= = = = = = = = =
= = = = = = = = =
  = = =  

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. If the user is not holding an item, this attack inflicts massive damage.
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 Jet Aqua Jet - WATER 20 40 100 The user lunges at the target at a speed that makes it almost invisible. This move always goes first.
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 lets loose a flurry of open-palmed arm thrusts that hit two to five times in a row.
Assurance Assurance - DARK 10 60 100 If the target has already taken some damage in the same turn, this attack's power is doubled.
Astonish Astonish - GHOST 15 30 100 The user attacks the target while shouting 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. Critical hits land more easily.
Aura Wheel Aura Wheel - ELECTRIC 10 110 100 Morpeko attacks and raises its Speed with the energy stored in its cheeks. This move's type changes depending on the user's form.
Avalanche Avalanche - ICE 10 60 100 The power of this attack move is doubled if the user has been hurt by the target in the same turn.
Barb Barrage Barb Barrage - POISON 15 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 has a status condition.
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 Pokémon 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 becomes a gigantic shield and slams into the target. This move deals twice the damage if the target is Dynamaxed.
Behemoth Blade Behemoth Blade - STEEL 5 100 100 The user becomes a gigantic sword and cuts the target. This move deals twice the damage if the target is Dynamaxed.
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 Things such as long bodies or tentacles 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.
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 lands a critical hit more easily. This may also leave the target with a burn.
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, the more damage it can inflict on the target.
Body Slam Body Slam - NORMAL 15 85 100 The user drops 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. If the user attacks before the target, the power of this move is doubled.
Bolt Strike Bolt Strike - ELECTRIC 5 130 85 The user surrounds itself with a great amount of electricity and charges its 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 strikes the target with a hard bone 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 hit the target twice—coming and going.
Bounce Bounce - FLYING 5 85 85 The user bounces up high, then drops on the target on the second 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 from 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. It 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 bites 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 forcefully shoots seeds at the target 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, aiming to land a critical hit. Shell splinters left behind by this attack will continue to damage the target for several turns.
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 without guarding itself. This also lowers the user's Defense and Sp. Def stats.
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.
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 retaliation move that counters any physical attack, 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. Critical hits land more easily.
Cross Chop Cross Chop - FIGHTING 5 100 80 The user delivers a double chop with its forearms crossed. Critical hits land more easily.
Cross Poison Cross Poison - POISON 20 70 100 A slashing attack with a poisonous blade that may also poison the target. Critical hits land more easily.
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 this move's power.
Cut Cut - NORMAL 30 50 95 The target is cut with a scythe or claw.
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 this attack's damage.
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 raise the user's Defense stat.
Dig Dig - GROUND 10 80 100 The user burrows into the ground, then attacks on the next turn.
Dire Claw Dire Claw - POISON 15 60 100 The user lashes out at the target with ruinous claws, aiming to land a critical hit. This may also leave the target poisoned, paralyzed, or drowsy.
Dive Dive - WATER 10 80 100 Diving on the first turn, the user 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 long tail, vines, or a tentacle. The target is hit twice in a row.
Double Iron Bash Double Iron Bash - STEEL 5 60 100 The user rotates, centering the hex nut in its chest, and then strikes with its arms twice in a row. This may also make the target flinch.
Double Kick Double Kick - FIGHTING 30 30 100 The target is quickly kicked twice in succession using both feet.
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 After soaring upward, the user attacks its target by dropping out of the sky at high speeds. But it lowers its own Defense and Sp. Def stats in the process.
Dragon Claw Dragon Claw - DRAGON 15 80 100 The user slashes the target with huge sharp claws.
Dragon Darts Dragon Darts - DRAGON 10 50 100 The user attacks twice using Dreepy. If there are two targets, this move hits each target once.
Dragon Hammer Dragon Hammer - DRAGON 15 90 100 The user uses 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 An energy-draining punch. The user's HP is restored by 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 its target while rotating its body like a drill. Critical hits land more easily.
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 The user attacks its target by hitting it with brutal strikes. The target is hit twice in a row.
