Pokémon Champions & VGC Moves

450 moves in Pokémon Champions & VGC, ranked by tournament usage.

Protect
The user protects itself from incoming moves for the turn. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before.
Status · 101% · 8 PP
37700
uses
Normal
Fake Out
Makes the target flinch. This move fails unless it is the first move used by the user after it enters a battle.
Physical 40 BP · 100% · 12 PP
6575
uses
Normal
Tailwind
Gives the user’s side the Tailwind status for 4 turns.
Status · 101% · 16 PP
5927
uses
Flying
Rock Slide
Has a 30% chance of making targets flinch.
Physical 75 BP · 90% · 12 PP
5630
uses
Rock
Weather Ball
When a weather condition is present, this move’s power is doubled and its type changes. Harsh sunlight: Fire type. Rain: Water type. Snow: Ice type. Sandstorm: Rock type.
Special 50 BP · 100% · 12 PP
4391
uses
Normal
Earthquake
This move’s power is doubled against targets that have the Underground status. When Grassy Terrain is active, this move’s power is halved.
Physical 100 BP · 100% · 12 PP
4172
uses
Ground
Moonblast
Has a 10% chance of lowering the target’s Sp. Atk stat by 1 stage.
Special 95 BP · 100% · 16 PP
4169
uses
Fairy
Close Combat
Lowers the user’s Defense and Sp. Def stats by 1 stage.
Physical 120 BP · 100% · 8 PP
4115
uses
Fighting
Trick Room
Gives the entire field the Trick Room status for 5 turns.
Status · 101% · 8 PP
4085
uses
Psychic
Wave Crash
The user takes 1/3 of the damage dealt by this move.
Physical 120 BP · 100% · 12 PP
4048
uses
Water
Parting Shot
Lowers the target’s Attack and Sp. Atk stats by 1 stage. The user then switches out of battle to be replaced by another party Pokémon.
Status · 100% · 20 PP
4040
uses
Dark
Heat Wave
Has a 10% chance of burning targets.
Special 95 BP · 90% · 12 PP
4014
uses
Fire
Iron Head
Has a 20% chance of making the target flinch.
Physical 80 BP · 100% · 16 PP
3768
uses
Steel
Dragon Claw
Physical 80 BP · 100% · 16 PP
3536
uses
Dragon
Sucker Punch
This move fails unless the target has chosen an attack and has not yet attacked during the turn this move is used.
Physical 70 BP · 100% · 8 PP
3433
uses
Dark
Rage Powder
The user redirects opponents’ moves toward itself. This effect works only on single-target moves.
Status · 101% · 20 PP
3295
uses
Bug
Flare Blitz
Has a 10% chance of burning the target. Cures the user of being frozen. The user also takes 1/3 of the damage dealt by this move.
Physical 120 BP · 100% · 16 PP
3287
uses
Fire
Aqua Jet
Physical 40 BP · 100% · 20 PP
2981
uses
Water
Last Respects
This move’s power is increased by 50 for each time that a Pokémon in the user’s party has fainted.
Physical 50 BP · 100% · 12 PP
2950
uses
Ghost
Matcha Gotcha
Has a 20% chance of burning targets. The user’s HP is restored by 1/2 of the damage dealt by this move.
Special 80 BP · 90% · 16 PP
2948
uses
Grass
Solar Beam
The user gains the Charging status on the turn this move is used, then attacks on the following turn. In harsh sunlight, the user does not gain the Charging status and can attack immediately. This move’s power is halved in any other weather condition.
Special 120 BP · 100% · 12 PP
2747
uses
Grass
Shadow Ball
Has a 20% chance of lowering the target’s Sp. Def stat by 1 stage.
Special 80 BP · 100% · 16 PP
2484
uses
Ghost
Encore
Gives the target the Encore status.
Status · 100% · 8 PP
2470
uses
Normal
Kowtow Cleave
This move never misses.
Physical 85 BP · 101% · 12 PP
2461
uses
Dark
Hyper Voice
Special 90 BP · 100% · 12 PP
2218
uses
Normal
Dazzling Gleam
Special 80 BP · 100% · 12 PP
2045
uses
Fairy
Hurricane
Has a 30% chance of confusing the target. This move never misses in rain and can hit a target that has the Sky-High status.
Special 110 BP · 70% · 12 PP
1971
uses
Flying
Light Screen
Gives the user’s side the Light Screen status for 5 turns.
Status · 101% · 20 PP
1963
uses
Psychic
Reflect
Gives the user’s side the Reflect status for 5 turns.
Status · 101% · 20 PP
1860
uses
Psychic
Dragon Pulse
Special 85 BP · 100% · 12 PP
1858
uses
Dragon
Helping Hand
Boosts the power of an ally’s move by 50% during the turn this move is used.
Status · 101% · 20 PP
1768
uses
Normal
Thunderbolt
Has a 10% chance of paralyzing the target.
Special 90 BP · 100% · 16 PP
1764
uses
Electric
Wide Guard
During the turn this move is used, the user protects its side from moves that target all allies.
Status · 101% · 12 PP
1747
uses
Rock
Ice Punch
Has a 10% chance of freezing the target.
Physical 75 BP · 100% · 16 PP
1708
uses
Ice
Stomping Tantrum
This move’s power is doubled if the user couldn’t act or its move missed or failed on the previous turn.
Physical 75 BP · 100% · 12 PP
1624
uses
Ground
Life Dew
Restores 1/4 of the max HP of the user and its allies.
Status · 101% · 12 PP
1623
uses
Water
Dire Claw
Has a 30% chance of leaving the target poisoned, paralyzed, or asleep.
Physical 80 BP · 100% · 16 PP
1612
uses
Poison
Psychic
Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage.
Special 90 BP · 100% · 12 PP
1604
uses
Psychic
Flash Cannon
Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage.
Special 80 BP · 100% · 12 PP
1603
uses
Steel
Throat Chop
Gives the target the Throat Chopped status.
Physical 80 BP · 100% · 16 PP
1577
uses
Dark
Earth Power
Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage.
Special 90 BP · 100% · 12 PP
1566
uses
Ground
Electro Shot
The user gains the Charging status on the turn this move is used, then attacks on the following turn. In rain, the user does not gain the Charging status and can attack immediately. The user’s Sp. Atk stat is boosted by 1 stage on the turn this move is used.
Special 130 BP · 100% · 12 PP
1560
uses
Electric
Brave Bird
The user takes 1/3 of the damage dealt by this move.
Physical 120 BP · 100% · 16 PP
1415
uses
Flying
Psychic Fangs
Removes the Light Screen, Reflect, and Aurora Veil statuses on the target’s side.
Physical 85 BP · 100% · 12 PP
1384
uses
Psychic
Nasty Plot
Boosts the user’s Sp. Atk stat by 2 stages.
Status · 101% · 20 PP
1360
uses
Dark
Dual Wingbeat
The user attacks twice in a row.
Physical 40 BP · 90% · 12 PP
1351
uses
Flying
Low Kick
The heavier the target, the greater this move’s power (ranging between 20 and 120).
Physical 1 BP · 100% · 20 PP
1315
uses
Fighting
Sludge Bomb
Has a 30% chance of poisoning the target.
Special 90 BP · 100% · 12 PP
1310
uses
Poison
Quick Attack
Physical 40 BP · 100% · 20 PP
1267
uses
Normal
Hyper Beam
The user gains the Recharging status on the turn after this move is used.
Special 150 BP · 90% · 8 PP
1229
uses
Normal
Flip Turn
After attacking, the user switches out of battle to be replaced by another party Pokémon.
Physical 60 BP · 100% · 20 PP
1227
uses
Water
Detect
The user protects itself from incoming moves for the turn. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before.
Status · 101% · 8 PP
1171
uses
Fighting
Calm Mind
Boosts the user’s Sp. Atk and Sp. Def stats by 1 stage.
Status · 101% · 20 PP
1105
uses
Psychic
Make It Rain
Lowers the user’s Sp. Atk stat by 2 stages.
Special 120 BP · 95% · 8 PP
1067
uses
Steel
Roost
Restores 1/2 of the user’s max HP. If the user is a Flying type, it will lose the Flying type for the turn.
Status · 101% · 8 PP
1016
uses
Flying
Blizzard
Has a 10% chance of freezing targets. This move never misses in snow.
