes The user slugs the foe with a shattering punch. It can also smash cracked boulders.
Rock Throw - Rock 15 100% 50 1E No The user picks up and throws a small rock at the foe to attack.
Rock Tomb TM39 Rock 10 80% 50 1E No Boulders are hurled at the foe. It also lowers the foe’s Speed by preventing its movement.
Rock Wrecker - Rock 5 90% 150 1E No The user launches a huge boulder at the foe to attack. It must rest on the next turn, however.
Role Play - Psychic 10 - - Self No The user mimics the foe completely, copying the foe’s natural ability.
Rolling Kick - Fighting 15 85% 60 1E Yes The user cuts a quick spin and lashes out with a sharp kick.
Rollout TM04 Rock 20 90% 30 1E Yes The user continually rolls into the foe over five turns. It becomes stronger each time it hits.
Roost TM51 Flying 10 - - Self No The user lands and rests its body. It restores the user’s HP by up to half of its max HP.
Round TM48 Normal 15 100% 60 1E No The user attacks the target with a song. Others can join in the Round and make the attack do greater damage.

S

Name TM/HM Type PP ACC STR Range PA? Descriptions
Sacred Fire - Fire 5 85% 100 1E No The foe is razed with a mystical fire of great intensity. It may also leave the target with a burn.
Sacred Sword - Fighting 20 100% 90 1E Yes The user attacks by slicing with its long horns. The target's stat changes don't affect this attack's damage.
Safeguard TM20 Normal 25 - - S/A No The user creates a protective field that prevents status problems for five turns.
Sand Tomb - Ground 15 85% 35 1E No The user traps the foe inside a harshly raging sandstorm for two to five turns.
Sand-Attack - Ground 15 100% - 1E No Sand is hurled in the foe's face, reducing its accuracy.
Sandstorm TM37 Rock 10 - - All No A five-turn sandstorm is summoned to hurt all combatants except the Rock, Ground, and Steel types.
Scald TM55 Water 15 100% 80 1E No The user shoots boiling hot water at its target. It may also leave the target with a burn.
Scary Face - Normal 10 100% - 1E No The user frightens the foe with a scary face to sharply reduce its Speed stat.
Scratch - Normal 35 100% 40 1E Yes Hard, pointed, and sharp claws rake the foe to inflict damage.
Screech - Normal 40 85% - AE No An earsplitting screech is emitted to sharply reduce the foe’s Defense stat.
Searing Shot - Fire 5 100% 100 AA/AE No An inferno of scarlet flames torches everything around the user. It may leave the target with a burn.
Secret Power TM43 Normal 20 100% 70 1E No An attack move with effects that vary depending on the user's environment.
Secret Sword - Fighting 10 100% 85 1E Yes The user cuts with its long horn. The odd power contained in the horn does physical damage to the target.
Seed Bomb - Grass 15 100% 80 1E No The user slams a barrage of hard-shelled seeds down on the foe from above.
Seed Flare - Grass 5 85% 120 1E No The user generates a shock wave from within its body. It may also lower the target’s Sp. Def.
Seismic Toss TM19 Fighting 20 100% - 1E Yes The foe is thrown using the power of gravity. It inflicts damage equal to the user’s level.
Selfdestruct TM36 Normal 5 100% 200 AA/AE No The user blows up to inflict damage on all Pokémon in battle. The user faints upon using this move.
Shadow Ball TM30 Ghost 15 100% 80 1E No The user hurls a shadowy blob at the foe. It may also lower the foe's Sp. Def stat.
Shadow Claw TM65 Ghost 15 100% 70 1E Yes The user slashes with a sharp claw made from shadows. It has a high critical-hit ratio.
Shadow Force - Ghost 5 100% 120 1E Yes The user disappears, then strikes the target on the second turn. It hits even if the target protects itself.
Shadow Punch - Ghost 20 - 60 1E Yes The user throws a punch at the foe from the shadows. The punch lands without fail.
Shadow Sneak - Ghost 30 100% 40 1E Yes The user extends its shadow and attacks the foe from behind. This move always goes first.
Sharpen - Normal 30 - - Self No The user reduces its polygon count to make itself more jagged, raising the Attack stat.
Sheer Cold - Ice 5 - - 1E No The foe is attacked with a blast of absolute-zero cold. The foe instantly faints if it hits.
Shell Smash - Normal 15 - - Self No The user breaks its shell, lowering its Defense and Sp. Def stats but sharply raising Attack, Sp. Atk, and Speed stats.
