Pokémon Champions & VGC Moves
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393 moves in Pokémon Champions & VGC, ranked by tournament usage.
All
Bug
Dark
Dragon
Electric
Fairy
Fighting
Fire
Flying
Ghost
Grass
Ground
Ice
Normal
Poison
Psychic
Rock
Steel
Water
Bug
Dark
Dragon
Electric
Fairy
Fighting
Fire
Flying
Ghost
Grass
Ground
Ice
Normal
Poison
Psychic
Rock
Steel
Water
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.
12752
uses
uses
Fake Out
Makes the target flinch. This move fails unless it is the first move
used by the user after it enters a battle.
2344
uses
uses
Tailwind
Gives the user’s side the Tailwind status for 4 turns.
2146
uses
uses
Rock Slide
Has a 30% chance of making targets flinch.
1883
uses
uses
Close Combat
Lowers the user’s Defense and Sp. Def stats by 1 stage.
1653
uses
uses
Moonblast
Has a 10% chance of lowering the target’s Sp. Atk stat by
1 stage.
1507
uses
uses
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.
1505
uses
uses
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.
1499
uses
uses
Wave Crash
The user takes 1/3 of the damage dealt by this move.
1454
uses
uses
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.
1430
uses
uses
Dragon Claw
—
1296
uses
uses
Iron Head
Has a 20% chance of making the target flinch.
1265
uses
uses
Trick Room
Gives the entire field the Trick Room status for 5 turns.
1263
uses
uses
Rage Powder
The user redirects opponents’ moves toward itself. This effect
works only on single-target moves.
1225
uses
uses
Heat Wave
Has a 10% chance of burning targets.
1223
uses
uses
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.
1196
uses
uses
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.
1133
uses
uses
Aqua Jet
—
1112
uses
uses
Last Respects
This move’s power is increased by 50 for each time that a
Pokémon in the user’s party has fainted.
1081
uses
uses
Sucker Punch
This move fails unless the target has chosen an attack and has
not yet attacked during the turn this move is used.
1050
uses
uses
Shadow Ball
Has a 20% chance of lowering the target’s Sp. Def stat by
1 stage.
955
uses
uses
Encore
Gives the target the Encore status.
896
uses
uses
Light Screen
Gives the user’s side the Light Screen status for 5 turns.
813
uses
uses
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.
787
uses
uses
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.
746
uses
uses
Kowtow Cleave
This move never misses.
745
uses
uses
Reflect
Gives the user’s side the Reflect status for 5 turns.
718
uses
uses
Hyper Voice
—
702
uses
uses
Brave Bird
The user takes 1/3 of the damage dealt by this move.
674
uses
uses
Dragon Pulse
—
674
uses
uses
Stomping Tantrum
This move’s power is doubled if the user couldn’t act or its move
missed or failed on the previous turn.
674
uses
uses
Life Dew
Restores 1/4 of the max HP of the user and its allies.
671
uses
uses
Dazzling Gleam
—
670
uses
uses
Dire Claw
Has a 30% chance of leaving the target poisoned, paralyzed,
or asleep.
630
uses
uses
Throat Chop
Gives the target the Throat Chopped status.
629
uses
uses
Wide Guard
During the turn this move is used, the user protects its side from
moves that target all allies.
603
uses
uses
Flash Cannon
Has a 10% chance of lowering the target’s Sp. Def stat by
1 stage.
568
uses
uses
Psychic Fangs
Removes the Light Screen, Reflect, and Aurora Veil statuses on
the target’s side.
566
uses
uses
Ice Punch
Has a 10% chance of freezing the target.
565
uses
uses
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.
544
uses
uses
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.
541
uses
uses
Earth Power
Has a 10% chance of lowering the target’s Sp. Def stat by
1 stage.
538
uses
uses
Flip Turn
After attacking, the user switches out of battle to be replaced
by another party Pokémon.
511
uses
uses
Helping Hand
Boosts the power of an ally’s move by 50% during the turn this
move is used.
507
uses
uses
Thunderbolt
Has a 10% chance of paralyzing the target.