Special 110 BP · 70% · 8 PP
1014
uses
Ice
Draco Meteor
Lowers the user’s Sp. Atk stat by 2 stages.
Special 130 BP · 90% · 8 PP
992
uses
Dragon
Knock Off
This move’s power is boosted by 50% if the target is holding an item. Causes the target to lose its held item.
Physical 65 BP · 100% · 20 PP
979
uses
Dark
Will-O-Wisp
Burns the target.
Status · 85% · 16 PP
965
uses
Fire
Play Rough
Has a 10% chance of lowering the target’s Attack stat by 1 stage.
Physical 90 BP · 90% · 12 PP
961
uses
Fairy
Overheat
Lowers the user’s Sp. Atk stat by 2 stages.
Special 130 BP · 90% · 8 PP
959
uses
Fire
Swords Dance
Boosts the user’s Attack stat by 2 stages.
Status · 101% · 20 PP
945
uses
Normal
Darkest Lariat
This move ignores the target’s stat changes when dealing damage.
Physical 85 BP · 100% · 12 PP
886
uses
Dark
Giga Drain
The user’s HP is restored by 1/2 of the damage dealt by this move.
Special 75 BP · 100% · 12 PP
878
uses
Grass
Light of Ruin
The user takes 1/2 of the damage dealt by this move.
Special 140 BP · 90% · 8 PP
851
uses
Fairy
Spirit Break
Lowers the target’s Sp. Atk stat by 1 stage.
Physical 75 BP · 100% · 16 PP
832
uses
Fairy
Dark Pulse
Has a 20% chance of making the target flinch.
Special 80 BP · 100% · 16 PP
801
uses
Dark
High Horsepower
Physical 95 BP · 95% · 12 PP
794
uses
Ground
Eruption
The less HP the user has left, the lower this move’s power (ranging between 1 and 150).
Special 150 BP · 100% · 8 PP
775
uses
Fire
Focus Blast
Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage.
Special 120 BP · 70% · 8 PP
770
uses
Fighting
Zap Cannon
Paralyzes the target.
Special 120 BP · 50% · 8 PP
730
uses
Electric
Rain Dance
Summons rain for 5 turns.
Status · 101% · 8 PP
729
uses
Water
Foul Play
The damage dealt by this move is calculated using the target’s Attack stat instead of the user’s Attack stat.
Physical 95 BP · 100% · 16 PP
697
uses
Dark
Follow Me
The user redirects opponents’ moves toward itself. This effect works only on single-target moves.
Status · 101% · 20 PP
638
uses
Normal
Volt Switch
After attacking, the user switches out of battle to be replaced by another party Pokémon.
Special 70 BP · 100% · 20 PP
633
uses
Electric
Poison Jab
Has a 30% chance of poisoning the target.
Physical 80 BP · 100% · 20 PP
632
uses
Poison
Aurora Veil
Gives the user’s side the Aurora Veil status for 5 turns. This move can be used only in snow.
Status · 101% · 20 PP
610
uses
Ice
Drain Punch
The user’s HP is restored by 1/2 of the damage dealt by this move.
Physical 75 BP · 100% · 12 PP
599
uses
Fighting
Sleep Powder
Puts the target to sleep.
Status · 75% · 16 PP
591
uses
Grass
Body Press
The damage dealt by this move is calculated using the user’s Defense stat instead of its Attack stat.
Physical 80 BP · 100% · 12 PP
576
uses
Fighting
Twin Beam
The user attacks twice in a row.
Special 40 BP · 100% · 12 PP
576
uses
Psychic
Snarl
Lowers targets’ Sp. Atk stats by 1 stage.
Special 55 BP · 95% · 16 PP
527
uses
Dark
Sunny Day
Summons harsh sunlight for 5 turns.
Status · 101% · 8 PP
526
uses
Fire
Liquidation
Has a 20% chance of lowering the target’s Defense stat by 1 stage.
Physical 85 BP · 100% · 12 PP
523
uses
Water
Taunt
Gives the target the Taunted status.
Status · 100% · 20 PP
523
uses
Dark
Coaching
Boosts allies’ Attack and Defense stats by 1 stage.
Status · 101% · 12 PP
514
uses
Fighting
Psyshock
This is a special move, but the damage it deals is calculated using the target’s Defense stat.
Special 80 BP · 100% · 12 PP
511
uses
Psychic
Bulk Up
Boosts the user’s Attack and Defense stats by 1 stage.
Status · 101% · 20 PP
504
uses
Fighting
Energy Ball
Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage.
Special 90 BP · 100% · 12 PP
497
uses
Grass
Hydro Pump
Special 110 BP · 80% · 8 PP
487
uses
Water
Bullet Punch
Physical 40 BP · 100% · 20 PP
482
uses
Steel
Ice Fang
Has a 10% chance of freezing the target and a 10% chance of making the target flinch.
Physical 65 BP · 95% · 16 PP
482
uses
Ice
Draining Kiss
The user’s HP is restored by 3/4 of the damage dealt by this move.
Special 50 BP · 100% · 12 PP
476
uses
Fairy
U-turn
After attacking, the user switches out of battle to be replaced by another party Pokémon.
Physical 70 BP · 100% · 20 PP
452
uses
Bug
Power Gem
Special 80 BP · 100% · 20 PP
445
uses
Rock
Aura Sphere
This move never misses.
Special 80 BP · 101% · 20 PP
412
uses
Fighting
Charm
Lowers the target’s Attack stat by 2 stages.
Status · 100% · 20 PP
396
uses
Fairy
Ice Beam
Has a 10% chance of freezing the target.
Special 90 BP · 100% · 12 PP
385
uses
Ice
Icy Wind
Lowers targets’ Speed stats by 1 stage.
Special 55 BP · 95% · 16 PP
380
uses
Ice
Flamethrower
Has a 10% chance of burning the target.
Special 90 BP · 100% · 16 PP
367
uses
Fire
Fake Tears
Lowers the target’s Sp. Def stat by 2 stages.
Status · 100% · 20 PP
363
uses
Dark
Rock Tomb
Lowers the target’s Speed stat by 1 stage.
Physical 60 BP · 95% · 16 PP
360
uses
Rock
Muddy Water
Has a 30% chance of lowering targets’ accuracy by 1 stage.
Special 90 BP · 85% · 12 PP
358
uses
Water
Yawn
Makes the target drowsy. This move never misses.
Status · 101% · 12 PP
353
uses
Normal
Strength Sap
Restores the user’s HP by an amount equal to the target’s Attack stat. Lowers the target’s Attack stat by 1 stage.
Status · 100% · 12 PP
344
uses
Grass
Grass Knot
The heavier the target, the greater this move’s power (ranging between 20 and 120).
Special 1 BP · 100% · 20 PP
343
uses
Grass
Freeze-Dry
This move is also super effective against Water-type Pokémon.
Special 70 BP · 100% · 20 PP
341
uses
Ice
Perish Song
Gives all Pokémon on the field the Perishing status.
Status · 101% · 8 PP
339
uses
Normal
Shadow Sneak
Physical 40 BP · 100% · 20 PP
323
uses
Ghost
Super Fang
Deals damage to the target equal to 1/2 of its remaining HP. Deals 1 HP of damage to a target that has only 1 HP left.
Physical 1 BP · 90% · 12 PP
323
uses
Normal
Disable
Gives the target the Move Disabled status for 4 turns.
Status · 100% · 20 PP
285
uses
Normal
Rage Fist
This move’s power is increased by 50 each time the user takes damage from a move, up to a maximum power of 350. If the user switches out of battle, the move’s power returns to its usual value.
Physical 50 BP · 100% · 12 PP
285
uses
Ghost
Dragon Dance
Boosts the user’s Attack and Speed stats by 1 stage.
Status · 101% · 20 PP
272
uses
Dragon
Extreme Speed
Physical 80 BP · 100% · 8 PP
262
uses
Normal
Triple Axel
The user attacks 3 times in a row—first with a power of 20, then with a power of 40, then with a power of 60. The attack ends if the user misses.
Physical 20 BP · 90% · 12 PP
260
uses
Ice
Brick Break
Removes the Light Screen, Reflect, and Aurora Veil statuses on the target’s side.
Physical 75 BP · 100% · 16 PP
256
uses
Fighting
Discharge
Has a 30% chance of paralyzing targets.
