This move's power is doubled if the user isn't holding an item.
Acupressure
status
-
20
Boosts the Attack, Defense, Sp.Atk, Sp. Def, Speed, accuracy, or evasiveness of the user or an ally by 2 stages.
Aerial Ace
physical
60
20
This move never misses.
After You
status
-
16
Makes the target move immediately after the user.
Agility
status
-
20
Boosts the user's Speed stat by 2 stages.
Air Cutter
special
60
20
This move has a1-stage Critical-Hit Ratio Boost.
Air Slash
special
75
16
Has a 30% chance of making the target flinch.
Alluring Voice
special
80
12
Confuses the target if its stats were boosted during the turn this move is used.
Ally Switch
status
-
16
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.
Amnesia
status
-
20
Boosts the user's Sp. Def stat by 2 stages.
Ancient Power
special
60
8
Has a 10% chance of boosting the user's Attack, Defense, Sp. Atk, Sp. Def, and Speed stats by 1 stage.
Apple Acid
special
90
12
Lowers the target's Sp. Def stat by 1 stage.
Aqua Cutter
physical
70
20
This move has a 1-stage Critical-Hit Ratio Boost.
Aqua Jet
physical
40
20
—
Aqua Ring
status
-
20
The user gains the Aqua Ring status, where the Pokémon restores 1/16 of its max HP at the end of every turn.
Aqua Step
physical
80
12
Boosts the user's Speed stat by 1 stage.
Aqua Tail
physical
90
12
—
Armor Cannon
special
120
8
Lowers the user's Defense and Sp. Def stats by 1 stage.
Aromatic Mist
status
-
20
Boosts an ally's Sp. Def stat by 1 stage.
Assurance
physical
60
12
This move's power is doubled if the target has already taken damage during the turn this move is used.
Attract
status
-
16
Gives the target the Infatuated status, where the Pokémon has a 50% chance of being unable to use moves while the Pokemon that gave the status is in the field. This move will fail against a target that is the same gender as the user or whose gender is unknown.
Aura Sphere
special
80
20
This move never misses.
Aura Wheel
physical
110
12
Boosts the user's Speed stat by 1 stage. This move's type depends on Morpeko's form.
Aurora Veil
status
-
20
Gives the user's side the Aurora Veil status for 5 turns, where damage from physical and special moves are reduced by 1/2 in Singles or 1/3 in Doubles. This move can be used only in snow.
Avalanche
physical
60
12
This move's power is doubled if the target has already dealt damage to the user with a move in the same turn.
Axe Kick
physical
120
12
Has a 30% chance of confusing the target. If this move misses or fails, the user takes damage equal to 1/2 of its max HP.
Baby-Doll Eyes
status
-
20
Lowers the target's Attack stat by 1 stage.
Baneful Bunker
status
-
8
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.
Baton Pass
status
-
20
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.
Beak Blast
physical
120
8
If the user is hit by a contact move before it uses this move, the attacker will be burned.
Beat Up
physical
-
12
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.
Belch
special
120
12
This move fails unless the userhas eaten a Berry during the battle.
Belly Drum
status
-
12
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.
Bind
physical
15
20
Gives the target the Bound status, where the Pokémon takes 1/8 damage of its max HP at the end of every turn and it cannot switch out.
Bite
physical
60
20
Has a 30% chance of making the target flinch.
Bitter Blade
physical
90
12
The user's HP is restored by 1/20f the damage dealt by this move.
Bitter Malice
special
75
12
Lowers the target's Attack stat by 1 stage.
Blast Burn
special
150
8
The user gains the Recharging status on the turn after this move is used, where the user cannot take any actions for 1 turn.
Blaze Kick
physical
85
12
Has a 10% chance of burning the target. This move has a 1-stage Critical-Hit Ratio Boost.
Blizzard
special
110
8
Has a 10% chance of freezing the target.
Block
status
-
8
Gives the target the Can't Escape status, where the Pokémon cannot be switched out.
Body Press
physical
80
12
The damage dealt by this move is calculated using the user's Defense stat instead of its Attack stat.
Body Slam
physical
85
16
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.
Bone Rush
physical
30
12
The user attacks 2 to 5 times in a row.
Boomburst
special
140
12
—
Bounce
physical
85
8
The user gains the Sky-High status on the turn this move is used, where the Pokémon cannot be hit my most moves and is unaffected by terrain, then attacks on the following turn. This move has a 30% chance of paralyzing the target.
Brave Bird
physical
120
16
The user takes 1/3 of the damage dealt by this move.
Breaking Swipe
physical
60
16
Lowers targets' Attack stats by 1 stage.
Brick Break
physical
75
16
Removes the Light Screen, Reflect, and Aurora Veil statuses on the target’s side.
Brutal Swing
physical
60
20
—
Bug Bite
physical
60
20
If the target is holding a Berry, the user eats that Berry and gains its effect.
Bug Buzz
special
90
12
Has a 10% chance of lowering the target's Sp. Def stat by 1 stage.
Bulk Up
status
-
20
Boosts the user's Attack and Defense stats by 1 stage.
Bulldoze
physical
60
20
Lowers targets’ Speed stats by 1 stage. When Grassy Terrain is active, this move’s power is halved.
Bullet Punch
physical
40
20
—
Bullet Seed
physical
25
20
The user attacks 2 to 5 times in a row.
Burn Up
special
130
8
The user loses the Fire type. Cures the user of being frozen. This move fails unless it is used by a Fire type.
Burning Jealousy
special
70
8
Burns targets if their stats were boosted during the turn this move is used.
Calm Mind
status
-
20
Boosts the user's Sp. Atk and Sp.Def statsby 1 stage.
Ceaseless Edge
physical
65
16
Gives the opponent's side the Spikes status, where Pokémon that are not Flying-types or have the Levitate ability that switch into battle will take damage equal to 1/8 of their max HP and will increase with each instance up to three times.