494
uses
uses
Nasty Plot
Boosts the user’s Sp. Atk stat by 2 stages.
491
uses
uses
Dual Wingbeat
The user attacks twice in a row.
476
uses
uses
Psychic
Has a 10% chance of lowering the target’s Sp. Def stat by
1 stage.
474
uses
uses
Make It Rain
Lowers the user’s Sp. Atk stat by 2 stages.
451
uses
uses
Sludge Bomb
Has a 30% chance of poisoning the target.
429
uses
uses
Calm Mind
Boosts the user’s Sp. Atk and Sp. Def stats by 1 stage.
404
uses
uses
Low Kick
The heavier the target, the greater this move’s power (ranging
between 20 and 120).
403
uses
uses
Will-O-Wisp
Burns the target.
399
uses
uses
Spirit Break
Lowers the target’s Sp. Atk stat by 1 stage.
391
uses
uses
Draco Meteor
Lowers the user’s Sp. Atk stat by 2 stages.
365
uses
uses
Quick Attack
—
365
uses
uses
Blizzard
Has a 10% chance of freezing targets. This move never misses
in snow.
354
uses
uses
Hyper Beam
The user gains the Recharging status on the turn after this move
is used.
350
uses
uses
Play Rough
Has a 10% chance of lowering the target’s Attack stat by
1 stage.
339
uses
uses
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.
338
uses
uses
Swords Dance
Boosts the user’s Attack stat by 2 stages.
304
uses
uses
Rain Dance
Summons rain for 5 turns.
302
uses
uses
Darkest Lariat
This move ignores the target’s stat changes when dealing
damage.
296
uses
uses
High Horsepower
—
293
uses
uses
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.
287
uses
uses
Overheat
Lowers the user’s Sp. Atk stat by 2 stages.
285
uses
uses
Volt Switch
After attacking, the user switches out of battle to be replaced
by another party Pokémon.
281
uses
uses
Follow Me
The user redirects opponents’ moves toward itself. This effect
works only on single-target moves.
279
uses
uses
Light of Ruin
The user takes 1/2 of the damage dealt by this move.
265
uses
uses
Focus Blast
Has a 10% chance of lowering the target’s Sp. Def stat by
1 stage.
252
uses
uses
Zap Cannon
Paralyzes the target.
250
uses
uses
Coaching
Boosts allies’ Attack and Defense stats by 1 stage.
245
uses
uses
Dark Pulse
Has a 20% chance of making the target flinch.
238
uses
uses
Giga Drain
The user’s HP is restored by 1/2 of the damage dealt by
this move.
236
uses
uses
Charm
Lowers the target’s Attack stat by 2 stages.
235
uses
uses
Eruption
The less HP the user has left, the lower this move’s power
(ranging between 1 and 150).
235
uses
uses
Power Gem
—
235
uses
uses
Poison Jab
Has a 30% chance of poisoning the target.
230
uses
uses
Drain Punch
The user’s HP is restored by 1/2 of the damage dealt by
this move.
229
uses
uses
Liquidation
Has a 20% chance of lowering the target’s Defense stat by
1 stage.
224
uses
uses
Aurora Veil
Gives the user’s side the Aurora Veil status for 5 turns. This
move can be used only in snow.
223
uses
uses
Foul Play
The damage dealt by this move is calculated using the target’s
Attack stat instead of the user’s Attack stat.
200
uses
uses
Taunt
Gives the target the Taunted status.
195
uses
uses
Body Press
The damage dealt by this move is calculated using the user’s
Defense stat instead of its Attack stat.
186
uses
uses
Snarl
Lowers targets’ Sp. Atk stats by 1 stage.
185
uses
uses
Hydro Pump
—
183
uses
uses
Bullet Punch
—
180
uses
uses
Bulk Up
Boosts the user’s Attack and Defense stats by 1 stage.
178
uses
uses
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.
172
uses
uses
Icy Wind
Lowers targets’ Speed stats by 1 stage.
165
uses
uses
Rock Tomb
Lowers the target’s Speed stat by 1 stage.
163
uses
uses
Sleep Powder
Puts the target to sleep.
