Pokémon Champions & VGC Moves

393 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
12752
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
2344
uses
Normal
Tailwind
Gives the user’s side the Tailwind status for 4 turns.
Status · 101% · 16 PP
2146
uses
Flying
Rock Slide
Has a 30% chance of making targets flinch.
Physical 75 BP · 90% · 12 PP
1883
uses
Rock
Close Combat
Lowers the user’s Defense and Sp. Def stats by 1 stage.
Physical 120 BP · 100% · 8 PP
1653
uses
Fighting
Moonblast
Has a 10% chance of lowering the target’s Sp. Atk stat by 1 stage.
Special 95 BP · 100% · 16 PP
1507
uses
Fairy
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
1505
uses
Dark
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
1499
uses
Ground
Wave Crash
The user takes 1/3 of the damage dealt by this move.
Physical 120 BP · 100% · 12 PP
1454
uses
Water
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
1430
uses
Normal
Dragon Claw
Physical 80 BP · 100% · 16 PP
1296
uses
Dragon
Iron Head
Has a 20% chance of making the target flinch.
Physical 80 BP · 100% · 16 PP
1265
uses
Steel
Trick Room
Gives the entire field the Trick Room status for 5 turns.
Status · 101% · 8 PP
1263
uses
Psychic
Rage Powder
The user redirects opponents’ moves toward itself. This effect works only on single-target moves.
Status · 101% · 20 PP
1225
uses
Bug
Heat Wave
Has a 10% chance of burning targets.
Special 95 BP · 90% · 12 PP
1223
uses
Fire
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
1196
uses
Fire
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
1133
uses
Grass
Aqua Jet
Physical 40 BP · 100% · 20 PP
1112
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
1081
uses
Ghost
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
1050
uses
Dark
Shadow Ball
Has a 20% chance of lowering the target’s Sp. Def stat by 1 stage.
Special 80 BP · 100% · 16 PP
955
uses
Ghost
Encore
Gives the target the Encore status.
Status · 100% · 8 PP
896
uses
Normal
Light Screen
Gives the user’s side the Light Screen status for 5 turns.
Status · 101% · 20 PP
813
uses
Psychic
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
787
uses
Grass
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
746
uses
Flying
Kowtow Cleave
This move never misses.
Physical 85 BP · 101% · 12 PP
745
uses
Dark
Reflect
Gives the user’s side the Reflect status for 5 turns.
Status · 101% · 20 PP
718
uses
Psychic
Hyper Voice
Special 90 BP · 100% · 12 PP
702
uses
Normal
Brave Bird
The user takes 1/3 of the damage dealt by this move.
Physical 120 BP · 100% · 16 PP
674
uses
Flying
Dragon Pulse
Special 85 BP · 100% · 12 PP
674
uses
Dragon
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
674
uses
Ground
Life Dew
Restores 1/4 of the max HP of the user and its allies.
Status · 101% · 12 PP
671
uses
Water
Dazzling Gleam
Special 80 BP · 100% · 12 PP
670
uses
Fairy
Dire Claw
Has a 30% chance of leaving the target poisoned, paralyzed, or asleep.
Physical 80 BP · 100% · 16 PP
630
uses
Poison
Throat Chop
Gives the target the Throat Chopped status.
Physical 80 BP · 100% · 16 PP
629
uses
Dark
Wide Guard
During the turn this move is used, the user protects its side from moves that target all allies.
Status · 101% · 12 PP
603
uses
Rock
Flash Cannon
Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage.
Special 80 BP · 100% · 12 PP
568
uses
Steel
Psychic Fangs
Removes the Light Screen, Reflect, and Aurora Veil statuses on the target’s side.
Physical 85 BP · 100% · 12 PP
566
uses
Psychic
Ice Punch
Has a 10% chance of freezing the target.
Physical 75 BP · 100% · 16 PP
565
uses
Ice
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
544
uses
Flying
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
541
uses
Electric
Earth Power
Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage.
Special 90 BP · 100% · 12 PP
538
uses
Ground
Flip Turn
After attacking, the user switches out of battle to be replaced by another party Pokémon.
Physical 60 BP · 100% · 20 PP
511
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
507
uses
Normal
Thunderbolt
Has a 10% chance of paralyzing the target.
Special 90 BP · 100% · 16 PP
494
uses
Electric
Nasty Plot
Boosts the user’s Sp. Atk stat by 2 stages.
Status · 101% · 20 PP
491
uses
Dark
Dual Wingbeat
The user attacks twice in a row.
Physical 40 BP · 90% · 12 PP
476
uses
Flying
Psychic
Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage.
Special 90 BP · 100% · 12 PP
474
uses
Psychic
Make It Rain
Lowers the user’s Sp. Atk stat by 2 stages.
Special 120 BP · 95% · 8 PP
451
uses
Steel
Sludge Bomb
Has a 30% chance of poisoning the target.
Special 90 BP · 100% · 12 PP
429
uses
Poison
Calm Mind
Boosts the user’s Sp. Atk and Sp. Def stats by 1 stage.
Status · 101% · 20 PP
404
uses
Psychic
Low Kick
The heavier the target, the greater this move’s power (ranging between 20 and 120).
Physical 1 BP · 100% · 20 PP
403
uses
Fighting
Will-O-Wisp
Burns the target.