Special 80 BP · 100% · 16 PP
242
uses
Electric
Hypnosis
Puts the target to sleep.
Status · 60% · 20 PP
242
uses
Psychic
Bitter Blade
The user’s HP is restored by 1/2 of the damage dealt by this move.
Physical 90 BP · 100% · 12 PP
241
uses
Fire
Scald
Has a 30% chance of burning the target. Cures the user and target of being frozen.
Special 80 BP · 100% · 16 PP
237
uses
Water
Meteor Mash
Has a 20% chance of boosting the user’s Attack stat by 1 stage.
Physical 90 BP · 90% · 12 PP
236
uses
Steel
Roar
If there are other Pokémon in the target’s party that can switch into battle, the target is forced to switch out of battle and is replaced by one of those Pokémon at random.
Status · 101% · 20 PP
236
uses
Normal
Toxic
Badly poisons the target. If the user is a Poison type, this move will never miss.
Status · 90% · 12 PP
235
uses
Poison
Leaf Storm
Lowers the user’s Sp. Atk stat by 2 stages.
Special 130 BP · 90% · 8 PP
231
uses
Grass
Coil
Boosts the user’s Attack and Defense stats as well as its accuracy by 1 stage.
Status · 101% · 20 PP
223
uses
Poison
Spiky Shield
The user protects itself from incoming moves for the turn. Any attackers that use contact moves against the user during this turn take damage equal to 1/8 of their max HP. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before.
Status · 101% · 8 PP
212
uses
Grass
Infestation
Gives the target the Bound status.
Special 20 BP · 100% · 20 PP
209
uses
Bug
Quick Guard
The user protects itself and its allies from priority moves for the turn.
Status · 101% · 16 PP
206
uses
Fighting
Electroweb
Lowers targets’ Speed stats by 1 stage.
Special 55 BP · 95% · 16 PP
202
uses
Electric
Baneful Bunker
The user protects itself from incoming moves for the turn. Any attackers that use contact moves against the user during this turn become poisoned. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before.
Status · 101% · 8 PP
199
uses
Poison
After You
Makes the target move immediately after the user.
Status · 101% · 16 PP
190
uses
Normal
Double-Edge
The user takes 1/3 of the damage dealt by this move.
Physical 120 BP · 100% · 16 PP
185
uses
Normal
Trick
The user and the target swap their held items.
Status · 100% · 12 PP
180
uses
Psychic
Imprison
The user gains the Sealing Off status.
Status · 101% · 12 PP
175
uses
Psychic
Ice Shard
Physical 40 BP · 100% · 20 PP
174
uses
Ice
Sacred Sword
This move ignores the target’s stat changes when dealing damage.
Physical 90 BP · 100% · 16 PP
173
uses
Fighting
Water Spout
The less HP the user has left, the lower this move’s power (ranging between 1 and 150).
Special 150 BP · 100% · 8 PP
173
uses
Water
Final Gambit
The user faints. This move deals damage to the target equal to the user’s remaining HP at the time this move was used.
Special 1 BP · 100% · 8 PP
172
uses
Fighting
Recover
Restores 1/2 of the user’s max HP.
Status · 101% · 8 PP
171
uses
Normal
Tickle
Lowers the target’s Attack and Defense stats by 1 stage.
Status · 100% · 20 PP
171
uses
Normal
Population Bomb
The user attacks 1 to 10 times in a row. The attack ends if the user misses.
Physical 20 BP · 90% · 12 PP
166
uses
Normal
Accelerock
Physical 40 BP · 100% · 20 PP
160
uses
Rock
Feint
This move can hit a target using a move such as Protect or Detect and removes the effects of those moves.
Physical 30 BP · 100% · 12 PP
151
uses
Normal
Poltergeist
This move fails if the target isn’t holding an item.
Physical 110 BP · 90% · 8 PP
151
uses
Ghost
Beat Up
The target is attacked as many times as the number of Pokémon in the user’s party. Pokémon that have fainted or have a status condition are not counted. This move’s power is calculated based on the Attack stats of the party Pokémon.
Physical 1 BP · 100% · 12 PP
146
uses
Dark
Scary Face
Lowers the target’s Speed stat by 2 stages.
Status · 100% · 12 PP
145
uses
Normal
Thunder Punch
Has a 10% chance of paralyzing the target.
Physical 75 BP · 100% · 16 PP
145
uses
Electric
Crunch
Has a 20% chance of lowering the target’s Defense stat by 1 stage.
Physical 80 BP · 100% · 16 PP
144
uses
Dark
Waterfall
Has a 20% chance of making the target flinch.
Physical 80 BP · 100% · 16 PP
143
uses
Water
Leech Seed
Gives the target the Leech Seeded status.
Status · 90% · 12 PP
139
uses
Grass
Substitute
The user loses 1/4 of its max HP to create a substitute. The substitute will be hit by moves instead of the user, and it will vanish when it takes damage equal to 1/4 of the user’s max HP.
Status · 101% · 12 PP
139
uses
Normal
Gunk Shot
Has a 30% chance of poisoning the target.
Physical 120 BP · 80% · 8 PP
136
uses
Poison
Psycho Cut
This move has a 1-stage Critical-Hit Ratio Boost.
Physical 70 BP · 100% · 20 PP
126
uses
Psychic
Thunder
Has a 30% chance of paralyzing the target. This move never misses in rain and can hit a target that has the Sky-High status.
Special 110 BP · 70% · 12 PP
125
uses
Electric
Air Slash
Has a 30% chance of making the target flinch.
Special 75 BP · 95% · 16 PP
124
uses
Flying
Shell Smash
Lowers the user’s Defense and Sp. Def stats by 1 stage and boosts its Attack, Sp. Atk, and Speed stats by 2 stages.
Status · 101% · 16 PP
124
uses
Normal
Last Resort
This move fails unless the user has already used all the other moves it knows.
Physical 140 BP · 100% · 8 PP
122
uses
Normal
Volt Tackle
Has a 10% chance of paralyzing the target. The user also takes 1/3 of the damage dealt by this move.
Physical 120 BP · 100% · 16 PP
121
uses
Electric
Hammer Arm
Lowers the user’s Speed stat by 1 stage.
Physical 100 BP · 90% · 12 PP
116
uses
Fighting
Quash
Causes the target to move last in the turn.
Status · 100% · 16 PP
115
uses
Dark
Clanging Scales
Lowers the user’s Defense stat by 1 stage.
Special 110 BP · 100% · 8 PP
113
uses
Dragon
Flower Trick
This move never misses and is always a critical hit.
Physical 70 BP · 101% · 12 PP
110
uses
Grass
Clangorous Soul
The user loses 1/3 of its max HP to boost its Attack, Defense, Sp. Atk, Sp. Def, and Speed stats by 1 stage. This move fails if the user doesn’t have enough remaining HP.
Status · 101% · 8 PP
105
uses
Dragon
Icicle Crash
Has a 30% chance of making the target flinch.
Physical 85 BP · 90% · 12 PP
104
uses
Ice
Iron Defense
Boosts the user’s Defense stat by 2 stages.
Status · 101% · 16 PP
104
uses
Steel
Ancient Power
Has a 10% chance of boosting the user’s Attack, Defense, Sp. Atk, Sp. Def, and Speed stats by 1 stage.
Special 60 BP · 100% · 8 PP
95
uses
Rock
Power Whip
Physical 120 BP · 85% · 12 PP
91
uses
Grass
Thunder Wave
Paralyzes the target.
Status · 90% · 20 PP
86
uses
Electric
Phantom Force
The user gains the Concealed status on the turn this move is used, then attacks on the following turn. This move can hit a target using a move such as Protect or Detect and removes the effects of those moves.
Physical 90 BP · 100% · 12 PP
85
uses
Ghost
Burning Jealousy
Burns targets if their stats were boosted during the turn this move is used.
Special 70 BP · 100% · 8 PP
83
uses
Fire
Head Smash
The user takes 1/2 of the damage dealt by this move.
Physical 150 BP · 80% · 8 PP
82
uses
Rock
Trop Kick
Lowers the target’s Attack stat by 1 stage.
Physical 85 BP · 100% · 16 PP
79
uses
Grass
Leaf Blade
This move has a 1-stage Critical-Hit Ratio Boost.