163
uses
uses
Fake Tears
Lowers the target’s Sp. Def stat by 2 stages.
162
uses
uses
Psyshock
This is a special move, but the damage it deals is calculated
using the target’s Defense stat.
159
uses
uses
Aura Sphere
This move never misses.
156
uses
uses
Draining Kiss
The user’s HP is restored by 3/4 of the damage dealt by
this move.
151
uses
uses
Energy Ball
Has a 10% chance of lowering the target’s Sp. Def stat by
1 stage.
147
uses
uses
Sunny Day
Summons harsh sunlight for 5 turns.
147
uses
uses
Flamethrower
Has a 10% chance of burning the target.
144
uses
uses
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.
143
uses
uses
U-turn
After attacking, the user switches out of battle to be replaced
by another party Pokémon.
142
uses
uses
Twin Beam
The user attacks twice in a row.
141
uses
uses
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.
129
uses
uses
Ice Beam
Has a 10% chance of freezing the target.
118
uses
uses
Freeze-Dry
This move is also super effective against Water-type Pokémon.
117
uses
uses
Extreme Speed
—
112
uses
uses
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.
110
uses
uses
Meteor Mash
Has a 20% chance of boosting the user’s Attack stat by 1 stage.
103
uses
uses
Perish Song
Gives all Pokémon on the field the Perishing status.
102
uses
uses
Yawn
Makes the target drowsy. This move never misses.
100
uses
uses
Disable
Gives the target the Move Disabled status for 4 turns.
98
uses
uses
Scald
Has a 30% chance of burning the target. Cures the user and
target of being frozen.
98
uses
uses
Discharge
Has a 30% chance of paralyzing targets.
96
uses
uses
Muddy Water
Has a 30% chance of lowering targets’ accuracy by 1 stage.
94
uses
uses
Ice Fang
Has a 10% chance of freezing the target and a 10% chance of
making the target flinch.
92
uses
uses
Dragon Dance
Boosts the user’s Attack and Speed stats by 1 stage.
91
uses
uses
Tickle
Lowers the target’s Attack and Defense stats by 1 stage.
90
uses
uses
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.
88
uses
uses
Grass Knot
The heavier the target, the greater this move’s power (ranging
between 20 and 120).
87
uses
uses
Trick
The user and the target swap their held items.
87
uses
uses
Electroweb
Lowers targets’ Speed stats by 1 stage.
86
uses
uses
Population Bomb
The user attacks 1 to 10 times in a row. The attack ends if the
user misses.
86
uses
uses
Brick Break
Removes the Light Screen, Reflect, and Aurora Veil statuses on
the target’s side.
84
uses
uses
Shadow Sneak
—
83
uses
uses
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.
82
uses
uses
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.
79
uses
uses
Scary Face
Lowers the target’s Speed stat by 2 stages.
79
uses
uses
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.
70
uses
uses
Leaf Storm
Lowers the user’s Sp. Atk stat by 2 stages.
68
uses
uses
Recover
Restores 1/2 of the user’s max HP.
68
uses
uses
Double-Edge
The user takes 1/3 of the damage dealt by this move.
64
uses
uses
Volt Tackle
Has a 10% chance of paralyzing the target. The user also takes
1/3 of the damage dealt by this move.
64
uses
uses
Hypnosis
Puts the target to sleep.
63
uses
uses
Imprison
The user gains the Sealing Off status.
59
uses
uses
Toxic
Badly poisons the target. If the user is a Poison type, this move
will never miss.
56
uses
uses
Coil
Boosts the user’s Attack and Defense stats as well as its
accuracy by 1 stage.
55
uses
uses
Gunk Shot
Has a 30% chance of poisoning the target.
54
uses
uses
Ice Shard
—
52
uses
uses
Thunder Punch
Has a 10% chance of paralyzing the target.
52
uses
uses
Poltergeist
This move fails if the target isn’t holding an item.
51
uses
uses
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.
49
uses
uses
Bitter Blade
The user’s HP is restored by 1/2 of the damage dealt by
this move.
49
uses
uses
Clanging Scales
Lowers the user’s Defense stat by 1 stage.
