Pokémon Champions & VGC Moves

467 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
100130
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
23062
uses
Normal
Rock Slide
Has a 30% chance of making targets flinch.
Physical 75 BP · 90% · 12 PP
19224
uses
Rock
Tailwind
Gives the user’s side the Tailwind status for 4 turns.
Status · 101% · 16 PP
16445
uses
Flying
Close Combat
Lowers the user’s Defense and Sp. Def stats by 1 stage.
Physical 120 BP · 100% · 8 PP
14207
uses
Fighting
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
10979
uses
Fire
Dire Claw
Has a 30% chance of leaving the target poisoned, paralyzed, or asleep.
Physical 80 BP · 100% · 16 PP
10894
uses
Poison
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
10836
uses
Ground
Trick Room
Gives the entire field the Trick Room status for 5 turns.
Status · 101% · 8 PP
10359
uses
Psychic
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
10045
uses
Normal
Moonblast
Has a 10% chance of lowering the target’s Sp. Atk stat by 1 stage.
Special 95 BP · 100% · 16 PP
10009
uses
Fairy
Dragon Claw
Physical 80 BP · 100% · 16 PP
9582
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
9411
uses
Dark
Iron Head
Has a 20% chance of making the target flinch.
Physical 80 BP · 100% · 16 PP
9059
uses
Steel
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
9021
uses
Dark
Heat Wave
Has a 10% chance of burning targets.
Special 95 BP · 90% · 12 PP
8816
uses
Fire
Aqua Jet
Physical 40 BP · 100% · 20 PP
8636
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
8345
uses
Ghost
Rage Powder
The user redirects opponents’ moves toward itself. This effect works only on single-target moves.
Status · 101% · 20 PP
7943
uses
Bug
Wave Crash
The user takes 1/3 of the damage dealt by this move.
Physical 120 BP · 100% · 12 PP
7805
uses
Water
Kowtow Cleave
This move never misses.
Physical 85 BP · 101% · 12 PP
7769
uses
Dark
Dazzling Gleam
Special 80 BP · 100% · 12 PP
7004
uses
Fairy
Shadow Ball
Has a 20% chance of lowering the target’s Sp. Def stat by 1 stage.
Special 80 BP · 100% · 16 PP
6826
uses
Ghost
Hyper Voice
Special 90 BP · 100% · 12 PP
6505
uses
Normal
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
6504
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
6450
uses
Grass
Low Kick
The heavier the target, the greater this move’s power (ranging between 20 and 120).
Physical 1 BP · 100% · 20 PP
6387
uses
Fighting
Encore
Gives the target the Encore status.
Status · 100% · 8 PP
5956
uses
Normal
Dual Wingbeat
The user attacks twice in a row.
Physical 40 BP · 90% · 12 PP
5728
uses
Flying
Flip Turn
After attacking, the user switches out of battle to be replaced by another party Pokémon.
Physical 60 BP · 100% · 20 PP
5651
uses
Water
Psychic
Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage.
Special 90 BP · 100% · 12 PP
5567
uses
Psychic
Sludge Bomb
Has a 30% chance of poisoning the target.
Special 90 BP · 100% · 12 PP
5378
uses
Poison
Thunderbolt
Has a 10% chance of paralyzing the target.
Special 90 BP · 100% · 16 PP
5203
uses
Electric
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
5057
uses
Flying
Throat Chop
Gives the target the Throat Chopped status.
Physical 80 BP · 100% · 16 PP
4885
uses
Dark
Will-O-Wisp
Burns the target.
Status · 85% · 16 PP
4773
uses
Fire
Life Dew
Restores 1/4 of the max HP of the user and its allies.
Status · 101% · 12 PP
4740
uses
Water
Helping Hand
Boosts the power of an ally’s move by 50% during the turn this move is used.
Status · 101% · 20 PP
4698
uses
Normal
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
4458
uses
Ground
Hydro Pump
Special 110 BP · 80% · 8 PP
4225
uses
Water
Calm Mind
Boosts the user’s Sp. Atk and Sp. Def stats by 1 stage.
Status · 101% · 20 PP
4146
uses
Psychic
Earth Power
Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage.
Special 90 BP · 100% · 12 PP
4135
uses
Ground
Blizzard
Has a 10% chance of freezing targets. This move never misses in snow.
Special 110 BP · 70% · 8 PP
4015
uses
Ice
Swords Dance
Boosts the user’s Attack stat by 2 stages.
Status · 101% · 20 PP
3678
uses
Normal
Draco Meteor
Lowers the user’s Sp. Atk stat by 2 stages.
Special 130 BP · 90% · 8 PP
3641
uses
Dragon
Flash Cannon
Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage.
Special 80 BP · 100% · 12 PP
3640
uses
Steel
Wide Guard
During the turn this move is used, the user protects its side from moves that target all allies.
Status · 101% · 12 PP
3609
uses
Rock
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
3456
uses
Dark
Icy Wind
Lowers targets’ Speed stats by 1 stage.
Special 55 BP · 95% · 16 PP
3444
uses
Ice
Darkest Lariat
This move ignores the target’s stat changes when dealing damage.
Physical 85 BP · 100% · 12 PP
3299
uses
Dark
Volt Switch
After attacking, the user switches out of battle to be replaced by another party Pokémon.
Special 70 BP · 100% · 20 PP
3161
uses
Electric
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
3054
uses
Electric
Dragon Pulse
Special 85 BP · 100% · 12 PP
3040
uses
Dragon
Aura Sphere
This move never misses.
Special 80 BP · 101% · 20 PP
2684
uses
Fighting
Taunt
Gives the target the Taunted status.
Status · 100% · 20 PP
2502
uses
Dark
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
2459
uses
Ice
Brave Bird
The user takes 1/3 of the damage dealt by this move.
Physical 120 BP · 100% · 16 PP
2405
uses
Flying
Overheat
Lowers the user’s Sp. Atk stat by 2 stages.
