Saldırılar

POKEMON SALDIRI LİSTESİ

ADI ÖZELLİĞİ VURUŞU TÜR PP GÜÇ ORTALAMA
Absorb Restores the user's HP by 1/2 of the damage inflicted on the target. Special Damage Grass 25 20 100%
Acid Has a 10% chance to lower the target's Special Defense by 1 stage. Special Damage Poison 30 40 100%
Acid Armor Raises the user's Defense by 2 stages. Other Damage Poison 40 N/A N/A
Acupressure One of the user's stats, including Accuracy or Evasion, is randomly selected and boosted by 2 stages. A stat which is already at max will not be selected. User can also select its partner in 2v2 battles to randomly boost one of its stats. Other Damage Normal 30 N/A N/A
Aerial Ace Ignores Evasion and Accuracy modifiers and never misses except against Protect, Detect or a target in the middle of Dig, Fly, Dive or Bounce. Physical Damage Flying 20 60 100%
Aeroblast Has a high critical hit ratio. Special Damage Flying 5 100 95%
Agility Raises the user's Speed by 2 stages. Other Damage Psychic 30 N/A N/A
Air Cutter Has a high critical hit ratio. Special Damage Flying 25 55 95%
Air Slash Has a 30% chance to make the target flinch. Special Damage Flying 20 75 95%
Amnesia Raises the user's Special Defense by 2 stages. Other Damage Psychic 20 N/A N/A
AncientPower Has a 10% chance to raise all of the user's stats by 1 stage. Special Damage Rock 5 60 100%
Aqua Jet Usually goes first. Physical Damage Water 20 40 100%
Aqua Ring The user recovers 1/16 of its max HP per turn until it faints or switches out; this can be Baton Passed to another Pokemon. Other Damage Water 20 N/A N/A
Aqua Tail Damages the target. Physical Damage Water 10 90 90%
Arm Thrust Attacks 2-5 times in one turn; if one of these attacks breaks a target's Substitute, the target will take damage for the rest of the hits. This move has a 3/8 chance to hit twice, a 3/8 chance to hit three times, a 1/8 chance to hit four times and a 1/8 chance to hit five times. If the user of this move has Skill Link, this move will always strike five times. Physical Damage Fighting 20 15 100%
Aromatherapy Every Pokemon in the user's party is cured of status conditions. Other Damage Grass 5 N/A N/A
Assist The user performs a random move from any of the Pokemon on its team. Assist cannot generate itself, Chatter, Copycat, Counter, Covet, Destiny Bond, Detect, Endure, Feint, Focus Punch, Follow Me, Helping Hand, Me First, Metronome, Mimic, Mirror Coat, Mirror Move, Protect, Sketch, Sleep Talk, Snatch, Struggle, Switcheroo, Thief or Trick. Other Damage Normal 20 Copy N/A
Assurance Base power doubles if, since the beginning of the current turn, the target has taken residual damage from any factors such as recoil, Spikes, Stealth Rock or the effects of holding Life Orb. Physical Damage Dark 10 50 100%
Astonish Has a 30% chance to make the target flinch. Physical Damage Ghost 15 30 100%
Attack Order Has a high critical hit ratio. Physical Damage Bug 15 90 100%
Attract Infatuates Pokemon of the opposite gender, even if they have a Substitute, causing a 50% chance for the target's attack to fail. Other Damage Normal 15 N/A 100%
Aura Sphere Ignores Evasion and Accuracy modifiers and never misses except against Protect, Detect or a target in the middle of Dig, Fly, Dive or Bounce. Special Damage Fighting 20 90 100%
Aurora Beam Has a 10% chance to lower the target's Attack by 1 stage. Special Damage Ice 20 65 100%
Avalanche Almost always goes last, even after another Pokemon's Focus Punch; this move's base power doubles if the user is damaged before its turn. Physical Damage Ice 10 60 100%
Barrage Attacks 2-5 times in one turn; if one of these attacks breaks a target's Substitute, the target will take damage for the rest of the hits. This move has a 3/8 chance to hit twice, a 3/8 chance to hit three times, a 1/8 chance to hit four times and a 1/8 chance to hit five times. If the user of this move has Skill Link, this move will always strike five times. Physical Damage Normal 20 15 85%
Barrier Raises the user's Defense by 2 stages. Other Damage Psychic 30 N/A N/A
Baton Pass The user returns to its party, bypassing any trapping moves and Pursuit; it passes all stat modifiers (positive or negative, including from Charge and Stockpile), as well as confusion, Focus Energy/Lansat Berry boosts, Ingrain, Aqua Ring, Embargo, Gastro Acid, Power Trick, Magnet Rise, Stockpiles, Perish Song count, Mist, Leech Seed, Ghost Curses, Mind Reader, Lock-On, Block, Mean Look, Spider Web and Substitute to the replacement Pokemon. Other Damage Normal 40 N/A N/A
Beat Up Each healthy (i.e. not fainted nor inflicted with a status condition) Pokemon in your party contributes a typeless 10 base power hit determined solely by their base Attack and Defense stats. Physical Damage Dark 10 10 100%
Belly Drum The user maximizes its Attack but sacrifices 50% of its max HP. Other Damage Normal 10 N/A N/A
Bide Usually goes first for the duration of the move. The user absorbs all damage for two turns and then, during the third turn, the user inflicts twice the absorbed damage on its target. This move ignores the target's type and even hits Ghost-type Pokemon. Physical Damage Normal 10 Var Dmg 100%
Bind Traps the target for 2-5 turns, causing damage equal to 1/16 of its max HP each turn; this trapped effect can be broken by Rapid Spin. The target can still switch out if it is holding Shed Shell or uses Baton Pass or U-Turn. Physical Damage Normal 20 15 75%
Bite Has a 30% chance to make the target flinch. Physical Damage Dark 25 60 100%
Blast Burn The user recharges during its next turn; as a result, until the end of the next turn, the user becomes uncontrollable. Special Damage Fire 5 150 90%
Blaze Kick Has a high critical hit ratio and a 10% chance to burn the target. Physical Damage Fire 10 85 90%
Blizzard Has a 10% chance to freeze the target. During Hail, this move will never miss under normal circumstances and has a 30% chance to hit through a target's Protect or Detect. Special Damage Ice 5 120 70%
Block As long as the user remains in battle, the target cannot switch out unless it is holding Shed Shell or uses Baton Pass or U-Turn. The target will still be trapped if the user switches out by using Baton Pass. Other Damage Normal 5 N/A N/A
Body Slam Has a 30% chance to paralyze the target. Physical Damage Normal 15 85 100%
Bone Club Has a 10% chance to make the target flinch. Physical Damage Ground 20 65 85%
Bone Rush Attacks 2-5 times in one turn; if one of these attacks breaks a target's Substitute, the target will take damage for the rest of the hits. This move has a 3/8 chance to hit twice, a 3/8 chance to hit three times, a 1/8 chance to hit four times and a 1/8 chance to hit five times. If the user of this move has Skill Link, this move will always strike five times. Physical Damage Ground 10 25 80%
Bonemerang Strikes twice; if the first hit breaks the target's Substitute, the real Pokemon will take damage from the second hit. Physical Damage Ground 10 50 90%
Bounce On the first turn, the user bounces into the air, becoming uncontrollable, and evades most attacks. Gust, Twister, Thunder and Sky Uppercut have normal accuracy against a mid-air Pokemon, with Gust and Twister also gaining doubled power. The user may also be hit in mid-air if it was previously targeted by Lock-On or Mind Reader or if it is attacked by a Pokemon with No Guard. On the second turn, the user descends and has a 30% chance to paralyze the target. Physical Damage Flying 5 85 85%
Brave Bird The user receives 1/3 recoil damage. Physical Damage Flying 15 120 100%
Brick Break Reflect and Light Screen are removed from the target's field even if the attack misses or the target is a Ghost-type. Physical Damage Fighting 15 75 100%
Brine Base power doubles if the target is at least 50% below full health. Special Damage Water 10 65 100%
Bubble Has a 10% chance to lower the target's Speed by 1 stage. Special Damage Water 30 20 100%
BubbleBeam Has a 10% chance to lower the target's Speed by 1 stage. Special Damage Water 20 65 100%
Bug Bite The user eats the target's held berry and, if applicable, receives its benefits. Jaboca Berry will be removed without damaging the user, but Tanga Berry will still activate and reduce this move's power. The target can still recover its held berry by using Recycle. Physical Damage Bug 20 60 100%
Bug Buzz Has a 10% chance to lower the target's Special Defense by 1 stage. Special Damage Bug 10 90 100%
Bulk Up Raises the user's Attack and Defense by 1 stage each. Other Damage Fighting 20 N/A N/A
Bullet Punch Usually goes first. Physical Damage Steel 30 40 100%
Bullet Seed Attacks 2-5 times in one turn; if one of these attacks breaks a target's Substitute, the target will take damage for the rest of the hits. This move has a 3/8 chance to hit twice, a 3/8 chance to hit three times, a 1/8 chance to hit four times and a 1/8 chance to hit five times. If the user of this move has Skill Link, this move will always strike five times. Physical Damage Grass 30 10 100%
Calm Mind Raises the user's Special Attack and Special Defense by 1 stage each. Other Damage Psychic 20 N/A N/A
Camouflage The user's type changes according to the current terrain. It becomes Grass-type in tall grass and very tall grass (as well as in puddles), Water-type while surfing on any body of water, Rock-type while inside any caves or on any rocky terrain, Ground-type on beach sand, desert sand and dirt roads, Ice-type in snow, and Normal-type everywhere else. The user will always become Normal-type during Wi-Fi battles.

In Pokemon Battle Revolution, the user becomes Normal-type at Courtyard, Main Street and Neon, Grass-type at Sunny Park and Waterfall, Water-type at Gateway, Rock-type at Crystal, Magma and Stargazer and Ground-type at Sunset.