49
uses
uses
Infestation
Gives the target the Bound status.
49
uses
uses
After You
Makes the target move immediately after the user.
48
uses
uses
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.
47
uses
uses
Waterfall
Has a 20% chance of making the target flinch.
47
uses
uses
Crunch
Has a 20% chance of lowering the target’s Defense stat by
1 stage.
46
uses
uses
Feint
This move can hit a target using a move such as Protect or
Detect and removes the effects of those moves.
46
uses
uses
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.
46
uses
uses
Accelerock
—
44
uses
uses
Sacred Sword
This move ignores the target’s stat changes when dealing
damage.
44
uses
uses
Quick Guard
The user protects itself and its allies from priority moves for
the turn.
43
uses
uses
Air Slash
Has a 30% chance of making the target flinch.
42
uses
uses
Leech Seed
Gives the target the Leech Seeded status.
42
uses
uses
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.
41
uses
uses
Quash
Causes the target to move last in the turn.
41
uses
uses
Haze
Eliminates every stat change on the entire field.
39
uses
uses
Icicle Crash
Has a 30% chance of making the target flinch.
39
uses
uses
Last Resort
This move fails unless the user has already used all the other
moves it knows.
38
uses
uses
Thunder Wave
Paralyzes the target.
38
uses
uses
Flower Trick
This move never misses and is always a critical hit.
37
uses
uses
Iron Defense
Boosts the user’s Defense stat by 2 stages.
37
uses
uses
Rising Voltage
This move’s power is doubled if the target is under the effect of
Electric Terrain.
37
uses
uses
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.
36
uses
uses
Nuzzle
Paralyzes the target.
33
uses
uses
Psycho Cut
This move has a 1-stage Critical-Hit Ratio Boost.
32
uses
uses
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.
32
uses
uses
Trop Kick
Lowers the target’s Attack stat by 1 stage.
32
uses
uses
Jet Punch
—
31
uses
uses
Baby-Doll Eyes
Lowers the target’s Attack stat by 1 stage.
30
uses
uses
Stone Edge
This move has a 1-stage Critical-Hit Ratio Boost.
30
uses
uses
Shadow Claw
This move has a 1-stage Critical-Hit Ratio Boost.
29
uses
uses
Swagger
Boosts the target’s Attack stat by 2 stages and confuses it.
29
uses
uses
Acrobatics
This move’s power is doubled if the user isn’t holding an item.
28
uses
uses
Head Smash
The user takes 1/2 of the damage dealt by this move.
28
uses
uses
Water Spout
The less HP the user has left, the lower this move’s power
(ranging between 1 and 150).
28
uses
uses
Blaze Kick
Has a 10% chance of burning the target. This move has a
1-stage Critical-Hit Ratio Boost.
27
uses
uses
Superpower
Lowers the user’s Attack and Defense stats by 1 stage.
27
uses
uses
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.
26
uses
uses
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.
26
uses
uses
Dragon Darts
The user attacks twice in a row. If there are 2 opposing
Pokémon, each of them is attacked once.
26
uses
uses
Power Whip
—
26
uses
uses
Surf
This move’s power is doubled against targets that have the
Submerged status.
26
uses
uses
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.
25
uses
uses
Trailblaze
Boosts the user’s Speed stat by 1 stage.
25
uses
uses
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.
24
uses
uses
Worry Seed
Changes the target’s Ability to Insomnia.
23
uses
uses
Zen Headbutt
Has a 20% chance of making the target flinch.
23
uses
uses
Ancient Power
Has a 10% chance of boosting the user’s Attack, Defense,
Sp. Atk, Sp. Def, and Speed stats by 1 stage.
22
uses
uses
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.
22
uses
uses
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.
22
uses
uses
Skill Swap
The user and the target swap their Abilities.
22
uses
uses
Alluring Voice
Confuses the target if its stats were boosted during the turn this
move is used.
21
uses
uses
Fire Blast
Has a 10% chance of burning the target.
21
uses
uses
Headlong Rush
Lowers the user’s Defense and Sp. Def stats by 1 stage.
21
uses
uses
Wild Charge
The user takes 1/4 of the damage dealt by this move.
