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Name Type Cat. PP Att. Acc. Effect
Accelerock Accelerock - ROCK 20 40 100 The user smashes into the target at high speed. This move always goes first.
Acid Downpour Acid Downpour - POISON 1 -- 101 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Acrobatics Acrobatics - FLYING 15 55 100 The user nimbly strikes the target. This attack does massive damage if the user isn't holding an item.
Aerial Ace Aerial Ace - FLYING 20 60 101 The user confounds the target with speed, then slashes. This attack never misses.
All-Out Pummeling All-Out Pummeling - FIGHTING 1 -- 101 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Anchor Shot Anchor Shot - STEEL 20 80 100 The user entangles the target with its anchor chain while attacking. The target becomes unable to flee.
Aqua Cutter Aqua Cutter - WATER 20 70 100 The user expels pressurized water to cut at the target like a blade. This move has a heightened chance of landing a critical hit.
Aqua Jet Aqua Jet - WATER 20 40 100 The user lunges at the target to inflict damage, moving at blinding speed. This move always goes first.
Aqua Step Aqua Step - WATER 10 80 100 The user toys with the target and attacks it using light and fluid dance steps. This also boosts the user's Speed stat.
Aqua Tail Aqua Tail - WATER 10 90 90 The user attacks by swinging its tail as if it were a vicious wave in a raging storm.
Arm Thrust Arm Thrust - FIGHTING 20 15 100 The user attacks the target with open-palmed arm thrusts. This move hits two to five times in a row.
Assurance Assurance - DARK 10 60 100 This move's power is doubled if the target has already taken some damage in the same turn.
Astonish Astonish - GHOST 15 30 100 The user attacks the target by crying out in a startling fashion. This may also make the target flinch.
Attack Order Attack Order - BUG 15 90 100 The user calls out its underlings to pummel the target. This move has a heightened chance of landing a critical hit.
Aura Wheel Aura Wheel - ELECTRIC 10 110 100 Morpeko attacks and boosts its Speed stat with the energy stored in its cheeks. This move's type changes depending on the user's form.
Avalanche Avalanche - ICE 10 60 100 This move's power is doubled if the target has inflicted damage on the user in the same turn.
Axe Kick Axe Kick - FIGHTING 10 120 90 The user attacks by kicking up into the air and slamming its heel down upon the target. This may also confuse the target. If it misses, the user takes damage instead.
Barb Barrage Barb Barrage - POISON 10 60 100 The user launches countless toxic barbs to inflict damage. This may also poison the target. This move's power is doubled if the target is already poisoned.
Barrage Barrage - NORMAL 20 15 85 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Beak Blast Beak Blast - FLYING 15 100 100 The user first heats up its beak, and then it attacks the target. Making direct contact with the user while it's heating up its beak results in a burn.
Beat Up Beat Up - DARK 10 -- 100 The user gets all party Pokémon to attack the target. The more party Pokémon, the greater the number of attacks.
Behemoth Bash Behemoth Bash - STEEL 5 100 100 The user's body becomes a firm shield and slams into the target fiercely.
Behemoth Blade Behemoth Blade - STEEL 5 100 100 The user wields a large, powerful sword using its whole body and cuts the target in a vigorous attack.
Bide Bide - NORMAL 10 -- 101 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Bind Bind - NORMAL 20 15 85 A long body, tentacles, or the like are used to bind and squeeze the target for four to five turns.
Bite Bite - DARK 25 60 100 The target is bitten with viciously sharp fangs. This may also make the target flinch.
Bitter Blade Bitter Blade - FIRE 10 90 100 The user focuses its bitter feelings toward the world of the living into a slashing attack. The user's HP is restored by up to half the damage taken by the target.
Black Hole Eclipse Black Hole Eclipse - DARK 1 -- 101 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Blaze Kick Blaze Kick - FIRE 10 85 90 The user launches a kick that has a heightened chance of landing a critical hit. This may also leave the target with a burn.
Blazing Torque Blazing Torque - FIRE 10 80 100 This move is only used by a Starmobile. It may Burn the opponent
Bloom Doom Bloom Doom - GRASS 1 -- 101 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Body Press Body Press - FIGHTING 10 80 100 The user attacks by slamming its body into the target. The higher the user's Defense stat, the greater the damage this move deals.
Body Slam Body Slam - NORMAL 15 85 100 The user attacks by dropping onto the target with its full body weight. This may also leave the target with paralysis.
Bolt Beak Bolt Beak - ELECTRIC 10 85 100 The user stabs the target with its electrified beak. This move's power is doubled if the user moves before the target.
Bolt Strike Bolt Strike - ELECTRIC 5 130 85 The user surrounds itself with a great amount of electricity and charges the target. This may also leave the target with paralysis.
Bone Club Bone Club - GROUND 20 65 85 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Bone Rush Bone Rush - GROUND 10 25 90 The user attacks by striking the target with a hard bone. This move hits two to five times in a row.
Bonemerang Bonemerang - GROUND 10 50 90 The user throws the bone it holds. The bone loops around to damage the target twice-coming and going.
Bounce Bounce - FLYING 5 85 85 The user bounces up high on the first turn, then drops onto the target on the next turn. This may also leave the target with paralysis.
Branch Poke Branch Poke - GRASS 40 40 100 The user attacks the target by poking it with a sharply pointed branch.
Brave Bird Brave Bird - FLYING 15 120 100 The user tucks in its wings and charges at a low altitude. This also damages the user quite a lot.
Breaking Swipe Breaking Swipe - DRAGON 15 60 100 The user swings its tough tail wildly and attacks opposing Pokémon. This also lowers their Attack stats.
Breakneck Blitz Breakneck Blitz - NORMAL 1 -- 101 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Brick Break Brick Break - FIGHTING 15 75 100 The user attacks with a swift chop. This move can also break barriers, such as Light Screen and Reflect.
Brutal Swing Brutal Swing - DARK 20 60 100 The user swings its body around violently to inflict damage on everything in its vicinity.
Bug Bite Bug Bite - BUG 20 60 100 The user attacks by biting the target. If the target is holding a Berry, the user eats it and gains its effect.
Bulldoze Bulldoze - GROUND 20 60 100 The user strikes everything around it by stomping down on the ground. This lowers the Speed stats of those hit.
Bullet Punch Bullet Punch - STEEL 30 40 100 The user strikes the target with tough punches as fast as bullets. This move always goes first.