Other Damage Normal 20 N/A N/A
Captivate Lowers the target's Special Attack by 2 stages if the target is the opposite gender of the user. Fails if either Pokemon is genderless. Other Damage Normal 20 N/A 100%
Charge Doubles the power of the user's Electric attacks on the next turn and increases the user's Special Defense by 1 stage. Other Damage Electric 20 N/A N/A
Charge Beam Has a 70% chance to raise the user's Special Attack by 1 stage. Special Damage Electric 10 50 90%
Charm Lowers the target's Attack by 2 stages. Other Damage Normal 20 N/A 100%
Chatter Has a 1%, 11% or 31% chance to confuse the target if its user is Chatot. The confusion rate increases directly with the volume of a sound recorded using the DS's microphone; Chatot's default cry has a 1% chance to confuse its target and is replaced by the player's recordings. This move cannot be randomly generated by moves such as Metronome and it cannot be copied with Sketch. If another Pokemon uses Transform to turn into Chatot, its Chatter cannot cause confusion. Special Damage Flying 20 60 100%
Clamp Traps the target for 2-5 turns, causing damage equal to 1/16 of its max HP each turn; this trapped effect can be broken by Rapid Spin. The target can still switch out if it is holding Shed Shell or uses Baton Pass or U-Turn. Physical Damage Water 10 35 75%
Close Combat Lowers the user's Defense and Special Defense by 1 stage. Physical Damage Fighting 5 120 100%
Comet Punch Attacks 2-5 times in one turn; if one of these attacks breaks a target's Substitute, the target will take damage for the rest of the hits. This move has a 3/8 chance to hit twice, a 3/8 chance to hit three times, a 1/8 chance to hit four times and a 1/8 chance to hit five times. If the user of this move has Skill Link, this move will always strike five times. Physical Damage Normal 15 18 85%
Confuse Ray Confuses the target. Other Damage Ghost 10 N/A 100%
Confusion Has a 10% chance to confuse the target. Special Damage Psychic 25 50 100%
Constrict Has a 10% chance to lower the target's Speed by 1 stage. Physical Damage Normal 35 10 100%
Conversion The user's type changes to match the type of one of its four attacks. This move fails if the user cannot change its type under this condition. Other Damage Normal 30 N/A N/A
Conversion 2 The user's type changes to one that resists the type of the last attack that hit the user. In double battles, this situation holds even when the user is last hit by an attack from its partner. Other Damage Normal 30 N/A N/A
Copycat The user performs the battle's last successful move. This move could be from the current opponent, a previous opponent, a teammate or even another move from the user's own moveset. This move fails if no Pokemon has used a move yet. Copycat cannot copy itself. Other Damage Normal 20 Copy N/A
Cosmic Power Raises the user's Defense and Special Defense by 1 stage each. Other Damage Psychic 20 N/A N/A
Cotton Spore Lowers the target's Speed by 2 stages. Other Damage Grass 40 N/A 85%
Counter Almost always goes last; if an opponent strikes with a Physical attack before the user's turn, the user retaliates for twice the damage it had endured. In double battles, this attack targets the last opponent to hit the user with a Physical attack and cannot hit the user's teammate. Physical Damage Fighting 20 Var Dmg 100%
Covet Steals the target's held item unless the user is already holding an item or the target has Sticky Hold or Multitype. Recycle cannot recover the stolen item. Physical Damage Normal 40 40 100%
Crabhammer Has a high critical hit ratio. Physical Damage Water 10 90 85%
Cross Chop Has a high critical hit ratio. Physical Damage Fighting 5 100 80%
Cross Poison Has a high critical hit ratio and a 10% chance to poison the target. Physical Damage Poison 20 70 100%
Crunch Has a 20% chance to lower the target's Defense by 1 stage. Physical Damage Dark 15 80 100%
Crush Claw Has a 50% chance to lower the target's Defense by 1 stage. Physical Damage Normal 10 75 95%
Crush Grip Base power decreases as the target's HP decreases. Physical Damage Normal 5 Var BP 100%
Curse When used by a Ghost-type, the user sacrifices half of its max HP to sap the target by 1/4 of its max HP per turn. When used by anything else, the user's Speed is decreased by 1 stage and its Attack and Defense are increased by 1 stage. Other Damage ??? 10 N/A N/A
Cut Damages the target. Physical Damage Normal 30 50 95%
Dark Pulse Has a 20% chance to make the target flinch. Special Damage Dark 15 80 100%
Dark Void Puts the target to sleep. In double battles, this move will put both opponents to sleep. Other Damage Dark 10 N/A 80%
Defend Order Raises the user's Defense and Special Defense by 1 stage each. Other Damage Bug 10 N/A N/A
Defense Curl Raises the user's Defense by 1 stage; after one use of this move, the user's starting base power is doubled for every use of Rollout or Ice Ball. Other Damage Normal 40 N/A N/A
Defog Lowers the target's Evasion by 1 stage and removes Reflect, Light Screen, Safeguard, Mist, Spikes, Stealth Rock and Toxic Spikes from the target's side of the field. Other Damage Flying 15 N/A N/A
Destiny Bond Causes an opponent to faint if its next attack KOs the user. Other Damage Ghost 5 N/A N/A
Detect Almost always goes first. The user is protected from all attacks for one turn, but the move's success rate halves with each consecutive use of Protect, Detect or Endure. If a Pokemon has No Guard, or used Lock-On or Mind Reader against the user during the previous turn, its attack has a [100 - move's normal accuracy]% chance to hit through Detect; OHKO moves do not benefit from this effect. Blizzard has a 30% to hit through this move during Hail, as does Thunder during Rain Dance. Other Damage Fighting 5 N/A N/A
Dig On the first turn, the user digs underground, becoming uncontrollable, and evades all attacks. Earthquake and Magnitude can hit underground and gain doubled power. The user may also be hit underground if it was previously targeted by Lock-On or Mind Reader or if it is attacked by a Pokemon with No Guard. On the second turn, the user attacks. Physical Damage Ground 10 80 100%
Disable The target cannot choose its last move for 4-7 turns. Disable only works on one move at a time and fails if the target has not yet used a move or if its move has run out of PP. The target does nothing if it is about to use a move that becomes disabled. Other Damage Normal 20 N/A 80%
Discharge Has a 30% chance to paralyze the target. Special Damage Electric 15 80 100%
Dive On the first turn, the user dives underwater, becoming uncontrollable, and evades all attacks except for Surf and Whirlpool, which have doubled power; the user may also be hit underwater if it was previously targeted by Lock-On or Mind Reader or if it is attacked by a Pokemon with No Guard. On the second turn, the user attacks. Physical Damage Water 10 80 100%
Dizzy Punch Has a 20% chance to confuse the target. Physical Damage Normal 10 70 100%
Doom Desire This move, even if the user and/or the target switch out, will strike the active target at the end of the second turn after its use. This move cannot cause a Critical Hit and its damage is calculated by using the original user's Special Attack and the original target's Special Defense. The move's damage is typeless so it never receives STAB and ignores weaknesses, resistances and immunities against this move's type. Only one instance of Doom Desire or Future Sight may be active at a time; because Doom Desire is typeless and occurs at the end of the round, it also hits through Protect, Detect, Endure and Wonder Guard. Special Damage Steel 5 120 85%
Double Hit Strikes twice; if the first hit breaks the target's Substitute, the real Pokemon will take damage from the second hit. Physical Damage Normal 10 35 90%
Double Kick Strikes twice; if the first hit breaks the target's Substitute, the real Pokemon will take damage from the second hit. Physical Damage Fighting 30 30 100%
Double Team Raises the user's Evasion by 1 stage. Other Damage Normal 15 N/A N/A
Double-edge The user receives 1/3 recoil damage. Physical Damage Normal 15 120 100%
DoubleSlap Attacks 2-5 times in one turn; if one of these attacks breaks a target's Substitute, the target will take damage for the rest of the hits. This move has a 3/8 chance to hit twice, a 3/8 chance to hit three times, a 1/8 chance to hit four times and a 1/8 chance to hit five times. If the user of this move has Skill Link, this move will always strike five times. Physical Damage Normal 10 15 85%
Draco Meteor Lowers the user's Special Attack by 2 stages after use. Special Damage Dragon 5 140 90%
Dragon Claw Damages the target. Physical Damage Dragon 15 80 100%
Dragon Dance Raises the user's Attack and Speed by 1 stage each. Other Damage Dragon 20 N/A N/A
Dragon Pulse Damages the target. Special Damage Dragon 10 90 100%
Dragon Rage Always deals 40 points of damage. Special Damage Dragon 10 Set 100%
Dragon Rush Has a 20% chance to make the target flinch. Physical Damage Dragon 10 100 75%
DragonBreath Has a 30% chance to paralyze the target. Special Damage Dragon 20 60 100%
Drain Punch Restores the user's HP by 1/2 of the damage inflicted on the target. Physical Damage Fighting 5 60 100%
Dream Eater Restores the user's HP by 1/2 of the damage inflicted on the target but only works on a sleeping target. Special Damage Psychic 15 100 100%
Drill Peck Damages the target. Physical Damage Flying 20 80 100%
DynamicPunch Confuses the target. Physical Damage Fighting 5 100 50%
Earth Power Has a 10% chance to lower the target's Special Defense by 1 stage. Special Damage Ground 10 90 100%
Earthquake Power doubles when performed against Pokemon using Dig. Physical Damage Ground 10 100 100%
Egg Bomb Damages the target. Physical Damage Normal 10 100 75%