Dual Wingbeat Dual Wingbeat - FLYING 10 40 90 The user slams the target with its wings. The target is hit twice in a row.
Dynamic Punch Dynamic Punch - FIGHTING 5 100 50 The user punches the target with full, concentrated power. This confuses the target if it hits.
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 This attack move cuts down the target's HP to 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 attack move doubles its power 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 only works 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 hits 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 rises 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 punched with a fiery fist. This may also leave the target with a burn.
First Impression First Impression - BUG 10 90 100 Although this move has great power, it only works 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. If the user attacks before the target, the power of this move is doubled.
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 more power, the user raises its Speed stat.
Flame Wheel Flame Wheel - FIRE 25 60 100 The user cloaks itself in fire and charges 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. This also damages the user quite a lot. This attack 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.
Fly Fly - FLYING 15 90 95 The user flies up into the sky and then strikes its target 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 it is used.
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 power against it. The higher the target's Attack stat, the greater the damage it deals.
Freeze Shock Freeze Shock - ICE 5 140 90 On the second turn, the user hits the target with electrically charged ice. 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 target is jabbed repeatedly with a horn or beak two to five times in a row.
Fury Cutter Fury Cutter - BUG 20 40 95 The target is slashed with scythes or claws. This attack becomes more powerful if it hits in succession.
Fury Swipes Fury Swipes - NORMAL 15 18 80 The target is raked with sharp claws or scythes quickly 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 increased when influenced by an enormous flame.
G-Max Befuddle G-Max Befuddle - BUG 10 -- 101 A Bug-type attack that Gigantamax Butterfree use. This move inflicts the poisoned, paralyzed, or asleep status condition on opponents.
G-Max Cannonade G-Max Cannonade - WATER 10 -- 101 A Water-type attack that Gigantamax Blastoise use. This move continues to deal damage to opponents for four turns.
G-Max Centiferno G-Max Centiferno - FIRE 10 -- 101 A Fire-type attack that Gigantamax Centiskorch use. This move traps opponents in flames for four to five turns.
G-Max Chi Strike G-Max Chi Strike - FIGHTING 10 -- 101 A Fighting-type attack that Gigantamax Machamp use. This move raises the chance of critical hits.
G-Max Cuddle G-Max Cuddle - NORMAL 10 -- 101 A Normal-type attack that Gigantamax Eevee use. This move infatuates opponents.
G-Max Depletion G-Max Depletion - DRAGON 10 -- 101 A Dragon-type attack that Gigantamax Duraludon use. Reduces the PP of the last move used.
G-Max Drum Solo G-Max Drum Solo - GRASS 10 -- 101 A Grass-type attack that Gigantamax Rillaboom use. This move can be used on the target regardless of its Abilities.
G-Max Finale G-Max Finale - FAIRY 10 -- 101 A Fairy-type attack that Gigantamax Alcremie use. This move heals the HP of allies.
G-Max Fireball G-Max Fireball - FIRE 10 -- 101 A Fire-type attack that Gigantamax Cinderace use. This move can be used on the target regardless of its Abilities
G-Max Foam Burst G-Max Foam Burst - WATER 10 -- 101 A Water-type attack that Gigantamax Kingler use. This move harshly lowers the Speed of opponents.
G-Max Gold Rush G-Max Gold Rush - NORMAL 10 -- 101 A Normal-type attack that Gigantamax Meowth use. This move confuses opponents and also earns extra money.
G-Max Gravitas G-Max Gravitas - PSYCHIC 10 -- 101 A Psychic-type attack that Gigantamax Orbeetle use. This move changes gravity for five turns.
G-Max Hydrosnipe G-Max Hydrosnipe - WATER 10 -- 101 A Water-type attack that Gigantamax Inteleon use. This move can be used on the target regardless of its Abilities.
G-Max Malodor G-Max Malodor - POISON 10 -- 101 A Poison-type attack that Gigantamax Garbodor use. This move poisons opponents.
G-Max Meltdown G-Max Meltdown - STEEL 10 -- 101 A Steel-type attack that Gigantamax Melmetal use. This move makes opponents incapable of using the same move twice in a row.