Bullet Seed Bullet Seed - GRASS 30 25 100 The user attacks by forcefully shooting seeds at the target. This move hits two to five times in a row.
Catastropika Catastropika - ELECTRIC 1 210 101 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Ceaseless Edge Ceaseless Edge - DARK 15 65 90 The user slashes its shell blade at the target. Shell splinters left behind by this attack remain scattered under the target as spikes.
Chip Away Chip Away - NORMAL 20 70 100 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Circle Throw Circle Throw - FIGHTING 10 60 90 The target is thrown, and a different Pokémon is dragged out. In the wild, this ends a battle against a single Pokémon.
Clamp Clamp - WATER 15 35 85 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Close Combat Close Combat - FIGHTING 5 120 100 The user fights the target up close, inflicting damage without guarding itself. This also lowers the user's Defense and Sp. Def stats.
Collision Course Collision Course - FIGHTING 5 100 100 The user transforms and crashes to the ground, causing a massive prehistoric explosion. This move's power is boosted more than usual if it's a supereffective hit.
Combat Torque Combat Torque - FIGHTING 10 100 100 This move is only used by a Starmobile. It may paralyze the opponent
Comet Punch Comet Punch - NORMAL 15 18 85 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Comeuppance Comeuppance - DARK 10 -- 100 The user retaliates with much greater force against the opponent that last inflicted damage on it.
Constrict Constrict - NORMAL 35 10 100 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Continental Crush Continental Crush - ROCK 1 -- 101 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Corkscrew Crash Corkscrew Crash - STEEL 1 -- 101 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Counter Counter - FIGHTING 20 -- 100 A retaliatory attack that counters any physical move, inflicting double the damage taken.
Covet Covet - NORMAL 25 60 100 The user endearingly approaches the target, then steals the target's held item.
Crabhammer Crabhammer - WATER 10 100 90 The target is hammered with a large pincer. This move has a heightened chance of landing a critical hit.
Cross Chop Cross Chop - FIGHTING 5 100 80 The user delivers a double chop with its forearms crossed. This move has a heightened chance of landing a critical hit.
Cross Poison Cross Poison - POISON 20 70 100 A slashing attack with a poisonous blade that may also poison the target. This move has a heightened chance of landing a critical hit.
Crunch Crunch - DARK 15 80 100 The user crunches up the target with sharp fangs. This may also lower the target's Defense stat.
Crush Claw Crush Claw - NORMAL 10 75 95 The user slashes the target with hard and sharp claws. This may also lower the target's Defense stat.
Crush Grip Crush Grip - NORMAL 5 -- 100 The target is crushed with great force. The more HP the target has left, the greater the move's power.
Cut Cut - NORMAL 30 50 95 The target is cut with a scythe, a claw, or the like to inflict damage.
Darkest Lariat Darkest Lariat - DARK 10 85 100 The user swings both arms and hits the target. The target's stat changes don't affect the damage inflicted by this move.
Devastating Drake Devastating Drake - DRAGON 1 -- 101 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Diamond Storm Diamond Storm - ROCK 5 100 95 The user whips up a storm of diamonds to damage opposing Pokémon. This may also sharply boost the user's Defense stat.
Dig Dig - GROUND 10 80 100 The user burrows into the ground on the first turn, then attacks on the next turn.
Dire Claw Dire Claw - POISON 15 80 100 The user lashes out at the target with ruinous claws. This may also leave the target poisoned, paralyzed, or asleep.
Dive Dive - WATER 10 80 100 The user dives on the first turn, then floats up and attacks on the next turn.
Dizzy Punch Dizzy Punch - NORMAL 10 70 100 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Double Hit Double Hit - NORMAL 10 35 90 The user slams the target with a tail or the like. The target is hit twice in a row.
Double Iron Bash Double Iron Bash - STEEL 5 60 100 The user uses the hex nut in its chest as an axis to spin, striking the target with its arms twice in a row. This may also make the target flinch.
Double Kick Double Kick - FIGHTING 30 30 100 The user attacks by kicking the target twice in a row using two feet.
Double Shock Double Shock - ELECTRIC 5 120 100 The user discharges all the electricity from its body to perform a high-damage attack. After using this move, the user will no longer be Electric type.
Double Slap Double Slap - NORMAL 10 15 85 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Double-Edge Double-Edge - NORMAL 15 120 100 A reckless life-risking tackle in which the user rushes the target. This also damages the user quite a lot.
Dragon Ascent Dragon Ascent - FLYING 5 120 100 The user attacks the target by dropping out of the sky at high speed. This also lowers the user's Defense and Sp. Def stats.
Dragon Claw Dragon Claw - DRAGON 15 80 100 The user slashes the target with huge, sharp claws to inflict damage.
Dragon Darts Dragon Darts - DRAGON 10 50 100 The user attacks twice using Dreepy. If there are two opposing Pokémon, this move hits each of them once.
Dragon Hammer Dragon Hammer - DRAGON 15 90 100 The user wields its body like a hammer to attack the target and inflict damage.
Dragon Rush Dragon Rush - DRAGON 10 100 75 The user tackles the target while exhibiting overwhelming menace. This may also make the target flinch.
Dragon Tail Dragon Tail - DRAGON 10 60 90 The target is knocked away, and a different Pokémon is dragged out. In the wild, this ends a battle against a single Pokémon.
Drain Punch Drain Punch - FIGHTING 10 75 100 The user attacks with an energy-draining punch. The user's HP is restored by up to half the damage taken by the target.
Drill Peck Drill Peck - FLYING 20 80 100 A corkscrewing attack that strikes the target with a sharp beak acting as a drill.
Drill Run Drill Run - GROUND 10 80 95 The user crashes into the target while rotating its body like a drill. This move has a heightened chance of landing a critical hit.
Drum Beating Drum Beating - GRASS 10 80 100 The user plays its drum, controlling the drum's roots to attack the target. This also lowers the target's Speed stat.
Dual Chop Dual Chop - DRAGON 15 40 90 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Dual Wingbeat Dual Wingbeat - FLYING 10 40 90 The user slams the target with its wings to inflict damage. The target is hit twice in a row.
Dynamic Punch Dynamic Punch - FIGHTING 5 100 50 The user attacks by punching the target with full concentrated power. This also confuses the target.
Earthquake Earthquake - GROUND 10 100 100 The user sets off an earthquake that strikes every Pokémon around it.