Charge
status
-
20
Boosts the user's Sp. Def stat by 1 stage. The user gains the Electric Boost status, where the power of the Pokémon's next Electric-type move will be doubled.
Charge Beam
special
50
12
Has a 70% chance of boosting the user's Sp. Atk stat by 1 stage.
Charm
status
-
20
Lowers the target's Attack stat by 2 stages.
Chilling Water
special
50
20
Lowers the target's Attack stat by 1 stage.
Chilly Reception
status
-
12
Summons snow for 5 turns. The user switches out of battle to be replaced by another party Pokémon.
Circle Throw
physical
60
12
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.
Clanging Scales
special
110
8
Lowers the user's Defense stat by 1 stage.
Clangorous Soul
status
-
8
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.
Clear Smog
special
50
16
Removes all stat changes from the target. This move never misses.
Close Combat
physical
120
8
Lowers the user's Defense and Sp. Def stats by 1 stage.
Coaching
status
-
12
Boosts allies' Attack and Defense stats by 1 stage.
Coil
status
-
20
Boosts the user's Attack and Defense stats as well as its accuracy by 1 stage.
Comeuppance
physical
-
12
The user retaliates to deal 150% of the damage it took from an opponent's move during the turn this move is used.
Confuse Ray
status
-
12
Confuses the target.
Copycat
status
-
20
The user mimics the move that was last used. This move fails if no other move has been used yet.
Corrosive Gas
status
-
20
Causes all other Pokémon on the field to lose their held items.
Cosmic Power
status
-
20
Boosts the user's Defense and Sp. Def stats by 1 stage.
Cotton Guard
status
-
20
Boosts the user's Defense stat by 3 stages.
Cotton Spore
status
-
20
Lowers targets' Speed stats by 2 stages.
Counter
physical
-
20
The user retaliates to deal double the damage it took from an opponent’s physical move during the turn this move is used.
Covet
physical
60
20
f the user is not already holding an item, it steals the target's held item.
Crabhammer
physical
100
12
This move has a 1-stage Critical-Hit Ratio Boost.
Cross Chop
physical
100
8
This move has a 1-stage Critical-Hit Ratio Boost.
Cross Poison
physical
70
20
Has a 10% chance of poisoning the target. This move has a 1-stage Critical-Hit Ratio Boost.
Crunch
physical
80
16
Has a 20% chance of lowering the target's Defense stat by 1 stage.
Crush Claw
physical
75
12
Has a 50% chance of lowering the target's Defense stat by 1 stage.
Curse
status
-
12
Lowers the user's Speed stat by 1 stage and boosts its Attack and Defense stats by 1 stage.
Dark Pulse
special
80
16
Has a 20% chance of making the target flinch.
Darkest Lariat
physical
85
12
This move ignores the target's stat changes when dealing damage.
Dazzling Gleam
special
80
12
—
Decorate
status
-
16
Boosts the target's Attack and Sp. Atk stats by 2 stages.
Defog
status
-
16
Lowers the target's evasiveness by 1 stage. Removes statuses such as Reflect, Spikes, and Safeguard, as well as any terrain.
Destiny Bond
status
-
8
The user gains the Destiny Bound status, where if the Pokémon is knocked out by an opponent, that opponent will also be knocked out. This move fails if used in succession.
Detect
status
-
8
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.
Dig
physical
80
12
The user gains the Underground status on the turn this move is used, then attacks on the following turn.
Dire Claw
physical
80
16
Has a 30% chance of leaving the target poisoned, paralyzed, or asleep.
Disable
status
-
20
Gives the target the Move Disabled status for 4 turns, where the Pokémon cannot use whichever move it last used before getting the status.
Discharge
special
80
16
Has a 30% chance of paralyzing targets.
Dive
physical
80
12
The user gains the Submerged status on the turn this move is used, where the Pokémon cannot be hit by most moves and is unaffected by terrain, then attacks on the following turn.
Double Hit
physical
35
12
The user attacks twice in a row.
Double Team
status
-
16
Boosts the user's evasiveness by 1 stage.
Double-Edge
physical
120
16
The user takes 1/3 of the damage dealt by this move.
Draco Meteor
special
130
8
Lowers the user's Sp. Atk stat by 2 stages.
Dragon Cheer
status
-
16
Gives allies a Critical-Hit Ratio Boost. Dragon types receive a 2-stage boost. All other types receive a 1-stage boost.
Dragon Claw
physical
80
16
—
Dragon Dance
status
-
20
Boosts the user's Attack and Speed stats by 1 stage.
Dragon Darts
physical
50
12
The user attacks twice in a row. Ifthere are 2 opposing Pokémon, each of them is attacked once.
Dragon Pulse
special
85
12
—
Dragon Rush
physical
100
12
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.
Dragon Tail
physical
60
12
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.
Drain Punch
physical
75
12
The user's HP is restored by 1/20f the damage dealt by this move.
Draining Kiss
special
50
12
The user's HP is restored by 3/4 of the damage dealt by this move.
Drill Peck
physical
80
20
—
Drill Run
physical
80
12
This move has a 1-stage Critical-Hit Ratio Boost.
Dual Wingbeat
physical
40
12
The user attacks twice in a row.
Dynamic Punch
physical
100
8
Confuses the target.
Earth Power
special
90
12
Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage.
Earthquake
physical
100
12
This move’s power is doubled against targets that have the Underground status. When Grassy Terrain is active, this move’s power is halved.
Eerie Impulse
status
-
16
Lowers the target's Sp. Atk stat by 2 stages.
Eerie Spell
special
80
8
Removes 3 PP from the move last used by the target.
Electric Terrain
status
-
12
Turns the entire field into Electric Terrain for 5 turns.
Electrify
status
-
20
If this move hits the target before it uses a move, its move becomes Electric type for that turn.