Special 130 BP · 90% · 8 PP
2305
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
2287
uses
Water
Follow Me
The user redirects opponents’ moves toward itself. This effect works only on single-target moves.
Status · 101% · 20 PP
2143
uses
Normal
Liquidation
Has a 20% chance of lowering the target’s Defense stat by 1 stage.
Physical 85 BP · 100% · 12 PP
2113
uses
Water
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
2033
uses
Fighting
Shadow Sneak
Physical 40 BP · 100% · 20 PP
2003
uses
Ghost
Sleep Powder
Puts the target to sleep.
Status · 75% · 16 PP
1993
uses
Grass
Ice Beam
Has a 10% chance of freezing the target.
Special 90 BP · 100% · 12 PP
1946
uses
Ice
Poltergeist
This move fails if the target isn’t holding an item.
Physical 110 BP · 90% · 8 PP
1942
uses
Ghost
Electroweb
Lowers targets’ Speed stats by 1 stage.
Special 55 BP · 95% · 16 PP
1864
uses
Electric
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
1830
uses
Fire
Bullet Punch
Physical 40 BP · 100% · 20 PP
1823
uses
Steel
Giga Drain
The user’s HP is restored by 1/2 of the damage dealt by this move.
Special 75 BP · 100% · 12 PP
1764
uses
Grass
Light of Ruin
The user takes 1/2 of the damage dealt by this move.
Special 140 BP · 90% · 8 PP
1711
uses
Fairy
Recover
Restores 1/2 of the user’s max HP.
Status · 101% · 8 PP
1708
uses
Normal
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
1684
uses
Steel
Dark Pulse
Has a 20% chance of making the target flinch.
Special 80 BP · 100% · 16 PP
1681
uses
Dark
Perish Song
Gives all Pokémon on the field the Perishing status.
Status · 101% · 8 PP
1611
uses
Normal
Dragon Dance
Boosts the user’s Attack and Speed stats by 1 stage.
Status · 101% · 20 PP
1591
uses
Dragon
Coaching
Boosts allies’ Attack and Defense stats by 1 stage.
Status · 101% · 12 PP
1588
uses
Fighting
Extreme Speed
Physical 80 BP · 100% · 8 PP
1561
uses
Normal
Power Gem
Special 80 BP · 100% · 20 PP
1493
uses
Rock
Muddy Water
Has a 30% chance of lowering targets’ accuracy by 1 stage.
Special 90 BP · 85% · 12 PP
1483
uses
Water
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
1465
uses
Grass
Rain Dance
Summons rain for 5 turns.
Status · 101% · 8 PP
1464
uses
Water
Snarl
Lowers targets’ Sp. Atk stats by 1 stage.
Special 55 BP · 95% · 16 PP
1420
uses
Dark
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
1379
uses
Flying
High Horsepower
Physical 95 BP · 95% · 12 PP
1377
uses
Ground
Clanging Scales
Lowers the user’s Defense stat by 1 stage.
Special 110 BP · 100% · 8 PP
1348
uses
Dragon
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
1347
uses
Normal
Bug Bite
If the target is holding a Berry, the user eats that Berry and gains its effect.
Physical 60 BP · 100% · 20 PP
1330
uses
Bug
Flamethrower
Has a 10% chance of burning the target.
Special 90 BP · 100% · 16 PP
1325
uses
Fire
Quick Attack
Physical 40 BP · 100% · 20 PP
1261
uses
Normal
Sunny Day
Summons harsh sunlight for 5 turns.
Status · 101% · 8 PP
1253
uses
Fire
Ice Punch
Has a 10% chance of freezing the target.
Physical 75 BP · 100% · 16 PP
1248
uses
Ice
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
1229
uses
Dragon
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
1228
uses
Normal
Drain Punch
The user’s HP is restored by 1/2 of the damage dealt by this move.
Physical 75 BP · 100% · 12 PP
1226
uses
Fighting
U-turn
After attacking, the user switches out of battle to be replaced by another party Pokémon.
Physical 70 BP · 100% · 20 PP
1192
uses
Bug
Disable
Gives the target the Move Disabled status for 4 turns.
Status · 100% · 20 PP
1189
uses
Normal
Rock Tomb
Lowers the target’s Speed stat by 1 stage.
Physical 60 BP · 95% · 16 PP
1158
uses
Rock
Light Screen
Gives the user’s side the Light Screen status for 5 turns.
Status · 101% · 20 PP
1152
uses
Psychic
Hyper Beam
The user gains the Recharging status on the turn after this move is used.
Special 150 BP · 90% · 8 PP
1127
uses
Normal
Double-Edge
The user takes 1/3 of the damage dealt by this move.
Physical 120 BP · 100% · 16 PP
1107
uses
Normal
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
1097
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
1083
uses
Grass
Draining Kiss
The user’s HP is restored by 3/4 of the damage dealt by this move.
Special 50 BP · 100% · 12 PP
1079
uses
Fairy
Iron Defense
Boosts the user’s Defense stat by 2 stages.
Status · 101% · 16 PP
1054
uses
Steel
Crunch
Has a 20% chance of lowering the target’s Defense stat by 1 stage.
Physical 80 BP · 100% · 16 PP
1046
uses
Dark
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
1040
uses
Grass
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
1034
uses
Psychic
Bulk Up
Boosts the user’s Attack and Defense stats by 1 stage.
Status · 101% · 20 PP
1033
uses
Fighting
Leech Seed
Gives the target the Leech Seeded status.
Status · 90% · 12 PP
1002
uses
Grass
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
985
uses
Ice
Sacred Sword
This move ignores the target’s stat changes when dealing damage.
Physical 90 BP · 100% · 16 PP
972
uses
Fighting
Play Rough
Has a 10% chance of lowering the target’s Attack stat by 1 stage.
Physical 90 BP · 90% · 12 PP
911
uses
Fairy
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
898
uses
Dragon
Air Slash
Has a 30% chance of making the target flinch.
Special 75 BP · 95% · 16 PP
853
uses
Flying
Leaf Storm
Lowers the user’s Sp. Atk stat by 2 stages.