Status · 85% · 16 PP
399
uses
Fire
Spirit Break
Lowers the target’s Sp. Atk stat by 1 stage.
Physical 75 BP · 100% · 16 PP
391
uses
Fairy
Draco Meteor
Lowers the user’s Sp. Atk stat by 2 stages.
Special 130 BP · 90% · 8 PP
365
uses
Dragon
Quick Attack
Physical 40 BP · 100% · 20 PP
365
uses
Normal
Blizzard
Has a 10% chance of freezing targets. This move never misses in snow.
Special 110 BP · 70% · 8 PP
354
uses
Ice
Hyper Beam
The user gains the Recharging status on the turn after this move is used.
Special 150 BP · 90% · 8 PP
350
uses
Normal
Play Rough
Has a 10% chance of lowering the target’s Attack stat by 1 stage.
Physical 90 BP · 90% · 12 PP
339
uses
Fairy
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
338
uses
Fighting
Swords Dance
Boosts the user’s Attack stat by 2 stages.
Status · 101% · 20 PP
304
uses
Normal
Rain Dance
Summons rain for 5 turns.
Status · 101% · 8 PP
302
uses
Water
Darkest Lariat
This move ignores the target’s stat changes when dealing damage.
Physical 85 BP · 100% · 12 PP
296
uses
Dark
High Horsepower
Physical 95 BP · 95% · 12 PP
293
uses
Ground
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
287
uses
Dark
Overheat
Lowers the user’s Sp. Atk stat by 2 stages.
Special 130 BP · 90% · 8 PP
285
uses
Fire
Volt Switch
After attacking, the user switches out of battle to be replaced by another party Pokémon.
Special 70 BP · 100% · 20 PP
281
uses
Electric
Follow Me
The user redirects opponents’ moves toward itself. This effect works only on single-target moves.
Status · 101% · 20 PP
279
uses
Normal
Light of Ruin
The user takes 1/2 of the damage dealt by this move.
Special 140 BP · 90% · 8 PP
265
uses
Fairy
Focus Blast
Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage.
Special 120 BP · 70% · 8 PP
252
uses
Fighting
Zap Cannon
Paralyzes the target.
Special 120 BP · 50% · 8 PP
250
uses
Electric
Coaching
Boosts allies’ Attack and Defense stats by 1 stage.
Status · 101% · 12 PP
245
uses
Fighting
Dark Pulse
Has a 20% chance of making the target flinch.
Special 80 BP · 100% · 16 PP
238
uses
Dark
Giga Drain
The user’s HP is restored by 1/2 of the damage dealt by this move.
Special 75 BP · 100% · 12 PP
236
uses
Grass
Charm
Lowers the target’s Attack stat by 2 stages.
Status · 100% · 20 PP
235
uses
Fairy
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
235
uses
Fire
Power Gem
Special 80 BP · 100% · 20 PP
235
uses
Rock
Poison Jab
Has a 30% chance of poisoning the target.
Physical 80 BP · 100% · 20 PP
230
uses
Poison
Drain Punch
The user’s HP is restored by 1/2 of the damage dealt by this move.
Physical 75 BP · 100% · 12 PP
229
uses
Fighting
Liquidation
Has a 20% chance of lowering the target’s Defense stat by 1 stage.
Physical 85 BP · 100% · 12 PP
224
uses
Water
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
223
uses
Ice
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
200
uses
Dark
Taunt
Gives the target the Taunted status.
Status · 100% · 20 PP
195
uses
Dark
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
186
uses
Fighting
Snarl
Lowers targets’ Sp. Atk stats by 1 stage.
Special 55 BP · 95% · 16 PP
185
uses
Dark
Hydro Pump
Special 110 BP · 80% · 8 PP
183
uses
Water
Bullet Punch
Physical 40 BP · 100% · 20 PP
180
uses
Steel
Bulk Up
Boosts the user’s Attack and Defense stats by 1 stage.
Status · 101% · 20 PP
178
uses
Fighting
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
172
uses
Grass
Icy Wind
Lowers targets’ Speed stats by 1 stage.
Special 55 BP · 95% · 16 PP
165
uses
Ice
Rock Tomb
Lowers the target’s Speed stat by 1 stage.
Physical 60 BP · 95% · 16 PP
163
uses
Rock
Sleep Powder
Puts the target to sleep.
Status · 75% · 16 PP
163
uses
Grass
Fake Tears
Lowers the target’s Sp. Def stat by 2 stages.
Status · 100% · 20 PP
162
uses
Dark
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
159
uses
Psychic
Aura Sphere
This move never misses.
Special 80 BP · 101% · 20 PP
156
uses
Fighting
Draining Kiss
The user’s HP is restored by 3/4 of the damage dealt by this move.
Special 50 BP · 100% · 12 PP
151
uses
Fairy
Energy Ball
Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage.
Special 90 BP · 100% · 12 PP
147
uses
Grass
Sunny Day
Summons harsh sunlight for 5 turns.
Status · 101% · 8 PP
147
uses
Fire
Flamethrower
Has a 10% chance of burning the target.
Special 90 BP · 100% · 16 PP
144
uses
Fire
Rage Fist
This move’s power is increased by 50 each time the user takes damage from a move, up to a maximum power of 350. If the user switches out of battle, the move’s power returns to its usual value.
