Name Type Cat. PP Att. Acc. Effect
Aerial Ace 20 60 -- The user confounds the foe with speed, then slashes. The attack lands without fail.
Aqua Jet 20 40 100 The user lunges at the foe at a speed that makes it almost invisible. It is sure to strike first.
Aqua Tail 10 90 90 The user attacks by swinging its tail as if it were a vicious wave in a raging storm.
Arm Thrust 20 15 100 The user looses a flurry of open-palmed arm thrusts that hit two to five times in a row.
Assurance 10 50 100 If the foe has already taken some damage in the same turn, this attack's power is doubled.
Astonish 15 30 100 The user attacks the foe while shouting in a startling fashion. It may also make the target flinch.
Attack Order 15 90 100 The user calls out its underlings to pummel the foe. It has a high critical-hit ratio.
Avalanche 10 60 100 An attack move that inflicts double the damage if the user has been hurt by the foe in the same turn.
Barrage 20 15 85 Round objects are hurled at the foe to strike two to five times in a row.
Beat Up 10 10 100 The user gets all the party Pokémon to attack the foe. The more party Pokémon, the more damage.
Bide 10 -- -- The user endures attacks for two turns, then strikes back to cause double the damage taken.
Bind 20 15 75 A long body or tentacles are used to bind and squeeze the foe for two to five turns.
Bite 25 60 100 The foe is bitten with viciously sharp fangs. It may make the target flinch.
Blaze Kick 10 85 90 The user launches a kick with a high critical-hit ratio. It may also leave the target with a burn.
Body Slam 15 85 100 The user drops onto the foe with its full body weight. It may leave the foe paralyzed.
Bone Club 20 65 85 The user clubs the foe with a bone. It may also make the target flinch.
Bone Rush 10 25 80 The user strikes at the foe with a hard bone two to five times in a row.
Bonemerang 10 50 90 The user throws the bone it holds. The bone loops to hit the foe twice, coming and going.
Bounce 5 85 85 The user bounces up high, then drops on the foe on the second turn. It may also paralyze the foe.
Brave Bird 15 120 100 The user tucks in its wings and charges from a low altitude. The user also takes serious damage.
Brick Break 15 75 100 The user attacks with tough fists, etc. It can also break any barrier such as Light Screen and Reflect.
Bug Bite 20 60 100 The user bites the foe. If the foe is holding a Berry, the user eats it and gains its effect.
Bullet Punch 30 40 100 The user strikes with a tough punch as fast as a bullet. This move always goes first.
Bullet Seed 30 10 100 The user forcefully shoots seeds at the foe. Two to five seeds are shot in rapid succession.
Clamp 10 35 75 The foe is clamped and squeezed by the user's very thick and sturdy shell for two to five turns.
Close Combat 5 120 100 The user fights the foe up close without guarding itself. It also cuts the user's Defense and Sp. Def.
Comet Punch 15 18 85 The foe is hit with a flurry of punches that strike two to five times in a row.
Complete Burn 5 120 100 The user disappears, then strikes the foe on the second turn. It hits even if the foe protects itself.
Constrict 35 10 100 The foe is attacked with long, creeping tentacles or vines. It may also lower the target's Speed.
Counter 20 -- 100 A retaliation move that counters any physical attack, inflicting double the damage taken.
Covet 40 40 100 The user endearingly approaches the foe, then steals the item the foe is holding.
Crabhammer 10 90 85 The foe is hammered with a large pincer. This move has a high critical-hit ratio.
Cross Chop 5 100 80 The user delivers a double chop with its forearms crossed. It has a high critical-hit ratio.
Cross Poison 20 70 100 A slashing attack that may also leave the target poisoned. It has a high critical-hit ratio.
Crunch 15 80 100 The user crunches up the foe with sharp fangs. It may also lower the target's Defense stat.
Crush Claw 10 75 95 The user slashes the foe with hard and sharp claws. It may also lower the target's Defense.
Crush Grip 5 -- 100 The foe is crushed with great force. The attack is more powerful the more HP the foe has left.
Cut 30 50 95 The foe is cut with a scythe or a claw. It can also be used to cut down thin trees.