Special 130 BP · 90% · 8 PP
848
uses
Grass
Poison Jab
Has a 30% chance of poisoning the target.
Physical 80 BP · 100% · 20 PP
843
uses
Poison
Nasty Plot
Boosts the user’s Sp. Atk stat by 2 stages.
Status · 101% · 20 PP
839
uses
Dark
Hypnosis
Puts the target to sleep.
Status · 60% · 20 PP
824
uses
Psychic
Coil
Boosts the user’s Attack and Defense stats as well as its accuracy by 1 stage.
Status · 101% · 20 PP
764
uses
Poison
Waterfall
Has a 20% chance of making the target flinch.
Physical 80 BP · 100% · 16 PP
742
uses
Water
Freeze-Dry
This move is also super effective against Water-type Pokémon.
Special 70 BP · 100% · 20 PP
721
uses
Ice
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
713
uses
Steel
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
694
uses
Electric
Acrobatics
This move’s power is doubled if the user isn’t holding an item.
Physical 55 BP · 100% · 16 PP
693
uses
Flying
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
686
uses
Dark
Twin Beam
The user attacks twice in a row.
Special 40 BP · 100% · 12 PP
685
uses
Psychic
Imprison
The user gains the Sealing Off status.
Status · 101% · 12 PP
670
uses
Psychic
Reflect
Gives the user’s side the Reflect status for 5 turns.
Status · 101% · 20 PP
657
uses
Psychic
Jet Punch
Physical 60 BP · 100% · 16 PP
625
uses
Water
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
624
uses
Water
Thunder Wave
Paralyzes the target.
Status · 90% · 20 PP
564
uses
Electric
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
547
uses
Normal
Psycho Cut
This move has a 1-stage Critical-Hit Ratio Boost.
Physical 70 BP · 100% · 20 PP
532
uses
Psychic
Stone Edge
This move has a 1-stage Critical-Hit Ratio Boost.
Physical 100 BP · 80% · 8 PP
530
uses
Rock
Trick
The user and the target swap their held items.
Status · 100% · 12 PP
467
uses
Psychic
Yawn
Makes the target drowsy. This move never misses.
Status · 101% · 12 PP
452
uses
Normal
Psychic Fangs
Removes the Light Screen, Reflect, and Aurora Veil statuses on the target’s side.
Physical 85 BP · 100% · 12 PP
445
uses
Psychic
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
442
uses
Ghost
Flower Trick
This move never misses and is always a critical hit.
Physical 70 BP · 101% · 12 PP
420
uses
Grass
Headlong Rush
Lowers the user’s Defense and Sp. Def stats by 1 stage.
Physical 120 BP · 100% · 8 PP
420
uses
Ground
Shadow Claw
This move has a 1-stage Critical-Hit Ratio Boost.
Physical 70 BP · 100% · 16 PP
410
uses
Ghost
Focus Blast
Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage.
Special 120 BP · 70% · 8 PP
389
uses
Fighting
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
382
uses
Dragon
Fake Tears
Lowers the target’s Sp. Def stat by 2 stages.
Status · 100% · 20 PP
370
uses
Dark
Mach Punch
Physical 40 BP · 100% · 20 PP
368
uses
Fighting
Thunder Punch
Has a 10% chance of paralyzing the target.
Physical 75 BP · 100% · 16 PP
354
uses
Electric
Trop Kick
Lowers the target’s Attack stat by 1 stage.
Physical 85 BP · 100% · 16 PP
352
uses
Grass
Gigaton Hammer
This move can’t be used twice in a row.
Physical 160 BP · 100% · 8 PP
336
uses
Steel
Breaking Swipe
Lowers targets’ Attack stats by 1 stage.
Physical 60 BP · 100% · 16 PP
330
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
318
uses
Psychic
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
317
uses
Ice
Ice Hammer
Lowers the user’s Speed stat by 1 stage.
Physical 100 BP · 90% · 12 PP
315
uses
Ice
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
313
uses
Rock
Sludge Wave
Has a 10% chance of poisoning targets.
Special 95 BP · 100% · 12 PP
294
uses
Poison
Head Smash
The user takes 1/2 of the damage dealt by this move.
Physical 150 BP · 80% · 8 PP
292
uses
Rock
Instruct
The user makes the target reuse the last move it used.
Status · 101% · 16 PP
282
uses
Psychic
Discharge
Has a 30% chance of paralyzing targets.
Special 80 BP · 100% · 16 PP
276
uses
Electric
Zen Headbutt
Has a 20% chance of making the target flinch.
Physical 80 BP · 90% · 16 PP
270
uses
Psychic
Gunk Shot
Has a 30% chance of poisoning the target.
Physical 120 BP · 80% · 8 PP
260
uses
Poison
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
259
uses
Normal
Bitter Blade
The user’s HP is restored by 1/2 of the damage dealt by this move.
Physical 90 BP · 100% · 12 PP
258
uses
Fire
Mystical Fire
Lowers the target’s Sp. Atk stat by 1 stage.
Special 75 BP · 100% · 12 PP
251
uses
Fire
Outrage
The user gains the Rampaging status.
Physical 120 BP · 100% · 12 PP
247
uses
Dragon
Psychic Noise
Gives the target the Healing Prevented status for 2 turns.
Special 75 BP · 100% · 12 PP
247
uses
Psychic
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
246
uses
Normal
Quash
Causes the target to move last in the turn.
Status · 100% · 16 PP
234
uses
Dark
Ice Spinner
Removes any terrain.
Physical 80 BP · 100% · 16 PP
231
uses
Ice
Haze
Eliminates every stat change on the entire field.
Status · 101% · 20 PP
222
uses
Ice
Quiver Dance
Boosts the user’s Sp. Atk, Sp. Def, and Speed stats by 1 stage.
Status · 101% · 20 PP
216
uses
Bug
Surf
This move’s power is doubled against targets that have the Submerged status.