Physical 90 BP · 100% · 16 PP
78
uses
Grass
Shadow Claw
This move has a 1-stage Critical-Hit Ratio Boost.
Physical 70 BP · 100% · 16 PP
76
uses
Ghost
Stone Edge
This move has a 1-stage Critical-Hit Ratio Boost.
Physical 100 BP · 80% · 8 PP
76
uses
Rock
Heavy Slam
The more the user outweighs the target, the greater this move’s power (ranging between 40 and 120). If the target has the Minimized status, this move’s power is doubled and it will be sure to hit.
Physical 1 BP · 100% · 12 PP
74
uses
Steel
Rising Voltage
This move’s power is doubled if the target is under the effect of Electric Terrain.
Special 70 BP · 100% · 20 PP
74
uses
Electric
Skill Swap
The user and the target swap their Abilities.
Status · 101% · 12 PP
69
uses
Psychic
Ally Switch
The user switches spots with one of its allies. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before.
Status · 101% · 16 PP
68
uses
Psychic
Belly Drum
The user loses 1/2 of its max HP to boost its Attack stat to its sixth stage. This move fails if the user doesn’t have enough remaining HP.
Status · 101% · 12 PP
67
uses
Normal
Acrobatics
This move’s power is doubled if the user isn’t holding an item.
Physical 55 BP · 100% · 16 PP
66
uses
Flying
King's Shield
The user protects itself from incoming attacks for the turn and changes into its Shield Forme. Any attackers that use contact moves against the user during this turn will have their Attack stats lowered by 1 stage. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before.
Status · 101% · 8 PP
65
uses
Steel
Psychic Noise
Gives the target the Healing Prevented status for 2 turns.
Special 75 BP · 100% · 12 PP
65
uses
Psychic
Scale Shot
The user attacks 2 to 5 times in a row. This move lowers the user’s Defense stat by 1 stage and boosts its Speed stat by 1 stage.
Physical 25 BP · 90% · 20 PP
64
uses
Dragon
Superpower
Lowers the user’s Attack and Defense stats by 1 stage.
Physical 120 BP · 100% · 8 PP
64
uses
Fighting
Fire Blast
Has a 10% chance of burning the target.
Special 110 BP · 85% · 8 PP
62
uses
Fire
Jet Punch
Physical 60 BP · 100% · 16 PP
62
uses
Water
Zen Headbutt
Has a 20% chance of making the target flinch.
Physical 80 BP · 90% · 16 PP
62
uses
Psychic
Haze
Eliminates every stat change on the entire field.
Status · 101% · 20 PP
60
uses
Ice
Surf
This move’s power is doubled against targets that have the Submerged status.
Special 90 BP · 100% · 16 PP
60
uses
Water
Gigaton Hammer
This move can’t be used twice in a row.
Physical 160 BP · 100% · 8 PP
59
uses
Steel
Ceaseless Edge
Gives the opponent’s side the Spikes status.
Physical 65 BP · 90% · 16 PP
56
uses
Dark
Headlong Rush
Lowers the user’s Defense and Sp. Def stats by 1 stage.
Physical 120 BP · 100% · 8 PP
56
uses
Ground
Blaze Kick
Has a 10% chance of burning the target. This move has a 1-stage Critical-Hit Ratio Boost.
Physical 85 BP · 90% · 12 PP
53
uses
Fire
Dragon Darts
The user attacks twice in a row. If there are 2 opposing Pokémon, each of them is attacked once.
Physical 50 BP · 100% · 12 PP
53
uses
Dragon
Expanding Force
If the user is under the effect of Psychic Terrain, this move’s power is boosted by 50% and its range extends to all opponents.
Special 80 BP · 100% · 12 PP
53
uses
Psychic
Leech Life
The user’s HP is restored by 1/2 of the damage dealt by this move.
Physical 80 BP · 100% · 12 PP
52
uses
Bug
Soak
Changes the target’s type to Water.
Status · 100% · 20 PP
50
uses
Water
Trailblaze
Boosts the user’s Speed stat by 1 stage.
Physical 50 BP · 100% · 20 PP
50
uses
Grass
Instruct
The user makes the target reuse the last move it used.
Status · 101% · 16 PP
49
uses
Psychic
Outrage
The user gains the Rampaging status.
Physical 120 BP · 100% · 12 PP
49
uses
Dragon
Water Pulse
Has a 20% chance of confusing the target.
Special 60 BP · 100% · 20 PP
49
uses
Water
Burn Up
The user loses the Fire type. Cures the user of being frozen. This move fails unless it is used by a Fire type.
Special 130 BP · 100% · 8 PP
48
uses
Fire
Sludge Wave
Has a 10% chance of poisoning targets.
Special 95 BP · 100% · 12 PP
48
uses
Poison
Bug Bite
If the target is holding a Berry, the user eats that Berry and gains its effect.
Physical 60 BP · 100% · 20 PP
47
uses
Bug
Mystical Fire
Lowers the target’s Sp. Atk stat by 1 stage.
Special 75 BP · 100% · 12 PP
47
uses
Fire
Nuzzle
Paralyzes the target.
Physical 20 BP · 100% · 20 PP
47
uses
Electric
Swagger
Boosts the target’s Attack stat by 2 stages and confuses it.
Status · 85% · 16 PP
45
uses
Normal
Night Slash
This move has a 1-stage Critical-Hit Ratio Boost.
Physical 70 BP · 100% · 20 PP
44
uses
Dark
Stealth Rock
Gives the opponent’s side the Stealth Rock status.
Status · 101% · 20 PP
44
uses
Rock
Alluring Voice
Confuses the target if its stats were boosted during the turn this move is used.
Special 80 BP · 100% · 12 PP
43
uses
Fairy
Bitter Malice
Lowers the target’s Attack stat by 1 stage.
Special 75 BP · 100% · 12 PP
43
uses
Ghost
Worry Seed
Changes the target’s Ability to Insomnia.
Status · 100% · 12 PP
43
uses
Grass
Baby-Doll Eyes
Lowers the target’s Attack stat by 1 stage.
Status · 100% · 20 PP
42
uses
Fairy
Endeavor
Deals damage to the target equal to its remaining HP minus the user’s remaining HP. This move fails if the target’s HP is the same as or lower than the user’s.
Physical 1 BP · 100% · 8 PP
42
uses
Normal
Fire Punch
Has a 10% chance of burning the target.
Physical 75 BP · 100% · 16 PP
42
uses
Fire
Pollen Puff
When used on an ally, this move restores 1/2 of its max HP instead of dealing damage.
Special 90 BP · 100% · 16 PP
42
uses
Bug
Baton Pass
The user switches out of battle to be replaced by another party Pokémon. If the user had any stat changes, a substitute, or other such effects, they will be passed on to the Pokémon switching in.
Status · 101% · 20 PP
41
uses
Normal
Round
If multiple Pokémon use this move in the same turn, the second user onward will act immediately after the first, and the power of the second Round onward will be doubled.
Special 60 BP · 100% · 16 PP
41
uses
Normal
Hex
This move’s power is doubled if the target has a status condition.
Special 65 BP · 100% · 12 PP
39
uses
Ghost
Quiver Dance
Boosts the user’s Sp. Atk, Sp. Def, and Speed stats by 1 stage.
Status · 101% · 20 PP
39
uses
Bug
Wild Charge
The user takes 1/4 of the damage dealt by this move.
Physical 90 BP · 100% · 16 PP
39
uses
Electric
Aqua Cutter
This move has a 1-stage Critical-Hit Ratio Boost.
Physical 70 BP · 100% · 20 PP
38
uses
Water
Vacuum Wave
Special 40 BP · 100% · 20 PP
36
uses
Fighting
Scorching Sands
Has a 30% chance of burning the target. Cures the user and target of being frozen.
Special 70 BP · 100% · 12 PP
35
uses
Ground
Breaking Swipe
Lowers targets’ Attack stats by 1 stage.
Physical 60 BP · 100% · 16 PP
33
uses
Dragon
Destiny Bond
The user gains the Destiny Bound status. This move fails if used in succession.
Status · 101% · 8 PP
33
uses
Ghost
Fiery Dance
Has a 50% chance of boosting the user’s Sp. Atk stat by 1 stage.
Special 80 BP · 100% · 12 PP
32
uses
Fire
Parabolic Charge
The user’s HP is restored by 1/2 of the damage dealt by this move.