Physical 50 BP · 100% · 12 PP
143
uses
Ghost
U-turn
After attacking, the user switches out of battle to be replaced by another party Pokémon.
Physical 70 BP · 100% · 20 PP
142
uses
Bug
Twin Beam
The user attacks twice in a row.
Special 40 BP · 100% · 12 PP
141
uses
Psychic
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
129
uses
Normal
Ice Beam
Has a 10% chance of freezing the target.
Special 90 BP · 100% · 12 PP
118
uses
Ice
Freeze-Dry
This move is also super effective against Water-type Pokémon.
Special 70 BP · 100% · 20 PP
117
uses
Ice
Extreme Speed
Physical 80 BP · 100% · 8 PP
112
uses
Normal
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
110
uses
Grass
Meteor Mash
Has a 20% chance of boosting the user’s Attack stat by 1 stage.
Physical 90 BP · 90% · 12 PP
103
uses
Steel
Perish Song
Gives all Pokémon on the field the Perishing status.
Status · 101% · 8 PP
102
uses
Normal
Yawn
Makes the target drowsy. This move never misses.
Status · 101% · 12 PP
100
uses
Normal
Disable
Gives the target the Move Disabled status for 4 turns.
Status · 100% · 20 PP
98
uses
Normal
Scald
Has a 30% chance of burning the target. Cures the user and target of being frozen.
Special 80 BP · 100% · 16 PP
98
uses
Water
Discharge
Has a 30% chance of paralyzing targets.
Special 80 BP · 100% · 16 PP
96
uses
Electric
Muddy Water
Has a 30% chance of lowering targets’ accuracy by 1 stage.
Special 90 BP · 85% · 12 PP
94
uses
Water
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
92
uses
Ice
Dragon Dance
Boosts the user’s Attack and Speed stats by 1 stage.
Status · 101% · 20 PP
91
uses
Dragon
Tickle
Lowers the target’s Attack and Defense stats by 1 stage.
Status · 100% · 20 PP
90
uses
Normal
Triple Axel
The user attacks 3 times in a row—first with a power of 20, then with a power of 40, then with a power of 60. The attack ends if the user misses.
Physical 20 BP · 90% · 12 PP
88
uses
Ice
Grass Knot
The heavier the target, the greater this move’s power (ranging between 20 and 120).
Special 1 BP · 100% · 20 PP
87
uses
Grass
Trick
The user and the target swap their held items.
Status · 100% · 12 PP
87
uses
Psychic
Electroweb
Lowers targets’ Speed stats by 1 stage.
Special 55 BP · 95% · 16 PP
86
uses
Electric
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
86
uses
Normal
Brick Break
Removes the Light Screen, Reflect, and Aurora Veil statuses on the target’s side.
Physical 75 BP · 100% · 16 PP
84
uses
Fighting
Shadow Sneak
Physical 40 BP · 100% · 20 PP
83
uses
Ghost
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
82
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
79
uses
Dark
Scary Face
Lowers the target’s Speed stat by 2 stages.
Status · 100% · 12 PP
79
uses
Normal
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
70
uses
Normal
Leaf Storm
Lowers the user’s Sp. Atk stat by 2 stages.
Special 130 BP · 90% · 8 PP
68
uses
Grass
Recover
Restores 1/2 of the user’s max HP.
Status · 101% · 8 PP
68
uses
Normal
Double-Edge
The user takes 1/3 of the damage dealt by this move.
Physical 120 BP · 100% · 16 PP
64
uses
Normal
Volt Tackle
Has a 10% chance of paralyzing the target. The user also takes 1/3 of the damage dealt by this move.
Physical 120 BP · 100% · 16 PP
64
uses
Electric
Hypnosis
Puts the target to sleep.
Status · 60% · 20 PP
63
uses
Psychic
Imprison
The user gains the Sealing Off status.
Status · 101% · 12 PP
59
uses
Psychic
Toxic
Badly poisons the target. If the user is a Poison type, this move will never miss.
Status · 90% · 12 PP
56
uses
Poison
Coil
Boosts the user’s Attack and Defense stats as well as its accuracy by 1 stage.
Status · 101% · 20 PP
55
uses
Poison
Gunk Shot
Has a 30% chance of poisoning the target.
Physical 120 BP · 80% · 8 PP
54
uses
Poison
Ice Shard
Physical 40 BP · 100% · 20 PP
52
uses
Ice
Thunder Punch
Has a 10% chance of paralyzing the target.
Physical 75 BP · 100% · 16 PP
52
uses
Electric
Poltergeist
This move fails if the target isn’t holding an item.
Physical 110 BP · 90% · 8 PP
51
uses
Ghost
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
49
uses
Poison
Bitter Blade
The user’s HP is restored by 1/2 of the damage dealt by this move.
Physical 90 BP · 100% · 12 PP
49
uses
Fire
Clanging Scales
Lowers the user’s Defense stat by 1 stage.
Special 110 BP · 100% · 8 PP
49
uses
Dragon
Infestation
Gives the target the Bound status.
Special 20 BP · 100% · 20 PP
49
uses
Bug
After You
Makes the target move immediately after the user.
Status · 101% · 16 PP
48
uses
Normal
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
47
uses
Dragon
Waterfall
Has a 20% chance of making the target flinch.