Shift Gear - Steel 10 - - Self No The user rotates its gears, raising its Attack and sharply raising its Speed.
Shock Wave TM34 Electric 20 60 1E No The user strikes the foe with a quick jolt of electricity. This attack cannot be evaded.
Signal Beam - Bug 15 100% 75 1E No The user attacks with a sinister beam of light. It may also confuse the target.
Silver Wind TM62 Bug 5 100% 60 AE No The foe is attacked with powdery scales blown by wind. It may also raise all the user's stats.
Simple Beam - Normal 15 100% - 1E No The user's mysterious psychic wave changes the target's Ability to Simple.
Sing - Normal 15 55% - 1E No A soothing lullaby is sung in a calming voice that puts the foe into a deep slumber.
Sketch - Normal 1 - - 1E No It enables the user to learn a move used by the foe. Once used, the move Sketch disappears.
Skill Swap TM48 Psychic 10 - - 1E No The user employs its psychic power to exchange abilities with the foe.
Skull Bash TM40 Normal 15 100% 100 1E Yes The user tucks in its head to raise its Defense in the first turn, then rams the foe on the next turn.
Sky Attack - Flying 5 90% 140 1E Yes A second-turn attack move with a high critical-hit ratio. It may also make the target flinch.
Sky Drop TM58 Flying 10 100% 60 1E Yes The user takes the target into the sky, then drops it during the next turn. The target cannot attack while in the sky.
Sky Uppercut - Fighting 15 90% 85 1E Yes The user attacks the foe with an uppercut thrown skyward with force.
Slack Off - Normal 10 - - Self No The user slacks off, restoring its own HP by up to half of its maximum HP.
Slam - Normal 20 75% 80 1E Yes The foe is slammed with a long tail, vines, etc., to inflict damage.
Slash - Normal 20 100% 70 1E Yes The foe is attacked with a slash of claws, etc. It has a high critical-hit ratio.
Sleep Powder - Grass 15 75% - 1E No The user scatters a big cloud of sleep-inducing dust around the foe.
Sleep Talk TM35-82 Normal 10 - - Self No While it is asleep, the user randomly uses one of the moves it knows.
Sludge - Poison 20 100% 65 1E No Unsanitary sludge is hurled at the foe. It may also poison the target.
Sludge Bomb TM36 Poison 10 100% 90 1E No The user attacks by hurling filthy sludge at the foe. It may also poison the target.
Sludge Wave TM34 Poison 10 100% 95 AA/AE No It swamps the area around the user with a giant sludge wave. It may also poison those hit.
Smack Down TM23 Rock 15 100% 50 1E Yes The user throws a stone or projectile to attack an opponent. A flying Pokémon will fall to the ground when it's hit.
SmellingSalt - Normal 10 100% 60 1E Yes This attack inflicts double damage on a paralyzed foe. It also cures the foe’s paralysis, however.
Smog - Poison 20 70% 20 1E No The foe is attacked with a discharge of filthy gases. It may also poison the target.
SmokeScreen - Normal 20 100% - 1E No The user releases an obscuring cloud of smoke or ink. It reduces the foe’s accuracy.
Snarl TM95 Dark 15 95% 55 AE No The user yells as if it is ranting about something, making the target's Sp. Atk stat decrease.
Snatch TM49 Dark 10 - - 1E No The user steals the effects of any healing or status-changing move the foe attempts to use.
Snore TM13 Normal 15 100% 40 1E No An attack that can be used only if the user is asleep. The harsh noise may also make the foe flinch.
Soak - Water 20 - - 1E No The user shoots a torrent of water at the target and changes the target's type to Water.
Softboiled TM41 Normal 10 - - Self No The user restores its own HP by up to half of its maximum HP. It may also be used to heal an ally’s HP.
SolarBeam TM22 Grass 10 100% 120 1E No A two-turn attack. The user gathers light, then blasts a bundled beam on the second turn.
SonicBoom - Normal 20 90% 20 1E No The foe is hit with a destructive shock wave that always inflicts 20 HP damage.
Spacial Rend - Dragon 5 95% 100 1E No The user tears the foe along with the space around it. This move has a high critical-hit ratio.
Spark - Electric 20 100% 65 1E No The user throws an electrically charged tackle at the foe. It may also leave the target paralyzed.
Spider Web - Bug 10 - - 1E No The user ensnares the foe with a thin, gooey silk so it can’t flee from battle.
Spike Cannon - Normal 15 100% 20 1E No Sharp spikes are fired at the foe to strike two to five times in rapid succession.