Dig 10 80 100 The user burrows, then attacks on the second turn. It can also be used to exit dungeons.
Dive 10 80 100 A two-turn attack. The user dives underwater on the first turn, then hits on the next turn.
Dizzy Punch 10 70 100 The foe is hit with rhythmically launched punches that may also leave it confused.
Double Hit 10 35 90 The user slams the foe with a long tail, vines, etc. The target is hit twice in a row.
Double Kick 30 30 100 The foe is quickly kicked twice in succession using both feet.
Double-edge 15 120 100 A reckless, life- risking tackle. It also damages the user by a fairly large amount, however.
Doubleslap 10 15 85 The foe is slapped repeatedly, back and forth, two to five times in a row.
Dragon Claw 15 80 100 The user slashes the foe with huge, sharp claws.
Dragon Rush 10 100 75 The user tackles the foe while exhibiting overwhelming menace. It may also make the target flinch.
Drain Punch 5 60 100 An energy-draining punch. The user's HP is restored by half the damage taken by the target.
Drill Peck 20 80 100 A corkscrewing attack with the sharp beak acting as a drill.
Dynamicpunch 5 100 50 The foe is punched with the user's full, concentrated power. It confuses the foe if it hits.
Earthquake 10 100 100 The user sets off an earthquake that hits all the Pokémon in the battle.
Egg Bomb 10 100 75 A large egg is hurled with maximum force at the foe to inflict damage.
Endeavor 5 -- 100 An attack move that cuts down the foe's HP to equal the user's HP.
Explosion 5 250 100 The user explodes to inflict damage on all Pokémon in battle. The user faints upon using this move.
Extremespeed 5 80 100 The user charges the foe at blinding speed. This attack always goes before any other move.
Facade 20 70 100 An attack move that doubles its power if the user is poisoned, paralyzed, or has a burn.
Faint Attack 20 60 -- The user draws up to the foe disarmingly, then throws a sucker punch. It hits without fail.
Fake Out 10 40 100 An attack that hits first and makes the target flinch. It only works the first turn the user is in battle.
False Swipe 40 40 100 A restrained attack that prevents the foe from fainting. The target is left with at least 1 HP.
Feint 10 50 100 An attack that hits a foe using Protect or Detect. It also lifts the effects of those moves.
Fire Fang 15 65 95 The user bites with flame-cloaked fangs. It may also make the foe flinch or sustain a burn.
Fire Punch 15 75 100 The foe is punched with a fiery fist. It may leave the target with a burn.
Fissure 5 -- 30 The user opens up a fissure in the ground and drops the foe in. The target instantly faints if it hits.
Flail 15 -- 100 The user flails about aimlessly to attack. It becomes more powerful the less HP the user has.
Flame Wheel 25 60 100 The user cloaks itself in fire and charges at the foe. It may also leave the target with a burn.
Flare Blitz 15 120 100 The user cloaks itself in fire and charges at the foe. The user sustains serious damage, too.
Fling 10 -- 100 The user flings its held item at the foe to attack. Its power and effects depend on the item.
Fly 15 90 95 The user soars, then strikes on the second turn. It can also be used for flying to any familiar town.
Focus Punch 20 150 100 The user focuses its mind before launching a punch. It will fail if the user is hit before it is used.
Force Palm 10 60 100 The foe is attacked with a shock wave. It may also leave the target paralyzed.
Frustration 20 -- 100 A full-power attack that grows more powerful the less the user likes its Trainer.
Fury Attack 20 15 85 The foe is jabbed repeatedly with a horn or beak two to five times in a row.
Fury Cutter 20 10 95 The foe is slashed with scythes or claws. Its power increases if it hits in succession.
Fury Swipes 15 18 80 The foe is raked with sharp claws or scythes for two to five times in quick succession.
Giga Impact 5 150 90 The user charges at the foe using every bit of its power. The user must rest on the next turn.
Guillotine 5 -- 30 A vicious, tearing attack with pincers. The foe will faint instantly if this attack hits.