Special 65 BP · 100% · 20 PP
32
uses
Electric
Transform
The user transforms into a copy of the target. It also copies all of the target’s stats apart from its HP.
Status · 101% · 12 PP
32
uses
Normal
Upper Hand
Makes the target flinch. This move fails if the target isn’t about to use a priority move.
Physical 65 BP · 100% · 16 PP
32
uses
Fighting
Ice Spinner
Removes any terrain.
Physical 80 BP · 100% · 16 PP
31
uses
Ice
Mach Punch
Physical 40 BP · 100% · 20 PP
31
uses
Fighting
Psychic Terrain
Turns the entire field into Psychic Terrain for 5 turns.
Status · 101% · 12 PP
31
uses
Psychic
Slack Off
Restores 1/2 of the user’s max HP.
Status · 101% · 8 PP
31
uses
Normal
Fissure
Knocks out the target. The accuracy of this move is fixed at 30%.
Physical 1 BP · 30% · 8 PP
29
uses
Ground
High Jump Kick
If this move misses or fails, the user takes damage equal to 1/2 of its max HP.
Physical 130 BP · 90% · 12 PP
29
uses
Fighting
Shed Tail
The user loses 1/2 of its max HP to create a substitute, then switches out of battle to be replaced by another party Pokémon. The substitute will be hit by moves instead of that Pokémon, and it will vanish when it takes damage equal to 1/4 of the user’s max HP.
Status · 101% · 12 PP
29
uses
Normal
Bite
Has a 30% chance of making the target flinch.
Physical 60 BP · 100% · 20 PP
28
uses
Dark
Ice Hammer
Lowers the user’s Speed stat by 1 stage.
Physical 100 BP · 90% · 12 PP
27
uses
Ice
Stone Axe
Gives the opponent’s side the Stealth Rock status.
Physical 65 BP · 90% · 16 PP
27
uses
Rock
Hard Press
The more HP the target has left, the greater this move’s power (ranging between 1 and 100).
Physical 1 BP · 100% · 12 PP
26
uses
Steel
Temper Flare
This move’s power is doubled if the user couldn’t act or its move missed or failed on the previous turn.
Physical 75 BP · 100% · 12 PP
26
uses
Fire
Wood Hammer
The user takes 1/3 of the damage dealt by this move.
Physical 120 BP · 100% · 16 PP
26
uses
Grass
Armor Cannon
Lowers the user’s Defense and Sp. Def stats by 1 stage.
Special 120 BP · 100% · 8 PP
24
uses
Fire
Howl
Boosts the Attack stats of the user and its allies by 1 stage.
Status · 101% · 20 PP
24
uses
Normal
X-Scissor
Physical 80 BP · 100% · 16 PP
24
uses
Bug
Body Slam
Has a 30% chance of paralyzing the target. If the target has the Minimized status, this move’s power is doubled and it will be sure to hit.
Physical 85 BP · 100% · 16 PP
23
uses
Normal
Frost Breath
Always a critical hit.
Special 60 BP · 90% · 12 PP
23
uses
Ice
Bulldoze
Lowers targets’ Speed stats by 1 stage. When Grassy Terrain is active, this move’s power is halved.
Physical 60 BP · 100% · 20 PP
22
uses
Ground
Heal Pulse
Restores 1/2 of the target’s max HP.
Status · 101% · 12 PP
22
uses
Psychic
No Retreat
Boosts the user’s Attack, Defense, Sp. Atk, Sp. Def, and Speed stats by 1 stage. The user gains the Can’t Escape status. This move can only be used once per time the user enters battle— otherwise it will fail.
Status · 101% · 8 PP
22
uses
Fighting
Aerial Ace
This move never misses.
Physical 60 BP · 101% · 20 PP
21
uses
Flying
Entrainment
Changes the target’s Ability to be the same as the user’s.
Status · 100% · 16 PP
21
uses
Normal
Lumina Crash
Lowers the target’s Sp. Def stat by 2 stages.
Special 80 BP · 100% · 12 PP
21
uses
Psychic
Synthesis
Restores 1/2 of the user’s max HP. In harsh sunlight, 2/3 of its max HP will be restored instead. In all other weather conditions, 1/4 of its max HP will be restored instead.
Status · 101% · 8 PP
21
uses
Grass
Cotton Guard
Boosts the user’s Defense stat by 3 stages.
Status · 101% · 12 PP
20
uses
Grass
Drill Run
This move has a 1-stage Critical-Hit Ratio Boost.
Physical 80 BP · 95% · 12 PP
20
uses
Ground
Feather Dance
Lowers the target’s Attack stat by 2 stages.
Status · 100% · 16 PP
20
uses
Flying
Heat Crash
The more the user outweighs the target, the greater this move’s power (ranging between 40 and 120). If the target has the Minimized status, this move’s power is doubled and it will be sure to hit.
Physical 1 BP · 100% · 12 PP
20
uses
Fire
Psych Up
The user copies the target’s stat changes.
Status · 101% · 12 PP
20
uses
Normal
Stockpile
Boosts the user’s Defense and Sp. Def stats by 1 stage. Raises the user’s Stockpiling level by 1. Can be used up to 3 times.
Status · 101% · 20 PP
20
uses
Normal
Struggle Bug
Lowers targets’ Sp. Atk stats by 1 stage.
Special 50 BP · 100% · 20 PP
20
uses
Bug
Torch Song
Boosts the user’s Sp. Atk stat by 1 stage.
Special 80 BP · 100% · 12 PP
20
uses
Fire
Bug Buzz
Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage.
Special 90 BP · 100% · 12 PP
19
uses
Bug
Steel Beam
After attacking, the user takes damage equal to 1/2 of its max HP.
Special 140 BP · 95% · 8 PP
19
uses
Steel
Rest
Fully restores the user’s HP and cures any status conditions. The user falls asleep for 2 turns. This move fails if the user’s HP is full.
Status · 101% · 8 PP
18
uses
Psychic
Barb Barrage
Has a 50% chance of poisoning the target. This move’s power is doubled if the target is poisoned or badly poisoned.
Physical 60 BP · 100% · 12 PP
17
uses
Poison
Facade
This move’s power is doubled if the user is poisoned, badly poisoned, burned, or paralyzed. Although this move is a physical move, the damage it deals is not halved when the user is burned.
Physical 70 BP · 100% · 20 PP
17
uses
Normal
Fickle Beam
This move has a 30% chance of its power being doubled.
Special 80 BP · 100% · 8 PP
17
uses
Dragon
Raging Bull
Removes the Light Screen, Reflect, and Aurora Veil statuses on the target’s side. This move’s type depends on the user’s form.
Physical 90 BP · 100% · 12 PP
17
uses
Normal
Supercell Slam
If this move misses or fails, the user takes damage equal to 1/2 of its max HP. If the target has the Minimized status, this move’s power is doubled and it will be sure to hit.
Physical 100 BP · 95% · 16 PP
17
uses
Electric
Extrasensory
Has a 10% chance of making the target flinch.
Special 80 BP · 100% · 20 PP
16
uses
Psychic
Sandstorm
Summons a sandstorm for 5 turns.
Status · 101% · 8 PP
16
uses
Rock
Stored Power
This move’s power is increased by 20 for each stage that the user’s stats have been boosted.
Special 20 BP · 100% · 12 PP
16
uses
Psychic
Triple Arrows
Has a 50% chance of lowering the target’s Defense stat by 1 stage and has a 30% chance of making the target flinch. This move has a 1-stage Critical-Hit Ratio Boost.
Physical 90 BP · 100% · 12 PP
16
uses
Fighting
Acid Spray
Lowers the target’s Sp. Def stat by 2 stages.
Special 40 BP · 100% · 20 PP
15
uses
Poison
Avalanche
This move’s power is doubled if the target has already dealt damage to the user with a move in the same turn.
Physical 60 BP · 100% · 12 PP
15
uses
Ice
Bullet Seed
The user attacks 2 to 5 times in a row.
Physical 25 BP · 100% · 20 PP
15
uses
Grass
Moonlight
Restores 1/2 of the user’s max HP. In harsh sunlight, 2/3 of its max HP will be restored instead. In all other weather conditions, 1/4 of its max HP will be restored instead.