Egg Bomb Egg Bomb - NORMAL 10 100 75 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Endeavor Endeavor - NORMAL 5 -- 100 The user inflicts damage by cutting down the target's HP to roughly equal the user's HP.
Explosion Explosion - NORMAL 5 250 100 The user attacks everything around it by causing a tremendous explosion. The user faints upon using this move.
Extreme Speed Extreme Speed - NORMAL 5 80 100 The user charges the target at blinding speed. This move always goes first.
Facade Facade - NORMAL 20 70 100 This move's power is doubled if the user is poisoned, burned, or paralyzed.
Fake Out Fake Out - NORMAL 10 40 100 This attack hits first and makes the target flinch. It works only on the first turn each time the user enters battle.
False Surrender False Surrender - DARK 10 80 101 The user pretends to bow its head, but then it stabs the target with its disheveled hair. This attack never misses.
False Swipe False Swipe - NORMAL 40 40 100 A restrained attack that prevents the target from fainting. The target is left with at least 1 HP.
Feint Feint - NORMAL 10 30 100 This attack can hit a target using a move such as Protect or Detect. This also lifts the effects of those moves.
Feint Attack Feint Attack - DARK 20 60 101 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Fell Stinger Fell Stinger - BUG 25 50 100 When the user knocks out a target with this move, the user's Attack stat is boosted drastically.
Fire Fang Fire Fang - FIRE 15 65 95 The user bites with flame-cloaked fangs. This may also make the target flinch or leave it with a burn.
Fire Lash Fire Lash - FIRE 15 80 100 The user strikes the target with a burning lash. This also lowers the target's Defense stat.
Fire Punch Fire Punch - FIRE 15 75 100 The target is attacked with a fiery punch. This may also leave the target with a burn.
First Impression First Impression - BUG 10 90 100 Although this move has great power, it works only on the first turn each time the user enters battle.
Fishious Rend Fishious Rend - WATER 10 85 100 The user rends the target with its hard gills. This move's power is doubled if the user moves before the target.
Fissure Fissure - GROUND 5 -- 30 The user opens up a fissure in the ground and drops the target in. The target faints instantly if this attack hits.
Flail Flail - NORMAL 15 -- 100 The user flails about aimlessly to attack. The less HP the user has, the greater the move's power.
Flame Charge Flame Charge - FIRE 20 50 100 Cloaking itself in flame, the user attacks the target. Then, building up momentum, the user boosts its Speed stat.
Flame Wheel Flame Wheel - FIRE 25 60 100 The user attacks by cloaking itself in fire and charging at the target. This may also leave the target with a burn.
Flare Blitz Flare Blitz - FIRE 15 120 100 The user cloaks itself in fire and charges the target to inflict damage. This also damages the user quite a lot and may leave the target with a burn.
Fling Fling - DARK 10 -- 100 The user flings its held item at the target to attack. This move's power and effects depend on the item.
Flip Turn Flip Turn - WATER 20 60 100 After making its attack, the user rushes back to switch places with a party Pokémon in waiting.
Floaty Fall Floaty Fall - FLYING 15 90 95 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Flower Trick Flower Trick - GRASS 10 70 101 The user throws a rigged bouquet of flowers at the target. This attack never misses and always lands a critical hit.
Fly Fly - FLYING 15 90 95 The user flies up into the sky on the first turn, then attacks on the next turn.
Flying Press Flying Press - FIGHTING 10 100 95 The user dives down onto the target from the sky. This move is Fighting and Flying type simultaneously.
Focus Punch Focus Punch - FIGHTING 20 150 100 The user focuses its mind before launching a punch. This move fails if the user is hit before using the move.
Force Palm Force Palm - FIGHTING 10 60 100 The target is attacked with a shock wave. This may also leave the target with paralysis.
Foul Play Foul Play - DARK 15 95 100 The user turns the target's strength against it. The higher the target's Attack stat, the greater the damage this move inflicts.
Freeze Shock Freeze Shock - ICE 5 140 90 The turn after using this move, the user hits the target with electrically charged ice to inflict damage. This may also leave the target with paralysis.
Frustration Frustration - NORMAL 20 -- 100 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Fury Attack Fury Attack - NORMAL 20 15 85 The user attacks by jabbing the target with a horn, a beak, or the like. This move hits two to five times in a row.
Fury Cutter Fury Cutter - BUG 20 40 95 The user attacks by slashing the target with scythes, claws, or the like. This attack becomes more powerful if it hits in succession.
Fury Swipes Fury Swipes - NORMAL 15 18 80 The user attacks by raking the target with claws, scythes, or the like. This move hits two to five times in a row.
Fusion Bolt Fusion Bolt - ELECTRIC 5 100 100 The user throws down a giant lightning bolt. This move's power is boosted when influenced by an enormous flame.
Gear Grind Gear Grind - STEEL 15 50 85 The user attacks by throwing steel gears at the target twice in a row.
Giga Impact Giga Impact - NORMAL 5 150 90 The user charges at the target using every bit of its power. The user can't move on the next turn.
Gigaton Hammer Gigaton Hammer - STEEL 5 160 100 The user swings its whole body around to attack with its huge hammer. This move can't be used twice in a row.
Gigavolt Havoc Gigavolt Havoc - ELECTRIC 1 -- 101 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Glacial Lance Glacial Lance - ICE 5 120 100 The user attacks by hurling a blizzard-cloaked icicle lance at opposing Pokémon.
Glaive Rush Glaive Rush - DRAGON 5 120 100 The user throws its entire body into a reckless charge. After this move is used, attacks on the user cannot miss and will inflict double damage until the user's next turn.
Grassy Glide Grassy Glide - GRASS 20 55 100 Gliding on the ground, the user attacks the target. This move always goes first on Grassy Terrain.
Grav Apple Grav Apple - GRASS 10 80 100 The user inflicts damage by dropping an apple from high above. This also lowers the target's Defense stat.
Guillotine Guillotine - NORMAL 5 -- 30 A vicious tearing attack with big pincers. The target faints instantly if this attack hits.
Gunk Shot Gunk Shot - POISON 5 120 80 The user shoots filthy garbage at the target to attack. This may also poison the target.
Gyro Ball Gyro Ball - STEEL 5 -- 100 The user tackles the target with a high-speed spin. The slower the user is than the target, the greater the move's power.
Hammer Arm Hammer Arm - FIGHTING 10 100 90 The user swings its strong, heavy fist at the target to inflict damage. This also lowers the user's Speed stat.