Special 90 BP · 100% · 16 PP
215
uses
Water
Brick Break
Removes the Light Screen, Reflect, and Aurora Veil statuses on the target’s side.
Physical 75 BP · 100% · 16 PP
211
uses
Fighting
Icicle Crash
Has a 30% chance of making the target flinch.
Physical 85 BP · 90% · 12 PP
211
uses
Ice
Night Slash
This move has a 1-stage Critical-Hit Ratio Boost.
Physical 70 BP · 100% · 20 PP
206
uses
Dark
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
204
uses
Normal
Ice Shard
Physical 40 BP · 100% · 20 PP
202
uses
Ice
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
200
uses
Normal
Leaf Blade
This move has a 1-stage Critical-Hit Ratio Boost.
Physical 90 BP · 100% · 16 PP
200
uses
Grass
Water Pulse
Has a 20% chance of confusing the target.
Special 60 BP · 100% · 20 PP
200
uses
Water
Stone Axe
Gives the opponent’s side the Stealth Rock status.
Physical 65 BP · 90% · 16 PP
197
uses
Rock
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
196
uses
Normal
Psychic Terrain
Turns the entire field into Psychic Terrain for 5 turns.
Status · 101% · 12 PP
194
uses
Psychic
Meteor Mash
Has a 20% chance of boosting the user’s Attack stat by 1 stage.
Physical 90 BP · 90% · 12 PP
193
uses
Steel
Vacuum Wave
Special 40 BP · 100% · 20 PP
190
uses
Fighting
Power Whip
Physical 120 BP · 85% · 12 PP
188
uses
Grass
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
184
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
183
uses
Fighting
Quick Guard
The user protects itself and its allies from priority moves for the turn.
Status · 101% · 16 PP
181
uses
Fighting
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
175
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
172
uses
Normal
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
166
uses
Ground
Bitter Malice
Lowers the target’s Attack stat by 1 stage.
Special 75 BP · 100% · 12 PP
163
uses
Ghost
Scorching Sands
Has a 30% chance of burning the target. Cures the user and target of being frozen.
Special 70 BP · 100% · 12 PP
163
uses
Ground
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
163
uses
Grass
Fiery Dance
Has a 50% chance of boosting the user’s Sp. Atk stat by 1 stage.
Special 80 BP · 100% · 12 PP
160
uses
Fire
Fire Blast
Has a 10% chance of burning the target.
Special 110 BP · 85% · 8 PP
160
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
159
uses
Bug
Struggle Bug
Lowers targets’ Sp. Atk stats by 1 stage.
Special 50 BP · 100% · 20 PP
155
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
153
uses
Normal
X-Scissor
Physical 80 BP · 100% · 16 PP
151
uses
Bug
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
150
uses
Psychic
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
147
uses
Dark
Stealth Rock
Gives the opponent’s side the Stealth Rock status.
Status · 101% · 20 PP
147
uses
Rock
Lumina Crash
Lowers the target’s Sp. Def stat by 2 stages.
Special 80 BP · 100% · 12 PP
146
uses
Psychic
Superpower
Lowers the user’s Attack and Defense stats by 1 stage.
Physical 120 BP · 100% · 8 PP
136
uses
Fighting
Wood Hammer
The user takes 1/3 of the damage dealt by this move.
Physical 120 BP · 100% · 16 PP
136
uses
Grass
Destiny Bond
The user gains the Destiny Bound status. This move fails if used in succession.
Status · 101% · 8 PP
131
uses
Ghost
Leech Life
The user’s HP is restored by 1/2 of the damage dealt by this move.
Physical 80 BP · 100% · 12 PP
125
uses
Bug
Skill Swap
The user and the target swap their Abilities.
Status · 101% · 12 PP
125
uses
Psychic
Accelerock
Physical 40 BP · 100% · 20 PP
119
uses
Rock
Hex
This move’s power is doubled if the target has a status condition.
Special 65 BP · 100% · 12 PP
118
uses
Ghost
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
117
uses
Fighting
Fire Punch
Has a 10% chance of burning the target.
Physical 75 BP · 100% · 16 PP
116
uses
Fire
Entrainment
Changes the target’s Ability to be the same as the user’s.
Status · 100% · 16 PP
115
uses
Normal
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
113
uses
Normal
Hydro Cannon
The user gains the Recharging status on the turn after this move is used.
Special 150 BP · 90% · 8 PP
113
uses
Water
Curse
The user loses 1/2 of its max HP to give the target the Cursed status.
Status · 101% · 12 PP
111
uses
Ghost
Toxic
Badly poisons the target. If the user is a Poison type, this move will never miss.
Status · 90% · 12 PP
110
uses
Poison
Alluring Voice
Confuses the target if its stats were boosted during the turn this move is used.
Special 80 BP · 100% · 12 PP
109
uses
Fairy
Gravity
Gives the entire field the Gravity status for 5 turns.
Status · 101% · 8 PP
108
uses
Psychic
Bug Buzz
Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage.
Special 90 BP · 100% · 12 PP
106
uses
Bug
Rock Blast
The user attacks 2 to 5 times in a row.
Physical 25 BP · 90% · 12 PP
105
uses
Rock
Wild Charge
The user takes 1/4 of the damage dealt by this move.
Physical 90 BP · 100% · 16 PP
103
uses
Electric
Nuzzle
Paralyzes the target.
Physical 20 BP · 100% · 20 PP
101
uses
Electric
Steel Beam
After attacking, the user takes damage equal to 1/2 of its max HP.
Special 140 BP · 95% · 8 PP
100
uses
Steel
Eerie Impulse
Lowers the target’s Sp. Atk stat by 2 stages.
Status · 100% · 16 PP
99
uses
Electric
Fissure
Knocks out the target. The accuracy of this move is fixed at 30%.
Physical 1 BP · 30% · 8 PP
98
uses
Ground
Hammer Arm
Lowers the user’s Speed stat by 1 stage.
Physical 100 BP · 90% · 12 PP
98
uses
Fighting
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
93
uses
Normal
Aqua Cutter
This move has a 1-stage Critical-Hit Ratio Boost.