Embargo Prevents the target from using its held item for five turns. During in-game battles, trainers also cannot use any items from their bag on a Pokemon under the effects of Embargo. Other Damage Dark 15 N/A 100%
Ember Has a 10% chance to burn the target. Special Damage Fire 25 40 100%
Encore The target is forced to use its last attack for the next 2-6 turns. The effects of this move will end immediately if the target runs out of PP for the repeated attack. In double battles, a Pokemon who has received an Encore will target a random opponent with single-target attacks. Other Damage Normal 5 N/A 100%
Endeavor Inflicts damage equal to the target's current HP - the user's current HP. Physical Damage Normal 5 Var Dmg 100%
Endure Almost always goes first. The user is left with at least 1 HP following any attacks for one turn, but the move's success rate halves with each consecutive use of Protect, Detect or Endure. Other Damage Normal 10 N/A N/A
Energy Ball Has a 10% chance to lower the target's Special Defense by 1 stage. Special Damage Grass 10 80 100%
Eruption Base power decreases as the user's HP decreases. Special Damage Fire 5 Var BP 100%
Explosion The Defense stat of other Pokemon is halved against this attack, essentially doubling the move's base power; causes the user to faint. Physical Damage Normal 5 250 100%
Extrasensory Has a 10% chance to make the target flinch. Special Damage Psychic 30 80 100%
ExtremeSpeed Usually goes first. Physical Damage Normal 5 80 100%
Facade Power doubles if the user is inflicted with burn, paralysis or poison. Physical Damage Normal 20 70 100%
Faint Attack Ignores Evasion and Accuracy modifiers and never misses except against Protect, Detect or a target in the middle of Dig, Fly, Dive or Bounce. Physical Damage Dark 20 60 100%
Fake Out If this is the user's first move after being sent or switched into battle, the target flinches; this move fails otherwise and against targets with Inner Focus. Physical Damage Normal 10 40 100%
Fake Tears Lowers the target's Special Defense by 2 stages. Other Damage Dark 20 N/A 100%
False Swipe Leaves the target with at least 1 HP. Physical Damage Normal 40 40 100%
FeatherDance Lowers the target's Attack by 2 stages. Other Damage Flying 15 N/A 100%
Feint Almost always goes first. If the target does not use Protect or Detect, this move fails. Physical Damage Normal 10 50 100%
Fire Blast Has a 10% chance to burn the target. Special Damage Fire 5 120 85%
Fire Fang Has a 10% chance to burn the target. Has a 10% chance to make the target flinch. Both effects can occur from a single use. Physical Damage Fire 15 65 95%
Fire Punch Has a 10% chance to burn the target. Physical Damage Fire 15 75 100%
Fire Spin Traps the target for 2-5 turns, causing damage equal to 1/16 of its max HP each turn; this trapped effect can be broken by Rapid Spin. The target can still switch out if it is holding Shed Shell or uses Baton Pass or it uses U-Turn. Special Damage Fire 15 15 70%
Fissure The target faints; doesn't work on higher-leveled Pokemon. Physical Damage Ground 5 KO 30%
Flail Base power increases as the user's HP decreases. Physical Damage Normal 15 Var BP 100%
Flame Wheel Has a 10% chance to burn the target; can be used while frozen, which both attacks the target normally and thaws the user. Physical Damage Fire 25 60 100%
Flamethrower Has a 10% chance to burn the target. Special Damage Fire 15 95 100%
Flare Blitz The user receives 1/3 recoil damage; has a 10% chance to burn the target. Physical Damage Fire 15 120 100%
Flash Lowers the target's Accuracy by 1 stage. Other Damage Normal 20 N/A 100%
Flash Cannon Has a 10% chance to lower the target's Special Defense by 1 stage. Special Damage Steel 10 80 100%
Flatter Confuses the target and raises its Special Attack by 1 stage. Other Damage Dark 15 N/A 100%
Fling The user's held item is thrown at the target. Base power and additional effects vary depending on the thrown item. Note that the target will instantly benefit from the effects of thrown berries. The held item is gone for the rest of the battle unless Recycle is used; the item will return to the original holder after wireless battles but will be permanently lost if it is thrown during in-game battles. Physical Damage Dark 10 Var BP 100%
Fly On the first turn, the user flies into the air, becoming uncontrollable, and evades most attacks. Gust, Twister, Thunder and Sky Uppercut have normal accuracy against a mid-air Pokemon, with Gust and Twister also gaining doubled power. The user may also be hit in mid-air if it was previously targeted by Lock-On or Mind Reader or if it is attacked by a Pokemon with No Guard. On the second turn, the user attacks. Physical Damage Flying 15 90 95%
Focus Blast Has a 10% chance to lower the target's Special Defense by 1 stage. Special Damage Fighting 5 120 70%
Focus Energy Raises the user's chance for a Critical Hit by two domains. Other Damage Normal 30 N/A N/A
Focus Punch At the beginning of the round, the user tightens its focus; the attack itself usually goes last and will fail if the user is attacked by any other Pokemon during the turn. Physical Damage Fighting 20 150 100%
Follow Me Almost always goes first. For the rest of the turn, all attacks from the opponent's team that target the user's team are redirected toward the user. In double battles, the user's teammate will not be protected from attacks that have more than one intended target. Other Damage Normal 20 N/A N/A
Force Palm Has a 30% chance to paralyze the target. Physical Damage Fighting 10 60 100%
Foresight Until the target faints or switches, the user's Accuracy modifiers and the target's Evasion modifiers are ignored. Ghost-type targets also lose their immunities against Normal-type and Fighting-type moves. Other Damage Normal 40 N/A N/A
Frenzy Plant The user recharges during its next turn; as a result, until the end of the next turn, the user becomes uncontrollable. Special Damage Grass 5 150 90%
Frustration Power increases as user's happiness decreases; maximum 102 BP. Physical Damage Normal 20 Var BP 100%
Fury Attack Attacks 2-5 times in one turn; if one of these attacks breaks a target's Substitute, the target will take damage for the rest of the hits. This move has a 3/8 chance to hit twice, a 3/8 chance to hit three times, a 1/8 chance to hit four times and a 1/8 chance to hit five times. If the user of this move has Skill Link, this move will always strike five times. Physical Damage Normal 20 15 85%
Fury Cutter The base power of this move doubles with each consecutive hit; however, power is capped at a maximum 160 BP and remains there for any subsequent uses. If this move misses, base power will be reset to 10 BP on the next turn. The user can also select other attacks without resetting this move's power; it will continue to double after each use until it either misses or reaches the 160 BP cap. Physical Damage Bug 20 10 95%
Fury Swipes Attacks 2-5 times in one turn; if one of these attacks breaks a target's Substitute, the target will take damage for the rest of the hits. This move has a 3/8 chance to hit twice, a 3/8 chance to hit three times, a 1/8 chance to hit four times and a 1/8 chance to hit five times. If the user of this move has Skill Link, this move will always strike five times. Physical Damage Normal 15 18 80%
Future Sight This move, even if the user and/or the target switch out, will strike the active target at the end of the second turn after its use. This move cannot cause a Critical Hit and its damage is calculated by using the original user's Special Attack and the original target's Special Defense. The move's damage is typeless so it never receives STAB and ignores weaknesses, resistances and immunities against this move's type. Only one instance of Future Sight or Doom Desire may be active at a time; because Future Sight is typeless and occurs at the end of the round, it also hits through Protect, Detect, Endure and Wonder Guard. Special Damage Psychic 15 80 90%
Gastro Acid Negates the target's ability as long as it remains in battle. Other Damage Poison 10 N/A 100%
Giga Drain Restores the user's HP by 1/2 of the damage inflicted on the target. Special Damage Grass 10 60 100%
Giga Impact The user recharges during its next turn; as a result, until the end of the next turn, the user becomes uncontrollable. Physical Damage Normal 5 150 90%
Glare Paralyzes the target. Other Damage Normal 30 N/A 75%
Grass Knot Base power increases as the target's weight increases. Special Damage Grass 20 Var BP 100%
GrassWhistle Puts the target to sleep. Other Damage Grass 15 N/A 55%
Gravity The immunities provided by Magnet Rise, Levitate and the Flying-type are negated for all active Pokemon for five turns; these Pokemon will be affected by Ground-type moves, Arena Trap, Spikes and Toxic Spikes. Pokemon in the middle of using Bounce or Fly when Gravity is activated will immediately return to the ground, and Bounce, Fly, Hi Jump Kick, Jump Kick and Splash cannot be used until Gravity wears off. Other Damage Psychic 5 N/A N/A
Growl Lowers the target's Attack by 1 stage. Other Damage Normal 40 N/A 100%
Growth Raises the user's Special Attack by 1 stage. Other Damage Normal 40 N/A N/A
Grudge The target's next move is set to 0 PP if it directly KOs the user. Other Damage Ghost 5 N/A N/A
Guard Swap The user swaps Defense and Special Defense modifiers with its target. Other Damage Psychic 10 N/A N/A
Guillotine The target faints; doesn't work on higher-leveled Pokemon. Physical Damage Normal 5 KO 30%
Gunk Shot Has a 30% chance to poison the target. Physical Damage Poison 5 120 70%
Gust Power doubles if the target is in mid-air via Fly or Bounce. Special Damage Flying 35 40 100%
Gyro Ball Power is determined from the speeds of the user and the target; stat modifiers are taken into account. Max power, 150 BP, is achieved when the user is much slower than the target. Physical Damage Steel 5 Var BP 100%