Hard Press Hard Press - STEEL 10 -- 100 The target is crushed with an arm, a claw, or the like to inflict damage. The more HP the target has left, the greater the move's power.
Head Charge Head Charge - NORMAL 15 120 100 The user charges its head into the target, using its powerful guard hair. This also damages the user a little.
Head Smash Head Smash - ROCK 5 150 80 The user attacks the target with a hazardous full-power headbutt. This also damages the user terribly.
Headbutt Headbutt - NORMAL 15 70 100 The user sticks out its head and attacks by charging straight into the target. This may also make the target flinch.
Headlong Rush Headlong Rush - GROUND 5 120 100 The user smashes into the target in a full-body tackle. This also lowers the user's Defense and Sp. Def stats.
Heart Stamp Heart Stamp - PSYCHIC 25 60 100 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Heat Crash Heat Crash - FIRE 10 -- 100 The user slams into the target with its flame-covered body. The more the user outweighs the target, the greater the move's power.
Heavy Slam Heavy Slam - STEEL 10 -- 100 The user slams into the target with its heavy body. The more the user outweighs the target, the greater the move's power.
High Horsepower High Horsepower - GROUND 10 95 95 The user fiercely attacks the target using its entire body.
High Jump Kick High Jump Kick - FIGHTING 10 130 90 The target is attacked with a knee kick from a jump. If this move misses, the user takes damage instead.
Hold Back Hold Back - NORMAL 40 40 100 The user holds back when it attacks, and the target is left with at least 1 HP.
Horn Attack Horn Attack - NORMAL 25 65 100 The target is jabbed with a sharply pointed horn to inflict damage.
Horn Drill Horn Drill - NORMAL 5 -- 30 The user stabs the target with a horn that rotates like a drill. The target faints instantly if this attack hits.
Horn Leech Horn Leech - GRASS 10 75 100 The user drains the target's energy with its horns. The user's HP is restored by up to half the damage taken by the target.
Hydro Vortex Hydro Vortex - WATER 1 -- 101 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Hyper Drill Hyper Drill - NORMAL 5 100 100 The user spins the pointed part of its body at high speed to pierce the target. This attack can hit a target using a move such as Protect or Detect.
Hyper Fang Hyper Fang - NORMAL 15 80 90 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Hyperspace Fury Hyperspace Fury - DARK 5 100 101 Using its many arms, the user unleashes a barrage of attacks that ignore the effects of moves like Protect and Detect. This also lowers the user's Defense stat.
Ice Ball Ice Ball - ICE 20 30 90 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Ice Fang Ice Fang - ICE 15 65 95 The user bites with cold-infused fangs. This may also make the target flinch or leave it frozen.
Ice Hammer Ice Hammer - ICE 10 100 90 The user swings its strong, heavy fist at the target to inflict damage. This also lowers the user's Speed stat.
Ice Punch Ice Punch - ICE 15 75 100 The target is attacked with an icy punch. This may also leave the target frozen.
Ice Shard Ice Shard - ICE 30 40 100 The user flash-freezes chunks of ice and hurls them at the target. This move always goes first.
Ice Spinner Ice Spinner - ICE 15 80 100 The user covers its feet in thin ice and twirls around, slamming into the target. This move's spinning motion also destroys the terrain.
Icicle Crash Icicle Crash - ICE 10 85 90 The user attacks by crashing large icicles onto the target. This may also make the target flinch.
Icicle Spear Icicle Spear - ICE 30 25 100 The user attacks by launching sharp icicles at the target. This move hits two to five times in a row.
Inferno Overdrive Inferno Overdrive - FIRE 1 -- 101 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Iron Head Iron Head - STEEL 15 80 100 The user slams the target with its steel-hard head. This may also make the target flinch.
Iron Tail Iron Tail - STEEL 15 100 75 The target is slammed with a steel-hard tail. This may also lower the target's Defense stat.
Ivy Cudgel Ivy Cudgel - GRASS 10 100 100 The user strikes with an ivy-wrapped cudgel. This move's type changes depending on the mask worn by the user, and it has a heightened chance of landing a critical hit.
Jaw Lock Jaw Lock - DARK 10 80 100 This move prevents the user and the target from switching out until either of them faints. The effect goes away if either of the Pokémon leaves the field.
Jet Punch Jet Punch - WATER 15 60 100 The user summons a torrent around its fist and punches at blinding speed. This move always goes first.
Jump Kick Jump Kick - FIGHTING 10 100 95 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Karate Chop Karate Chop - FIGHTING 25 50 100 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Knock Off Knock Off - DARK 20 65 100 The user slaps down the target's held item, making it unusable for that battle. This move does more damage if the target has a held item.
Kowtow Cleave Kowtow Cleave - DARK 10 85 101 The user slashes at the target after kowtowing to make the target let down its guard. This attack never misses.
Land's Wrath Land's Wrath - GROUND 10 90 100 The user gathers the energy of the land and focuses that power on opposing Pokémon to inflict damage.
Lash Out Lash Out - DARK 5 75 100 The user lashes out to vent its frustration toward the target. This move's power is doubled if the user's stats were lowered during this turn.
Last Resort Last Resort - NORMAL 5 140 100 This move can be used only after the user has used all the other moves it knows in the battle.
Last Respects Last Respects - GHOST 10 50 100 The user attacks to avenge its allies. The more defeated allies there are in the user's party, the greater the move's power.
Leaf Blade Leaf Blade - GRASS 15 90 100 The user handles a sharp leaf like a sword and cuts the target to inflict damage. This move has a heightened chance of landing a critical hit.
Leafage Leafage - GRASS 40 40 100 The user attacks by pelting the target with leaves.
Leech Life Leech Life - BUG 10 80 100 The user drains the target's blood. The user's HP is restored by up to half the damage taken by the target.
Let's Snuggle Forever Let's Snuggle Forever - FAIRY 1 190 101 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Lick Lick - GHOST 30 30 100 The user licks the target with a long tongue to inflict damage. This may also leave the target with paralysis.
Liquidation Liquidation - WATER 10 85 100 The user slams into the target using a full-force blast of water. This may also lower the target's Defense stat.
Low Kick Low Kick - FIGHTING 20 -- 100 A powerful low kick that makes the target fall over. The heavier the target, the greater the move's power.
Low Sweep Low Sweep - FIGHTING 20 65 100 The user makes a swift attack on the target's legs, which lowers the target's Speed stat.