Physical 70 BP · 100% · 20 PP
91
uses
Water
Chilly Reception
Summons snow for 5 turns. The user switches out of battle to be replaced by another party Pokémon.
Status · 101% · 12 PP
86
uses
Ice
Extrasensory
Has a 10% chance of making the target flinch.
Special 80 BP · 100% · 20 PP
85
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
82
uses
Dark
Aerial Ace
This move never misses.
Physical 60 BP · 101% · 20 PP
81
uses
Flying
Infestation
Gives the target the Bound status.
Special 20 BP · 100% · 20 PP
80
uses
Bug
Parabolic Charge
The user’s HP is restored by 1/2 of the damage dealt by this move.
Special 65 BP · 100% · 20 PP
78
uses
Electric
Soak
Changes the target’s type to Water.
Status · 100% · 20 PP
78
uses
Water
Heal Pulse
Restores 1/2 of the target’s max HP.
Status · 101% · 12 PP
73
uses
Psychic
Slack Off
Restores 1/2 of the user’s max HP.
Status · 101% · 8 PP
73
uses
Normal
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
72
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
72
uses
Fighting
After You
Makes the target move immediately after the user.
Status · 101% · 16 PP
71
uses
Normal
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
71
uses
Normal
Armor Cannon
Lowers the user’s Defense and Sp. Def stats by 1 stage.
Special 120 BP · 100% · 8 PP
69
uses
Fire
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
66
uses
Poison
Drill Run
This move has a 1-stage Critical-Hit Ratio Boost.
Physical 80 BP · 95% · 12 PP
66
uses
Ground
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
65
uses
Normal
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
64
uses
Fire
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
62
uses
Poison
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
62
uses
Normal
Ceaseless Edge
Gives the opponent’s side the Spikes status.
Physical 65 BP · 90% · 16 PP
61
uses
Dark
Grass Knot
The heavier the target, the greater this move’s power (ranging between 20 and 120).
Special 1 BP · 100% · 20 PP
60
uses
Grass
Pin Missile
The user attacks 2 to 5 times in a row.
Physical 25 BP · 95% · 20 PP
58
uses
Bug
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
57
uses
Dragon
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
56
uses
Fire
Torch Song
Boosts the user’s Sp. Atk stat by 1 stage.
Special 80 BP · 100% · 12 PP
56
uses
Fire
Bullet Seed
The user attacks 2 to 5 times in a row.
Physical 25 BP · 100% · 20 PP
55
uses
Grass
Giga Impact
The user gains the Recharging status on the turn after this move is used.
Physical 150 BP · 90% · 8 PP
54
uses
Normal
Charm
Lowers the target’s Attack stat by 2 stages.
Status · 100% · 20 PP
52
uses
Fairy
Baby-Doll Eyes
Lowers the target’s Attack stat by 1 stage.
Status · 100% · 20 PP
51
uses
Fairy
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
50
uses
Electric
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
49
uses
Dragon
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
49
uses
Fairy
Shelter
Boosts the user’s Defense stat by 2 stages.
Status · 101% · 12 PP
49
uses
Steel
Acid Spray
Lowers the target’s Sp. Def stat by 2 stages.
Special 40 BP · 100% · 20 PP
48
uses
Poison
Howl
Boosts the Attack stats of the user and its allies by 1 stage.
Status · 101% · 20 PP
48
uses
Normal
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
48
uses
Normal
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
47
uses
Dark
Flame Charge
Boosts the user’s Speed stat by 1 stage.
Physical 50 BP · 100% · 20 PP
47
uses
Fire
Salt Cure
Gives the target the Salt Cured status.
Physical 40 BP · 100% · 16 PP
47
uses
Rock
Chilling Water
Lowers the target’s Attack stat by 1 stage.
Special 50 BP · 100% · 20 PP
46
uses
Water
Fickle Beam
This move has a 30% chance of its power being doubled.
Special 80 BP · 100% · 8 PP
45
uses
Dragon
Lunge
Lowers the target’s Attack stat by 1 stage.
Physical 80 BP · 100% · 16 PP
45
uses
Bug
Aqua Step
Boosts the user’s Speed stat by 1 stage.
Physical 80 BP · 100% · 12 PP
43
uses
Water
Dynamic Punch
Confuses the target.
Physical 100 BP · 50% · 8 PP
43
uses
Fighting
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
43
uses
Ghost
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
42
uses
Psychic
Bite
Has a 30% chance of making the target flinch.
Physical 60 BP · 100% · 20 PP
41
uses
Dark
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
40
uses
Fire
Sandstorm
Summons a sandstorm for 5 turns.
Status · 101% · 8 PP
40
uses
Rock
Speed Swap
The user and the target swap their Speed stats.
Status · 101% · 12 PP
40
uses
Psychic
Glare
Paralyzes the target.
Status · 100% · 20 PP
39
uses
Normal
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
39
uses
Poison
Decorate
Boosts the target’s Attack and Sp. Atk stats by 2 stages.
Status · 101% · 16 PP
38
uses
Fairy
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
37
uses
Fighting
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
37
uses
Fire
Psych Up
The user copies the target’s stat changes.
Status · 101% · 12 PP
37
uses
Normal
Iron Tail
Has a 30% chance of lowering the target’s Defense stat by 1 stage.
Physical 100 BP · 75% · 16 PP
36
uses
Steel
Icicle Spear
The user attacks 2 to 5 times in a row.
Physical 25 BP · 100% · 20 PP
35
uses
Ice
Water Shuriken
The user attacks 2 to 5 times in a row.
Special 15 BP · 100% · 20 PP
35
uses
Water
Wish
Gives the user’s spot the Wish status.
Status · 101% · 12 PP
35
uses
Normal
Night Shade
Deals 50 HP of damage.
Special 1 BP · 100% · 16 PP
34
uses
Ghost
Fire Spin
Gives the target the Bound status.