Status · 101% · 8 PP
15
uses
Fairy
Rock Blast
The user attacks 2 to 5 times in a row.
Physical 25 BP · 90% · 12 PP
15
uses
Rock
Flame Charge
Boosts the user’s Speed stat by 1 stage.
Physical 50 BP · 100% · 20 PP
14
uses
Fire
Gravity
Gives the entire field the Gravity status for 5 turns.
Status · 101% · 8 PP
14
uses
Psychic
Lash Out
This move’s power is doubled if the user’s stats were lowered during the turn this move is used.
Physical 75 BP · 100% · 8 PP
14
uses
Dark
Night Shade
Deals 50 HP of damage.
Special 1 BP · 100% · 16 PP
14
uses
Ghost
Seed Bomb
Physical 80 BP · 100% · 16 PP
14
uses
Grass
Curse
The user loses 1/2 of its max HP to give the target the Cursed status.
Status · 101% · 12 PP
13
uses
Ghost
Icicle Spear
The user attacks 2 to 5 times in a row.
Physical 25 BP · 100% · 20 PP
13
uses
Ice
Mirror Coat
The user retaliates to deal double the damage it took from an opponent’s special move during the turn this move is used.
Special 1 BP · 100% · 20 PP
13
uses
Psychic
Mortal Spin
Removes the Bound and Leech Seeded statuses from the user and removes the Sticky Web, Stealth Rock, Spikes, and Toxic Spikes statuses from the user’s side. Poisons targets.
Physical 30 BP · 100% · 16 PP
13
uses
Poison
Assurance
This move’s power is doubled if the target has already taken damage during the turn this move is used.
Physical 60 BP · 100% · 12 PP
12
uses
Dark
Dynamic Punch
Confuses the target.
Physical 100 BP · 50% · 8 PP
12
uses
Fighting
Tidy Up
Removes the Sticky Web, Stealth Rock, Substitute, Spikes, and Toxic Spikes statuses from the entire field. Boosts the user’s Attack and Speed stats by 1 stage.
Status · 101% · 12 PP
12
uses
Normal
Whirlwind
If there are other Pokémon in the target’s party that can switch into battle, the target is forced to switch out of battle and is replaced by one of those Pokémon at random.
Status · 101% · 20 PP
12
uses
Normal
Apple Acid
Lowers the target’s Sp. Def stat by 1 stage.
Special 90 BP · 100% · 12 PP
11
uses
Grass
Aura Wheel
Boosts the user’s Speed stat by 1 stage. This move’s type depends on Morpeko’s form.
Physical 110 BP · 100% · 12 PP
11
uses
Electric
Chilling Water
Lowers the target’s Attack stat by 1 stage.
Special 50 BP · 100% · 20 PP
11
uses
Water
Dragon Rush
Has a 20% chance of making the target flinch. If the target has the Minimized status, this move’s power is doubled and it will be sure to hit.
Physical 100 BP · 75% · 12 PP
11
uses
Dragon
Infernal Parade
Has a 30% chance of burning the target. This move’s power is doubled if the target has a status condition.
Special 65 BP · 100% · 16 PP
11
uses
Ghost
Memento
Lowers the target’s Attack and Sp. Atk stats by 2 stages. The user faints upon using this move.
Status · 100% · 12 PP
11
uses
Dark
Pain Split
The user adds its remaining HP to the target’s remaining HP, then splits the total in half for them to share.
Status · 101% · 20 PP
11
uses
Normal
Sheer Cold
Knocks out the target. This move does not affect Ice types. The accuracy of this move is fixed at 30%. If used by Pokémon other than Ice types, the accuracy of this move is 20%.
Special 1 BP · 30% · 8 PP
11
uses
Ice
Blast Burn
The user gains the Recharging status on the turn after this move is used.
Special 150 BP · 90% · 8 PP
10
uses
Fire
Glare
Paralyzes the target.
Status · 100% · 20 PP
10
uses
Normal
Grassy Terrain
Turns the entire field into Grassy Terrain for 5 turns.
Status · 101% · 12 PP
10
uses
Grass
Hydro Cannon
The user gains the Recharging status on the turn after this move is used.
Special 150 BP · 90% · 8 PP
10
uses
Water
Razor Shell
Has a 50% chance of lowering the target’s Defense stat by 1 stage.
Physical 75 BP · 95% · 12 PP
10
uses
Water
Smack Down
If the target is off the ground, it gains the Landed status. This move can hit a target that has the Sky-High status.
Physical 50 BP · 100% · 16 PP
10
uses
Rock
Chilly Reception
Summons snow for 5 turns. The user switches out of battle to be replaced by another party Pokémon.
Status · 101% · 12 PP
9
uses
Ice
Cross Poison
Has a 10% chance of poisoning the target. This move has a 1-stage Critical-Hit Ratio Boost.
Physical 70 BP · 100% · 20 PP
9
uses
Poison
Dragon Cheer
Gives allies a Critical-Hit Ratio Boost. Dragon types receive a 2-stage boost. All other types receive a 1-stage boost.
Status · 101% · 16 PP
9
uses
Dragon
Fly
The user gains the Sky-High status on the turn this move is used, then attacks on the following turn.
Physical 90 BP · 95% · 16 PP
9
uses
Flying
Focus Punch
This move fails if the user has already taken damage from a move in the same turn.
Physical 150 BP · 100% · 20 PP
9
uses
Fighting
Low Sweep
Lowers the target’s Speed stat by 1 stage.
Physical 65 BP · 100% · 20 PP
9
uses
Fighting
Minimize
Boosts the user’s evasiveness by 2 stages. The user gains the Minimized status.
Status · 101% · 12 PP
9
uses
Normal
Self-Destruct
The user faints upon using this move.
Physical 200 BP · 100% · 8 PP
9
uses
Normal
Solar Blade
The user gains the Charging status on the turn this move is used, then attacks on the following turn. In harsh sunlight, the user does not gain the Charging status and can attack immediately. This move’s power is halved in any other weather condition.
Physical 125 BP · 100% · 12 PP
9
uses
Grass
Toxic Spikes
Gives the opponent’s side the Toxic Spikes status.
Status · 101% · 20 PP
9
uses
Poison
Aqua Step
Boosts the user’s Speed stat by 1 stage.
Physical 80 BP · 100% · 12 PP
8
uses
Water
Copycat
The user mimics the move that was last used. This move fails if no other move has been used yet.
Status · 101% · 20 PP
8
uses
Normal
Decorate
Boosts the target’s Attack and Sp. Atk stats by 2 stages.
Status · 101% · 16 PP
8
uses
Fairy
Eerie Impulse
Lowers the target’s Sp. Atk stat by 2 stages.
Status · 100% · 16 PP
8
uses
Electric
Fire Fang
Has a 10% chance of burning the target and a 10% chance of making the target flinch.
Physical 65 BP · 95% · 16 PP
8
uses
Fire
Fling
This move’s power and effects depend on the user’s held item. The held item is lost after this move is used.
Physical 1 BP · 100% · 12 PP
8
uses
Dark
String Shot
Lowers targets’ Speed stats by 2 stages.
Status · 95% · 20 PP
8
uses
Bug
Water Shuriken
The user attacks 2 to 5 times in a row.
Special 15 BP · 100% · 20 PP
8
uses
Water
Whirlpool
Gives the target the Bound status. This move’s power is doubled if the target has the Submerged status.
Special 35 BP · 85% · 16 PP
8
uses
Water
Beak Blast
If the user is hit by a contact move before it uses this move, the attacker will be burned.
Physical 120 BP · 100% · 8 PP
7
uses
Flying
Dig
The user gains the Underground status on the turn this move is used, then attacks on the following turn.
Physical 80 BP · 100% · 12 PP
7
uses
Ground
Giga Impact
The user gains the Recharging status on the turn after this move is used.
Physical 150 BP · 90% · 8 PP
7
uses
Normal
Horn Leech
The user’s HP is restored by 1/2 of the damage dealt by this move.
Physical 75 BP · 100% · 12 PP
7
uses
Grass
Iron Tail
Has a 30% chance of lowering the target’s Defense stat by 1 stage.
Physical 100 BP · 75% · 16 PP
7
uses
Steel
Shell Side Arm
Has a 20% chance of poisoning the target. Becomes a physical move if that will deal more damage.