Hail Cancels all other weather moves. For 5 turns: Blizzard never misses and has a 30% chance to hit through Protect and Detect, each active Pokemon, even when protected by a Substitute, loses 1/16 of its max HP unless it is an Ice-type, the power of Solarbeam is halved, and the healing power of Morning Sun, Synthesis and Moonlight is halved. The effects of Hail will last for eight turns if its user is holding Icy Rock. Other Damage Ice 10 N/A N/A
Hammer Arm Lowers the user's Speed by 1 stage. Physical Damage Fighting 10 100 90%
Harden Raises the user's Defense by 1 stage. Other Damage Normal 30 N/A N/A
Haze Eliminates any stat modifiers from all active Pokemon. The stat boosts from Choice Band, Choice Lens and Choice Scarf are not affected. Other Damage Ice 30 N/A N/A
Head Smash The user receives 1/2 recoil damage. Physical Damage Rock 5 150 80%
Headbutt Has a 30% chance to make the target flinch. Physical Damage Normal 15 70 100%
Heal Bell Every Pokemon in the user's party is cured of status conditions. Allied Pokemon who have Soundproof are not affected. Other Damage Normal 5 N/A N/A
Heal Block For five turns, or until switching out, the target(s) will not be healed by Absorb, Aqua Ring, Drain Punch, Dream Eater, Giga Drain, Heal Order, Ingrain, Leech Life, Leech Seed, Mega Drain, Milk Drink, Moonlight, Morning Sun, Recover, Rest, Roost, Slack Off, Softboiled, Swallow, Synthesis or Wish, but any additional effects from these moves, such as damaging another target, will still occur. Healing caused from held items or Pain Split will not be prevented. Other Damage Psychic 15 N/A 100%
Heal Order Restores 1/2 of the user's max HP. Other Damage Bug 10 N/A N/A
Healing Wish The user sacrifices itself so that its replacement will be cured of status conditions and have its HP fully restored upon entering the field. This move fails if the user is the only non-fainted Pokemon on its team. Other Damage Psychic 10 N/A N/A
Heart Swap The user swaps stat modifiers with the target. Other Damage Psychic 10 N/A N/A
Heat Wave Has a 10% chance to burn the target. Special Damage Fire 10 100 90%
Helping Hand Always goes first. In double battles, the power of the user's partner's attacks is increased by 1.5x for that turn; does nothing in single battles. Other Damage Normal 20 N/A N/A
Hi Jump Kick If this attack misses the target, the user receives 1/8 "recoil" damage of what it would have inflicted. Physical Damage Fighting 20 100 90%
Hidden Power Varies in power and type depending on the user's IVs; maximum 70 BP. Will always run off the user's Special Attack regardless of type. Special Damage Normal 15 Var BP 100%
Horn Attack Damages the target. Physical Damage Normal 25 65 100%
Horn Drill The target faints; doesn't work on higher-leveled Pokemon. Physical Damage Normal 5 KO 30%
Howl Raises the user's Attack by 1 stage. Other Damage Normal 40 N/A N/A
Hydro Cannon The user recharges during its next turn; as a result, until the end of the next turn, the user becomes uncontrollable. Special Damage Water 5 150 90%
Hydro Pump Damages the target. Special Damage Water 5 120 80%
Hyper Beam The user recharges during its next turn; as a result, until the end of the next turn, the user becomes uncontrollable. Special Damage Normal 5 150 90%
Hyper Fang Has a 10% chance to make the target flinch. Physical Damage Normal 15 80 90%
Hyper Voice Damages the target. Special Damage Normal 10 90 100%
Hypnosis Puts the target to sleep. Other Damage Psychic 20 N/A 70%
Ice Ball The user attacks uncontrollably for five turns; this move's power doubles after each turn and also if Defense Curl was used beforehand. Its power resets after five turns have ended or if the attack misses. Physical Damage Ice 20 30 90%
Ice Beam Has a 10% chance to freeze the target. Special Damage Ice 10 95 100%
Ice Fang Has a 10% chance to freeze the target. Has 10% chance to make the target flinch. Both effects can occur from a single use. Physical Damage Ice 15 65 95%
Ice Punch Has a 10% chance to freeze the target. Physical Damage Ice 15 75 100%
Ice Shard Usually goes first. Physical Damage Ice 30 40 100%
Icicle Spear Attacks 2-5 times in one turn; if one of these attacks breaks a target's Substitute, the target will take damage for the rest of the hits. This move has a 3/8 chance to hit twice, a 3/8 chance to hit three times, a 1/8 chance to hit four times and a 1/8 chance to hit five times. If the user of this move has Skill Link, this move will always strike five times. Physical Damage Ice 30 10 100%
Icy Wind Lowers the target's Speed by 1 stage. Special Damage Ice 15 55 95%
Imprison Until the user faints or switches out, the opponent cannot select any moves that it has in common with the user. In double battles, this move affects both opponents. Other Damage Psychic 10 N/A N/A
Ingrain The user recovers 1/16 of its max HP after each turn, but it cannot be switched out or forced to switch out. If a Flying-type Pokemon or a Pokemon with Levitate comes under the effect of Ingrain, it will no longer have immunity from Ground-type attacks. Other Damage Grass 20 N/A N/A
Iron Defense Raises the user's Defense by 2 stages. Other Damage Steel 15 N/A N/A
Iron Head Has a 30% chance to make the target flinch. Physical Damage Steel 15 80 100%
Iron Tail Has a 30% chance to lower the target's Defense by 1 stage. Physical Damage Steel 15 100 75%
Judgment This move's type changes according to the user's held plate. Special Damage Normal 10 100 100%
Jump Kick If this attack misses the target, the user receives 1/8 "recoil" damage of what it would have inflicted. Physical Damage Fighting 25 85 95%
Karate Chop Has a high critical hit ratio. Physical Damage Fighting 25 50 100%
Kinesis Lowers the target's Accuracy by 1 stage. Other Damage Psychic 15 N/A 80%
Knock Off Disables the target's held item unless it has Sticky Hold or Multitype. Items lost to this move cannot be recovered by using Recycle. Physical Damage Dark 20 20 100%
Last Resort Fails until each other move in the user's moveset has been performed at least once; the user must also know at least one other move. Physical Damage Normal 5 130 100%
Lava Plume Has a 30% chance to burn the target. Special Damage Fire 15 80 100%
Leaf Blade Has a high critical hit ratio. Physical Damage Grass 15 90 100%
Leaf Storm Lowers the user's Special Attack by 2 stages after use. Special Damage Grass 5 140 90%
Leech Life Restores the user's HP by 1/2 of the damage inflicted on the target. Physical Damage Bug 15 20 100%
Leech Seed The user steals 1/8 of the target's max HP until the target is switched out, is KO'ed, or uses Rapid Spin; does not work against Grass-type Pokemon or Pokemon behind Substitutes. Other Damage Grass 10 N/A 90%
Leer Lowers the target's Defense by 1 stage. Other Damage Normal 30 N/A 100%
Lick Has a 30% chance to paralyze the target. Physical Damage Ghost 30 20 100%
Light Screen All Pokemon in the user's party receive 1/2 damage from Special attacks for 5 turns. Light Screen will be removed from the user's field if an opponent's Pokemon uses Brick Break. It will also last for eight turns if its user is holding Light Clay. In double battles, both Pokemon are shielded, but damage protection is reduced from 1/2 to 1/3. Other Damage Psychic 30 N/A N/A
Lock-On This move ensures that the user's next attack will hit against its current target. This effect can be Baton Passed to another Pokemon. Lock-On fails against Pokemon in the middle of using Protect, Detect, Dig Fly, Bounce or Dive, as well as Pokemon behind a Substitute. If the target uses Protect or Detect during its next turn, the user's next move has a [100 - move's normal accuracy]% chance to hit through Protect or Detect. OHKO moves do not benefit from this trait. Other Damage Normal 5 N/A N/A
Lovely Kiss Puts the target to sleep. Other Damage Normal 10 N/A 75%
Low Kick Base power increases as the target's weight increases. Physical Damage Fighting 20 Var BP 100%
Lucky Chant Critical hits are prevented against every Pokemon on the user's team, even if the user is switched out, for five turns. Other Damage Normal 30 N/A N/A
Lunar Dance The user sacrifices itself so that its replacement will be cured of status conditions and have its HP and PP fully restored upon entering the field. This move fails if the user is the only non-fainted Pokemon on its team. Other Damage Psychic 10 N/A N/A
Luster Purge Has a 50% chance to lower the target's Special Defense by 1 stage. Special Damage Psychic 5 70 100%
Mach Punch Usually goes first. Physical Damage Fighting 30 40 100%
Magic Coat Almost always goes first. Until the end of the turn, the user will reflect one disabling move back at its user (including teammates); these include status effect inducers, confusion inducers (including Flatter and Swagger), Attract, trapping moves that do not damage, Leech Seed, Worry Seed, Gastro Acid and negative stat modifiers (except Defog). In double battles, Magic Coat will only reflect the first applicable move performed against its user before wearing off. Other Damage Psychic 15 N/A N/A
Magical Leaf Ignores Evasion and Accuracy modifiers and never misses except against Protect, Detect or a target in the middle of Dig, Fly, Dive or Bounce. Special Damage Grass 20 60 100%
Magma Storm Traps the target for 2-5 turns, causing damage equal to 1/16 of its max HP each turn; this trapped effect can be broken by Rapid Spin. The target can still switch out if it is holding Shed Shell or uses Baton Pass or U-Turn. Special Damage Fire 5 120 70%
Magnet Bomb Ignores Evasion and Accuracy modifiers and never misses except against Protect, Detect or a target in the middle of Dig, Fly, Dive or Bounce. Physical Damage Steel 20 60 100%
Magnet Rise The user receives immunity against Ground-type attacks for five turns. Other Damage Electric 10 N/A N/A
Magnitude Deals variable damage, between 10 base power and 130 base power, as well as double damage against Digging Pokemon. Physical Damage Ground 30 Var BP 100%
