All Moves List

490 total
Name Type Category Power PP Description
Accelerock physical 40 20 —
Acid Armor status - 20 Boosts the user's Defense stat by 2 stages.
Acid Spray special 40 20 Lowers the target's Sp. Def stat by 2 stages.
Acrobatics physical 55 16 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.
X-Scissor physical 80 16 —
Yawn status - 12 Makes the target drowsy. This move never misses.
Zap Cannon special 120 8 Paralyzes the target.
Zen Headbutt physical 80 16 Has a 20% chance of making the target flinch.