21
uses
uses
Burning Jealousy
Burns targets if their stats were boosted during the turn this
move is used.
20
uses
uses
Hard Press
The more HP the target has left, the greater this move’s power
(ranging between 1 and 100).
20
uses
uses
Hammer Arm
Lowers the user’s Speed stat by 1 stage.
19
uses
uses
Psychic Noise
Gives the target the Healing Prevented status for 2 turns.
19
uses
uses
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.
19
uses
uses
Sludge Wave
Has a 10% chance of poisoning targets.
19
uses
uses
Ceaseless Edge
Gives the opponent’s side the Spikes status.
18
uses
uses
Gigaton Hammer
This move can’t be used twice in a row.
18
uses
uses
Bug Bite
If the target is holding a Berry, the user eats that Berry and gains
its effect.
17
uses
uses
Mystical Fire
Lowers the target’s Sp. Atk stat by 1 stage.
17
uses
uses
Bitter Malice
Lowers the target’s Attack stat by 1 stage.
16
uses
uses
Fire Punch
Has a 10% chance of burning the target.
16
uses
uses
Leech Life
The user’s HP is restored by 1/2 of the damage dealt by
this move.
16
uses
uses
Upper Hand
Makes the target flinch. This move fails if the target isn’t about
to use a priority move.
16
uses
uses
Instruct
The user makes the target reuse the last move it used.
15
uses
uses
Water Pulse
Has a 20% chance of confusing the target.
15
uses
uses
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.
14
uses
uses
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.
13
uses
uses
Quiver Dance
Boosts the user’s Sp. Atk, Sp. Def, and Speed stats by 1 stage.
13
uses
uses
Bite
Has a 30% chance of making the target flinch.
12
uses
uses
Destiny Bond
The user gains the Destiny Bound status. This move fails if used
in succession.
12
uses
uses
Fiery Dance
Has a 50% chance of boosting the user’s Sp. Atk stat by 1 stage.
12
uses
uses
Hex
This move’s power is doubled if the target has a
status condition.
12
uses
uses
Leaf Blade
This move has a 1-stage Critical-Hit Ratio Boost.
12
uses
uses
Night Slash
This move has a 1-stage Critical-Hit Ratio Boost.
12
uses
uses
Psychic Terrain
Turns the entire field into Psychic Terrain for 5 turns.
12
uses
uses
Stealth Rock
Gives the opponent’s side the Stealth Rock status.
12
uses
uses
Ice Spinner
Removes any terrain.
11
uses
uses
Soak
Changes the target’s type to Water.
11
uses
uses
Steel Beam
After attacking, the user takes damage equal to 1/2 of its
max HP.
11
uses
uses
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.
11
uses
uses
Torch Song
Boosts the user’s Sp. Atk stat by 1 stage.
11
uses
uses
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.
10
uses
uses
Frost Breath
Always a critical hit.
10
uses
uses
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.
10
uses
uses
Outrage
The user gains the Rampaging status.
10
uses
uses
Stone Axe
Gives the opponent’s side the Stealth Rock status.
10
uses
uses
Breaking Swipe
Lowers targets’ Attack stats by 1 stage.
9
uses
uses
Howl
Boosts the Attack stats of the user and its allies by 1 stage.
9
uses
uses
Mach Punch
—
9
uses
uses
Memento
Lowers the target’s Attack and Sp. Atk stats by 2 stages.
The user faints upon using this move.
9
uses
uses
Night Shade
Deals 50 HP of damage.
9
uses
uses
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.
9
uses
uses
Rock Blast
The user attacks 2 to 5 times in a row.
9
uses
uses
Slack Off
Restores 1/2 of the user’s max HP.
9
uses
uses
Armor Cannon
Lowers the user’s Defense and Sp. Def stats by 1 stage.
8
uses
uses
Drill Run
This move has a 1-stage Critical-Hit Ratio Boost.
8
uses
uses
Feather Dance
Lowers the target’s Attack stat by 2 stages.
8
uses
uses
High Jump Kick
If this move misses or fails, the user takes damage equal to 1/2
of its max HP.