Me First This move fails if it goes last; if the target selects a damaging move for its turn, the user copies the move and performs it with 1.5x power. In a double battle, a move copied by Me First that targets a single Pokemon will hit a random opponent; Me First cannot target the user's teammate. Other Damage Normal 20 Copy N/A
Mean Look As long as the user remains in battle, the target cannot switch out unless it is holding Shed Shell or uses Baton Pass or U-Turn. The target will still be trapped if the user switches out by using Baton Pass. Other Damage Normal 5 N/A N/A
Meditate Raises the user's Attack by 1 stage. Other Damage Psychic 40 N/A N/A
Mega Drain Restores the user's HP by 1/2 of the damage inflicted on the target. Special Damage Grass 15 40 100%
Mega Kick Damages the target. Physical Damage Normal 5 120 75%
Mega Punch Damages the target. Physical Damage Normal 20 80 85%
Megahorn Damages the target. Physical Damage Bug 10 120 85%
Memento The user sacrifices itself to lower the target's Attack and Special Attack by 2 stages each. Other Damage Dark 10 N/A 100%
Metal Burst Fails unless the user goes last; if an opponent strikes with a Physical or a Special attack before the user's turn, the user retaliates for 1.5x the damage it had endured. Physical Damage Steel 10 Var Dmg 100%
Metal Claw Has a 10% chance to raise the user's Attack by 1 stage. Physical Damage Steel 35 50 95%
Metal Sound Lowers the target's Special Defense by 2 stages. Other Damage Steel 40 N/A 85%
Meteor Mash Has a 20% chance to raise the user's Attack by 1 stage. Physical Damage Steel 10 100 85%
Metronome The user performs a randomly selected move; almost any move in the game could be picked. Metronome cannot generate itself, Assist, Chatter, Copycat, Counter, Covet, Destiny Bond, Detect, Endure, Feint, Focus Punch, Follow Me, Helping Hand, Me First, Mimic, Mirror Coat, Mirror Move, Protect, Sketch, Sleep Talk, Snatch, Struggle, Switcheroo, Thief, Trick or any move that the user already knows. Other Damage Normal 10 N/A N/A
Milk Drink Restores 1/2 of the user's max HP. Other Damage Normal 10 N/A N/A
Mimic This move is temporarily replaced by the target's last move; the replacement move will have 5 PP and become part of the user's moveset until the user switches out or the battle ends. Mimic copies attacks even if they miss or the user has immunity toward their type; it cannot copy itself, Struggle, Transform, Sketch, Metronome or moves that the user already knows, and it will fail if the target has yet to use a move. Other Damage Normal 10 N/A N/A
Mind Reader This move ensures that the user's next attack will hit against its current target. This effect can be Baton Passed to another Pokemon. Mind Reader fails against Pokemon in the middle of using Protect, Detect, Dig Fly, Bounce or Dive, as well as Pokemon behind a Substitute. If the target uses Protect or Detect during its next turn, the user's next move has a [100 - move's normal accuracy]% chance to hit through Protect or Detect. OHKO moves do not benefit from this trait. Other Damage Normal 5 N/A N/A
Minimize Raises the user's Evasion by 1 stage; however, Stomp retains its normal accuracy and gains doubled power against Minimized Pokemon. Other Damage Normal 20 N/A N/A
Miracle Eye Until the target faints or switches, the user's Accuracy modifiers and the target's Evasion modifiers are ignored. Dark-type targets also lose their immunity against Psychic-type moves. Other Damage Psychic 40 N/A N/A
Mirror Coat Almost always goes last; if an opponent strikes with a Special attack before the user's turn, the user retaliates for twice the damage it had endured. In double battles, this attack targets the last opponent to hit the user with a Special attack and cannot hit the user's teammate. Special Damage Psychic 20 Var Dmg 100%
Mirror Move The user performs the last move executed by its target; if applicable, an attack's damage is calculated with the user's stats, level and type(s). This moves fails if the target has not yet used a move. Mirror Move cannot copy Encore, Struggle, global moves affecting all Pokemon on the field (such as Gravity, Hail, Rain Dance, Sandstorm and Sunny Day) moves that can bypass Protect (Acupressure, Doom Desire, Future Sight, Imprison, Perish Song, Psych Up, Role Play and Transform) and moves that do not have a specific target (such as Light Screen, Reflect, Safeguard, Spikes, Stealth Rock and Toxic Spikes). Other Damage Flying 20 Copy N/A
Mirror Shot Has a 30% chance to lower the target's Accuracy by 1 stage. Special Damage Steel 10 65 85%
Mist Protects every Pokemon on the user's team from negative stat modifiers caused by other Pokemon (including teammates), but not by itself, for five turns. The team's Accuracy and Evasion stats are also protected. Moves that cause negative stat modifiers as a secondary effect, such as Psychic, still deal their regular damage. Other Damage Ice 30 N/A N/A
Mist Ball Has a 50% chance to lower the target's Special Attack by 1 stage. Special Damage Psychic 5 70 100%
Moonlight Restores a fraction of the user's max HP depending on the weather: 2/3 during Sunny Day, 1/2 during regular weather and 1/4 during Rain Dance, Hail and Sandstorm. Other Damage Normal 5 N/A N/A
Morning Sun Restores a fraction of the user's max HP depending on the weather: 2/3 during Sunny Day, 1/2 during regular weather and 1/4 during Rain Dance, Hail and Sandstorm. Other Damage Normal 5 N/A N/A
Mud Bomb Has a 30% chance to lower the target's Accuracy by 1 stage. Special Damage Ground 10 65 85%
Mud Shot Lowers the target's Speed by 1 stage. Special Damage Ground 15 55 95%
Mud Sport All Electric-type moves are 50% weaker until the user switches out. Other Damage Ground 15 N/A N/A
Mud-Slap Lowers the target's Accuracy by 1 stage. Special Damage Ground 10 20 100%
Muddy Water Has a 30% chance to lower the target's Accuracy by 1 stage. Special Damage Water 10 95 85%
Nasty Plot Raises the user's Special Attack by 2 stages. Other Damage Dark 20 N/A N/A
Natural Gift The user's berry is thrown at the target. This attack's base power and type vary depending on the thrown berry. The berry is gone for the rest of the battle unless Recycle is used; it will return to the original holder after wireless battles but will be permanently lost if it is thrown during in-game battles. Physical Damage Normal 15 Var BP 100%
Nature Power The user generates another move depending on the battle's current terrain. It generates Seed Bomb in any type of grass (as well as in puddles), Hydro Pump while surfing on top of water, Rock Slide on any rocky outdoor terrain and inside of caves, Earthquake on beach sand, desert sand and dirt paths, Blizzard in snow, and Tri Attack everywhere else (including Wi-Fi battles). In Battle Revolution, the move generates Tri Attack at Courtyard, Main Street and Neon, Seed Bomb at Sunny Park and Waterfall, Hydro Pump at Gateway, Rock Slide at Crystal, Magma and Stargazer and Earthquake at Sunset. Other Damage Normal 20 Copy N/A
Needle Arm Has a 30% chance to make the target flinch. Physical Damage Grass 15 60 100%
Night Shade Does damage equal to user's level. Special Damage Ghost 15 Var Dmg 100%
Night Slash Has a high critical hit ratio. Physical Damage Dark 15 70 100%
Nightmare This move only works on a sleeping target; as long as the target remains asleep and in battle, 1/4 of its max HP is sapped after each turn. Other Damage Ghost 15 N/A 100%
Octazooka Has a 50% chance to lower the target's Accuracy by 1 stage. Special Damage Water 10 65 85%
Odor Sleuth Until the target faints or switches, the user's Accuracy modifiers and the target's Evasion modifiers are ignored. Ghost-type targets also lose their immunities against Normal-type and Fighting-type moves. Other Damage Normal 40 N/A N/A
Ominous Wind Has a 10% chance to raise all of the user's stats by 1 stage. Special Damage Ghost 5 60 100%
Outrage The user attacks uncontrollably for 2-3 turns and then gets confused. Physical Damage Dragon 15 120 100%
Overheat Lowers the user's Special Attack by 2 stages after use. Special Damage Fire 5 140 90%
Pain Split Calculates the average of the user's current HP and the target's HP; the HP of both Pokemon is set to this average. Pokemon can be healed by Pain Split even under the effects of Heal Block. Other Damage Normal 20 Var Dmg N/A
Pay Day The player picks up extra money after in-game battles; the money received is equal to: [user's level * 5 * number of times Pay Day is used]. The player does not lose money if the opponent uses Pay Day but the player wins the battle. Physical Damage Normal 20 40 100%
Payback Power doubles if the target switches out or goes before the user. Physical Damage Dark 10 50 100%
Peck Damages the target. Physical Damage Flying 35 35 100%
Perish Song All active Pokemon will faint in 3 turns unless they are switched out. Other Damage Normal 5 N/A N/A
Petal Dance The user attacks uncontrollably for 2-3 turns and then gets confused. Special Damage Grass 20 90 100%
Pin Missile Attacks 2-5 times in one turn; if one of these attacks breaks a target's Substitute, the target will take damage for the rest of the hits. This move has a 3/8 chance to hit twice, a 3/8 chance to hit three times, a 1/8 chance to hit four times and a 1/8 chance to hit five times. If the user of this move has Skill Link, this move will always strike five times. Physical Damage Bug 20 14 85%
Pluck The user eats the target's held berry and, if applicable, receives its benefits. Jaboca Berry will be removed without damaging the user, but Coba Berry will still activate and reduce this move's power. The target can still recover its held berry by using Recycle. Physical Damage Flying 20 60 100%
Poison Fang Has a 30% chance to inflict Toxic poison on the target. Physical Damage Poison 15 50 100%