Lunge Lunge - BUG 15 80 100 The user makes a lunge at the target, attacking with full force. This also lowers the target's Attack stat.
Mach Punch Mach Punch - FIGHTING 30 40 100 The user throws a punch at blinding speed. This move always goes first.
Magical Torque Magical Torque - FAIRY 10 100 100 This move is only used by a Starmobile. It may confuse the opponent
Magnet Bomb Magnet Bomb - STEEL 20 60 101 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Magnitude Magnitude - GROUND 30 -- 100 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Malicious Moonsault Malicious Moonsault - DARK 1 180 101 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Max Airstream Max Airstream - FLYING 10 10 101 This is a Flying-type attack Dynamax Pokémon use. This boosts ally Pokémon's Speed stats.
Max Darkness Max Darkness - DARK 10 10 101 This is a Dark-type attack Dynamax Pokémon use. This lowers the target's Sp. Def stat.
Max Flare Max Flare - FIRE 10 100 101 This is a Fire-type attack Dynamax Pokémon use. The user intensifies the sun for five turns.
Max Flutterby Max Flutterby - BUG 10 10 101 This is a Bug-type attack Dynamax Pokémon use. This lowers the target's Sp. Atk stat.
Max Geyser Max Geyser - WATER 10 10 101 This is a Water-type attack Dynamax Pokémon use. The user summons a heavy rain that falls for five turns.
Max Hailstorm Max Hailstorm - ICE 10 10 101 This is an Ice-type attack Dynamax Pokémon use. The user summons a snowstorm lasting five turns.
Max Knuckle Max Knuckle - FIGHTING 10 10 101 This is a Fighting-type attack Dynamax Pokémon use. This boosts ally Pokémon's Attack stats.
Max Lightning Max Lightning - ELECTRIC 10 10 101 This is an Electric-type attack Dynamax Pokémon use. The user turns the ground into Electric Terrain for five turns.
Max Mindstorm Max Mindstorm - PSYCHIC 10 10 101 This is a Psychic-type attack Dynamax Pokémon use. The user turns the ground into Psychic Terrain for five turns.
Max Ooze Max Ooze - POISON 10 10 101 This is a Poison-type attack Dynamax Pokémon use. This boosts ally Pokémon's Sp. Atk stats.
Max Overgrowth Max Overgrowth - GRASS 10 10 101 This is a Grass-type attack Dynamax Pokémon use. The user turns the ground into Grassy Terrain for five turns.
Max Phantasm Max Phantasm - GHOST 10 10 101 This is a Ghost-type attack Dynamax Pokémon use. This lowers the target's Defense stat.
Max Quake Max Quake - GROUND 10 10 101 This is a Ground-type attack Dynamax Pokémon use. This boosts ally Pokémon's Sp. Def stats.
Max Rockfall Max Rockfall - ROCK 10 10 101 This is a Rock-type attack Dynamax Pokémon use. The user summons a sandstorm lasting five turns.
Max Starfall Max Starfall - FAIRY 10 10 101 This is a Fairy-type attack Dynamax Pokémon use. The user turns the ground into Misty Terrain for five turns.
Max Steelspike Max Steelspike - STEEL 10 10 101 This is a Steel-type attack Dynamax Pokémon use. This boosts ally Pokémon's Defense stats.
Max Strike Max Strike - NORMAL 10 10 101 This is a Normal-type attack Dynamax Pokémon use. This lowers the target's Speed stat.
Max Wyrmwind Max Wyrmwind - DRAGON 10 10 101 This is a Dragon-type attack Dynamax Pokémon use. This lowers the target's Attack stat.
Mega Kick Mega Kick - NORMAL 5 120 75 The target is attacked by a kick launched with muscle- packed power.
Mega Punch Mega Punch - NORMAL 20 80 85 The target is slugged by a punch thrown with muscle- packed power.
Megahorn Megahorn - BUG 10 120 85 Using its tough and impressive horn, the user rams into the target with no letup.
Metal Burst Metal Burst - STEEL 10 -- 100 The user retaliates with much greater force against the opponent that last inflicted damage on it.
Metal Claw Metal Claw - STEEL 35 50 95 The target is raked with steel claws. This may also boost the user's Attack stat.
Meteor Assault Meteor Assault - FIGHTING 5 150 100 The user attacks wildly with its thick leek. The user can't move on the next turn, because the force of this move makes it stagger.
Meteor Mash Meteor Mash - STEEL 10 90 90 The target is hit with a hard punch fired like a meteor. This may also boost the user's Attack stat.
Mighty Cleave Mighty Cleave - ROCK 5 95 100 The user wields the light that has accumulated atop its head to cleave the target. This move hits even if the target protects itself.
Mortal Spin Mortal Spin - POISON 15 30 100 The user performs a spin attack that can also eliminate the effects of such moves as Bind, Wrap, and Leech Seed. This also poisons opposing Pokémon.
Mountain Gale Mountain Gale - ICE 10 100 85 The user hurls giant chunks of ice at the target to inflict damage. This may also make the target flinch.
Multi-Attack Multi-Attack - NORMAL 10 120 100 Cloaking itself in powerful energy, the user slams into the target to inflict damage. This move's type changes depending on the kind of memory disc held by the user.
Natural Gift Natural Gift - NORMAL 15 -- 100 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Needle Arm Needle Arm - GRASS 15 60 100 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Never-Ending Nightmare Never-Ending Nightmare - GHOST 1 -- 101 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Night Slash Night Slash - DARK 15 70 100 The user slashes the target the instant an opportunity arises. This move has a heightened chance of landing a critical hit.
Noxious Torque Noxious Torque - POISON 10 100 100 This move is only used by a Starmobile. It may Poison the opponent
Nuzzle Nuzzle - ELECTRIC 20 20 100 The user attacks by nuzzling its electrified cheeks against the target. This also leaves the target with paralysis.
Order Up Order Up - DRAGON 10 80 100 The user attacks with elegant poise. If the user has a Tatsugiri in its mouth, this move boosts one of the user's stats based on the Tatsugiri's form.
Outrage Outrage - DRAGON 10 120 100 The user rampages and attacks for two to three turns. The user then becomes confused.
Pay Day Pay Day - NORMAL 20 40 100 Coins are hurled at the target to inflict damage. Money is earned after the battle.
Payback Payback - DARK 10 50 100 The user stores power, then attacks. This move's power is doubled if the user moves after the target.
Peck Peck - FLYING 35 35 100 The target is jabbed with a sharply pointed beak or horn to inflict damage.