Gunk Shot 5 120 70 The user shoots filthy garbage at the foe to attack. It may also poison the target.
Gyro Ball 5 -- 100 The user tackles the foe with a high-speed spin. The slower the user, the greater the damage.
Hammer Arm 10 100 90 The user swings and hits with its strong and heavy fist. It lowers the user's Speed, however.
Head Smash 5 150 80 The user delivers a life-endangering attack at full power. The user also takes terrible damage.
Headbutt 15 70 100 The user attacks with its head. It may make the foe flinch. To find Pokémon, hit trees.
Hi Jump Kick 20 100 90 The foe is attacked with a knee kick from a jump. If it misses, the user is hurt instead.
Horn Attack 25 65 100 The foe is jabbed with a sharply pointed horn to inflict damage.
Horn Drill 5 -- 30 The foe is stabbed with a horn rotating like a drill. The foe instantly faints if it hits.
Hyper Fang 15 80 90 The user bites hard on the foe with its sharp front fangs. It may also make the target flinch.
Ice Ball 20 30 90 The user continually rolls into the foe over five turns. It becomes stronger each time it hits.
Ice Fang 15 65 95 The user bites with cold-infused fangs. It may also make the foe flinch or freeze.
Ice Punch 15 75 100 The foe is punched with an icy fist. It may leave the target frozen.
Ice Shard 30 40 100 The user flash freezes chunks of ice and hurls them. This move always goes first.
Icicle Spear 30 10 100 The user launches sharp icicles at the foe. It strikes two to five times in a row.
Iron Head 15 80 100 The foe slams the target with its steel-hard head. It may also make the target flinch.
Iron Tail 15 100 75 The foe is slammed with a steel-hard tail. It may also lower the target's Defense stat.
Jump Kick 25 85 95 The user jumps up high, then strikes with a kick. If the kick misses, the user hurts itself.
Karate Chop 25 50 100 The foe is attacked with a sharp chop. It has a high critical-hit ratio.
Knock Off 20 20 100 The user slaps down the foe's held item, preventing the item from being used during the battle.
Last Resort 5 130 100 This move can be used only after the user has used all the other moves it knows in the battle.
Leaf Blade 15 90 100 The foe is slashed with a sharp leaf. It has a high critical-hit ratio.
Leech Life 15 20 100 A blood-draining attack. The user's HP is restored by half the damage taken by the target.
Lick 30 20 100 The foe is licked with a long tongue, causing damage. It may also paralyze the target.
Low Kick 20 -- 100 A powerful low kick that makes the foe fall over. It inflicts greater damage on heavier foes.
Mach Punch 30 40 100 The user throws a punch at blinding speed. It is certain to strike first.
Magnet Bomb 20 60 -- The user launches a steel bomb that sticks to the target. This attack will not miss.
Magnitude 30 -- 100 The user looses a ground-shaking quake affecting everyone in battle. Its power varies.
Mega Kick 5 120 75 The foe is attacked by a kick launched with muscle-packed power.
Mega Punch 20 80 85 The foe is slugged by a punch thrown with muscle-packed power.
Megahorn 10 120 85 Using its tough and impressive horn, the user rams into the foe with no letup.
Metal Burst 10 -- 100 The user retaliates against the foe that last inflicted damage on it with much greater power.
Metal Claw 35 50 95 The foe is raked with steel claws. It may also raise the user's Attack stat.
Meteor Mash 10 100 85 The foe is hit with a hard punch fired like a meteor. It may also raise the user's Attack.
Natural Gift 15 -- 100 The user draws power to attack by using its held Berry. The Berry determines its type and power.
Needle Arm 15 60 100 The user attacks by wildly swinging its thorny arms. It may also make the target flinch.
Night Slash 15 70 100 The user slashes the foe the instant an opportunity arises. It has a high critical-hit ratio.
Outrage 15 120 100 The user rampages and attacks for two to three turns. However, it then becomes confused.
Pay Day 20 40 100 Numerous coins are hurled at the foe to inflict damage. Money is earned after battle.
Payback 10 50 100 If the user can use this attack after the foe attacks, its power is doubled.