8
uses
uses
Pollen Puff
When used on an ally, this move restores 1/2 of its max HP
instead of dealing damage.
8
uses
uses
Psych Up
The user copies the target’s stat changes.
8
uses
uses
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.
8
uses
uses
Struggle Bug
Lowers targets’ Sp. Atk stats by 1 stage.
8
uses
uses
Temper Flare
This move’s power is doubled if the user couldn’t act or its move
missed or failed on the previous turn.
8
uses
uses
Bulldoze
Lowers targets’ Speed stats by 1 stage. When Grassy Terrain
is active, this move’s power is halved.
7
uses
uses
Eerie Impulse
Lowers the target’s Sp. Atk stat by 2 stages.
7
uses
uses
Extrasensory
Has a 10% chance of making the target flinch.
7
uses
uses
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.
7
uses
uses
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.
7
uses
uses
Lumina Crash
Lowers the target’s Sp. Def stat by 2 stages.
7
uses
uses
Scorching Sands
Has a 30% chance of burning the target. Cures the user and
target of being frozen.
7
uses
uses
Stored Power
This move’s power is increased by 20 for each stage that the
user’s stats have been boosted.
7
uses
uses
Vacuum Wave
—
7
uses
uses
X-Scissor
—
7
uses
uses
Acid Spray
Lowers the target’s Sp. Def stat by 2 stages.
6
uses
uses
Aerial Ace
This move never misses.
6
uses
uses
Aqua Cutter
This move has a 1-stage Critical-Hit Ratio Boost.
6
uses
uses
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.
6
uses
uses
Bullet Seed
The user attacks 2 to 5 times in a row.
6
uses
uses
Grassy Terrain
Turns the entire field into Grassy Terrain for 5 turns.
6
uses
uses
Lash Out
This move’s power is doubled if the user’s stats were lowered
during the turn this move is used.
6
uses
uses
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.
6
uses
uses
Transform
The user transforms into a copy of the target. It also copies all
of the target’s stats apart from its HP.
6
uses
uses
Assurance
This move’s power is doubled if the target has already taken
damage during the turn this move is used.
5
uses
uses
Avalanche
This move’s power is doubled if the target has already dealt
damage to the user with a move in the same turn.
5
uses
uses
Barb Barrage
Has a 50% chance of poisoning the target. This move’s power is
doubled if the target is poisoned or badly poisoned.
5
uses
uses
Blast Burn
The user gains the Recharging status on the turn after this move
is used.
5
uses
uses
Bug Buzz
Has a 10% chance of lowering the target’s Sp. Def stat by
1 stage.
5
uses
uses
Chilling Water
Lowers the target’s Attack stat by 1 stage.
5
uses
uses
Dragon Cheer
Gives allies a Critical-Hit Ratio Boost. Dragon types receive a
2-stage boost. All other types receive a 1-stage boost.
5
uses
uses
Dynamic Punch
Confuses the target.
5
uses
uses
Fickle Beam
This move has a 30% chance of its power being doubled.
5
uses
uses
Gravity
Gives the entire field the Gravity status for 5 turns.
5
uses
uses
Heal Pulse
Restores 1/2 of the target’s max HP.
5
uses
uses
Ice Hammer
Lowers the user’s Speed stat by 1 stage.
5
uses
uses
Lunge
Lowers the target’s Attack stat by 1 stage.
5
uses
uses
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.
5
uses
uses
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.
5
uses
uses
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.
5
uses
uses
Water Shuriken
The user attacks 2 to 5 times in a row.
5
uses
uses
Wood Hammer
The user takes 1/3 of the damage dealt by this move.
5
uses
uses
Beak Blast
If the user is hit by a contact move before it uses this move, the
attacker will be burned.
4
uses
uses
Chilly Reception
Summons snow for 5 turns. The user switches out of battle to be
replaced by another party Pokémon.
4
uses
uses
Fire Fang
Has a 10% chance of burning the target and a 10% chance of
making the target flinch.
4
uses
uses
Flame Charge
Boosts the user’s Speed stat by 1 stage.