Spikes - Ground 20 - - AE No The user lays a trap of spikes at the foe’s feet. The trap hurts foes that switch into battle.
Spit Up - Normal 10 100% Varies 1E No The power stored using the move Stockpile is released at once in an attack.
Spite - Ghost 10 100% - 1E No The user looses its grudge on the move last used by the foe by cutting 4 PP from it.
Splash - Normal 40 - - Self No The user just flops and splashes around to no effect at all...
Spore - Grass 15 100% - 1E No The user scatters bursts of spores that induce sleep.
Stealth Rock TM76 Rock 20 - - AE No The user lays a trap of levitating stones around the foe. The trap hurts foes that switch into battle.
Steamroller - Bug 20 100% 65 1E Yes The user crushes its targets by rolling over them with its rolled-up body. This attack may make the target flinch.
Steel Wing TM47 Steel 25 90% 70 1E Yes The foe is hit with wings of steel. It may also raise the user's Defense stat.
Stockpile - Normal 20 - - Self No The user charges up power, and raises both its Defense and Sp. Def. The move can be used three times.
Stomp - Normal 20 - 65 1E Yes The foe is stomped with a big foot. It may also make the target flinch.
Stone Edge TM71 Rock 5 80% 100 1E No The user stabs the foe with a sharpened stone. It has a high critical-hit ratio.
Stored Power - Psychic 10 100% 20 1E No The user attacks the target with stored power. The more the user's stats are raised, the greater the damage.
Storm Throw - Fighting 10 100% 40 1E Yes The user strikes the target with a fierce blow. This attack always results in a critical hit.
Strength HM04 Normal 15 100% 80 1E Yes The foe is slugged with a punch thrown at maximum power. It can also be used to move boulders.
String Shot - Bug 40 95% - AE No The foe is bound with silk blown from the user’s mouth. It reduces the target’s Speed stat.
Struggle - Normal 1 - 50 1E Yes An attack that is used in desperation only if the user has no PP. It also hurts the user slightly.
Struggle Bug TM76 Bug 20 100% 30 1E No While resisting, the user attacks the opposing Pokémon. The targets' Sp. Atk stat is reduced.
Stun Spore - Grass 30 75% - 1E No The user scatters a cloud of paralyzing powder. It may paralyze the target.
Submission TM17 Fighting 25 80% 80 1E Yes The user grabs the foe and recklessly dives for the ground. It also hurts the user slightly.
Substitute TM50-90 Normal 10 - - Self No The user makes a copy of itself using some of its HP. The copy serves as the user’s decoy.
Sucker Punch - Dark 5 100% 80 1E Yes his move enables the user to attack first. It fails if the foe is not readying an attack, however.
Sunny Day TM11 Fire 5 - - AA/AE No The user intensifies the sun for five turns, powering up Fire-type moves.
Super Fang - Normal 10 90% Varies 1E Yes The user chomps hard on the foe with its sharp front fangs. It cuts the target’s HP to half.
Superpower - Fighting 5 100% 120 1E Yes The user attacks the foe with great power. However, it also lowers the user’s Attack and Defense.
Supersonic - Normal 20 55% - 1E No The user generates odd sound waves from its body. It may confuse the target.
Surf HM03 Water 15 100% 95 AA/AE No It swamps the entire battlefield with a giant wave. It can also be used for crossing water.
Swagger TM34-87 Normal 15 90% - 1E No The user enrages the foe into confusion. However, it also sharply raises the foe’s Attack stat.
Swallow - Normal 10 - - Self No The power stored using the move Stockpile is absorbed by the user to heal its HP.
Sweet Kiss - Normal 10 75% - 1E No The user kisses the foe with a sweet, angelic cuteness that causes confusion.
Sweet Scent TM12 Normal 20 100% - AE No A sweet scent that lowers the foe's evasiveness. It also lures wild Pokémon if used in grass, etc.
Swift TM39 Normal 20 - 60 AE No Star-shaped rays are shot at the foe. This attack never misses.
Switcheroo - Dark 10 100% - 1E No The user trades held items with the foe faster than the eye can follow.
Swords Dance TM03-75 Normal 30 - - Self No A frenetic dance to uplift the fighting spirit. It sharply raises the user’s Attack stat.
Synchronoise - Psychic 15 100% 70 AE No Using an odd shock wave, the user inflicts damage on any Pokémon of the same type in the area around it.
Synthesis - Grass 5 - - Self No The user restores its own HP. The amount of HP regained varies with the weather.