Physical 80 BP · 100% · 16 PP
47
uses
Water
Crunch
Has a 20% chance of lowering the target’s Defense stat by 1 stage.
Physical 80 BP · 100% · 16 PP
46
uses
Dark
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
46
uses
Normal
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
46
uses
Electric
Accelerock
Physical 40 BP · 100% · 20 PP
44
uses
Rock
Sacred Sword
This move ignores the target’s stat changes when dealing damage.
Physical 90 BP · 100% · 16 PP
44
uses
Fighting
Quick Guard
The user protects itself and its allies from priority moves for the turn.
Status · 101% · 16 PP
43
uses
Fighting
Air Slash
Has a 30% chance of making the target flinch.
Special 75 BP · 95% · 16 PP
42
uses
Flying
Leech Seed
Gives the target the Leech Seeded status.
Status · 90% · 12 PP
42
uses
Grass
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
41
uses
Fighting
Quash
Causes the target to move last in the turn.
Status · 100% · 16 PP
41
uses
Dark
Haze
Eliminates every stat change on the entire field.
Status · 101% · 20 PP
39
uses
Ice
Icicle Crash
Has a 30% chance of making the target flinch.
Physical 85 BP · 90% · 12 PP
39
uses
Ice
Last Resort
This move fails unless the user has already used all the other moves it knows.
Physical 140 BP · 100% · 8 PP
38
uses
Normal
Thunder Wave
Paralyzes the target.
Status · 90% · 20 PP
38
uses
Electric
Flower Trick
This move never misses and is always a critical hit.
Physical 70 BP · 101% · 12 PP
37
uses
Grass
Iron Defense
Boosts the user’s Defense stat by 2 stages.
Status · 101% · 16 PP
37
uses
Steel
Rising Voltage
This move’s power is doubled if the target is under the effect of Electric Terrain.
Special 70 BP · 100% · 20 PP
37
uses
Electric
Phantom Force
The user gains the Concealed status on the turn this move is used, then attacks on the following turn. This move can hit a target using a move such as Protect or Detect and removes the effects of those moves.
Physical 90 BP · 100% · 12 PP
36
uses
Ghost
Nuzzle
Paralyzes the target.
Physical 20 BP · 100% · 20 PP
33
uses
Electric
Psycho Cut
This move has a 1-stage Critical-Hit Ratio Boost.
Physical 70 BP · 100% · 20 PP
32
uses
Psychic
Scale Shot
The user attacks 2 to 5 times in a row. This move lowers the user’s Defense stat by 1 stage and boosts its Speed stat by 1 stage.
Physical 25 BP · 90% · 20 PP
32
uses
Dragon
Trop Kick
Lowers the target’s Attack stat by 1 stage.
Physical 85 BP · 100% · 16 PP
32
uses
Grass
Jet Punch
Physical 60 BP · 100% · 16 PP
31
uses
Water
Baby-Doll Eyes
Lowers the target’s Attack stat by 1 stage.
Status · 100% · 20 PP
30
uses
Fairy
Stone Edge
This move has a 1-stage Critical-Hit Ratio Boost.
Physical 100 BP · 80% · 8 PP
30
uses
Rock
Shadow Claw
This move has a 1-stage Critical-Hit Ratio Boost.
Physical 70 BP · 100% · 16 PP
29
uses
Ghost
Swagger
Boosts the target’s Attack stat by 2 stages and confuses it.
Status · 85% · 16 PP
29
uses
Normal
Acrobatics
This move’s power is doubled if the user isn’t holding an item.
Physical 55 BP · 100% · 16 PP
28
uses
Flying
Head Smash
The user takes 1/2 of the damage dealt by this move.
Physical 150 BP · 80% · 8 PP
28
uses
Rock
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
28
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
27
uses
Fire
Superpower
Lowers the user’s Attack and Defense stats by 1 stage.
Physical 120 BP · 100% · 8 PP
27
uses
Fighting
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
26
uses
Normal
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
26
uses
Fire
Dragon Darts
The user attacks twice in a row. If there are 2 opposing Pokémon, each of them is attacked once.
Physical 50 BP · 100% · 12 PP
26
uses
Dragon
Power Whip
Physical 120 BP · 85% · 12 PP
26
uses
Grass
Surf
This move’s power is doubled against targets that have the Submerged status.
Special 90 BP · 100% · 16 PP
26
uses
Water
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
25
uses
Steel
Trailblaze
Boosts the user’s Speed stat by 1 stage.
Physical 50 BP · 100% · 20 PP
25
uses
Grass
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
24
uses
Steel
Worry Seed
Changes the target’s Ability to Insomnia.
Status · 100% · 12 PP
23
uses
Grass
Zen Headbutt
Has a 20% chance of making the target flinch.
Physical 80 BP · 90% · 16 PP
23
uses
Psychic
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
22
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
22
uses
Normal
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
22
uses
Psychic
Skill Swap
The user and the target swap their Abilities.
Status · 101% · 12 PP
22
uses
Psychic
Alluring Voice
Confuses the target if its stats were boosted during the turn this move is used.
Special 80 BP · 100% · 12 PP
21
uses
Fairy
Fire Blast
Has a 10% chance of burning the target.
Special 110 BP · 85% · 8 PP
21
uses
Fire
Headlong Rush
Lowers the user’s Defense and Sp. Def stats by 1 stage.