Special 35 BP · 85% · 16 PP
33
uses
Fire
Self-Destruct
The user faints upon using this move.
Physical 200 BP · 100% · 8 PP
33
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
33
uses
Grass
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
32
uses
Dragon
Focus Energy
The user gains a 2-stage Critical-Hit Ratio Boost.
Status · 101% · 20 PP
32
uses
Normal
Seed Bomb
Physical 80 BP · 100% · 16 PP
32
uses
Grass
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
32
uses
Ice
Toxic Spikes
Gives the opponent’s side the Toxic Spikes status.
Status · 101% · 20 PP
30
uses
Poison
Razor Shell
Has a 50% chance of lowering the target’s Defense stat by 1 stage.
Physical 75 BP · 95% · 12 PP
29
uses
Water
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
28
uses
Fire
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
28
uses
Psychic
Sparkling Aria
Cures targets of their burns.
Special 90 BP · 100% · 12 PP
28
uses
Water
Stun Spore
Paralyzes the target.
Status · 75% · 20 PP
28
uses
Grass
Trailblaze
Boosts the user’s Speed stat by 1 stage.
Physical 50 BP · 100% · 20 PP
28
uses
Grass
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
27
uses
Ice
Safeguard
Gives the user’s side the Safeguard status for 5 turns.
Status · 101% · 20 PP
27
uses
Normal
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
26
uses
Rock
Spicy Extract
Lowers the target’s Defense stat by 2 stages and boosts its Attack stat by 2 stages.
Status · 101% · 16 PP
26
uses
Grass
Memento
Lowers the target’s Attack and Sp. Atk stats by 2 stages. The user faints upon using this move.
Status · 100% · 12 PP
25
uses
Dark
Psyshield Bash
Boosts the user’s Defense stat by 1 stage.
Physical 90 BP · 90% · 12 PP
25
uses
Psychic
Snowscape
Summons snow for 5 turns.
Status · 101% · 8 PP
25
uses
Ice
String Shot
Lowers targets’ Speed stats by 2 stages.
Status · 95% · 20 PP
25
uses
Bug
Swagger
Boosts the target’s Attack stat by 2 stages and confuses it.
Status · 85% · 16 PP
25
uses
Normal
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
24
uses
Ground
Cotton Guard
Boosts the user’s Defense stat by 3 stages.
Status · 101% · 12 PP
23
uses
Grass
Crabhammer
This move has a 1-stage Critical-Hit Ratio Boost.
Physical 100 BP · 95% · 12 PP
23
uses
Water
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
23
uses
Steel
Low Sweep
Lowers the target’s Speed stat by 1 stage.
Physical 65 BP · 100% · 20 PP
23
uses
Fighting
Magic Powder
Changes the target’s type to Psychic.
Status · 100% · 20 PP
23
uses
Psychic
Burning Jealousy
Burns targets if their stats were boosted during the turn this move is used.
Special 70 BP · 100% · 8 PP
22
uses
Fire
Cross Chop
This move has a 1-stage Critical-Hit Ratio Boost.
Physical 100 BP · 80% · 8 PP
22
uses
Fighting
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
22
uses
Normal
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
22
uses
Dark
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
22
uses
Normal
Frost Breath
Always a critical hit.
Special 60 BP · 90% · 12 PP
21
uses
Ice
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
21
uses
Grass
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
21
uses
Electric
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
20
uses
Fighting
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
20
uses
Normal
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
19
uses
Electric
Cosmic Power
Boosts the user’s Defense and Sp. Def stats by 1 stage.
Status · 101% · 20 PP
19
uses
Psychic
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
19
uses
Poison
Mega Kick
Physical 120 BP · 75% · 8 PP
19
uses
Normal
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
19
uses
Normal
Drill Peck
Physical 80 BP · 100% · 20 PP
18
uses
Flying
Electric Terrain
Turns the entire field into Electric Terrain for 5 turns.
Status · 101% · 12 PP
18
uses
Electric
Horn Drill
Knocks out the target. The accuracy of this move is fixed at 30%.
Physical 1 BP · 30% · 8 PP
17
uses
Normal
Venoshock
This move’s power is doubled if the target is poisoned or badly poisoned.
Special 65 BP · 100% · 12 PP
17
uses
Poison
Air Cutter
This move has a 1-stage Critical-Hit Ratio Boost.
Special 60 BP · 95% · 20 PP
16
uses
Flying
Clear Smog
Removes all stat changes from the target. This move never misses.
Special 50 BP · 101% · 16 PP
16
uses
Poison
Agility
Boosts the user’s Speed stat by 2 stages.
Status · 101% · 20 PP
15
uses
Psychic
Boomburst
Special 140 BP · 100% · 12 PP
15
uses
Normal
Aqua Tail
Physical 90 BP · 90% · 12 PP
14
uses
Water
Minimize
Boosts the user’s evasiveness by 2 stages. The user gains the Minimized status.
Status · 101% · 12 PP
14
uses
Normal
Blast Burn
The user gains the Recharging status on the turn after this move is used.
Special 150 BP · 90% · 8 PP
13
uses
Fire
Bone Rush
The user attacks 2 to 5 times in a row.
Physical 30 BP · 90% · 12 PP
13
uses
Ground
Explosion
The user faints upon using this move.
Physical 250 BP · 100% · 8 PP
13
uses
Normal
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
13
uses
Grass
Tickle
Lowers the target’s Attack and Defense stats by 1 stage.
Status · 100% · 20 PP
13
uses
Normal
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
13
uses
Water
Confuse Ray
Confuses the target.
Status · 100% · 12 PP
12
uses
Ghost
Lava Plume
Has a 30% chance of burning targets.
Special 80 BP · 100% · 16 PP
12
uses
Fire
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
12
uses
Electric
Worry Seed
Changes the target’s Ability to Insomnia.
Status · 100% · 12 PP
12
uses
Grass
Acid Armor
Boosts the user’s Defense stat by 2 stages.