Shadow

Name PP ACC STR Range PA? Descriptions
Shadow Blast - 100% 80 1E No A wicked blade of air is formed using a shadowy aura.
Shadow Blitz - 100% 40 1E Yes A Pokémon throws this tackle while casting a shadowy aura.
Shadow Bolt - 100% 75 1E No A shadowy thunder attack that may paralyze.
Shadow Break - 100% 75 1E Yes A shattering ram attack with a shadowy aura.
Shadow Chill - 100% 75 1E No A shadowy ice attack that may freeze.
Shadow Down - 100% - AE No A shadowy aura sharply cuts the foe's Defense.
Shadow End - 60% 120 1E Yes A shadowy aura ram attack that also rebounds on the user.
Shadow Fire - 100% 75 1E No A shadowy fireball attack that may inflict a burn.
Shadow Half - 100% - AA/AE No A shadowy aura's energy cuts everyone's HP by half.
Shadow Hold - 100% - AE No The opponent Pokémon cannot escape.
Shadow Mist - 100% - AE No A shadowy aura sharply cuts the foe's evasiveness.
Shadow Panic - 100% - AE No A shadowy aura emanates to cause a confuse condition.
Shadow Rave - 100% 70 AE No A shadowy aura in the ground is used to launch spikes.
Shadow Rush - 100% 55 1E Yes A reckless move that also hurts the user.
Shadow Shed - 100% - AA/AE No A shadowy aura eliminates Reflect and similar moves.
Shadow Sky - 100% AA/AE No Darkness hurts all but Shadow Pokémon for 5 turns.
Shadow Storm - 100% 95 AE No A shadowy aura is used to whip up a vicious tornado.
Shadow Wave - 100% 50 AE No Shadowy aura waves are loosed to inflict damage.

T

U

Name TM/HM Type STR ACC PP Range PA? Descriptions
U-turn - Bug 70 100 20 E No After making its attack, the user rushes back to switch places with a party Pokémon in waiting.
Uproar - Normal 50 100 10 2E No The user attacks in an uproar for two to five turns. Over that time, no one can fall asleep.

V

Name TM/HM Type STR ACC PP Range PA? Descriptions
Vacuum Wave - Normal 15 85 20 1E No Attacks two-five times in a row in one turn.

Vacuum-Cut

- Psychic - - 35 Self No Raises user's defense by two stages.
Venoshock
Vertical Cut - Normal - - 40 Self No Swaps out with an ally Pokémon, passing along any stat alterations.
ViceGrip - Normal 55 100 30 E No Huge, impressive pincers grip and squeeze the foe.
Vine Whip - Grass 35 100 15 1E YES The foe is struck with slender, whiplike vines to inflict damage.
Vital Throw - Fighting 70 - 10 E Yes The user allows the foe to attack first. In return, this throw move is guatanteed not to miss.
Volt Tackle - Normal 15 75 20 1E Yes Inflicts damage over two-five turns. Target cannot escape during that time.

W

X

Name TM/HM Type STR ACC PP Range PA? Descriptions
X-Scissor TM 81 Bug 80 100 15 E No The user slashes at the foe by crossing its scythes or claws as if they were a pair of scissors.

Y

Name TM/HM Type STR ACC PP Range PA? Descriptions
Yawn - Normal - - 10 E No The user lets loose a huge yawn that lulls the foe into falling asleep on the next turn.

Z

Name TM/HM Type STR ACC PP Range PA? Descriptions
Zap Cannon - Electric 120 50 5 E No The user fires an electric blast like a cannon to inflict damage and cause paralysis.
Zen Headbutt - Psychic 80 90 15 E No The user focuses its willpower to its head and rams the foe. It may also make the traget flinch.

Scrapped

  • Fire Breath - Fire

TCG only

  • Water Tackle - Water
  • Dragon War Strike - Dragon

Anime only

The Worst Moves

There are some moves in Pokemon that are just so bad you have to wonder, what was Game Freak thinking. A list has been compiled for the worst of the worst here (http://www.youtube.com/watch?v=VsUGjvzNGGY). Advice would be to avoid these moves at all cost and almost never use them.

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meet the Pokémon Wiki's quality standards.

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