Petal Blizzard Petal Blizzard - GRASS 15 90 100 The user stirs up a violent petal blizzard and damages everything around it.
Phantom Force Phantom Force - GHOST 10 90 100 The user vanishes somewhere, then strikes the target on the next turn. This move hits even if the target protects itself.
Pin Missile Pin Missile - BUG 20 25 95 The user attacks by shooting sharp spikes at the target. This move hits two to five times in a row.
Plasma Fists Plasma Fists - ELECTRIC 15 100 100 The user attacks with electrically charged fists. This move changes Normal-type moves to Electric-type moves.
Play Rough Play Rough - FAIRY 10 90 90 The user attacks by playing rough with the target. This may also lower the target's Attack stat.
Pluck Pluck - FLYING 20 60 100 The user attacks by pecking the target. If the target is holding a Berry, the user eats it and gains its effect.
Poison Fang Poison Fang - POISON 15 50 100 The user bites the target with toxic fangs. This may also leave the target badly poisoned.
Poison Jab Poison Jab - POISON 20 80 100 The target is stabbed with a tentacle, an arm, or the like steeped in poison. This may also poison the target.
Poison Sting Poison Sting - POISON 35 15 100 The user stabs the target with a poisonous stinger to inflict damage. This may also poison the target.
Poison Tail Poison Tail - POISON 25 50 100 The user hits the target with its tail. This move has a heightened chance of landing a critical hit and may also poison the target.
Poltergeist Poltergeist - GHOST 5 110 90 The user attacks by controlling the target's item. This move fails if the target isn't holding an item.
Population Bomb Population Bomb - NORMAL 10 20 90 The user's fellows gather in droves to perform a combo attack that hits the target one to ten times in a row.
Pounce Pounce - BUG 20 50 100 The user attacks by pouncing on the target. This also lowers the target's Speed stat.
Pound Pound - NORMAL 35 40 100 The target is physically pounded with a long tail, a foreleg, or the like.
Power Trip Power Trip - DARK 10 20 100 The user boasts its strength and attacks the target. The more the user's stats are boosted, the greater the move's power.
Power Whip Power Whip - GRASS 10 120 85 The user violently whirls its vines, tentacles, or the like to lash the target.
Power-Up Punch Power-Up Punch - FIGHTING 20 40 100 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Precipice Blades Precipice Blades - GROUND 10 120 85 The user attacks opposing Pokémon by manifesting the power of the land in fearsome blades of stone.
Present Present - NORMAL 15 -- 90 The user attacks by giving the target a gift with a hidden trap. The gift restores HP sometimes, however.
Psyblade Psyblade - PSYCHIC 15 80 100 The user rends the target with an ethereal blade. This move's power is boosted by 50 percent if the user is on Electric Terrain.
Psychic Fangs Psychic Fangs - PSYCHIC 10 85 100 The user attacks by biting the target with its psychic capabilities. This move can also break barriers, such as Light Screen and Reflect.
Psycho Cut Psycho Cut - PSYCHIC 20 70 100 The user tears at the target with blades formed by psychic power. This move has a heightened chance of landing a critical hit.
Psyshield Bash Psyshield Bash - PSYCHIC 10 70 90 Cloaking itself in psychic energy, the user slams into the target. This also boosts the user's Defense stat.
Pulverizing Pancake Pulverizing Pancake - NORMAL 1 210 101 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Punishment Punishment - DARK 5 -- 100 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Pursuit Pursuit - DARK 20 40 100 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Pyro Ball Pyro Ball - FIRE 5 120 90 The user attacks by igniting a small stone and launching it as a fiery ball at the target. This may also leave the target with a burn.
Quick Attack Quick Attack - NORMAL 30 40 100 The user lunges at the target to inflict damage, moving at blinding speed. This move always goes first.
Rage Rage - NORMAL 20 20 100 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Rage Fist Rage Fist - GHOST 10 50 100 The user converts its rage into energy to attack. The more times the user has been hit by attacks, the greater the move's power.
Raging Bull Raging Bull - NORMAL 10 90 100 The user performs a tackle like a raging bull. This move's type depends on the user's form. It can also break barriers, such as Light Screen and Reflect.
Raging Fury Raging Fury - FIRE 10 120 100 The user rampages around spewing flames for two to three turns. The user then becomes confused.
Rapid Spin Rapid Spin - NORMAL 40 50 100 The user performs a spin attack that can also eliminate the effects of such moves as Bind, Wrap, and Leech Seed. This also boosts the user's Speed stat.
Razor Leaf Razor Leaf - GRASS 25 55 95 Sharp-edged leaves are launched to slash at opposing Pokémon. This move has a heightened chance of landing a critical hit.
Razor Shell Razor Shell - WATER 10 75 95 The user cuts the target with sharp shells to inflict damage. This may also lower the target's Defense stat.
Retaliate Retaliate - NORMAL 5 70 100 The user takes revenge for a fainted ally. This move's power is boosted if an ally fainted in the previous turn.
Return Return - NORMAL 20 -- 100 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Revenge Revenge - FIGHTING 10 60 100 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Reversal Reversal - FIGHTING 15 -- 100 An all-out attack that becomes more powerful the less HP the user has.
Rock Blast Rock Blast - ROCK 10 25 90 The user attacks by hurling hard rocks at the target. This move hits two to five times in a row.
Rock Climb Rock Climb - NORMAL 20 90 85 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Rock Slide Rock Slide - ROCK 10 75 90 Large boulders are hurled at opposing Pokémon to inflict damage. This may also make the opposing Pokémon flinch.
Rock Smash Rock Smash - FIGHTING 15 40 100 The user attacks with a punch. This may also lower the target's Defense stat.
Rock Throw Rock Throw - ROCK 15 50 90 The user picks up and throws a small rock at the target to inflict damage.
Rock Tomb Rock Tomb - ROCK 15 60 95 The user hurls boulders at the target to inflict damage. This also lowers the target's Speed stat by cutting off its movement.
Rock Wrecker Rock Wrecker - ROCK 5 150 90 The user launches a huge boulder at the target to attack. The user can't move on the next turn.
Rolling Kick Rolling Kick - FIGHTING 15 60 85 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Rollout Rollout - ROCK 20 30 90 The user continually rolls into the target over five turns. This attack becomes more powerful each time it hits.
Sacred Fire Sacred Fire - FIRE 5 100 95 The target is razed with a mystical fire of great intensity. This may also leave the target with a burn.