Physical 120 BP · 100% · 8 PP
21
uses
Ground
Wild Charge
The user takes 1/4 of the damage dealt by this move.
Physical 90 BP · 100% · 16 PP
21
uses
Electric
Burning Jealousy
Burns targets if their stats were boosted during the turn this move is used.
Special 70 BP · 100% · 8 PP
20
uses
Fire
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
20
uses
Steel
Hammer Arm
Lowers the user’s Speed stat by 1 stage.
Physical 100 BP · 90% · 12 PP
19
uses
Fighting
Psychic Noise
Gives the target the Healing Prevented status for 2 turns.
Special 75 BP · 100% · 12 PP
19
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
19
uses
Normal
Sludge Wave
Has a 10% chance of poisoning targets.
Special 95 BP · 100% · 12 PP
19
uses
Poison
Ceaseless Edge
Gives the opponent’s side the Spikes status.
Physical 65 BP · 90% · 16 PP
18
uses
Dark
Gigaton Hammer
This move can’t be used twice in a row.
Physical 160 BP · 100% · 8 PP
18
uses
Steel
Bug Bite
If the target is holding a Berry, the user eats that Berry and gains its effect.
Physical 60 BP · 100% · 20 PP
17
uses
Bug
Mystical Fire
Lowers the target’s Sp. Atk stat by 1 stage.
Special 75 BP · 100% · 12 PP
17
uses
Fire
Bitter Malice
Lowers the target’s Attack stat by 1 stage.
Special 75 BP · 100% · 12 PP
16
uses
Ghost
Fire Punch
Has a 10% chance of burning the target.
Physical 75 BP · 100% · 16 PP
16
uses
Fire
Leech Life
The user’s HP is restored by 1/2 of the damage dealt by this move.
Physical 80 BP · 100% · 12 PP
16
uses
Bug
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
16
uses
Fighting
Instruct
The user makes the target reuse the last move it used.
Status · 101% · 16 PP
15
uses
Psychic
Water Pulse
Has a 20% chance of confusing the target.
Special 60 BP · 100% · 20 PP
15
uses
Water
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
14
uses
Normal
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
13
uses
Normal
Quiver Dance
Boosts the user’s Sp. Atk, Sp. Def, and Speed stats by 1 stage.
Status · 101% · 20 PP
13
uses
Bug
Bite
Has a 30% chance of making the target flinch.
Physical 60 BP · 100% · 20 PP
12
uses
Dark
Destiny Bond
The user gains the Destiny Bound status. This move fails if used in succession.
Status · 101% · 8 PP
12
uses
Ghost
Fiery Dance
Has a 50% chance of boosting the user’s Sp. Atk stat by 1 stage.
Special 80 BP · 100% · 12 PP
12
uses
Fire
Hex
This move’s power is doubled if the target has a status condition.
Special 65 BP · 100% · 12 PP
12
uses
Ghost
Leaf Blade
This move has a 1-stage Critical-Hit Ratio Boost.
Physical 90 BP · 100% · 16 PP
12
uses
Grass
Night Slash
This move has a 1-stage Critical-Hit Ratio Boost.
Physical 70 BP · 100% · 20 PP
12
uses
Dark
Psychic Terrain
Turns the entire field into Psychic Terrain for 5 turns.
Status · 101% · 12 PP
12
uses
Psychic
Stealth Rock
Gives the opponent’s side the Stealth Rock status.
Status · 101% · 20 PP
12
uses
Rock
Ice Spinner
Removes any terrain.
Physical 80 BP · 100% · 16 PP
11
uses
Ice
Soak
Changes the target’s type to Water.
Status · 100% · 20 PP
11
uses
Water
Steel Beam
After attacking, the user takes damage equal to 1/2 of its max HP.
Special 140 BP · 95% · 8 PP
11
uses
Steel
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
11
uses
Electric
Torch Song
Boosts the user’s Sp. Atk stat by 1 stage.
Special 80 BP · 100% · 12 PP
11
uses
Fire
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
10
uses
Psychic
Frost Breath
Always a critical hit.
Special 60 BP · 90% · 12 PP
10
uses
Ice
No Retreat
Boosts the user’s Attack, Defense, Sp. Atk, Sp. Def, and Speed stats by 1 stage. The user gains the Can’t Escape status. This move can only be used once per time the user enters battle— otherwise it will fail.
Status · 101% · 8 PP
10
uses
Fighting
Outrage
The user gains the Rampaging status.
Physical 120 BP · 100% · 12 PP
10
uses
Dragon
Stone Axe
Gives the opponent’s side the Stealth Rock status.
Physical 65 BP · 90% · 16 PP
10
uses
Rock
Breaking Swipe
Lowers targets’ Attack stats by 1 stage.
Physical 60 BP · 100% · 16 PP
9
uses
Dragon
Howl
Boosts the Attack stats of the user and its allies by 1 stage.
Status · 101% · 20 PP
9
uses
Normal
Mach Punch
Physical 40 BP · 100% · 20 PP
9
uses
Fighting
Memento
Lowers the target’s Attack and Sp. Atk stats by 2 stages. The user faints upon using this move.
Status · 100% · 12 PP
9
uses
Dark
Night Shade
Deals 50 HP of damage.