Electro Ball
special
-
12
The higher the user's Speed stat compared to the target's, the greater this move's power (ranging between 40 and 150).
Electro Shot
special
130
12
The user gains the Charging status, where the Pokémon spends 1 turn charging before using a move, 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.
Electroweb
special
55
16
Lowers targets Speed stats by 1 stage.
Encore
status
-
8
Gives the target the Encore status, where the Pokémon can only use whichever move it last used before gaining the status.
Endeavor
physical
-
8
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.
Endure
status
-
12
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.
Energy Ball
special
90
l
Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage.
Entrainment
status
-
16
Changes the target's Ability to be the same as the user's.
Eruption
special
150
8
The less HP the user has left, the lower this move's power (ranging between 1 and 150).
Expanding Force
special
80
12
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.
Explosion
physical
250
8
The user faints upon using this move.
Extrasensory
special
80
20
Has a 10% chance of making the target flinch.
Extreme Speed
physical
80
8
—
Facade
physical
70
20
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.
Fairy Lock
status
-
12
Gives all Pokémon on the field the Fairy Locked status, where no Pokemon on the field can be switched out of battle until the end of the next turn after the status is activated
Fake Out
physical
40
12
Makes the target flinch. This move fails unless it is the first move used by the user after it enters a battle.
Fake Tears
status
-
20
Lowers the target's Sp. Def stat by 2 stages.
Feather Dance
status
-
16
Lowers the target's Attack stat by 2 stages.
Feint
physical
30
12
This move can hit a target using a move such as Protect or Detect and removes the effects of those moves.
Fell Stinger
physical
50
20
Boosts the user's Attack stat by 3 stages if this move knocks out the target.
Fickle Beam
special
80
8
This move has a 30% chance of its power being doubled.
Fiery Dance
special
80
12
Has a 50% chance of boosting the user's Sp. Atk stat by 1 stage.
Final Gambit
special
-
8
The user faints. This move deals damage to the target equal to the user's remaining HP at the time this move was used.
Fire Blast
special
110
8
Has a 10% chance of burning the target.
Fire Fang
physical
65
16
Has a 10% chance of burning the target and a 10% chance of making the target flinch.
Fire Lash
physical
90
16
Lowers the target's Defense stat by 1 stage.
Fire Punch
physical
75
16
Has a 10% chance of burning the target.
Fire Spin
special
35
16
Gives the target the Bound status, where the Pokémon takes 1/8 damage of its max HP at the end of every turn and it cannot switch out.
First Impression
physical
100
12
This move fails unless it is the first move used by the user after it enters a battle.
Fissure
physical
-
8
Knocks out the target. The accuracy of this move is fixed at 30%.
Flail
physical
-
16
The less HP the user has left, the greater this move's power (ranging between 20 and 200).
Flame Charge
physical
50
20
Boosts the user's Speed stat by 1 stage.
Flamethrower
special
90
16
Has a 10% chance of burning the target.
Flare Blitz
physical
120
16
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.
Flash Cannon
special
80
12
Has a 10% chance of lowering the target's Sp. Def stat by 1 stage.
Flatter
status
-
16
Boosts the target's Sp. Atk statbyl stage and confuses it.
Fling
physical
-
12
This move's power and effects depend on the user's held item. The held item is lost after this move is used.
Flip Turn
physical
60
20
After attacking, the user switches out of battle to be replaced by another party Pokémon.
Flower Trick
physical
70
12
This move never misses and is always a critical hit.
Fly
physical
90
16
The user gains the Sky-High status on the turn this move is used, where the Pokémon cannot be hit my most moves and is unaffected by terrain, then attacks on the following turn.
Flying Press
physical
100
12
The damage dealt by this move is calculated by combining the effectiveness of the move's own type with that of the Flying type. If the target has the Minimized status, this move's power is doubled and it will be sure to hit.
Focus Blast
special
120
8
Has a 10% chance of lowering the target's Sp. Def stat by 1 stage.
Focus Energy
status
-
20
The user gains a 2-stage Critical-Hit Ratio Boost.
Focus Punch
physical
150
20
This move fails if the user has already taken damage from a move in the same turn.
Follow Me
status
-
20
The user redirects opponents' moves toward itself. This effect works only on single-target moves.
Forest's Curse
status
-
20
Gives the target the Forest Cursed status, where the target gains a Grass typing.
Foul Play
physical
95
16
The damage dealt by this move is calculated using the target's Attack stat instead of the user's Attack stat.
Freeze-Dry
special
70
20
This move is also super effective against Water-type Pokemon.
Frenzy Plant
special
150
8
The user gains the Recharging status on the turn after this move is used, where the user cannot take any actions for 1 turn.
Frost Breath
special
60
12
Always a critical hit.
Future Sight
special
120
12
Gives the target the Future Attack status, where the Pokémon in the targeted spot will take damage 2 turns after the status is activated.
Gastro Acid
status
-
12
Gives the target the No Ability status, where the Pokémon's ability loses its effect.
Giga Drain
special
75
12
The user's HP is restored by 1/2 of the damage dealt by this move.
Giga Impact
physical
150
8
The user gains the Recharging status on the turn after this move is used, where the user cannot take any actions for 1 turn.
Gigaton Hammer
physical
160
8
This move can't be used twice in a row.
Glare
status
-
20
Paralyzes the target.
Grass Knot
special
-
20
The heavier the target, the greater this move’s power (ranging between 20 and 120).
Grassy Glide
physical
55
20
If the user is under the effect of Grassy Terrain, this move’s priority becomes +1.
Grassy Terrain
status
-
12
Turns the entire field into Grassy Terrain for 5 turns.
Grav Apple
physical
90
12
Lowers the target's Defense stat by 1 stage. This move's power is boosted by 50% when the Gravity status is active.