Sacred Sword Sacred Sword - FIGHTING 15 90 100 The user attacks by slicing with a sword. The target's stat changes don't affect the damage inflicted by this move.
Salt Cure Salt Cure - ROCK 15 40 100 The user salt cures the target, inflicting damage every turn. Steel and Water types are more strongly affected by this move.
Sand Tomb Sand Tomb - GROUND 15 35 85 The user traps the target inside a harshly raging sandstorm that inflicts damage for four to five turns.
Sappy Seed Sappy Seed - GRASS 10 100 90 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Savage Spin-Out Savage Spin-Out - BUG 1 -- 101 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Scale Shot Scale Shot - DRAGON 20 25 90 The user attacks by shooting scales two to five times in a row. This move boosts the user's Speed stat but lowers its Defense stat.
Scratch Scratch - NORMAL 35 40 100 Hard, pointed, sharp claws rake the target to inflict damage.
Searing Sunraze Smash Searing Sunraze Smash - STEEL 1 200 101 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Secret Power Secret Power - NORMAL 20 70 100 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Seed Bomb Seed Bomb - GRASS 15 80 100 The user attacks by slamming a barrage of hard-shelled seeds down on the target from above.
Seismic Toss Seismic Toss - FIGHTING 20 -- 100 The target is thrown using the power of gravity. It inflicts damage equal to the user's level.
Self-Destruct Self-Destruct - NORMAL 5 200 100 The user attacks everything around it by causing an explosion. The user faints upon using this move.
Shadow Bone Shadow Bone - GHOST 10 85 100 The user attacks by beating the target with a bone that contains a spirit. This may also lower the target's Defense stat.
Shadow Claw Shadow Claw - GHOST 15 70 100 The user attacks by slashing the target with a sharp claw made from shadows. This move has a heightened chance of landing a critical hit.
Shadow Force Shadow Force - GHOST 5 120 100 The user disappears on the first turn, then attacks on the next turn. This move hits even if the target protects itself.
Shadow Punch Shadow Punch - GHOST 20 60 101 The user throws a punch from the shadows. This attack never misses.
Shadow Sneak Shadow Sneak - GHOST 30 40 100 The user extends its shadow and attacks the target from behind. This move always goes first.
Shattered Psyche Shattered Psyche - PSYCHIC 1 -- 101 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Sinister Arrow Raid Sinister Arrow Raid - GHOST 1 180 101 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Sizzly Slide Sizzly Slide - FIRE 20 60 100 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Skitter Smack Skitter Smack - BUG 10 70 90 The user skitters behind the target to attack. This also lowers the target's Sp. Atk stat.
Skull Bash Skull Bash - NORMAL 10 130 100 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Sky Attack Sky Attack - FLYING 5 140 90 The user attacks the turn after using this move. This move has a heightened chance of landing a critical hit and may also make the target flinch.
Sky Drop Sky Drop - FLYING 10 60 100 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Sky Uppercut Sky Uppercut - FIGHTING 15 85 90 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Slam Slam - NORMAL 20 80 75 The target is slammed with a long tail, vines, or the like to inflict damage.
Slash Slash - NORMAL 20 70 100 The target is attacked with a slash of claws, scythes, or the like. This move has a heightened chance of landing a critical hit.
Smack Down Smack Down - ROCK 15 50 100 The user throws a stone or similar projectile to attack the target. If the target is in the air, it will be knocked down to the ground.
Smart Strike Smart Strike - STEEL 10 70 101 The user stabs the target with a sharp horn. This attack never misses.
Smelling Salts Smelling Salts - NORMAL 10 70 100 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Snap Trap Snap Trap - GRASS 15 35 100 The user snares the target in a snap trap that inflicts damage for four to five turns.
Solar Blade Solar Blade - GRASS 10 125 100 The user gathers light on the first turn, then fills a blade with the light's energy and attacks on the next turn.
Soul-Stealing 7-Star Strike Soul-Stealing 7-Star Strike - GHOST 1 195 101 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Spark Spark - ELECTRIC 20 65 100 The user attacks the target with an electrically charged tackle. This may also leave the target with paralysis.
Spectral Thief Spectral Thief - GHOST 10 90 100 The user hides in the target's shadow, steals the target's stat boosts, and then attacks.
Spike Cannon Spike Cannon - NORMAL 15 20 100 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Spin Out Spin Out - STEEL 5 100 100 The user spins furiously by straining its legs, inflicting damage on the target. This also harshly lowers the user's Speed stat.
Spirit Break Spirit Break - FAIRY 15 75 100 The user attacks the target with so much force that it could break the target's spirit. This also lowers the target's Sp. Atk stat.
Spirit Shackle Spirit Shackle - GHOST 10 80 100 The user attacks while simultaneously stitching the target's shadow to the ground to prevent the target from fleeing.
Splintered Stormshards Splintered Stormshards - ROCK 1 190 101 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Steamroller Steamroller - BUG 20 65 100 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Steel Roller Steel Roller - STEEL 5 130 100 The user attacks while destroying the terrain. This move fails if the ground hasn't turned into a terrain.
Steel Wing Steel Wing - STEEL 25 70 90 The target is hit with wings of steel. This may also boost the user's Defense stat.
Stomp Stomp - NORMAL 20 65 100 The user attacks by stomping on the target with a big foot. This may also make the target flinch.
Stomping Tantrum Stomping Tantrum - GROUND 10 75 100 Driven by frustration, the user attacks the target. This move's power is doubled if the user's previous move failed.
Stone Axe Stone Axe - ROCK 15 65 90 The user swings its stone axes at the target. Stone splinters left behind by this attack float around the target.
Stone Edge Stone Edge - ROCK 5 100 80 The user stabs the target with sharpened stones. This move has a heightened chance of landing a critical hit.
Storm Throw Storm Throw - FIGHTING 10 60 100 The user attacks by striking the target with a fierce blow. This move always lands a critical hit.
Strength Strength - NORMAL 15 80 100 The target is slugged with a punch thrown at maximum power.
Struggle Struggle - NORMAL 1 50 101 This attack is used in desperation only if the user has no remaining PP. It also damages the user a little.
Submission Submission - FIGHTING 20 80 80 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Subzero Slammer Subzero Slammer - ICE 1 -- 101 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Sucker Punch Sucker Punch - DARK 5 70 100 This move enables the user to attack first. This move fails if the target is not readying an attack.