Poison Gas Poisons the target. Other Damage Poison 40 N/A 55%
Poison Jab Has a 30% chance to poison the target. Physical Damage Poison 20 80 100%
Poison Sting Has a 30% chance to poison the target. Physical Damage Poison 35 15 100%
Poison Tail Has a high critical hit ratio and a 10% chance to poison the target. Physical Damage Poison 25 50 100%
PoisonPowder Poisons the target. Other Damage Poison 35 N/A 75%
Pound Damages the target. Physical Damage Normal 35 40 100%
Powder Snow Has a 10% chance to freeze the target. Special Damage Ice 25 40 100%
Power Gem Damages the target. Special Damage Rock 20 70 100%
Power Swap The user swaps Attack and Special Attack modifiers with its target. Other Damage Psychic 10 N/A N/A
Power Trick The user switches its Defense and Attack stats. Attack and Defense modifiers continue to affect their original stats only. Other Damage Psychic 10 N/A N/A
Power Whip Damages the target. Physical Damage Grass 10 120 85%
Present Randomly either attacks with a variable power, between 40 base power and 120 base power, or heals the target by 80 HP. Physical Damage Normal 15 Var BP 90%
Protect Almost always goes first. The user is protected from all attacks for one turn, but the move's success rate halves with each consecutive use of Protect, Detect or Endure. If a Pokemon has No Guard, or used Lock-On or Mind Reader against the user during the previous turn, its attack has a [100 - move's normal accuracy]% chance to hit through Protect; OHKO moves do not benefit from this effect. Blizzard has a 30% to hit through this move during Hail, as does Thunder during Rain Dance. Other Damage Normal 10 N/A N/A
Psybeam Has a 10% chance to confuse the target. Special Damage Psychic 20 65 100%
Psych Up The user copies all six of the target's current stat modifiers. Other Damage Normal 10 N/A N/A
Psychic Has a 10% chance to lower the target's Special Defense by 1 stage. Special Damage Psychic 10 90 100%
Psycho Boost Lowers the user's Special Attack by 2 stages after use. Special Damage Psychic 5 140 90%
Psycho Cut Has a high critical hit ratio. Physical Damage Psychic 20 70 100%
Psycho Shift The user is cured of status effects by passing them to a healthy target. Other Damage Psychic 10 N/A 90%
Psywave Randomly inflicts set damage equal to .5x, .6x, .7x, .8x, .9x, 1.0x, 1.1x, 1.2x, 1.3x, 1.4x or 1.5x the user's level. Special Damage Psychic 15 Var Dmg 80%
Punishment Power increases for every positive stat modifier of the target's. Physical Damage Dark 5 Var BP 100%
Pursuit If the target switches out on the current turn, this move strikes with doubled power before the switch. Baton Passers still escape safely. When a faster Pokemon uses Pursuit against a U-Turner, the U-Turner is hit for normal damage; when a slower Pokemon uses Pursuit against a U-Turner, the U-Turner makes its attack, then is hit by Pursuit for double power, and switches out. Physical Damage Dark 20 40 100%
Quick Attack Usually goes first. Physical Damage Normal 30 40 100%
Rage The user's Attack rises by 1 stage if attacked before its next move. Physical Damage Normal 20 20 100%
Rain Dance Cancels all other weather moves. For 5 turns: the power of Water attacks is increased by 50%, the power of Fire attacks is decreased by 50%, Thunder never misses and has a 30% chance to hit through Protect and Detect, the power of Solarbeam is halved, and the healing power of Morning Sun, Synthesis and Moonlight is decreased from 1/2 to 1/4 of the user's max HP. The effects of Rain Dance will last for eight turns if its user is holding Damp Rock. Other Damage Water 5 N/A N/A
Rapid Spin Removes Spikes, Stealth Rock, Toxic Spikes and Leech Seed from the user's side of the field; also frees the user from Bind, Clamp, Fire Spin, Magma Storm, Sand Tomb, Whirlpool and Wrap. These effects do not occur if the move misses or is used against Ghost-type Pokemon. Physical Damage Normal 40 20 100%
Razor Leaf Has a high critical hit ratio. Physical Damage Grass 25 55 95%
Razor Wind The user prepares on turn one, becoming uncontrollable, and then attacks on turn two. Has a high critical hit ratio. Special Damage Normal 10 80 100%
Recover Restores 1/2 of the user's max HP. Other Damage Normal 10 N/A N/A
Recycle The user's lost item is recovered. Items lost to Bug Bite, Fling, Natural Gift and Pluck will be recovered if the user of Recycle was the item's original holder; items lost to Trick, Switcheroo, Thief, Covet or Knock Off cannot be recovered. Other Damage Normal 10 N/A N/A
Reflect All Pokemon in the user's party receive 1/2 damage from Physical attacks for 5 turns. Reflect will be removed from the user's field if an opponent's Pokemon uses Brick Break. It will also last for eight turns if its user is holding Light Clay. In double battles, both Pokemon are shielded, but damage protection is reduced from 1/2 to 1/3. Other Damage Psychic 20 N/A N/A
Refresh The user recovers from burn, poison and paralysis. Other Damage Normal 20 N/A N/A
Rest The user is cured of status effects (and confusion), and recovers full HP, but falls asleep for 2 turns. Pokemon who have Early Bird will wake up one turn early. Other Damage Psychic 10 N/A N/A
Return Power increases as user's happiness increases; maximum 102 BP. Physical Damage Normal 20 Var BP 100%
Revenge Almost always goes last, even after another Pokemon's Focus Punch; this move's base power doubles if the user is damaged before its turn. Physical Damage Fighting 10 60 100%
Reversal Base power increases as the user's HP decreases. Physical Damage Fighting 15 Var BP 100%
Roar Almost always goes last; in trainer battles, the target is switched out for a random member of its team. Escapes from wild battles. Has no effect if the target has Suction Cups, Soundproof or used Ingrain. Other Damage Normal 20 N/A 100%
Roar of Time The user recharges during its next turn; as a result, until the end of the next turn, the user becomes uncontrollable. Special Damage Dragon 5 150 90%
Rock Blast Attacks 2-5 times in one turn; if one of these attacks breaks a target's Substitute, the target will take damage for the rest of the hits. This move has a 3/8 chance to hit twice, a 3/8 chance to hit three times, a 1/8 chance to hit four times and a 1/8 chance to hit five times. If the user of this move has Skill Link, this move will always strike five times. Physical Damage Rock 10 25 80%
Rock Climb Has a 20% chance to confuse the target. Physical Damage Normal 20 90 85%
Rock Polish Raises the user's Speed by 2 stages. Other Damage Rock 20 N/A N/A
Rock Slide Has a 30% chance to make the target flinch. Physical Damage Rock 10 75 90%
Rock Smash Has a 50% chance to lower the target's Defense by 1 stage. Physical Damage Fighting 15 40 100%
Rock Throw Damages the target. Physical Damage Rock 15 50 90%
Rock Tomb Lowers the target's Speed by 1 stage. Physical Damage Rock 10 50 80%
Rock Wrecker The user recharges during its next turn; as a result, until the end of the next turn, the user becomes uncontrollable. Physical Damage Rock 5 150 90%
Role Play The user's own ability is overwritten with the target's ability; does nothing if the target's ability is Wonder Guard. Other Damage Psychic 10 N/A N/A
Rolling Kick Has a 30% chance to make the target flinch. Physical Damage Fighting 15 60 85%
Rollout The user attacks uncontrollably for five turns; this move's power doubles after each turn and also if Defense Curl was used beforehand. Its power resets after five turns have ended or if the attack misses. Physical Damage Rock 20 30 90%
Roost The user recovers 1/2 of its max HP; if it is a Flying-type Pokemon, it also loses its Flying-type classification until the start of the next turn. Other Damage Flying 10 N/A N/A
Sacred Fire Has a 50% chance to burn the target; can be used while frozen, which both attacks the target normally and thaws the user. Physical Damage Fire 5 100 95%
Safeguard Protects the user's entire team from status conditions for five turns. Other Damage Normal 25 N/A N/A
Sand Tomb Traps the target for 2-5 turns, causing damage equal to 1/16 of its max HP each turn; this trapped effect can be broken by Rapid Spin. The target can still switch out if it is holding Shed Shell or uses Baton Pass or U-Turn. Physical Damage Ground 15 15 70%
Sand-Attack Lowers the target's Accuracy by 1 stage. Other Damage Ground 15 N/A 100%
Sandstorm Cancels all other weather moves. For 5 turns: the Special Defense of Rock-type Pokemon is boosted by 50%, each active Pokemon, even when protected by a Substitute, loses 1/16 of its max HP unless it has Sand Veil or is a Ground-, Rock-, or Steel-type, the power of Solarbeam is halved, and the healing power of Morning Sun, Synthesis and Moonlight is halved. The effects of Sandstorm will last for eight turns if its user is holding Smooth Rock. Other Damage Rock 10 N/A N/A
Scary Face Lowers the target's Speed by 2 stages. Other Damage Normal 10 N/A 90%
Scratch Damages the target. Physical Damage Normal 35 40 100%
Screech Lowers the target's Defense by 2 stages. Other Damage Normal 40 N/A 85%
Secret Power This move has a 30% chance to inflict a side effect depending on the battle's current terrain. The target may be put to sleep in any type of grass (or in puddles), its Attack may be lowered by 1 stage while surfing on any body of water, its Speed may be lowered by 1 stage while on marshy terrain, its Accuracy may be lowered by 1 stage on beach sand, desert sand and dirt paths, it may flinch in caves or on rocky outdoor terrain, it may become frozen on snowy terrain and it may become paralyzed everywhere else (including Wi-Fi battles).

In Pokemon Battle Revolution, the target's Attack may be lowered by 1 stage at Gateway, its Accuracy may be lowered by 1 stage at Sunset, it may be paralyzed at Courtyard, Main Street and Neon, it may be put to sleep at Sunny Park and Waterfall and it may flinch at Crystal, Magma and Stargazer.