Gravity
status
-
8
Gives the entire field the Gravity status for 5 turns. Gravity boosts the accuracy of moves by 67%, Pokémon such as Flying types or ones with the Levitate ability become grounded, and moves that involve flying or leaping cannot be used.
Growth
status
-
20
Boosts the user's Attack and Sp. Atk stats by 1 stage. In harsh sunlight, these stats will be boosted by 2 stages instead.
Guard Split
status
-
12
The user adds its Defense stat to the target's Defense stat, then splits the total in half for them to share. It does the same with each of their Sp. Def stats.
Guard Swap
status
-
12
The user swaps the changes to its Defense and Sp. Def stats with the changes to the target's Defense and Sp. Def stats.
Guillotine
physical
-
8
Knocks out the target. The accuracy of this move is fixed at 30%.
Gunk Shot
physical
120
8
Has a 30% chance of poisoning the target.
Gyro Ball
physical
-
8
The lower the user's Speed stat compared to the target's, the greater this move's power (ranging between 1 and 150).
Hammer Arm
physical
100
12
Lowers the user's Speed stat by 1 stage.
Hard Press
physical
-
12
The more HP the target has left, the greater this move's power (ranging between 1 and 100).
Haze
status
-
20
Eliminates every stat change on the entire field.
Head Smash
physical
150
8
The user takes 1/2 of the damage dealt by this move.
Headlong Rush
physical
120
8
Lowers the user's Defense and Sp. Def stats by 1 stage.
Heal Bell
status
-
8
The user cures the status conditions of all the Pokémon in its party, including itself, as well as its allies.
Heal Pulse
status
-
12
Restores 1/2 of the target's max HP.
Healing Wish
status
-
12
The user faints. The Pokémon taking its place will have its HP fully restored and its status conditions cured.
Heat Crash
physical
-
12
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.
Heat Wave
special
95
12
Has a 10% chance of burning targets.
Heavy Slam
physical
-
12
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.
Helping Hand
status
-
20
Boosts the power of an ally’s move by 50% during the turn this move is used.
Hex
special
65
12
This move's power is doubled ifthe target has a status condition.
High Horsepower
physical
95
12
—
High Jump Kick
physical
130
12
If this move misses or fails, the user takes damage equal to 1/2 of its max HP.
Horn Drill
physical
-
8
Knocks out the target. The accuracy of this move is fixed at 30%.
Horn Leech
physical
75
12
The user's HP is restored by 1/2 of the damage dealt by this move.
Howl
status
-
20
Boosts the Attack stats of the user and its allies by 1 stage.
Hurricane
special
110
12
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.
Hydro Cannon
special
150
8
The user gains the Recharging status on the turn after this move is used, where the user cannot take any actions for 1 turn.
Hydro Pump
special
110
8
—
Hyper Beam
special
150
8
The user gains the Recharging status on the turn after this move is used, where the user cannot take any actions for 1 turn.
Hyper Voice
special
90
12
—
Hypnosis
status
-
20
Puts the target to sleep.
Ice Beam
special
90
12
Has a 10% chance of freezing the target.
Ice Fang
physical
65
16
Has a 10% chance of freezing the target and a 10% chance of making the target flinch.
Ice Hammer
physical
100
12
Lowers the user's Speed stat by 1 stage.
Ice Punch
physical
75
16
Has a 10% chance of freezing the target.
Ice Shard
physical
40
20
—
Ice Spinner
physical
80
16
Removes any terrain.
Icicle Crash
physical
85
12
Has a 30% chance of making the target flinch.
Icicle Spear
physical
25
20
The user attacks 2 to 5 times in a row.
Icy Wind
special
55
16
Lowers targets' Speed stats by 1 stage.
Imprison
status
-
12
The user gains the Sealing Off status, where any moves known by the Pokémon that caused this status cannot be used by its opponents.
Infernal Parade
special
65
16
Has a 30% chance of burning the target. This move's power is doubled if the target has a status condition.
Inferno
special
100
8
Burns the target.
Infestation
special
20
20
Gives the target the Bound status, where the Pokémon takes 1/8 damage of its max HP at the end of every turn and it cannot switch out.
Ingrain
status
-
20
The user gains the Ingrained status, where the Pokémon has 1/16 of its max HP restored at the end of every turn and becomes grounded and cannot be switched out of battle.
Instruct
status
-
16
The user makes the target reuse the last move it used.
Iron Defense
status
-
16
Boosts the user's Defense stat by 2 stages.
Iron Head
physical
80
16
Has a 20% chance of making the target flinch.
Iron Tail
physical
100
16
Has a 30% chance of lowering the target's Defense stat by 1 stage.
Jet Punch
physical
60
16
—
King's Shield
status
-
8
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.
Knock Off
physical
65
20
This move’s power is boosted by 50% if the target is holding an item. Causes the target to lose its held item.
Kowtow Cleave
physical
85
12
This move never misses.
Lash Out
physical
75
8
This move's power is doubled if the user's stats were lowered during the turn this move is used.
Last Resort
physical
140
8
This move fails unless the user has already used all the other moves it knows.
Last Respects
physical
50
12
This move's power is increased by 50 for each time that a Pokémon in the user's party has fainted.
Lava Plume
special
80
16
Has a 30% chance of burning targets.
Leaf Blade
physical
90
16
This move has a 1-stage Critical-Hit Ratio Boost.
Leaf Storm
special
130
8
Lowers the user's Sp. Atk stat by 2 stages.
Leech Life
physical
80
12
The user's HP is restored by 1/2 of the damage dealt by this move.
Leech Seed
status
-
12
Gives the target the Leech Seeded status, where Pokémon takes damage equal to 1/16 of its max HP at the end of every turn. Whichever Pokémon is in the spot of the Pokémon that caused the status has its HP restored by the same amount.