Status · 101% · 20 PP
11
uses
Poison
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
11
uses
Normal
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
11
uses
Flying
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
11
uses
Steel
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
11
uses
Fighting
Shadow Punch
This move never misses.
Physical 60 BP · 101% · 20 PP
11
uses
Ghost
Thief
If the user is not already holding an item, it steals the target’s held item.
Physical 60 BP · 100% · 20 PP
11
uses
Dark
Toxic Thread
Lowers the target’s Speed stat by 2 stages and poisons it.
Status · 100% · 20 PP
11
uses
Poison
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
10
uses
Flying
Charge Beam
Has a 70% chance of boosting the user’s Sp. Atk stat by 1 stage.
Special 50 BP · 90% · 12 PP
10
uses
Electric
Cotton Spore
Lowers targets’ Speed stats by 2 stages.
Status · 100% · 20 PP
10
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
10
uses
Flying
Feather Dance
Lowers the target’s Attack stat by 2 stages.
Status · 100% · 16 PP
10
uses
Flying
Grassy Terrain
Turns the entire field into Grassy Terrain for 5 turns.
Status · 101% · 12 PP
10
uses
Grass
Magic Room
Gives the entire field the Magic Room status for 5 turns.
Status · 101% · 12 PP
10
uses
Psychic
Pounce
Lowers the target’s Speed stat by 1 stage.
Physical 50 BP · 100% · 20 PP
10
uses
Bug
Scary Face
Lowers the target’s Speed stat by 2 stages.
Status · 100% · 12 PP
10
uses
Normal
Steel Wing
Has a 10% chance of boosting the user’s Defense stat by 1 stage.
Physical 70 BP · 90% · 20 PP
10
uses
Steel
Trick-or-Treat
Gives the target the Trick-or-Treating status.
Status · 100% · 20 PP
10
uses
Ghost
Eerie Spell
Removes 3 PP from the move last used by the target.
Special 80 BP · 100% · 8 PP
9
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
9
uses
Steel
Payback
This move’s power is doubled if the user attacks after the target.
Physical 50 BP · 100% · 12 PP
9
uses
Dark
Petal Blizzard
Physical 90 BP · 100% · 16 PP
9
uses
Grass
Spikes
Gives the opponent’s side the Spikes status.
Status · 101% · 20 PP
9
uses
Ground
Aqua Ring
The user gains the Aqua Ring status.
Status · 101% · 20 PP
8
uses
Water
Future Sight
Gives the target’s spot the Future Attack status.
Special 120 BP · 100% · 12 PP
8
uses
Psychic
Guillotine
Knocks out the target. The accuracy of this move is fixed at 30%.
Physical 1 BP · 30% · 8 PP
8
uses
Normal
Poison Fang
Has a 50% chance of badly poisoning the target.
Physical 50 BP · 100% · 16 PP
8
uses
Poison
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
8
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
8
uses
Normal
Skitter Smack
Lowers the target’s Sp. Atk stat by 1 stage.
Physical 70 BP · 90% · 12 PP
8
uses
Bug
Spirit Shackle
Gives the target the Can’t Escape status.
Physical 90 BP · 100% · 12 PP
8
uses
Ghost
Storm Throw
Always a critical hit.
Physical 60 BP · 100% · 12 PP
8
uses
Fighting
Syrup Bomb
Gives the target the Syrupy status for 3 turns.
Special 60 BP · 90% · 12 PP
8
uses
Grass
Apple Acid
Lowers the target’s Sp. Def stat by 1 stage.
Special 90 BP · 100% · 12 PP
7
uses
Grass
Attract
Gives the target the Infatuated status. This move will fail against a target that is the same gender as the user or whose gender is unknown.
Status · 100% · 16 PP
7
uses
Normal
Mean Look
Gives the target the Can’t Escape status.
Status · 101% · 8 PP
7
uses
Normal
Metal Sound
Lowers the target’s Sp. Def stat by 2 stages.
Status · 85% · 20 PP
7
uses
Steel
Pluck
If the target is holding a Berry, the user eats that Berry and gains its effect.
Physical 60 BP · 100% · 20 PP
7
uses
Flying
Reflect Type
The user becomes the same type or types as the target.
Status · 101% · 16 PP
7
uses
Normal
Sticky Web
Gives the opponent’s side the Sticky Web status.
Status · 101% · 20 PP
7
uses
Bug
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
7
uses
Normal
Bounce
The user gains the Sky-High status on the turn this move is used, then attacks on the following turn. This move has a 30% chance of paralyzing the target.
Physical 85 BP · 85% · 8 PP
6
uses
Flying
Brutal Swing
Physical 60 BP · 100% · 20 PP
6
uses
Dark
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
6
uses
Fighting
Dive
The user gains the Submerged status on the turn this move is used, then attacks on the following turn.
Physical 80 BP · 100% · 12 PP
6
uses
Water
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
6
uses
Psychic
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
6
uses
Rock
Misty Terrain
Turns the entire field into Misty Terrain for 5 turns.
Status · 101% · 12 PP
6
uses
Fairy
Mud Shot
Lowers the target’s Speed stat by 1 stage.
Special 55 BP · 95% · 16 PP
6
uses
Ground
Mud-Slap
Lowers the target’s accuracy by 1 stage.
Special 20 BP · 100% · 12 PP
6
uses
Ground
Night Daze
Has a 40% chance of lowering the target’s accuracy by 1 stage.
Special 90 BP · 95% · 12 PP
6
uses
Dark
Petal Dance
The user gains the Rampaging status.
Special 120 BP · 100% · 12 PP
6
uses
Grass
Rising Voltage
This move’s power is doubled if the target is under the effect of Electric Terrain.
Special 70 BP · 100% · 20 PP
6
uses
Electric
Tri Attack
Has a 20% chance of leaving the target burned, frozen, or paralyzed.
Special 80 BP · 100% · 12 PP
6
uses
Normal
Amnesia
Boosts the user’s Sp. Def stat by 2 stages.
Status · 101% · 20 PP
5
uses
Psychic
Aromatic Mist
Boosts an ally’s Sp. Def stat by 1 stage.