Physical Damage Normal 20 70 100%
Seed Bomb Damages the target. Physical Damage Grass 15 80 100%
Seed Flare Has a 40% chance to lower the target's Special Defense by 2 stages. Special Damage Grass 5 120 85%
Seismic Toss Does damage equal to user's level. Physical Damage Fighting 20 Var Dmg 100%
Selfdestruct The Defense stat of other Pokemon is halved against this attack, essentially doubling the move's base power; causes the user to faint. Physical Damage Normal 5 200 100%
Shadow Ball Has a 20% chance to lower the target's Special Defense by 1 stage. Special Damage Ghost 15 80 100%
Shadow Claw Has a high critical hit ratio. Physical Damage Ghost 15 70 100%
Shadow Force The user disappears on the first turn, becoming uncontrollable and evading all attacks, and strikes on the second turn. This move is not stopped by Protect or Detect. Physical Damage Ghost 5 120 100%
Shadow Punch Ignores Evasion and Accuracy modifiers and never misses except against Protect, Detect or a target in the middle of Dig, Fly, Dive or Bounce. Physical Damage Ghost 20 60 100%
Shadow Sneak Usually goes first. Physical Damage Ghost 30 40 100%
Sharpen Raises the user's Attack by 1 stage. Other Damage Normal 30 N/A N/A
Sheer Cold The target faints; doesn't work on higher-leveled Pokemon. Special Damage Ice 5 KO 30%
Shock Wave Ignores Evasion and Accuracy modifiers and never misses except against Protect, Detect or a target in the middle of Dig, Fly, Dive or Bounce. Special Damage Electric 20 60 100%
Signal Beam Has a 10% chance to confuse the target. Special Damage Bug 15 75 100%
Silver Wind Has a 10% chance to raise all of the user's stats by 1 stage. Special Damage Bug 5 60 100%
Sing Puts the target to sleep. Other Damage Normal 15 N/A 55%
Sketch The user permanently replaces Sketch with the last move used by the target. Sketch cannot copy itself, Chatter, Memento or Struggle. Transform and moves that generate other moves can be Sketched successfully, as can Explosion and Selfdestruct if a Pokemon with Damp is present. Healing Wish and Lunar Dance can be Sketched because they automatically fail when the user is the last Pokemon of its team. This move fails automatically when selected in wireless or Wi-Fi battles. Other Damage Normal 1 N/A N/A
Skill Swap The user exchanges abilities with the target; does not work if Wonder Guard is the ability of either the user or the target. Other Damage Psychic 10 N/A N/A
Skull Bash The user prepares on turn one, raising its Defense by 1 stage and becoming uncontrollable, and then attacks on turn two. Physical Damage Normal 15 100 100%
Sky Attack The user prepares on turn one, becoming uncontrollable, and then attacks on turn two. Also has a 30% chance to make the target flinch. Physical Damage Flying 5 140 90%
Sky Uppercut Also hits targets in mid-air via Fly or Bounce. Physical Damage Fighting 15 85 90%
Slack Off Restores 1/2 of the user's max HP. Other Damage Normal 10 N/A N/A
Slam Damages the target. Physical Damage Normal 20 80 75%
Slash Has a high critical hit ratio. Physical Damage Normal 20 70 100%
Sleep Powder Puts the target to sleep. Other Damage Grass 15 N/A 75%
Sleep Talk Does nothing if the user is awake. If the user asleep, it randomly performs one of its attacks. Rest will fail if it is selected. Sleep Talk's generated attacks do not cost PP, but it cannot generate moves with 0 PP, itself, Assist, Bide, Chatter, Copycat, Disabled attacks, Focus Punch, Me First, Metronome, Mirror Move, Uproar, or attacks with a charge-up turn like Fly or Skull Bash. (Moves with a recharge turn like Hyper Beam can be generated.) Other Damage Normal 10 Copy N/A
Sludge Has a 30% chance to poison the target. Special Damage Poison 20 65 100%
Sludge Bomb Has a 30% chance to poison the target. Special Damage Poison 10 90 100%
SmellingSalt If the target is paralyzed, power is doubled but the target will be cured. Physical Damage Normal 10 60 100%
Smog Has a 40% chance to poison the target. Special Damage Poison 20 20 70%
SmokeScreen Lowers the target's Accuracy by 1 stage. Other Damage Normal 20 N/A 100%
Snatch Almost always goes first. Until the end of the turn, the user will steal a supporting move from another Pokemon (including teammates). In double battles, Snatch only steals the first applicable move performed by another Pokemon before wearing off. Other Damage Dark 10 N/A N/A
Snore Has a 30% chance to make the target flinch; fails if user is awake. Special Damage Normal 15 40 100%
Softboiled Restores 1/2 of the user's max HP. Other Damage Normal 10 N/A N/A
SolarBeam The user prepares on turn one, becoming uncontrollable, and then attacks on turn two. During Sunny Day, this move fires immediately; during Rain Dance, Sandstorm and Hail, this move has half power. Special Damage Grass 10 120 100%
SonicBoom Always deals 20 points of damage. Special Damage Normal 20 Set 90%
Spacial Rend Has a high critical hit ratio. Special Damage Dragon 5 100 95%
Spark Has a 30% chance to paralyze the target. Physical Damage Electric 20 65 100%
Spider Web As long as the user remains in battle, the target cannot switch out unless it is holding Shed Shell or uses Baton Pass or U-Turn. The target will still be trapped if the user switches out by using Baton Pass. Other Damage Bug 10 N/A N/A
Spike Cannon Attacks 2-5 times in one turn; if one of these attacks breaks a target's Substitute, the target will take damage for the rest of the hits. This move has a 3/8 chance to hit twice, a 3/8 chance to hit three times, a 1/8 chance to hit four times and a 1/8 chance to hit five times. If the user of this move has Skill Link, this move will always strike five times. Physical Damage Normal 15 20 100%
Spikes Damages opponents, unless they are Flying-type or have Levitate, every time they are switched in; hits through Wonder Guard. Can be used up to three times: saps 1/8 of max HP with one layer, 3/16 of max HP with two layers and 1/4 of max HP for three layers. Other Damage Ground 20 N/A 100%
Spit Up Power increases with user's Stockpile count; fails with zero Stockpiles. Special Damage Normal 10 Var BP 100%
Spite The target's most recent move is reduced by 4 PP; this fails if the target has not yet performed a move, if the target's last move has run out of PP, or if the target can only use Struggle. Other Damage Ghost 10 N/A 100%
Splash Doesn't do anything (but we still love it). Unfortunately, it also cannot be used during the effects of Gravity! Other Damage Normal 40 N/A N/A
Spore Puts the target to sleep. Other Damage Grass 15 N/A 100%
Stealth Rock Damages opponents every time they switch in until they use Rapid Spin. Saps a fraction of max HP determined by the effectiveness of Rock-type attacks against the opponent's type: 1/32 for 1/4x, 1/16 for 1/2x, 1/8 for 1x, 1/4 for 2x and 1/2 for 4x. For example, Stealth Rock saps 50% of an Ice/Flying Pokemon's max HP when it switches in. Other Damage Rock 20 N/A N/A
Steel Wing Has a 10% chance to raise the user's Defense by 1 stage. Physical Damage Steel 25 70 90%
Stockpile Can be used up to three times to power Spit Up or Swallow. Also raises the user's Defense and Special Defense by 1 stage each. Stockpiles and the defensive boosts are lost when these Swallow or Spit Up is used or the user switches out. However, the boosts can be Baton Passed. Other Damage Normal 20 N/A N/A
Stomp Has a 30% chance to make the target flinch; also retains its normal accuracy and gains doubled power against Minimized Pokemon. Physical Damage Normal 20 65 100%
Stone Edge Has a high critical hit ratio. Physical Damage Rock 5 100 80%
Strength Damages the target. Physical Damage Normal 15 80 100%
String Shot Lowers the target's Speed by 1 stage. Other Damage Bug 40 N/A 95%
Struggle Used automatically when all of the user's other moves have run out of PP or are otherwise inaccessible. The user receives recoil damage equal to 1/4 of its max HP. Struggle is classified as a typeless move and will hit any Pokemon, including Rock-, Steel- and Ghost-type Pokemon, for normal damage. Physical Damage None 1 50 100%
Stun Spore Paralyzes the target. Other Damage Grass 30 N/A 75%
Submission The user receives 1/4 recoil damage. Physical Damage Fighting 25 80 80%
Substitute The user takes one-fourth of its maximum HP to create a substitute; this move fails if the user does not have enough HP for this. Until the substitute is broken, it receives damage from all attacks made by other Pokemon and shields the user from status effects and stat modifiers caused by other Pokemon. The user is still affected by Tickle, Hail, Sandstorm and Attract from behind its Substitute. If a Substitute breaks from a hit during a multistrike move such as Fury Attack, the user takes damage from the remaining strikes. Other Damage Normal 10 N/A N/A
Sucker Punch Almost always goes first, but fails if the target doesn't select a move that will damage the user. The move also fails if the target uses an attack with higher priority or if the target is faster and uses an attack with the same priority. Physical Damage Dark 5 80 100%
Sunny Day Cancels all other weather moves. For 5 turns: freezing is prevented, the power of Fire attacks is increased by 50%, the power of Water attacks is decreased by 50%, Solarbeam fires immediately, Thunder becomes 50% accurate, and the healing power of Morning Sun, Synthesis and Moonlight is increased from 1/2 to 2/3 of the user's max HP. The effects of Sunny Day will last for eight turns if its user is holding Heat Rock. Other Damage Fire 5 N/A N/A
Super Fang This move halves the target's current HP. Physical Damage Normal 10 Var Dmg 90%
Superpower Lowers the user's Attack and Defense by 1 stage each after use. Physical Damage Fighting 5 120 100%
Supersonic Confuses the target. Other Damage Normal 20 N/A 55%
Surf Power doubles against a target who is in the middle of using Dive. Special Damage Water 15 95 100%
Swagger Confuses the target and raises its Attack by 2 stages. Other Damage Normal 15 N/A 90%
Swallow This move only works if the user has at least one Stockpile. Restores 1/4 of user's max HP with one Stockpile, 1/2 of user's max HP with two Stockpiles and fully restores the user's HP with three Stockpiles. Other Damage Normal 10 N/A N/A