Special 1 BP · 100% · 16 PP
9
uses
Ghost
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
9
uses
Psychic
Rock Blast
The user attacks 2 to 5 times in a row.
Physical 25 BP · 90% · 12 PP
9
uses
Rock
Slack Off
Restores 1/2 of the user’s max HP.
Status · 101% · 8 PP
9
uses
Normal
Armor Cannon
Lowers the user’s Defense and Sp. Def stats by 1 stage.
Special 120 BP · 100% · 8 PP
8
uses
Fire
Drill Run
This move has a 1-stage Critical-Hit Ratio Boost.
Physical 80 BP · 95% · 12 PP
8
uses
Ground
Feather Dance
Lowers the target’s Attack stat by 2 stages.
Status · 100% · 16 PP
8
uses
Flying
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
8
uses
Fighting
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
8
uses
Bug
Psych Up
The user copies the target’s stat changes.
Status · 101% · 12 PP
8
uses
Normal
Round
If multiple Pokémon use this move in the same turn, the second user onward will act immediately after the first, and the power of the second Round onward will be doubled.
Special 60 BP · 100% · 16 PP
8
uses
Normal
Struggle Bug
Lowers targets’ Sp. Atk stats by 1 stage.
Special 50 BP · 100% · 20 PP
8
uses
Bug
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
8
uses
Fire
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
7
uses
Ground
Eerie Impulse
Lowers the target’s Sp. Atk stat by 2 stages.
Status · 100% · 16 PP
7
uses
Electric
Extrasensory
Has a 10% chance of making the target flinch.
Special 80 BP · 100% · 20 PP
7
uses
Psychic
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
7
uses
Normal
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
7
uses
Fire
Lumina Crash
Lowers the target’s Sp. Def stat by 2 stages.
Special 80 BP · 100% · 12 PP
7
uses
Psychic
Scorching Sands
Has a 30% chance of burning the target. Cures the user and target of being frozen.
Special 70 BP · 100% · 12 PP
7
uses
Ground
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
7
uses
Psychic
Vacuum Wave
Special 40 BP · 100% · 20 PP
7
uses
Fighting
X-Scissor
Physical 80 BP · 100% · 16 PP
7
uses
Bug
Acid Spray
Lowers the target’s Sp. Def stat by 2 stages.
Special 40 BP · 100% · 20 PP
6
uses
Poison
Aerial Ace
This move never misses.
Physical 60 BP · 101% · 20 PP
6
uses
Flying
Aqua Cutter
This move has a 1-stage Critical-Hit Ratio Boost.
Physical 70 BP · 100% · 20 PP
6
uses
Water
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
6
uses
Normal
Bullet Seed
The user attacks 2 to 5 times in a row.
Physical 25 BP · 100% · 20 PP
6
uses
Grass
Grassy Terrain
Turns the entire field into Grassy Terrain for 5 turns.
Status · 101% · 12 PP
6
uses
Grass
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
6
uses
Dark
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
6
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
6
uses
Normal
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
5
uses
Dark
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
5
uses
Ice
Barb Barrage
Has a 50% chance of poisoning the target. This move’s power is doubled if the target is poisoned or badly poisoned.
Physical 60 BP · 100% · 12 PP
5
uses
Poison
Blast Burn
The user gains the Recharging status on the turn after this move is used.
Special 150 BP · 90% · 8 PP
5
uses
Fire
Bug Buzz
Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage.
Special 90 BP · 100% · 12 PP
5
uses
Bug
Chilling Water
Lowers the target’s Attack stat by 1 stage.
Special 50 BP · 100% · 20 PP
5
uses
Water
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
5
uses
Dragon
Dynamic Punch
Confuses the target.
Physical 100 BP · 50% · 8 PP
5
uses
Fighting
Fickle Beam
This move has a 30% chance of its power being doubled.
Special 80 BP · 100% · 8 PP
5
uses
Dragon
Gravity
Gives the entire field the Gravity status for 5 turns.
Status · 101% · 8 PP
5
uses
Psychic
Heal Pulse
Restores 1/2 of the target’s max HP.
Status · 101% · 12 PP
5
uses
Psychic
Ice Hammer
Lowers the user’s Speed stat by 1 stage.
Physical 100 BP · 90% · 12 PP
5
uses
Ice
Lunge
Lowers the target’s Attack stat by 1 stage.
Physical 80 BP · 100% · 16 PP
5
uses
Bug
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
5
uses
Psychic
Mortal Spin
Removes the Bound and Leech Seeded statuses from the user and removes the Sticky Web, Stealth Rock, Spikes, and Toxic Spikes statuses from the user’s side. Poisons targets.
Physical 30 BP · 100% · 16 PP
5
uses
Poison
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
5
uses
Fighting
Water Shuriken
The user attacks 2 to 5 times in a row.
Special 15 BP · 100% · 20 PP
5
uses
Water
Wood Hammer
The user takes 1/3 of the damage dealt by this move.
Physical 120 BP · 100% · 16 PP
5
uses
Grass
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
4
uses
Flying
Chilly Reception
Summons snow for 5 turns. The user switches out of battle to be replaced by another party Pokémon.
Status · 101% · 12 PP
4
uses
Ice
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
4
uses
Fire
Flame Charge
Boosts the user’s Speed stat by 1 stage.