G-Max One Blow G-Max One Blow - DARK 10 -- 101 A Dark-type attack that Gigantamax Urshifu use. This single-strike move can ignore Max Guard.
G-Max Rapid Flow G-Max Rapid Flow - WATER 10 -- 101 A Water-type attack that Gigantamax Urshifu use. This rapid-strike move can ignore Max Guard.
G-Max Replenish G-Max Replenish - NORMAL 10 -- 101 A Normal-type attack that Gigantamax Snorlax use. This move restores Berries that have been eaten.
G-Max Resonance G-Max Resonance - ICE 10 -- 101 An Ice-type attack that Gigantamax Lapras use. This move reduces the damage received for five turns.
G-Max Sandblast G-Max Sandblast - GROUND 10 -- 101 A Ground-type attack that Gigantamax Sandaconda use. Opponents are trapped in a raging sandstorm for four to five turns.
G-Max Smite G-Max Smite - FAIRY 10 -- 101 A Fairy-type attack that Gigantamax Hatterene use. This move confuses opponents.
G-Max Snooze G-Max Snooze - DARK 10 -- 101 A Dark-type attack that Gigantamax Grimmsnarl use. The user lets loose a huge yawn that lulls the targets into falling asleep on the next turn.
G-Max Steelsurge G-Max Steelsurge - STEEL 10 -- 101 A Steel-type attack that Gigantamax Copperajah use. This move scatters sharp spikes around the field.
G-Max Stonesurge G-Max Stonesurge - WATER 10 -- 101 A Water-type attack that Gigantamax Drednaw use. This move scatters sharp rocks around the field.
G-Max Stun Shock G-Max Stun Shock - ELECTRIC 10 -- 101 An Electric-type attack that Gigantamax Toxtricity use. This move poisons or paralyzes opponents.
G-Max Sweetness G-Max Sweetness - GRASS 10 -- 101 A Grass-type attack that Gigantamax Appletun use. This move heals the status conditions of allies.
G-Max Tartness G-Max Tartness - GRASS 10 -- 101 A Grass-type attack that Gigantamax Flapple use. This move reduces the opponents’ evasiveness.
G-Max Terror G-Max Terror - GHOST 10 -- 101 A Ghost-type attack that Gigantamax Gengar use. This Pokémon steps on the opposing Pokémon’s shadow to prevent them from escaping.
G-Max Vine Lash G-Max Vine Lash - GRASS 10 -- 101 A Grass-type attack that Gigantamax Venusaur use. This move continues to deal damage to opponents for four turns.
G-Max Volcalith G-Max Volcalith - ROCK 10 -- 101 A Rock-type attack that Gigantamax Coalossal use. This move continues to deal damage to opponents for four turns.
G-Max Volt Crash G-Max Volt Crash - ELECTRIC 10 -- 101 An Electric-type attack that Gigantamax Pikachu use. This move paralyzes opponents.
G-Max Wildfire G-Max Wildfire - FIRE 10 -- 101 A Fire-type attack that Gigantamax Charizard use. This move continues to deal damage to opponents for four turns.
G-Max Wind Rage G-Max Wind Rage - FLYING 10 -- 101 A Flying-type attack that Gigantamax Corviknight use. This move removes the effects of moves like Reflect and Light Screen.
Gear Grind Gear Grind - STEEL 15 50 85 The user attacks by throwing steel gears at its target twice.
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.
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 5 130 100 The user attacks by hurling a blizzard-cloaked icicle lance at opposing Pokémon.
Grassy Glide Grassy Glide - GRASS 20 70 100 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 compared to the target, the greater the move's power.
Hammer Arm Hammer Arm - FIGHTING 10 100 90 The user swings and hits with its strong, heavy fist. It lowers the user's Speed, however.
Head Charge Head Charge - NORMAL 15 120 100 The user charges its head into its 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 5 100 100 The user smashes into the target in a full-body tackle. This also lowers the user’s defensive 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 its 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 it misses, the user is hurt 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 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 Fang Hyper Fang - NORMAL 15 80 90 The user bites hard on the target with its sharp front fangs. This may also make the target flinch.