4
uses
uses
Fly
The user gains the Sky-High status on the turn this move is used,
then attacks on the following turn.
4
uses
uses
Giga Impact
The user gains the Recharging status on the turn after this move
is used.
4
uses
uses
Horn Leech
The user’s HP is restored by 1/2 of the damage dealt by
this move.
4
uses
uses
Infernal Parade
Has a 30% chance of burning the target. This move’s power is
doubled if the target has a status condition.
4
uses
uses
Parabolic Charge
The user’s HP is restored by 1/2 of the damage dealt by
this move.
4
uses
uses
Salt Cure
Gives the target the Salt Cured status.
4
uses
uses
Self-Destruct
The user faints upon using this move.
4
uses
uses
Spicy Extract
Lowers the target’s Defense stat by 2 stages and boosts its
Attack stat by 2 stages.
4
uses
uses
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.
4
uses
uses
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.
4
uses
uses
Brutal Swing
—
3
uses
uses
Copycat
The user mimics the move that was last used. This move fails if
no other move has been used yet.
3
uses
uses
Cotton Guard
Boosts the user’s Defense stat by 3 stages.
3
uses
uses
Curse
The user loses 1/2 of its max HP to give the target the
Cursed status.
3
uses
uses
Entrainment
Changes the target’s Ability to be the same as the user’s.
3
uses
uses
Fling
This move’s power and effects depend on the user’s held item.
The held item is lost after this move is used.
3
uses
uses
Glare
Paralyzes the target.
3
uses
uses
Hydro Cannon
The user gains the Recharging status on the turn after this move
is used.
3
uses
uses
Icicle Spear
The user attacks 2 to 5 times in a row.
3
uses
uses
Lava Plume
Has a 30% chance of burning targets.
3
uses
uses
Magnet Rise
The user gains the Magnet Rise status.
3
uses
uses
Minimize
Boosts the user’s evasiveness by 2 stages. The user gains the
Minimized status.
3
uses
uses
Misty Terrain
Turns the entire field into Misty Terrain for 5 turns.
3
uses
uses
Pain Split
The user adds its remaining HP to the target’s remaining HP,
then splits the total in half for them to share.
3
uses
uses
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.
3
uses
uses
Reversal
The less HP the user has left, the greater this move’s power
(ranging between 20 and 200).
3
uses
uses
Sandstorm
Summons a sandstorm for 5 turns.
3
uses
uses
Sleep Talk
Can be used only if the user is asleep. The user uses one of the
other moves it knows at random.
3
uses
uses
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.
3
uses
uses
Sparkling Aria
Cures targets of their burns.
3
uses
uses
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.
3
uses
uses
Thief
If the user is not already holding an item, it steals the target’s
held item.
3
uses
uses
Thunder Fang
Has a 10% chance of paralyzing the target and a 10% chance
of making the target flinch.
3
uses
uses
Topsy-Turvy
Inverts all stat changes affecting the target.
3
uses
uses
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.
3
uses
uses
Wish
Gives the user’s spot the Wish status.
3
uses
uses
Acid Armor
Boosts the user’s Defense stat by 2 stages.
2
uses
uses
Agility
Boosts the user’s Speed stat by 2 stages.
2
uses
uses
Apple Acid
Lowers the target’s Sp. Def stat by 1 stage.
2
uses
uses
Boomburst
—
2
uses
uses
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.
2
uses
uses
Clear Smog
Removes all stat changes from the target. This move never
misses.
2
uses
uses
Confuse Ray
Confuses the target.
2
uses
uses
Cosmic Power
Boosts the user’s Defense and Sp. Def stats by 1 stage.
2
uses
uses
Cross Poison
Has a 10% chance of poisoning the target. This move has a
1-stage Critical-Hit Ratio Boost.
2
uses
uses
Fire Spin
Gives the target the Bound status.
2
uses
uses
First Impression
This move fails unless it is the first move used by the user after
it enters a battle.
2
uses
uses
Fissure
Knocks out the target. The accuracy of this move is fixed
at 30%.
2
uses
uses
Focus Energy
The user gains a 2-stage Critical-Hit Ratio Boost.