Special 90 BP · 100% · 12 PP
7
uses
Poison
Sparkling Aria
Cures targets of their burns.
Special 90 BP · 100% · 12 PP
7
uses
Water
Steel Wing
Has a 10% chance of boosting the user’s Defense stat by 1 stage.
Physical 70 BP · 90% · 20 PP
7
uses
Steel
Storm Throw
Always a critical hit.
Physical 60 BP · 100% · 12 PP
7
uses
Fighting
Venoshock
This move’s power is doubled if the target is poisoned or badly poisoned.
Special 65 BP · 100% · 12 PP
7
uses
Poison
Wish
Gives the user’s spot the Wish status.
Status · 101% · 12 PP
7
uses
Normal
Cosmic Power
Boosts the user’s Defense and Sp. Def stats by 1 stage.
Status · 101% · 20 PP
6
uses
Psychic
Dragon Tail
If there are other Pokémon in the target’s party that can switch into battle, the target is forced to switch out of battle and is replaced by one of those Pokémon at random.
Physical 60 BP · 90% · 12 PP
6
uses
Dragon
Electric Terrain
Turns the entire field into Electric Terrain for 5 turns.
Status · 101% · 12 PP
6
uses
Electric
Fell Stinger
Boosts the user’s Attack stat by 3 stages if this move knocks out the target.
Physical 50 BP · 100% · 20 PP
6
uses
Bug
Lava Plume
Has a 30% chance of burning targets.
Special 80 BP · 100% · 16 PP
6
uses
Fire
Lunge
Lowers the target’s Attack stat by 1 stage.
Physical 80 BP · 100% · 16 PP
6
uses
Bug
Pin Missile
The user attacks 2 to 5 times in a row.
Physical 25 BP · 95% · 20 PP
6
uses
Bug
Salt Cure
Gives the target the Salt Cured status.
Physical 40 BP · 100% · 16 PP
6
uses
Rock
Agility
Boosts the user’s Speed stat by 2 stages.
Status · 101% · 20 PP
5
uses
Psychic
Boomburst
Special 140 BP · 100% · 12 PP
5
uses
Normal
Brutal Swing
Physical 60 BP · 100% · 20 PP
5
uses
Dark
Charge Beam
Has a 70% chance of boosting the user’s Sp. Atk stat by 1 stage.
Special 50 BP · 90% · 12 PP
5
uses
Electric
Clear Smog
Removes all stat changes from the target. This move never misses.
Special 50 BP · 101% · 16 PP
5
uses
Poison
Endure
During the turn this move is used, if the user takes damage from a move that would knock it out, it will endure the hit with 1 HP. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before.
Status · 101% · 12 PP
5
uses
Normal
Fire Spin
Gives the target the Bound status.
Special 35 BP · 85% · 16 PP
5
uses
Fire
Flying Press
The damage dealt by this move is calculated by combining the effectiveness of the move’s own type with that of the Flying type. If the target has the Minimized status, this move’s power is doubled and it will be sure to hit.
Physical 100 BP · 95% · 12 PP
5
uses
Fighting
Reversal
The less HP the user has left, the greater this move’s power (ranging between 20 and 200).
Physical 1 BP · 100% · 16 PP
5
uses
Fighting
Spicy Extract
Lowers the target’s Defense stat by 2 stages and boosts its Attack stat by 2 stages.
Status · 101% · 16 PP
5
uses
Grass
Thief
If the user is not already holding an item, it steals the target’s held item.
Physical 60 BP · 100% · 20 PP
5
uses
Dark
Thunder Fang
Has a 10% chance of paralyzing the target and a 10% chance of making the target flinch.
Physical 65 BP · 95% · 16 PP
5
uses
Electric
Acupressure
Boosts the Attack, Defense, Sp. Atk, Sp. Def, Speed, accuracy, or evasiveness of the user or an ally by 2 stages.
Status · 101% · 20 PP
4
uses
Normal
Cotton Spore
Lowers targets’ Speed stats by 2 stages.
Status · 100% · 20 PP
4
uses
Grass
Defog
Lowers the target’s evasiveness by 1 stage. Removes statuses such as Reflect, Spikes, and Safeguard, as well as any terrain.
Status · 101% · 16 PP
4
uses
Flying
Drill Peck
Physical 80 BP · 100% · 20 PP
4
uses
Flying
Focus Energy
The user gains a 2-stage Critical-Hit Ratio Boost.
Status · 101% · 20 PP
4
uses
Normal
Megahorn
Physical 120 BP · 85% · 12 PP
4
uses
Bug
Misty Terrain
Turns the entire field into Misty Terrain for 5 turns.
Status · 101% · 12 PP
4
uses
Fairy
Mountain Gale
Has a 30% chance of making the target flinch.
Physical 120 BP · 85% · 12 PP
4
uses
Ice
Mud-Slap
Lowers the target’s accuracy by 1 stage.
Special 20 BP · 100% · 12 PP
4
uses
Ground
Psyshield Bash
Boosts the user’s Defense stat by 1 stage.
Physical 90 BP · 90% · 12 PP
4
uses
Psychic
Shelter
Boosts the user’s Defense stat by 2 stages.
Status · 101% · 12 PP
4
uses
Steel
Sleep Talk
Can be used only if the user is asleep. The user uses one of the other moves it knows at random.
Status · 101% · 12 PP
4
uses
Normal
Snowscape
Summons snow for 5 turns.
Status · 101% · 8 PP
4
uses
Ice
Speed Swap
The user and the target swap their Speed stats.
Status · 101% · 12 PP
4
uses
Psychic
Acid Armor
Boosts the user’s Defense stat by 2 stages.
Status · 101% · 20 PP
3
uses
Poison
Bone Rush
The user attacks 2 to 5 times in a row.
Physical 30 BP · 90% · 12 PP
3
uses
Ground
Confuse Ray
Confuses the target.
Status · 100% · 12 PP
3
uses
Ghost
Counter
The user retaliates to deal double the damage it took from an opponent’s physical move during the turn this move is used.
Physical 1 BP · 100% · 20 PP
3
uses
Fighting
Crabhammer
This move has a 1-stage Critical-Hit Ratio Boost.
Physical 100 BP · 95% · 12 PP
3
uses
Water
Cross Chop
This move has a 1-stage Critical-Hit Ratio Boost.
Physical 100 BP · 80% · 8 PP
3
uses
Fighting
Double Team
Boosts the user’s evasiveness by 1 stage.
Status · 101% · 16 PP
3
uses
Normal
Frenzy Plant
The user gains the Recharging status on the turn after this move is used.
Special 150 BP · 90% · 8 PP
3
uses
Grass
Gyro Ball
The lower the user’s Speed stat compared to the target’s, the greater this move’s power (ranging between 1 and 150).
Physical 1 BP · 100% · 8 PP
3
uses
Steel
Magnet Rise
The user gains the Magnet Rise status.
Status · 101% · 12 PP
3
uses
Electric
Mega Kick
Physical 120 BP · 75% · 8 PP
3
uses
Normal
Metal Sound
Lowers the target’s Sp. Def stat by 2 stages.
Status · 85% · 20 PP
3
uses
Steel
Power Trip
This move’s power is increased by 20 for each stage that the user’s stats have been boosted.
Physical 20 BP · 100% · 12 PP
3
uses
Dark
Rapid Spin
Removes the Bound and Leech Seeded statuses from the user and removes the Sticky Web, Stealth Rock, Spikes, and Toxic Spikes statuses from the user’s side. Boosts the user’s Speed stat by 1 stage.
Physical 50 BP · 100% · 20 PP
3
uses
Normal
Safeguard
Gives the user’s side the Safeguard status for 5 turns.
Status · 101% · 20 PP
3
uses
Normal
Sand Tomb
Gives the target the Bound status.
Physical 35 BP · 85% · 16 PP
3
uses
Ground
Shadow Punch
This move never misses.
Physical 60 BP · 101% · 20 PP
3
uses
Ghost
Spikes
Gives the opponent’s side the Spikes status.
Status · 101% · 20 PP
3
uses
Ground
Syrup Bomb
Gives the target the Syrupy status for 3 turns.
Special 60 BP · 90% · 12 PP
3
uses
Grass
Topsy-Turvy
Inverts all stat changes affecting the target.