Life Dew
status
-
12
Restores 1/4 of the max HP of the user and its allies.
Light of Ruin
special
140
8
The user takes 1/2 of the damage dealt by this move.
Light Screen
status
-
20
Gives the user’s side the Light Screen status for 5 turns, where damage taken from special moves are reduced by 1/2 in Singles and 1/3 in Doubles.
Liquidation
physical
85
12
Has a 20% chance of lowering the target's Defense stat by 1 stage.
Lock-On
status
-
8
The user gains the Locked On status. On the next turn after gaining the Locked On status, the Pokémon's move will not miss if targeting the Pokémon that was locked onto.
Low Kick
physical
-
20
The heavier the target, the greater this move's power (ranging between 20 and 120).
Low Sweep
physical
65
20
Lowers the target's Speed stat by 1 stage.
Lumina Crash
special
80
12
Lowers the target's Sp. Def stat by 2 stages.
Lunge
physical
80
16
Lowers the target's Attack stat by 1 stage.
Mach Punch
physical
40
20
—
Magic Powder
status
-
20
Changes the target's type to Psychic.
Magic Room
status
-
12
Gives the entire field the Magic Room status for 5 turns, where most held items will not work.
Magnet Rise
status
-
12
The user gains the Magnet Rise status, where it makes the user float off the ground. The Pokemon becomes immuned to Ground-type moves, as well as Spikes and other hazards.
Magnetic Flux
status
-
20
If the user or its allies have the Plus Ability or the Minus Ability, their Defense and Sp. Def stats are boosted by 1 stage.
Matcha Gotcha
special
80
16
Has a 20% chance of burning targets. The user's HP is restored by 1/2 of the damage dealt by this move.
Mean Look
status
-
8
Gives the target the Can't Escape status, where the Pokémon cannot be switched out.
Mega Kick
physical
120
8
—
Megahorn
physical
120
12
—
Memento
status
-
12
Lowers the target's Attack and Sp. Atk stats by 2 stages. The user faints upon using this move.
Metal Burst
physical
-
12
The user retaliates to deal 150% of the damage it took from an opponent's move during the turn this move is used.
Metal Sound
status
-
20
Lowers the target's Sp. Def stat by 2 stages.
Meteor Beam
special
120
12
The user gains the Charging status, where the Pokémon spends 1 turn charging before using a move, 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.
Meteor Mash
physical
90
12
Has a 20% chance of boosting the user's Attack stat by 1 stage.
Minimize
status
-
12
Boosts the user's evasiveness by 2 stages. The user gains the Minimized status, where moves such as Supercell Slam, Body Slam, Dragon Rush, Flying Press, Heat Crash, and Heavy Slam will not miss the Pokémon and will deal double damage.
Mirror Coat
special
-
20
The user retaliates to deal double the damage it took from an opponent's special move during the turn this move is used.
Misty Explosion
special
100
8
If the user is under the effect of Misty Terrain, this move's power is boosted by 50%. The user faints upon using this move.
Misty Terrain
status
-
12
Turns the entire field into Misty Terrain for 5 turns.
Moonblast
special
95
16
Has a 10% chance of lowering the target's Sp. Atk stat by 1 stage.
Moonlight
status
-
8
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.
Morning Sun
status
-
8
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.
Mortal Spin
physical
30
16
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.
Mountain Gale
physical
120
12
Has a 30% chance of makingthe target flinch.
Mud Shot
special
55
16
Lowers the target's Speed stat by 1 stage.
Mud-Slap
special
20
12
Lowers the target's Accuracy stat by 1 stage.
Muddy Water
special
90
12
Has a 30% chance of lowering targets' accuracy by 1 stage.
Mystical Fire
special
75
12
Lowers the target's Sp. Atk stat by 1 stage.
Nasty Plot
status
-
20
Boosts the user's Sp. Atk stat by 2 stages.
Night Daze
special
90
12
Has a 40% chance of lowering the target's accuracy by 1 stage.
Night Shade
special
-
16
Deals 50 HP of damage.
Night Slash
physical
70
20
This move has a 1 stage Critical-Hit Ratio Boost.
Noble Roar
status
-
20
Lowers the target's Attack and Sp. Atk stats by 1 stage.
Nuzzle
physical
20
20
Paralyzes the target.
Outrage
physical
120
12
The user gains the Rampaging status, where for 2-3 turns the Pokémon continues its attack and is unable to take any other actions. After that, it becomes confused.
Overheat
special
130
8
Lowers the user's Sp. Atk stat by 2 stages.
Pain Split
status
-
20
The user adds its remaining HP to the target's remaining HP, then splits the total in half for them to share.
Parabolic Charge
special
65
20
The user's HP is restored by 1/2 of the damage dealt by this move.
Parting Shot
status
-
20
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.
Payback
physical
50
12
This move's power is double if the user attacks after the target.
Perish Song
status
-
8
Gives all Pokémon on the field the Perishing status, where the Pokémon will faint 3 turns after gaining the status.
Petal Blizzard
physical
90
16
—
Petal Dance
special
120
12
The user gains the Rampaging status, where for 2-3 turns the Pokémon continues its attack and is unable to take any other actions. After that, it becomes confused.
Phantom Force
physical
90
12
The user gains the Concealed status, where the Pokémon cannot be hit by moves and is unaffected by terrain, 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.
Pin Missile
physical
25
20
The user attacks 2 to 5 times in a row.
Play Rough
physical
90
12
Has a 10% chance of lowering the target's Attack stat by 1 stage.
Pluck
physical
60
20
If the target is holding a Berry, the user eats that Berry and gains its effect.
Poison Fang
physical
50
16
Has a 50% chance of badly poisoning the target.
Poison Jab
physical
80
20
Has a 30% chance of poisoning the target.
Poison Powder
status
-
20
Poisons the target.