Peck 35 35 100 The foe is jabbed with a sharply pointed beak or horn.
Pin Missile 20 14 85 Sharp pins are shot at the foe in rapid succession. They hit two to five times in a row.
Pluck 20 60 100 The user pecks the foe. If the foe is holding a Berry, the user plucks it and gains its effect.
Poison Fang 15 50 100 The user bites the foe with toxic fangs. It may also leave the foe badly poisoned.
Poison Jab 20 80 100 The foe is stabbed with a tentacle or arm steeped in poison. It may also poison the foe.
Poison Sting 35 15 100 The foe is stabbed with a poisonous barb of some sort. It may also poison the target.
Poison Tail 25 50 100 An attack with a high critical-hit ratio. This tail attack may also poison the foe.
Pound 35 40 100 The foe is physically pounded with a long tail or a foreleg, etc.
Power Whip 10 120 85 The user violently whirls its vines or tentacles to harshly lash the foe.
Present 15 -- 90 The user attacks by giving the foe a booby-trapped gift. It restores HP sometimes, however.
Psycho Cut 20 70 100 The user tears at the foe with blades formed by psychic power. It has a high critical-hit ratio.
Punishment 5 -- 100 This attack's power increases the more the foe has powered up with stat changes.
Pursuit 20 40 100 An attack move that inflicts double damage if used on a foe that is switching out of battle.
Quick Attack 30 40 100 The user lunges at the foe at a speed that makes it almost invisible. It is sure to strike first.
Rage 20 20 100 While this move is in use, it gains attack power each time the user is hit in battle.
Rapid Spin 40 20 100 A spin attack that can also eliminate such moves as Bind, Wrap, Leech Seed, and Spikes.
Razor Leaf 25 55 95 Sharp-edged leaves are launched to slash at the foe. It has a high critical-hit ratio.
Return 20 -- 100 A full-power attack that grows more powerful the more the user likes its Trainer.
Revenge 10 60 100 An attack move that inflicts double the damage if the user has been hurt by the foe in the same turn.
Reversal 15 -- 100 An all-out attack that becomes more powerful the less HP the user has.
Rock Blast 10 25 80 The user hurls hard rocks at the foe. Two to five rocks are launched in quick succession.
Rock Climb 20 90 85 A charging attack that may also leave the foe confused. It can also be used to scale rocky walls.
Rock Slide 10 75 90 Large boulders are hurled at the foe to inflict damage. It may also make the target flinch.
Rock Smash 15 40 100 The user hits with a punch that may lower the target's Defense. It can also smash cracked boulders.
Rock Throw 15 50 90 The user picks up and throws a small rock at the foe to attack.
Rock Tomb 10 50 80 Boulders are hurled at the foe. It also lowers the foe's Speed by preventing its movement.
Rock Wrecker 5 150 90 The user launches a huge boulder at the foe to attack. It must rest on the next turn, however.
Rolling Kick 15 60 85 The user lashes out with a quick, spinning kick. It may also make the target flinch.
Rollout 20 30 90 The user continually rolls into the foe over five turns. It becomes stronger each time it hits.
Sacred Fire 5 100 95 The foe is razed with a mystical fire of great intensity. It may also leave the target with a burn.
Sand Tomb 15 15 70 The user traps the foe inside a harshly raging sandstorm for two to five turns.
Scratch 35 40 100 Hard, pointed, and sharp claws rake the foe to inflict damage.
Secret Power 20 70 100 The user attacks with a secret power. Its added effects vary depending on the user's environment.
Seed Bomb 15 80 100 The user slams a barrage of hard- shelled seeds down on the foe from above.
Seismic Toss 20 -- 100 The foe is thrown using the power of gravity. It inflicts damage equal to the user's level.
Selfdestruct 5 200 100 The user blows up to inflict damage on all Pokémon in battle. The user faints upon using this move.
Shadow Claw 15 70 100 The user slashes with a sharp claw made from shadows. It has a high critical-hit ratio.
Shadow Force 5 120 100 The user disappears, then strikes the foe on the second turn. It hits even if the foe protects itself.