2
uses
uses
Frenzy Plant
The user gains the Recharging status on the turn after this move
is used.
2
uses
uses
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.
2
uses
uses
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).
2
uses
uses
Low Sweep
Lowers the target’s Speed stat by 1 stage.
2
uses
uses
Metal Sound
Lowers the target’s Sp. Def stat by 2 stages.
2
uses
uses
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.
2
uses
uses
Mountain Gale
Has a 30% chance of making the target flinch.
2
uses
uses
Mud-Slap
Lowers the target’s accuracy by 1 stage.
2
uses
uses
Psyshield Bash
Boosts the user’s Defense stat by 1 stage.
2
uses
uses
Safeguard
Gives the user’s side the Safeguard status for 5 turns.
2
uses
uses
Sand Tomb
Gives the target the Bound status.
2
uses
uses
Shell Side Arm
Has a 20% chance of poisoning the target. Becomes a physical
move if that will deal more damage.
2
uses
uses
Steel Wing
Has a 10% chance of boosting the user’s Defense stat by
1 stage.
2
uses
uses
String Shot
Lowers targets’ Speed stats by 2 stages.
2
uses
uses
Tri Attack
Has a 20% chance of leaving the target burned, frozen,
or paralyzed.
2
uses
uses
Venoshock
This move’s power is doubled if the target is poisoned or
badly poisoned.
2
uses
uses
Aqua Step
Boosts the user’s Speed stat by 1 stage.
1
uses
uses
Bone Rush
The user attacks 2 to 5 times in a row.
1
uses
uses
Charge
Boosts the user’s Sp. Def stat by 1 stage. The user gains the
Electric Boost status.
1
uses
uses
Charge Beam
Has a 70% chance of boosting the user’s Sp. Atk stat by 1 stage.
1
uses
uses
Cotton Spore
Lowers targets’ Speed stats by 2 stages.
1
uses
uses
Defog
Lowers the target’s evasiveness by 1 stage. Removes statuses
such as Reflect, Spikes, and Safeguard, as well as any terrain.
1
uses
uses
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.
1
uses
uses
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.
1
uses
uses
Electrify
If this move hits the target before it uses a move, its move
becomes Electric type for that turn.
1
uses
uses
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.
1
uses
uses
Flail
The less HP the user has left, the greater this move’s power
(ranging between 20 and 200).
1
uses
uses
Focus Punch
This move fails if the user has already taken damage from a
move in the same turn.
1
uses
uses
Future Sight
Gives the target’s spot the Future Attack status.
1
uses
uses
Grassy Glide
If the user is under the effect of Grassy Terrain, this move’s
priority becomes +1.
1
uses
uses
Inferno
Burns the target.
1
uses
uses
Iron Tail
Has a 30% chance of lowering the target’s Defense stat by
1 stage.
1
uses
uses
Mega Kick
—
1
uses
uses
Megahorn
—
1
uses
uses
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.
1
uses
uses
Night Daze
Has a 40% chance of lowering the target’s accuracy by 1 stage.
1
uses
uses
Pin Missile
The user attacks 2 to 5 times in a row.
1
uses
uses
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.
1
uses
uses
Raging Fury
The user gains the Rampaging status.
1
uses
uses
Reflect Type
The user becomes the same type or types as the target.
1
uses
uses
Seed Bomb
—
1
uses
uses
Shadow Punch
This move never misses.
1
uses
uses
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%.
1
uses
uses
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.
1
uses
uses
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.
1
uses
uses
Spikes
Gives the opponent’s side the Spikes status.
1
uses
uses
Sticky Web
Gives the opponent’s side the Sticky Web status.
1
uses
uses
Storm Throw
Always a critical hit.
1
uses
uses
Stun Spore
Paralyzes the target.
1
uses
uses
Toxic Spikes
Gives the opponent’s side the Toxic Spikes status.
1
uses
uses
Whirlpool
Gives the target the Bound status. This move’s power is
doubled if the target has the Submerged status.
1
uses
uses
Wonder Room
Gives the entire field the Wonder Room status for 5 turns.
1
uses
uses
No moves found.
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