Sunsteel Strike Sunsteel Strike - STEEL 5 100 100 The user slams into the target with the force of a meteor. This move can be used on the target regardless of its Ability.
Super Fang Super Fang - NORMAL 10 -- 90 The user chomps hard on the target with its sharp front fangs. This cuts the target's HP in half.
Supercell Slam Supercell Slam - ELECTRIC 15 100 95 The user electrifies its body and drops onto the target to inflict damage. If this move misses, the user takes damage instead.
Superpower Superpower - FIGHTING 5 120 100 The user attacks the target with great power. This also lowers the user's Attack and Defense stats.
Supersonic Skystrike Supersonic Skystrike - FLYING 1 -- 101 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Surging Strikes Surging Strikes - WATER 5 25 100 The user, having mastered the Water style, strikes the target with a flowing motion three times in a row. This move always lands a critical hit.
Tackle Tackle - NORMAL 35 40 100 A physical attack in which the user charges and slams into the target with its whole body.
Tail Slap Tail Slap - NORMAL 10 25 85 The user attacks by striking the target with its hard tail. This move hits two to five times in a row.
Take Down Take Down - NORMAL 20 90 85 A reckless full-body charge attack for slamming into the target. This also damages the user a little.
Tectonic Rage Tectonic Rage - GROUND 1 -- 101 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Temper Flare Temper Flare - FIRE 10 75 100 Spurred by desperation, the user attacks the target. This move's power is doubled if the user's previous move failed.
Thief Thief - DARK 25 60 100 The user attacks and steals the target's held item simultaneously. The user can't steal anything if it already holds an item.
Thousand Arrows Thousand Arrows - GROUND 10 90 100 This move can hit opposing Pokémon that are in the air. Those Pokémon will be knocked down to the ground.
Thousand Waves Thousand Waves - GROUND 10 90 100 The user attacks with a wave that crawls along the ground. Those it hits can't flee from battle.
Thrash Thrash - NORMAL 10 120 100 The user rampages and attacks for two to three turns. The user then becomes confused.
Throat Chop Throat Chop - DARK 15 80 100 The user attacks the target's throat, and the resultant suffering prevents the target from using sound-based moves for two turns.
Thunder Fang Thunder Fang - ELECTRIC 15 65 95 The user bites with electrified fangs. This may also make the target flinch or leave it with paralysis.
Thunder Punch Thunder Punch - ELECTRIC 15 75 100 The target is attacked with an electrified punch. This may also leave the target with paralysis.
Thunderous Kick Thunderous Kick - FIGHTING 10 90 100 The user overwhelms the target with lightning-like movement before delivering a kick. This also lowers the target's Defense stat.
Trailblaze Trailblaze - GRASS 20 50 100 The user attacks suddenly as if leaping out from tall grass. The user's nimble footwork boosts its Speed stat.
Triple Arrows Triple Arrows - FIGHTING 10 90 100 The user kicks, then fires three arrows. This move has a heightened chance of landing a critical hit and may also lower the target's Defense stat or make it flinch.
Triple Axel Triple Axel - ICE 10 20 90 A consecutive three-kick attack that becomes more powerful with each successful hit.
Triple Dive Triple Dive - WATER 10 30 95 The user performs a perfectly timed triple dive, hitting the target with splashes of water three times in a row.
Triple Kick Triple Kick - FIGHTING 10 10 90 A consecutive three-kick attack that becomes more powerful with each successful hit.
Trop Kick Trop Kick - GRASS 15 70 100 The user lands an intense kick of tropical origins on the target. This also lowers the target's Attack stat.
Twineedle Twineedle - BUG 20 25 100 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Twinkle Tackle Twinkle Tackle - FAIRY 1 -- 101 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
U-turn U-turn - BUG 20 70 100 After making its attack, the user rushes back to switch places with a party Pokémon in waiting.
Upper Hand Upper Hand - FIGHTING 15 65 100 The user reacts to the target's movement and strikes with the heel of its palm, making the target flinch. This move fails if the target is not readying a priority move.
V-create V-create - FIRE 5 180 95 The user emits a hot flame from its forehead and hurls itself at the target to inflict damage. This also lowers the user's Defense, Sp. Def, and Speed stats.
Veevee Volley Veevee Volley - NORMAL 20 -- 101 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Vine Whip Vine Whip - GRASS 25 45 100 The target is struck with slender, whiplike vines to inflict damage.
Vise Grip Vise Grip - NORMAL 30 55 100 The target is gripped and squeezed from both sides to inflict damage.
Vital Throw Vital Throw - FIGHTING 10 70 101 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Volt Tackle Volt Tackle - ELECTRIC 15 120 100 The user electrifies itself and charges the target to inflict damage. This also damages the user quite a lot and may leave the target with paralysis.
Wake-Up Slap Wake-Up Slap - FIGHTING 10 70 100 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Waterfall Waterfall - WATER 15 80 100 The user charges at the target and may make it flinch.
Wave Crash Wave Crash - WATER 10 120 100 The user shrouds itself in water and slams into the target with its whole body to inflict damage. This also damages the user quite a lot.
Wicked Blow Wicked Blow - DARK 5 75 100 The user, having mastered the Dark style, strikes the target with a fierce blow. This move always lands a critical hit.
Wicked Torque Wicked Torque - DARK 10 80 100 This move is only used by a Starmobile. It may cause the opponent to fall asleep
Wild Charge Wild Charge - ELECTRIC 15 90 100 The user shrouds itself in electricity and smashes into the target. This also damages the user a little.
Wing Attack Wing Attack - FLYING 35 60 100 The target is struck with large, imposing wings spread wide to inflict damage.
Wood Hammer Wood Hammer - GRASS 15 120 100 The user slams its rugged body into the target to attack. This also damages the user quite a lot.
Wrap Wrap - NORMAL 20 15 90 A long body, vines, or the like are used to wrap and squeeze the target for four to five turns.
X-Scissor X-Scissor - BUG 15 80 100 The user slashes at the target by crossing its scythes, claws, or the like as if they were a pair of scissors.
Zen Headbutt Zen Headbutt - PSYCHIC 15 80 90 The user focuses its willpower to its head and attacks the target. This may also make the target flinch.
Zing Zap Zing Zap - ELECTRIC 10 80 100 The user crashes into the target, delivering a powerful electric shock. This may also make the target flinch.
Zippy Zap Zippy Zap - ELECTRIC 10 80 100 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.