Pollen Puff
special
90
16
When used on an ally, this move restores 1/2 of its max HP instead of dealing damage.
Poltergeist
physical
110
8
This move fails if the target isn't holding an item
Population Bomb
physical
20
12
The user attacks 1 to 10 times in a row. The attack ends if the user misses.
Pounce
physical
50
20
Lowers the target's Speed stat by 1 stage.
Pound
physical
40
20
—
Power Gem
special
80
20
—
Power Split
status
-
12
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.
Power Swap
status
-
12
The user swaps the changes to its Attack and Sp. Atk stats with the changes to the target's Attack and Sp. Atk stats.
Power Trick
status
-
12
The user gains the Atk/Def Swapped status, which swaps the Pokémon's Attack and Defense stats.
Power Trip
physical
20
12
This move's power is increased by 20 for each stage that the user's stats have been boosted.
Power Whip
physical
120
12
—
Protect
status
-
8
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.
Psych Up
status
-
12
The user copies the target's stat changes.
Psychic
special
90
12
Has a 10% chance of lowering the target's Sp. Def stat by 1 stage.
Psychic Fangs
physical
85
12
Removes the Light Screen, Reflect, and Aurora Veil statuses on the target's side.
Psychic Noise
special
75
12
Gives the target the Healing Prevented status, where the Pokémon is unable to restore HP from moves, abilities, or held items, for 2 turns.
Psychic Terrain
status
-
12
Turns the entire field into Psychic Terrain for 5 turns.
Psycho Cut
physical
70
20
This move has a 1-stage Critical-Hit Ratio Boost.
Psyshield Bash
physical
90
12
Boosts the user's Defense stat by 1 stage.
Psyshock
special
80
12
This is a special move, but the damage it deals is calculated using the target's Defense stat.
Quash
status
-
16
Causes the target to move last in the turn.
Quick Attack
physical
40
20
—
Quick Guard
status
-
16
The user protects itself and its allies from priority moves for the turn.
Quiver Dance
status
-
20
Boosts the user's Sp. Atk, Sp. Def, and Speed stats by 1 stage.
Rage Powder
status
-
20
The user redirects opponents' moves toward itself. This effect works only on single-target moves.
Raging Bull
physical
90
12
Removes the Light Screen, Reflect, and Aurora Veil statuses on the target's side. This move's type depends on the user's form.
Raging Fury
physical
120
12
The user gains the Rampaging status, where for 2-3 turns the Pokémon continues its attack and is unable to take any other actions. After that, it becomes confused.
Rain Dance
status
-
8
Summons rain for 5 turns.
Rapid Spin
physical
20
20
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.
Razor Shell
physical
75
12
Has a 50% chance of lowering the target's Defense stat by 1 stage.
Recover
status
-
8
Restores 1/2 of the user's max HP.
Recycle
status
-
12
Regenerates the last held item that the user consumed. The user then holds this item once more.
Reflect
status
-
20
Gives the user's side the Reflect status for 5 turns, where damage taken from physical moves are reduced by 1/2 in Singles and 1/3 in Doubles.
Reflect Type
status
-
16
The user becomes the same type or types as the target.
Rest
status
-
8
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.
Reversal
physical
-
16
The less HP the user has left, the greater this move's power (ranging between 20 and 200).
Rising Voltage
special
70
20
This move's power is doubled if the target is under the effect of Electric Terrain.
Roar
status
-
20
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.
Rock Blast
physical
25
12
The user attacks 2 to 5 times in a row.
Rock Polish
status
-
20
Boosts the user's Speed stat by 2 stages.
Rock Slide
physical
75
12
Has a 30% chance of making targets flinch.
Rock Tomb
physical
60
16
Lowers the target's Speed stat by 1 stage.
Rock Wrecker
physical
150
16
The user gains the Recharging status on the turn after this move is used, where the user cannot take any actions for 1 turn.
Role Play
status
-
12
Changes the user's Ability to be the same as the target's.
Roost
status
-
8
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.
Round
special
60
16
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.
Sacred Sword
physical
90
16
This move ignores the target's stat changes when dealing damage.
Safeguard
status
-
20
Gives the user's side the Safeguard status for 5 turns, where the Pokémon is immune to status conditions and cannot become confused.
Salt Cure
physical
40
16
Gives the target the Salt Cured status, where the Pokémon takes damage equal to 1/16 of its max HP at the end of every turn. If the Pokémon is a Steel type or Water type, it takes damage equal to 1/8 of its max HP instead.
Sand Tomb
physical
35
16
Gives the target the Bound status, where the Pokémon takes 1/8 damage of its max HP at the end of every turn and it cannot switch out.
Sandstorm
status
-
8
Summons a sandstorm for 5 turns.
Scald
special
80
16
Has a 30% chance of burning the target. Cures the user and target of being frozen.
Scale Shot
physical
25
20
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.
Scary Face
status
-
12
Lowers the target's Speed stat by 2 stages.
Scorching Sands
special
70
12
Has a 30% chance of burning the target. Cures the user and target of being frozen.
Screech
status
-
20
Lowers the target's Defense stat by 2 stages.
Seed Bomb
physical
80
16
—
Seismic Toss
physical
-
20
Deals 50 HP of damage.
Self-Destruct
physical
200
8
The user faints upon using this move.
Shadow Ball
special
80
16
Has a 20% chance of lowering the target's Sp. Def stat by 1 stage.
Shadow Claw
physical
70
16
This move has a 1-stage Critical-Hit Ratio Boost.
Shadow Punch
physical
60
20
This move never misses.
Shadow Sneak
physical
40
20
—
Shed Tail
status
-
12
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.
Sheer Cold
special
-
8
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%.
Shell Side Arm
special
90
12
Has a 20% chance of poisoning the target. Becomes a physical move if that will deal more damage.