Shadow Punch 20 60 -- The user throws a punch at the foe from the shadows. The punch lands without fail.
Shadow Sneak 30 40 100 The user extends its shadow and attacks the foe from behind. This move always goes first.
Skull Bash 15 100 100 The user tucks in its head to raise its Defense in the first turn, then rams the foe on the next turn.
Sky Attack 5 140 90 A second-turn attack move with a high critical-hit ratio. It may also make the target flinch.
Sky Uppercut 15 85 90 The user attacks the foe with an uppercut thrown skyward with force.
Slam 20 80 75 The foe is slammed with a long tail, vines, etc., to inflict damage.
Slash 20 70 100 The foe is attacked with a slash of claws, etc. It has a high critical-hit ratio.
Smellingsalt 10 60 100 This attack inflicts double damage on a paralyzed foe. It also cures the foe's paralysis, however.
Spark 20 65 100 The user throws an electrically charged tackle at the foe. It may also leave the target paralyzed.
Spike Cannon 15 20 100 Sharp spikes are fired at the foe to strike two to five times in rapid succession.
Steel Wing 25 70 90 The foe is hit with wings of steel. It may also raise the user's Defense stat.
Stomp 20 65 100 The foe is stomped with a big foot. It may also make the target flinch.
Stone Edge 5 100 80 The user stabs the foe with a sharpened stone. It has a high critical-hit ratio.
Strength 15 80 100 The foe is slugged with a punch thrown at maximum power. It can also be used to move boulders.
Struggle 1 50 -- An attack that is used in desperation only if the user has no PP. It also hurts the user slightly.
Submission 25 80 80 The user grabs the foe and recklessly dives for the ground. It also hurts the user slightly.
Sucker Punch 5 80 100 This move enables the user to attack first. It fails if the foe is not readying an attack, however.
Super Fang 10 -- 90 The user chomps hard on the foe with its sharp front fangs. It cuts the target's HP to half.
Superpower 5 120 100 The user attacks the foe with great power. However, it also lowers the user's Attack and Defense.
Tackle 35 35 95 A physical attack in which the user charges and slams into the foe with its whole body.
Take Down 20 90 85 A reckless, full-body charge attack for slamming into the foe. It also damages the user a little.
Thief 10 40 100 The user attacks and steals the foe's held item simultaneously. It can't steal if the user holds an item.
Thrash 20 90 100 The user rampages and attacks for two to three turns. It then becomes confused, however.
Thunder Fang 15 65 95 The user bites with electrified fangs. It may also make the foe flinch or become paralyzed.
Thunderpunch 15 75 100 The foe is punched with an electrified fist. It may leave the target with paralysis.
Triple Kick 10 10 90 A consecutive three- kick attack that becomes more powerful with each successive hit.
Twineedle 20 25 100 The foe is stabbed twice by a pair of stingers. It may also poison the target.
U-turn 20 70 100 After making its attack, the user rushes back to switch places with a party Pokémon in waiting.
Vicegrip 30 55 100 Huge, impressive pincers grip and squeeze the foe.
Vine Whip 15 35 100 The foe is struck with slender, whiplike vines to inflict damage.
Vital Throw 10 70 -- The user allows the foe to attack first. In return, this throw move is guaranteed not to miss.
Volt Tackle 15 120 100 The user electrifies itself, then charges at the foe. It causes considerable damage to the user as well.
Wake-up Slap 10 60 100 This attack inflicts high damage on a sleeping foe. It also wakes the foe up, however.
Waterfall 15 80 100 The user charges at the foe rapidly, and may make it flinch. It can also be used to climb a waterfall.
Wing Attack 35 60 100 The foe is struck with large, imposing wings spread wide to inflict damage.
Wood Hammer 15 120 100 The user slams its rugged body into the foe to attack. The user also sustains serious damage.
Wrap 20 15 85 A long body or vines are used to wrap and squeeze the foe for two to five turns.
X-scissor 15 80 100 The user slashes at the foe by crossing its scythes or claws as if they were a pair of scissors.
Zen Headbutt 15 80 90 The user focuses its willpower to its head and rams the foe. It may also make the target flinch.