Status · 101% · 20 PP
5
uses
Fairy
Charge
Boosts the user’s Sp. Def stat by 1 stage. The user gains the Electric Boost status.
Status · 101% · 20 PP
5
uses
Electric
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
5
uses
Bug
Mountain Gale
Has a 30% chance of making the target flinch.
Physical 120 BP · 85% · 12 PP
5
uses
Ice
Recycle
Regenerates the last held item that the user consumed. The user then holds this item once more.
Status · 101% · 12 PP
5
uses
Normal
Rock Polish
Boosts the user’s Speed stat by 2 stages.
Status · 101% · 20 PP
5
uses
Rock
Sand Tomb
Gives the target the Bound status.
Physical 35 BP · 85% · 16 PP
5
uses
Ground
Simple Beam
Changes the target’s Ability to Simple.
Status · 100% · 16 PP
5
uses
Normal
Smart Strike
This move never misses.
Physical 70 BP · 101% · 12 PP
5
uses
Steel
Fell Stinger
Boosts the user’s Attack stat by 3 stages if this move knocks out the target.
Physical 50 BP · 100% · 20 PP
4
uses
Bug
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
4
uses
Fighting
Grassy Glide
If the user is under the effect of Grassy Terrain, this move’s priority becomes +1.
Physical 55 BP · 100% · 20 PP
4
uses
Grass
Horn Leech
The user’s HP is restored by 1/2 of the damage dealt by this move.
Physical 75 BP · 100% · 12 PP
4
uses
Grass
Inferno
Burns the target.
Special 100 BP · 50% · 8 PP
4
uses
Fire
Swallow
The higher the user’s Stockpiling level, the more HP the user restores. Level 1: 1/4 of the user’s max HP is restored. Level 2: 1/2 of the user’s max HP is restored. Level 3: The user’s HP is fully restored. This move fails unless the user has the Stockpiling status.
Status · 101% · 12 PP
4
uses
Normal
Switcheroo
The user and the target swap their held items.
Status · 100% · 12 PP
4
uses
Dark
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
Double Hit
The user attacks twice in a row.
Physical 35 BP · 90% · 12 PP
3
uses
Normal
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
3
uses
Electric
Fairy Lock
Gives all Pokémon on the field the Fairy Locked status.
Status · 101% · 12 PP
3
uses
Fairy
Misty Explosion
If the user is under the effect of Misty Terrain, this move’s power is boosted by 50%. The user faints upon using this move.
Special 100 BP · 100% · 8 PP
3
uses
Fairy
Poison Powder
Poisons the target.
Status · 75% · 20 PP
3
uses
Poison
Seismic Toss
Deals 50 HP of damage.
Physical 1 BP · 100% · 20 PP
3
uses
Fighting
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
3
uses
Flying
Sweet Kiss
Confuses the target.
Status · 75% · 12 PP
3
uses
Fairy
Thrash
The user gains the Rampaging status.
Physical 120 BP · 100% · 12 PP
3
uses
Normal
Uproar
The user gains the Uproar status.
Special 90 BP · 100% · 12 PP
3
uses
Normal
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
2
uses
Fighting
Block
Gives the target the Can’t Escape status.
Status · 101% · 8 PP
2
uses
Normal
Covet
If the user is not already holding an item, it steals the target’s held item.
Physical 60 BP · 100% · 20 PP
2
uses
Normal
Double Team
Boosts the user’s evasiveness by 1 stage.
Status · 101% · 16 PP
2
uses
Normal
Electrify
If this move hits the target before it uses a move, its move becomes Electric type for that turn.
Status · 101% · 20 PP
2
uses
Electric
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
Forest's Curse
Gives the target the Forest Cursed status.
Status · 100% · 20 PP
2
uses
Grass
Frenzy Plant
The user gains the Recharging status on the turn after this move is used.
Special 150 BP · 90% · 8 PP
2
uses
Grass
Magnet Rise
The user gains the Magnet Rise status.
Status · 101% · 12 PP
2
uses
Electric
Rock Wrecker
The user gains the Recharging status on the turn after this move is used.
Physical 150 BP · 90% · 8 PP
2
uses
Rock
Role Play
Changes the user’s Ability to be the same as the target’s.
Status · 101% · 12 PP
2
uses
Psychic
Sing
Puts the target to sleep.
Status · 55% · 16 PP
2
uses
Normal
Tearful Look
Lowers the target’s Attack and Sp. Atk stats by 1 stage. This move ignores the target’s evasiveness and can hit a target using a move such as Protect.
Status · 101% · 20 PP
2
uses
Normal
Terrain Pulse
This move’s power is doubled if the user is under the effect of a terrain. This move’s type depends on the terrain.
Special 50 BP · 100% · 12 PP
2
uses
Normal
Torment
Gives the target the Unable to Repeat status.
Status · 100% · 16 PP
2
uses
Dark
Corrosive Gas
Causes all other Pokémon on the field to lose their held items.
Status · 100% · 20 PP
1
uses
Poison
Flatter
Boosts the target’s Sp. Atk stat by 1 stage and confuses it.
Status · 100% · 16 PP
1
uses
Dark
Gastro Acid
Gives the target the No Ability status.
Status · 100% · 12 PP
1
uses
Poison
Ingrain
The user gains the Ingrained status.
Status · 101% · 20 PP
1
uses
Grass
Megahorn
Physical 120 BP · 85% · 12 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
Screech
Lowers the target’s Defense stat by 2 stages.
Status · 85% · 20 PP
1
uses
Normal
Snap Trap
Gives the target the Bound status.
Physical 35 BP · 100% · 16 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
Sweet Scent
Lowers targets’ evasiveness by 2 stages.
Status · 100% · 20 PP
1
uses
Normal
Wrap
Gives the target the Bound status.
Physical 15 BP · 90% · 20 PP
1
uses
Normal
Zap Cannon
Paralyzes the target.
Special 120 BP · 50% · 8 PP
1
uses
Electric