Shell Smash
status
-
16
Lowers the user's Defense and Sp. Def stats by 1 stage and boosts its Attack, Sp. Atk, and Speed stats by 2 stages.
Shelter
status
-
12
Boosts the user's Defense stat by 2 stages.
Simple Beam
status
-
16
Changes the target's Ability to Simple.
Sing
status
-
16
Puts the target to sleep.
Skill Swap
status
-
12
The user and the target swap their Abilities.
Skitter Smack
physical
70
12
Lowers the target's Sp. Atk stat by 1 stage.
Sky Attack
physical
140
8
The user gains the Charging status, where the Pokémon spends 1 turn charging before using a move 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.
Slack Off
status
-
8
Restores 1/2 of the user's max HP.
Sleep Powder
status
-
16
Puts the target to sleep.
Sleep Talk
status
-
12
Can be used only if the user is asleep. The user uses one of the other moves it knows at random.
Sludge Bomb
special
90
12
Has a 30% chance of poisoning the target.
Sludge Wave
special
95
12
Has a 10% chance of poisoning targets.
Smack Down
physical
50
16
If the target is off the ground, it gains the Landed status, where the Pokémon is now grounded and can be affected by Ground-type moves. This move can hit a target that has the Sky-High status.
Smart Strike
physical
70
12
This move never misses.
Snap Trap
physical
35
16
Gives the target the Bound status, where the Pokémon takes 1/8 damage of its max HP at the end of every turn and it cannot switch out.
Snarl
special
55
16
Lowers targets' Sp. Atk stats by 1 stage.
Snore
special
50
16
Can be used only if the user is asleep. Has a 30% chance of making the target flinch.
Snowscape
status
-
8
Summons snow for 5 turns.
Soak
status
-
20
Changes the target's type to Water.
Solar Beam
special
120
12
The user gains the Charging status, where the Pokémon spends 1 turn charging before using a move, 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.
Solar Blade
physical
125
12
The user gains the Charging status, where the Pokémon spends 1 turn charging before using a move, on the turn this move is used, 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.
Sparkling Aria
special
90
12
Cures targets of their burns.
Speed Swap
status
-
12
The user and the target swap their Speed stats.
Spicy Extract
status
-
16
Lowers the target's Defense stat by 2 stages and boosts its Attack stat by 2 stages.
Spikes
status
-
20
Gives the opponent's side the Spikes status, where Pokémon that are not Flying-types or have the Levitate ability that switch into battle will take damage equal to 1/8 of their max HP and will increase with each instance up to three times.
Spiky Shield
status
-
8
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.
Spirit Shackle
physical
90
12
Gives the target the Can't Escape status, where the Pokémon cannot be switched out.
Spit Up
special
-
12
The higher the user's Stockpiling level, the greater this move's power (ranging between 100 and 300). This move fails unless the user has the Stockpiling status.
Spite
status
-
12
Removes 4 PP from the move last used by the target.
Stealth Rock
status
-
20
Gives the opponent's side the Stealth Rock status, where Pokémon that switch into battle will take damage equal to 1/8 of their max HP. This damage differs depending on the Pokémon's type matchup with the Rock type.
Steel Beam
special
140
8
After attacking, the user takes damage equal to 1/2 of its max HP.
Steel Roller
physical
130
8
Removes any terrain. This move fails if there is no terrain on the field.
Steel Wing
physical
70
20
Has a 10% chance of boosting the user's Defense stat by 1 stage.
Sticky Web
status
-
20
Gives the opponent's side the Sticky Web status, where Pokémon that switch into battle will have their Speed stats lowered by 1 stage. Pokémon such as Flying types or ones with the Levitate Ability are unaffected.
Stockpile
status
-
20
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.
Stomping Tantrum
physical
75
12
This move’s power is doubled if the user couldn’t act or its move missed or failed on the previous turn.
Stone Axe
physical
65
16
Gives the opponent's side the Stealth Rock status, where Pokémon that switch into battle will take damage equal to 1/8 of their max HP. This damage differs depending on the Pokémon's type matchup with the Rock type.
Stone Edge
physical
100
8
This move has a 1-stage Critical-Hit Ratio Boost.
Stored Power
special
20
12
This move's power is increased by20 for each stage that the user's stats have been boosted.
Storm Throw
physical
60
12
Always a critical hit.
Strength Sap
status
-
12
Restores the user's HP by an amount equal to the target's Attack stat. Lowers the target's Attack stat by 1 stage.
String Shot
status
-
20
Lowers targets' Speed stats by 2 stages.
Struggle Bug
special
50
12
Lowers targets' Sp. Atk stats by 1 stage.
Stuff Cheeks
status
-
12
The user eats its held Berry and boosts its Defense stat by 2 stages. This move can't be used if the user is not holding a Berry.
Stun Spore
status
-
20
Paralyzes the target.
Substitute
status
-
12
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.
Sucker Punch
physical
70
8
This move fails unless the target has chosen an attack and has not yet attacked during the turn this move is used.
Sunny Day
status
-
8
Summons harsh sunlight for 5 turns.
Super Fang
physical
-
12
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.
Supercell Slam
physical
100
16
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.
Superpower
physical
120
8
Lowers the user's Attack and Defense stats by 1 stage.
Surf
special
90
16
This move's power is doubled against targets that have the Submerged status.
Swagger
status
-
16
Boosts the target's Attack stat by 2 stages and confuses it.
Swallow
status
-
12
The higher the user's Stockpiling level, the more HP the user restores. Level 1: 1/4 of the user's max HP is restored. Level 2: 1/2 of the user's max HP is restored. Level 3: The user's HP is fully restored. This move fails unless the user has the Stockpiling status.
Sweet Kiss
status
-
12
Confuses the target.
Sweet Scent
status
-
20
Lowers targets' evasiveness by 2 stages.
Switcheroo
status
-
12
The user and the target swap their held items.