Physical 50 BP · 100% · 20 PP
4
uses
Fire
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
4
uses
Flying
Giga Impact
The user gains the Recharging status on the turn after this move is used.
Physical 150 BP · 90% · 8 PP
4
uses
Normal
Horn Leech
The user’s HP is restored by 1/2 of the damage dealt by this move.
Physical 75 BP · 100% · 12 PP
4
uses
Grass
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
4
uses
Ghost
Parabolic Charge
The user’s HP is restored by 1/2 of the damage dealt by this move.
Special 65 BP · 100% · 20 PP
4
uses
Electric
Salt Cure
Gives the target the Salt Cured status.
Physical 40 BP · 100% · 16 PP
4
uses
Rock
Self-Destruct
The user faints upon using this move.
Physical 200 BP · 100% · 8 PP
4
uses
Normal
Spicy Extract
Lowers the target’s Defense stat by 2 stages and boosts its Attack stat by 2 stages.
Status · 101% · 16 PP
4
uses
Grass
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
4
uses
Grass
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
4
uses
Normal
Brutal Swing
Physical 60 BP · 100% · 20 PP
3
uses
Dark
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
3
uses
Normal
Cotton Guard
Boosts the user’s Defense stat by 3 stages.
Status · 101% · 12 PP
3
uses
Grass
Curse
The user loses 1/2 of its max HP to give the target the Cursed status.
Status · 101% · 12 PP
3
uses
Ghost
Entrainment
Changes the target’s Ability to be the same as the user’s.
Status · 100% · 16 PP
3
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
3
uses
Dark
Glare
Paralyzes the target.
Status · 100% · 20 PP
3
uses
Normal
Hydro Cannon
The user gains the Recharging status on the turn after this move is used.
Special 150 BP · 90% · 8 PP
3
uses
Water
Icicle Spear
The user attacks 2 to 5 times in a row.
Physical 25 BP · 100% · 20 PP
3
uses
Ice
Lava Plume
Has a 30% chance of burning targets.
Special 80 BP · 100% · 16 PP
3
uses
Fire
Magnet Rise
The user gains the Magnet Rise status.
Status · 101% · 12 PP
3
uses
Electric
Minimize
Boosts the user’s evasiveness by 2 stages. The user gains the Minimized status.
Status · 101% · 12 PP
3
uses
Normal
Misty Terrain
Turns the entire field into Misty Terrain for 5 turns.
Status · 101% · 12 PP
3
uses
Fairy
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
3
uses
Normal
Rapid Spin
Removes the Bound and Leech Seeded statuses from the user and removes the Sticky Web, Stealth Rock, Spikes, and Toxic Spikes statuses from the user’s side. Boosts the user’s Speed stat by 1 stage.
Physical 50 BP · 100% · 20 PP
3
uses
Normal
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
3
uses
Fighting
Sandstorm
Summons a sandstorm for 5 turns.
Status · 101% · 8 PP
3
uses
Rock
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
3
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
3
uses
Rock
Sparkling Aria
Cures targets of their burns.
Special 90 BP · 100% · 12 PP
3
uses
Water
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
3
uses
Normal
Thief
If the user is not already holding an item, it steals the target’s held item.
Physical 60 BP · 100% · 20 PP
3
uses
Dark
Thunder Fang
Has a 10% chance of paralyzing the target and a 10% chance of making the target flinch.
Physical 65 BP · 95% · 16 PP
3
uses
Electric
Topsy-Turvy
Inverts all stat changes affecting the target.
Status · 101% · 20 PP
3
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
3
uses
Normal
Wish
Gives the user’s spot the Wish status.
Status · 101% · 12 PP
3
uses
Normal
Acid Armor
Boosts the user’s Defense stat by 2 stages.
Status · 101% · 20 PP
2
uses
Poison
Agility
Boosts the user’s Speed stat by 2 stages.
Status · 101% · 20 PP
2
uses
Psychic
Apple Acid
Lowers the target’s Sp. Def stat by 1 stage.
Special 90 BP · 100% · 12 PP
2
uses
Grass
Boomburst
Special 140 BP · 100% · 12 PP
2
uses
Normal
Circle Throw
If there are other Pokémon in the target’s party that can switch into battle, the target is forced to switch out of battle and is replaced by one of those Pokémon at random.
Physical 60 BP · 90% · 12 PP
2
uses
Fighting
Clear Smog
Removes all stat changes from the target. This move never misses.
Special 50 BP · 101% · 16 PP
2
uses
Poison
Confuse Ray
Confuses the target.
Status · 100% · 12 PP
2
uses
Ghost
Cosmic Power
Boosts the user’s Defense and Sp. Def stats by 1 stage.
Status · 101% · 20 PP
2
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
2
uses
Poison
Fire Spin
Gives the target the Bound status.
Special 35 BP · 85% · 16 PP
2
uses
Fire
First Impression
This move fails unless it is the first move used by the user after it enters a battle.
Physical 100 BP · 100% · 12 PP
2
uses
Bug
Fissure
Knocks out the target. The accuracy of this move is fixed at 30%.
Physical 1 BP · 30% · 8 PP
2
uses
Ground
Focus Energy
The user gains a 2-stage Critical-Hit Ratio Boost.
Status · 101% · 20 PP
2
uses
Normal
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
Growth
Boosts the user’s Attack and Sp. Atk stats by 1 stage. In harsh sunlight, these stats will be boosted by 2 stages instead.