Sweet Kiss Confuses the target. Other Damage Normal 10 N/A 75%
Sweet Scent Lowers the target's Evasion by 1 stage. Other Damage Normal 20 N/A 100%
Swift Ignores Evasion and Accuracy modifiers and never misses except against Protect, Detect or a target in the middle of Dig, Fly, Dive or Bounce. Special Damage Normal 20 60 100%
Switcheroo Exchanges items with the target unless it has Sticky Hold or Multitype. Items lost to this move cannot be recovered by using Recycle. Other Damage Dark 10 N/A 100%
Swords Dance Raises the user's Attack by 2 stages. Other Damage Normal 30 N/A N/A
Synthesis Restores a fraction of the user's max HP depending on the weather: 2/3 during Sunny Day, 1/2 during regular weather and 1/4 during Rain Dance, Hail and Sandstorm. Other Damage Grass 5 N/A N/A
Tackle Damages the target. Physical Damage Normal 35 35 95%
Tail Glow Raises the user's Special Attack by 2 stages. Other Damage Bug 20 N/A N/A
Tail Whip Lowers the target's Defense by 1 stage. Other Damage Normal 30 N/A 100%
Tailwind Speed is doubled for every Pokemon on the user's team for three turns; the turn used to perform Tailwind is included in this total, as are any turns used to switch around Pokemon. Other Damage Flying 30 N/A N/A
Take Down The user receives 1/4 recoil damage. Physical Damage Normal 20 90 85%
Taunt Prevents the target from using non-damaging moves for two to four turns. Assist, Copycat, Me First, Metronome, Mirror Move and Sleep Talk are prevented during this time, but Bide, Counter, Endeavor, Metal Burst and Mirror Coat are not prevented. Other Damage Dark 20 N/A 100%
Teeter Dance Each active Pokemon, except the user, becomes confused. Other Damage Normal 20 N/A 100%
Teleport Escapes from wild battles; fails automatically in trainer and link battles. Other Damage Psychic 20 N/A N/A
Thief Steals the target's held item unless the user is already holding an item or the target has Sticky Hold or Multitype. A stolen item cannot be recovered by using Recycle. Physical Damage Dark 10 40 100%
Thrash The user attacks uncontrollably for 2-3 turns and then gets confused. Physical Damage Normal 20 90 100%
Thunder Has a 30% chance to paralyze the target. It also has normal accuracy against mid-air Pokemon who have used Fly or Bounce. During Sunny Day, this move has 50% accuracy. During Rain Dance, this move will never miss under normal circumstances and has a 30% chance to hit through a target's Protect or Detect. Special Damage Electric 10 120 70%
Thunder Fang Has a 10% chance to paralyze the target. Has 10% chance to make the target flinch. Both effects can occur from a single use. Physical Damage Electric 15 65 95%
Thunder Wave Paralyzes the target. This move activates Motor Drive. Other Damage Electric 20 N/A 100%
Thunderbolt Has a 10% chance to paralyze the target. Special Damage Electric 15 95 100%
ThunderPunch Has a 10% chance to paralyze the target. Physical Damage Electric 15 75 100%
ThunderShock Has a 10% chance to paralyze the target. Special Damage Electric 30 40 100%
Tickle Lowers the target's Attack and Defense by 1 stage each. Other Damage Normal 20 N/A 100%
Torment Prevents the target from using the same move for two turns in a row until the target is switched out. The target will use Struggle every other turn if it cannot attack without using the same move. Other Damage Dark 15 N/A 100%
Toxic The target is badly poisoned, with the damage caused by poison doubling after each turn. Toxic poisoning will remain with the Pokemon during the battle even after switching out. Other Damage Poison 10 N/A 85%
Toxic Spikes Opponents will be poisoned as they enter the field until they use Rapid Spin. One layer inflicts regular poison while two layers inflict Toxic; switching in a non-Flying-type Poison Pokemon without Levitate will remove any layers. Flying-type and Levitate Pokemon are only affected if they switch in while Gravity is in effect, Iron Ball is their held item or they are receiving a Baton Passed Ingrain; Steel-type Pokemon and Pokemon who enter with Baton Passed Substitutes are not affected. Other Damage Poison 20 N/A N/A
Transform The user morphs into a near-exact copy of the target. Stats, stat modifiers, type, moves, Hidden Power data and appearance are changed; the user's level and HP remain the same and each copied move receives only 5 PP. (If Transform is used by Ditto, the effects of Metal Powder and Quick Powder stop working after transformation.) Other Damage Normal 10 N/A N/A
Tri Attack Has a 20% chance to burn, paralyze or freeze the target. Special Damage Normal 10 80 100%
Trick Exchanges items with the target unless it has Sticky Hold or Multitype. Items lost to this move cannot be recovered by using Recycle. Other Damage Psychic 10 N/A 100%
Trick Room Always goes last. Attacking order is reversed for all active Pokemon for five turns; the slowest Pokemon moves first and vice versa. Note that move order is still determined by the regular priority categories and the effects of Trick Room apply only when Pokemon have chosen moves with the same priority. Using Trick Room a second time reverses this effect. This effect is also ignored by Stall and held items that may affect the turn order: Full Incense, Lagging Tail and Quick Claw. Other Damage Psychic 5 N/A N/A
Triple Kick Attacks three times in one turn, adding 10 BP for each kick. If a kick misses, the move ends instantly; if one of the kicks breaks a target's Substitute, the real Pokemon will take damage for the remaining kicks. Physical Damage Fighting 10 10 90%
Trump Card This move's base power increases as its remaining PP decreases. Special Damage Normal 5 Var BP 100%
Twineedle Strikes twice; if the first hit breaks the target's Substitute, the real Pokemon will take damage from the second hit. Has a 20% chance to poison the target . Physical Damage Bug 20 25 100%
Twister Has a 20% chance to make the target flinch; power doubles while the target is in mid-air via Fly or Bounce. Special Damage Dragon 20 40 100%
U-Turn The user switches out after use, even if it is currently trapped by another Pokemon. If the replacement Pokemon knows U-Turn and is holding Choice Band, Choice Lens or Choice Scarf, it will be locked into U-Turn, though Pokemon holding those items who don't know U-Turn can select their attack as normal. When a faster Pokemon uses Pursuit against a U-Turner, the U-Turner is hit for normal damage; when a slower Pokemon uses Pursuit against a U-Turner, the U-Turner makes its attack, then is hit by Pursuit for double power, and switches out. Physical Damage Bug 20 70 100%
Uproar The user causes an Uproar and attacks uncontrollably for 2-5 turns. During the effects of the Uproar, active Pokemon cannot fall asleep and sleeping Pokemon sent into battle will wake up. Special Damage Normal 10 50 100%
Vacuum Wave Usually goes first. Special Damage Fighting 30 40 100%
Vicegrip Damages the target. Physical Damage Normal 30 55 100%
Vine Whip Damages the target. Physical Damage Grass 15 35 100%
Vital Throw This move usually goes last. It ignores Evasion and Accuracy modifiers and never misses except against Protect, Detect or a target in the middle of Dig, Fly, Dive or Bounce. Physical Damage Fighting 10 70 100%
Volt Tackle The user receives 1/3 recoil damage; has a 10% chance to paralyze the target. Physical Damage Electric 15 120 100%
Wake-Up Slap If the target is asleep, power is doubled but the target will awaken. Physical Damage Fighting 10 60 100%
Water Gun Damages the target. Special Damage Water 25 40 100%
Water Pulse Has a 20% chance to confuse the target. Special Damage Water 20 60 100%
Water Sport All Fire-type moves are 50% weaker until the user switches out. Other Damage Water 15 N/A N/A
Water Spout Base power decreases as the user's HP decreases. Special Damage Water 5 Var BP 100%
Waterfall Has a 20% chance to make the target flinch. Physical Damage Water 15 80 100%
Weather Ball Base power doubles and move's type changes during weather effects: becomes Fire-type during Sunny Day, Water-type during Rain Dance, Ice-type during Hail and Rock-type during Sandstorm. Special Damage Normal 10 50 100%
Whirlpool Traps the target for 2-5 turns, causing damage equal to 1/16 of its max HP each turn; this trapped effect can be broken by Rapid Spin. The target can still switch out if it is holding Shed Shell or uses Baton Pass or U-Turn. Base power also doubles when performed against a Pokemon in the middle of using Dive. Special Damage Water 15 15 70%
Whirlwind Almost always goes last; in trainer battles, the target is switched out for a random member of its team. Escapes from wild battles. Has no effect if the target has Suction Cups or used Ingrain. Other Damage Normal 20 N/A 100%
Will-O-Wisp Burns the target. This move activates Flash Fire. Other Damage Fire 15 N/A 75%
Wing Attack Damages the target. Physical Damage Flying 35 60 100%
Wish At the end of the next turn, the active Pokemon from the user's team is healed by 1/2 of its max HP; this can be any member of the user's team. Other Damage Normal 10 N/A N/A
Withdraw Raises the user's Defense by 1 stage. Other Damage Water 40 N/A N/A
Wood Hammer The user receives 1/3 recoil damage. Physical Damage Grass 15 120 100%
Worry Seed The target's ability, unless it has Multitype or Truant, is changed to Insomnia until it switches out. Other Damage Grass 10 N/A 100%
Wrap Traps the target for 2-5 turns, causing damage equal to 1/16 of its max HP each turn; this trapped effect can be broken by Rapid Spin. The target can still switch out if it is holding Shed Shell or uses Baton Pass or U-Turn. Physical Damage Normal 20 15 85%
Wring Out Base power decreases as the target's HP decreases. Special Damage Normal 5 Var BP 100%
X-Scissor Damages the target. Physical Damage Bug 15 80 100%
Yawn If the target stays in battle, it falls asleep at the end of the next turn. Other Damage Normal 10 N/A N/A
Zap Cannon Paralyzes the target. Special Damage Electric 5 120 50%
Zen Headbutt Has a 20% chance to make the target flinch. Physical Damage Psychic 15 80 90%
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