Swords Dance
status
-
20
Boosts the user's Attack stat by 2 stages.
Synthesis
status
-
8
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.
Syrup Bomb
special
60
12
eed
Tail Slap
physical
25
12
The user attacks 2 to 5 times in a row.
Tailwind
status
-
16
Gives the user's side the Tailwind status, where the Pokémon's Speed stat is doubled, for 4 turns.
Taunt
status
-
20
Gives the target the Taunted status, where the Pokémon can only use attacks.
Tearful Look
status
-
20
Lowers the target's Attack and Sp. Atk stats by 1 stage. This move ignores the target's evasiveness and can hit a target using a move such as Protect.
Teatime
status
-
12
Causes all Pokémon on the field to eat their held Berries.
Teeter Dance
status
-
20
Confuses all other Pokémon on the field.
Temper Flare
physical
75
12
This move’s power is doubled if the user couldn’t act or its move missed or failed on the previous turn.
Terrain Pulse
special
50
12
This move’s power is doubled if the user is under the effect of a terrain. This move’s type depends on the terrain.
Thief
physical
60
20
If the user is not already holding an item, it steals the target's held item.
Thrash
physical
120
12
The user gains the Rampaging status, where for 2-3 turns the Pokémon continues its attack and is unable to take any other actions. After that, it becomes confused.
Throat Chop
physical
80
16
Gives the target the Throat Chopped status, where the Pokémon cannot use any sound-based moves for 2 turns.
Thunder
special
110
12
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.
Thunder Fang
physical
65
16
Has a 10% chance of paralyzing the target and a 10% chance of making the target flinch.
Thunder Punch
physical
75
16
Has a 10% chance of paralyzing the target.
Thunder Wave
status
-
20
Paralyzes the target.
Thunderbolt
special
90
16
Has a 10% chance of paralyzing the target.
Tickle
status
-
20
Lowers the target's Attack and Defense stats by 1 stage.
Tidy Up
status
-
12
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.
Torch Song
special
80
12
Boosts the user's Sp. Atk stat by 1 stage.
Torment
status
-
16
Gives the target the Unable to Repeat status, where the Pokémon cannot use the same move twice in a row.
Toxic
status
-
12
Badly poisons the target. If the user is a Poison type, this move will never miss.
Toxic Spikes
status
-
20
Gives the opponent's side the Toxic Spikes status, where Pokémon that are not Flying-types or have the Levitate ability that switch into battle will be poisoned or badly poisoned if there are two instances.
Toxic Thread
status
-
20
Lowers the target's Speed stat by 2 stages and poisons it.
Trailblaze
physical
50
20
Boosts the user's Speed stat by 1 stage.
Transform
status
-
12
The user transforms into a copy of the target. It also copies all of the target's stats apart from its HP.
Tri Attack
special
80
12
Has a 20% chance of leaving the target burned, frozen, or paralyzed.
Trick
status
-
12
The user and the target swap their held items.
Trick Room
status
-
8
Gives the entire field the Trick Room status, where Pokémon with lower Speed stats move first, for 5 turns.
Trick-or-Treat
status
-
20
Gives the target the Trick-or-Treating status, where the Pokémon gains a Ghost typing.
Triple Arrows
physical
90
20
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 I-stage Critical-Hit Ratio Boost.
Triple Axel
physical
20
12
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.
Trop Kick
physical
85
16
Lowers the target's Attack stat by 1 stage.
Twin Beam
special
40
12
The user attacks twice in a row.
U-turn
physical
70
20
After attacking, the user switchesout of battle to be replaced by another party Pokémon.
Upper Hand
physical
65
16
Makes the target flinch. This move fails if the target isn't about to use a priority move.
Uproar
special
90
12
The user gains the Uproar status. For 3 turns, the Pokémon continues its attack and is unable to take any other actions. During this time, no Pokémon on the field can fall asleep.
Vacuum Wave
special
40
20
—
Venoshock
special
65
12
This move's power is doubled if the target is poisoned or badly poisoned.
Volt Switch
special
70
20
After attacking, the user switches out of battle to be replaced by another party Pokémon.
Volt Tackle
physical
120
16
Has a 10% chance of paralyzing the target. The user also takes 1/3 of the damage dealt by this move.
Water Pulse
special
60
20
Has a 20% chance of confusing the target.
Water Shuriken
special
15
20
The user attacks 2 to 5 times in a row.
Water Spout
special
150
8
The less HP the user has left, the lower this move's power (ranging between 1 and 150).
Waterfall
physical
80
16
Has a 20% chance of making the target flinch.
Wave Crash
physical
120
12
The user takes 1/3 of the damage dealt by this move.
Weather Ball
special
50
12
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.
Whirlpool
special
35
16
Gives the target the Bound status, where the Pokémon takes 1/8 damage of its max HP at the end of every turn and it cannot switch out. This move's power is doubled if the target has the Submerged status.
Whirlwind
status
-
20
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.
Wide Guard
status
-
12
During the turn this move is used, the user protects its side from moves that target all allies.
Wild Charge
physical
90
16
The user takes 1/4 of the damage dealt by this move.
Will-O-Wisp
status
-
16
Burns the target.
Wish
status
-
12
Gives the user's spot the Wish status. At the end of the next turn after the Wish status is activated, the HP of the Pokémon in the affected spot will be restored by 1/2 of the max HP of the Pokémon that caused the status.
Wonder Room
status
-
12
Gives the entire field the Wonder Room status, where Pokémon's Defense and Sp. Def stats are swapped, for 5 turns.
Wood Hammer
physical
120
16
The user takes 1/3 of the damage dealt by this move.
Worry Seed
status
-
12
Changes the target's Ability to Insomnia.
Wrap
physical
15
20
Gives the target the Bound status, where the Pokémon takes 1/8 damage of its max HP at the end of every turn and it cannot switch out.