Status · 101% · 20 PP
2
uses
Grass
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
2
uses
Steel
Low Sweep
Lowers the target’s Speed stat by 1 stage.
Physical 65 BP · 100% · 20 PP
2
uses
Fighting
Metal Sound
Lowers the target’s Sp. Def stat by 2 stages.
Status · 85% · 20 PP
2
uses
Steel
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
2
uses
Fairy
Mountain Gale
Has a 30% chance of making the target flinch.
Physical 120 BP · 85% · 12 PP
2
uses
Ice
Mud-Slap
Lowers the target’s accuracy by 1 stage.
Special 20 BP · 100% · 12 PP
2
uses
Ground
Psyshield Bash
Boosts the user’s Defense stat by 1 stage.
Physical 90 BP · 90% · 12 PP
2
uses
Psychic
Safeguard
Gives the user’s side the Safeguard status for 5 turns.
Status · 101% · 20 PP
2
uses
Normal
Sand Tomb
Gives the target the Bound status.
Physical 35 BP · 85% · 16 PP
2
uses
Ground
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
2
uses
Poison
Steel Wing
Has a 10% chance of boosting the user’s Defense stat by 1 stage.
Physical 70 BP · 90% · 20 PP
2
uses
Steel
String Shot
Lowers targets’ Speed stats by 2 stages.
Status · 95% · 20 PP
2
uses
Bug
Tri Attack
Has a 20% chance of leaving the target burned, frozen, or paralyzed.
Special 80 BP · 100% · 12 PP
2
uses
Normal
Venoshock
This move’s power is doubled if the target is poisoned or badly poisoned.
Special 65 BP · 100% · 12 PP
2
uses
Poison
Aqua Step
Boosts the user’s Speed stat by 1 stage.
Physical 80 BP · 100% · 12 PP
1
uses
Water
Bone Rush
The user attacks 2 to 5 times in a row.
Physical 30 BP · 90% · 12 PP
1
uses
Ground
Charge
Boosts the user’s Sp. Def stat by 1 stage. The user gains the Electric Boost status.
Status · 101% · 20 PP
1
uses
Electric
Charge Beam
Has a 70% chance of boosting the user’s Sp. Atk stat by 1 stage.
Special 50 BP · 90% · 12 PP
1
uses
Electric
Cotton Spore
Lowers targets’ Speed stats by 2 stages.
Status · 100% · 20 PP
1
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
1
uses
Flying
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
1
uses
Dragon
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
1
uses
Dragon
Electrify
If this move hits the target before it uses a move, its move becomes Electric type for that turn.
Status · 101% · 20 PP
1
uses
Electric
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
1
uses
Normal
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
1
uses
Normal
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
1
uses
Fighting
Future Sight
Gives the target’s spot the Future Attack status.
Special 120 BP · 100% · 12 PP
1
uses
Psychic
Grassy Glide
If the user is under the effect of Grassy Terrain, this move’s priority becomes +1.
Physical 55 BP · 100% · 20 PP
1
uses
Grass
Inferno
Burns the target.
Special 100 BP · 50% · 8 PP
1
uses
Fire
Iron Tail
Has a 30% chance of lowering the target’s Defense stat by 1 stage.
Physical 100 BP · 75% · 16 PP
1
uses
Steel
Mega Kick
Physical 120 BP · 75% · 8 PP
1
uses
Normal
Megahorn
Physical 120 BP · 85% · 12 PP
1
uses
Bug
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
1
uses
Rock
Night Daze
Has a 40% chance of lowering the target’s accuracy by 1 stage.
Special 90 BP · 95% · 12 PP
1
uses
Dark
Pin Missile
The user attacks 2 to 5 times in a row.
Physical 25 BP · 95% · 20 PP
1
uses
Bug
Power Split
The user adds its Attack stat to the target’s Attack stat, then splits the total in half for them to share. It does the same with each of their Sp. Atk stats.
Status · 101% · 12 PP
1
uses
Psychic
Raging Fury
The user gains the Rampaging status.
Physical 120 BP · 100% · 12 PP
1
uses
Fire
Reflect Type
The user becomes the same type or types as the target.
Status · 101% · 16 PP
1
uses
Normal
Seed Bomb
Physical 80 BP · 100% · 16 PP
1
uses
Grass
Shadow Punch
This move never misses.
Physical 60 BP · 101% · 20 PP
1
uses
Ghost
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
1
uses
Ice
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
1
uses
Flying
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
1
uses
Grass
Spikes
Gives the opponent’s side the Spikes status.
Status · 101% · 20 PP
1
uses
Ground
Sticky Web
Gives the opponent’s side the Sticky Web status.
Status · 101% · 20 PP
1
uses
Bug
Storm Throw
Always a critical hit.
Physical 60 BP · 100% · 12 PP
1
uses
Fighting
Stun Spore
Paralyzes the target.
Status · 75% · 20 PP
1
uses
Grass
Toxic Spikes
Gives the opponent’s side the Toxic Spikes status.
Status · 101% · 20 PP
1
uses
Poison
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
1
uses
Water
Wonder Room
Gives the entire field the Wonder Room status for 5 turns.
Status · 101% · 12 PP
1
uses
Psychic