Status · 101% · 20 PP
3
uses
Dark
Tri Attack
Has a 20% chance of leaving the target burned, frozen, or paralyzed.
Special 80 BP · 100% · 12 PP
3
uses
Normal
Amnesia
Boosts the user’s Sp. Def stat by 2 stages.
Status · 101% · 20 PP
2
uses
Psychic
Circle Throw
If there are other Pokémon in the target’s party that can switch into battle, the target is forced to switch out of battle and is replaced by one of those Pokémon at random.
Physical 60 BP · 90% · 12 PP
2
uses
Fighting
Eerie Spell
Removes 3 PP from the move last used by the target.
Special 80 BP · 100% · 8 PP
2
uses
Psychic
First Impression
This move fails unless it is the first move used by the user after it enters a battle.
Physical 100 BP · 100% · 12 PP
2
uses
Bug
Flail
The less HP the user has left, the greater this move’s power (ranging between 20 and 200).
Physical 1 BP · 100% · 16 PP
2
uses
Normal
Future Sight
Gives the target’s spot the Future Attack status.
Special 120 BP · 100% · 12 PP
2
uses
Psychic
Grav Apple
Lowers the target’s Defense stat by 1 stage. This move’s power is boosted by 50% when the Gravity status is active.
Physical 90 BP · 100% · 12 PP
2
uses
Grass
Growth
Boosts the user’s Attack and Sp. Atk stats by 1 stage. In harsh sunlight, these stats will be boosted by 2 stages instead.
Status · 101% · 20 PP
2
uses
Grass
Healing Wish
The user faints. The Pokémon taking its place will have its HP fully restored and its status conditions cured.
Status · 101% · 12 PP
2
uses
Psychic
Magic Powder
Changes the target’s type to Psychic.
Status · 100% · 20 PP
2
uses
Psychic
Metal Burst
The user retaliates to deal 150% of the damage it took from an opponent’s move during the turn this move is used.
Physical 1 BP · 100% · 12 PP
2
uses
Steel
Meteor Beam
The user gains the Charging status on the turn this move is used, then attacks on the following turn. The user’s Sp. Atk stat is boosted by 1 stage on the turn this move is used.
Special 120 BP · 90% · 12 PP
2
uses
Rock
Morning Sun
Restores 1/2 of the user’s max HP. In harsh sunlight, 2/3 of its max HP will be restored instead. In all other weather conditions, 1/4 of its max HP will be restored instead.
Status · 101% · 8 PP
2
uses
Normal
Mud Shot
Lowers the target’s Speed stat by 1 stage.
Special 55 BP · 95% · 16 PP
2
uses
Ground
Petal Blizzard
Physical 90 BP · 100% · 16 PP
2
uses
Grass
Power Swap
The user swaps the changes to its Attack and Sp. Atk stats with the changes to the target’s Attack and Sp. Atk stats.
Status · 101% · 12 PP
2
uses
Psychic
Reflect Type
The user becomes the same type or types as the target.
Status · 101% · 16 PP
2
uses
Normal
Role Play
Changes the user’s Ability to be the same as the target’s.
Status · 101% · 12 PP
2
uses
Psychic
Sky Attack
The user gains the Charging status on the turn this move is used, then attacks on the following turn. This move has a 30% chance of making the target flinch, and it has a 1-stage Critical-Hit Ratio Boost.
Physical 140 BP · 90% · 8 PP
2
uses
Flying
Stun Spore
Paralyzes the target.
Status · 75% · 20 PP
2
uses
Grass
Thrash
The user gains the Rampaging status.
Physical 120 BP · 100% · 12 PP
2
uses
Normal
Aqua Ring
The user gains the Aqua Ring status.
Status · 101% · 20 PP
1
uses
Water
Aqua Tail
Physical 90 BP · 90% · 12 PP
1
uses
Water
Axe Kick
Has a 30% chance of confusing the target. If this move misses or fails, the user takes damage equal to 1/2 of its max HP.
Physical 120 BP · 90% · 12 PP
1
uses
Fighting
Charge
Boosts the user’s Sp. Def stat by 1 stage. The user gains the Electric Boost status.
Status · 101% · 20 PP
1
uses
Electric
Comeuppance
The user retaliates to deal 150% of the damage it took from an opponent’s move during the turn this move is used.
Physical 1 BP · 100% · 12 PP
1
uses
Dark
Electrify
If this move hits the target before it uses a move, its move becomes Electric type for that turn.
Status · 101% · 20 PP
1
uses
Electric
Electro Ball
The higher the user’s Speed stat compared to the target’s, the greater this move’s power (ranging between 40 and 150).
Special 1 BP · 100% · 12 PP
1
uses
Electric
Explosion
The user faints upon using this move.
Physical 250 BP · 100% · 8 PP
1
uses
Normal
Forest's Curse
Gives the target the Forest Cursed status.
Status · 100% · 20 PP
1
uses
Grass
Grassy Glide
If the user is under the effect of Grassy Terrain, this move’s priority becomes +1.
Physical 55 BP · 100% · 20 PP
1
uses
Grass
Guard Swap
The user swaps the changes to its Defense and Sp. Def stats with the changes to the target’s Defense and Sp. Def stats.
Status · 101% · 12 PP
1
uses
Psychic
Heal Bell
The user cures the status conditions of all the Pokémon in its party, including itself, as well as its allies.
Status · 101% · 8 PP
1
uses
Normal
Horn Drill
Knocks out the target. The accuracy of this move is fixed at 30%.
Physical 1 BP · 30% · 8 PP
1
uses
Normal
Inferno
Burns the target.
Special 100 BP · 50% · 8 PP
1
uses
Fire
Mean Look
Gives the target the Can’t Escape status.
Status · 101% · 8 PP
1
uses
Normal
Night Daze
Has a 40% chance of lowering the target’s accuracy by 1 stage.
Special 90 BP · 95% · 12 PP
1
uses
Dark
Petal Dance
The user gains the Rampaging status.
Special 120 BP · 100% · 12 PP
1
uses
Grass
Poison Fang
Has a 50% chance of badly poisoning the target.
Physical 50 BP · 100% · 16 PP
1
uses
Poison
Poison Powder
Poisons the target.
Status · 75% · 20 PP
1
uses
Poison
Pounce
Lowers the target’s Speed stat by 1 stage.
Physical 50 BP · 100% · 20 PP
1
uses
Bug
Power Split
The user adds its Attack stat to the target’s Attack stat, then splits the total in half for them to share. It does the same with each of their Sp. Atk stats.
Status · 101% · 12 PP
1
uses
Psychic
Raging Fury
The user gains the Rampaging status.
Physical 120 BP · 100% · 12 PP
1
uses
Fire
Recycle
Regenerates the last held item that the user consumed. The user then holds this item once more.
Status · 101% · 12 PP
1
uses
Normal
Screech
Lowers the target’s Defense stat by 2 stages.
Status · 85% · 20 PP
1
uses
Normal
Simple Beam
Changes the target’s Ability to Simple.
Status · 100% · 16 PP
1
uses
Normal
Sing
Puts the target to sleep.
Status · 55% · 16 PP
1
uses
Normal
Skitter Smack
Lowers the target’s Sp. Atk stat by 1 stage.
Physical 70 BP · 90% · 12 PP
1
uses
Bug
Smart Strike
This move never misses.
Physical 70 BP · 101% · 12 PP
1
uses
Steel
Steel Roller
Removes any terrain. This move fails if there is no terrain on the field.
Physical 130 BP · 100% · 8 PP
1
uses
Steel
Sticky Web
Gives the opponent’s side the Sticky Web status.
Status · 101% · 20 PP
1
uses
Bug
Switcheroo
The user and the target swap their held items.
Status · 100% · 12 PP
1
uses
Dark
Teeter Dance
Confuses all other Pokémon on the field.
Status · 100% · 20 PP
1
uses
Normal
Torment
Gives the target the Unable to Repeat status.
Status · 100% · 16 PP
1
uses
Dark
Trick-or-Treat
Gives the target the Trick-or-Treating status.
Status · 100% · 20 PP
1
uses
Ghost
Uproar
The user gains the Uproar status.
Special 90 BP · 100% · 12 PP
1
uses
Normal
Wonder Room
Gives the entire field the Wonder Room status for 5 turns.
Status · 101% · 12 PP
1
uses
Psychic