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. But the user's Defense stat falls.
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 and hits with its strong, heavy fist. It lowers the user's Speed, however.
Ice Punch Ice Punch - ICE 15 75 100 The target is punched with an icy fist. 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.
Icicle Crash Icicle Crash - ICE 10 85 90 The user attacks by harshly dropping large icicles onto the target. This may also make the target flinch.
Icicle Spear Icicle Spear - ICE 30 25 100 The user launches sharp icicles at the target 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.
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.
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, and that item can't be used in that battle. The move does more damage if the target has a held item.
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 damage them.
Lash Out Lash Out - DARK 5 75 100 The user lashes out to vent its frustration toward the target. If the user's stats were lowered during this turn, the power of this move is doubled.
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.
Leaf Blade Leaf Blade - GRASS 15 90 100 The user handles a sharp leaf like a sword and attacks by cutting its target. Critical hits land more easily.
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 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 target is licked with a long tongue, causing 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.
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 -- 101 This is a Flying-type attack Dynamax Pokémon use. This raises ally Pokémon's Speed stats.
Max Darkness Max Darkness - DARK 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 -- 101 This is a Fire-type attack Dynamax Pokémon use. The user intensifies the sun for five turns.
Max Flutterby Max Flutterby - BUG 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 -- 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 -- 101 This is an Ice-type attack Dynamax Pokémon use. The user summons a hailstorm lasting five turns.
Max Knuckle Max Knuckle - FIGHTING 10 -- 101 This is a Fighting-type attack Dynamax Pokémon use. This raises ally Pokémon's Attack stats.
Max Lightning Max Lightning - ELECTRIC 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 -- 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 -- 101 This is a Poison-type attack Dynamax Pokémon use. This raises ally Pokémon's Sp. Atk stats.
Max Overgrowth Max Overgrowth - GRASS 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 -- 101 This is a Ghost-type attack Dynamax Pokémon use. This lowers the target's Defense stat.
Max Quake Max Quake - GROUND 10 -- 101 This is a Ground-type attack Dynamax Pokémon use. This raises ally Pokémon's Sp. Def stats.
Max Rockfall Max Rockfall - ROCK 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 -- 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 -- 101 This is a Steel-type attack Dynamax Pokémon use. This raises ally Pokémon's Defense stats.
Max Strike Max Strike - NORMAL 10 -- 101 This is a Normal-type attack Dynamax Pokémon use. This lowers the target's Speed stat.
Max Wyrmwind Max Wyrmwind - DRAGON 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 raise 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 raise the user's Attack stat.
Mountain Gale Mountain Gale - ICE 5 100 85 The user hurls giant chunks of ice at the target to inflict damage.
Multi-Attack Multi-Attack - NORMAL 10 120 100 Cloaking itself in high energy, the user slams into the target. The memory held determines the move's type.
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. Critical hits land more easily.
Nuzzle Nuzzle - ELECTRIC 20 20 100 The user attacks by nuzzling its electrified cheeks against the target. This also leaves the target with paralysis.
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 Numerous 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. If the user moves after the target, this attack's power will be doubled.
Peck Peck - FLYING 35 35 100 The target is jabbed with a sharply pointed beak or horn.
Petal Blizzard Petal Blizzard - GRASS 15 90 100 The user stirs up a violent petal blizzard and attacks 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 Sharp spikes are shot at the target in rapid succession. They hit 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 plays rough with the target and attacks it. This may also lower the target's Attack stat.
Pluck Pluck - FLYING 20 60 100 The user pecks 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, 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. This may also poison the target.
Poison Tail Poison Tail - POISON 25 50 100 The user hits the target with its tail. This may also poison the target. Critical hits land more easily.
Poltergeist Poltergeist - GHOST 5 110 90 The user attacks the target by controlling the target's item. The move fails if the target doesn't have an item.
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 raised, 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 harshly lash the target.
Power-Up Punch Power-Up Punch - FIGHTING 20 40 100 Striking opponents over and over makes the user's fists harder. Hitting a target raises the Attack stat.
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. It restores HP sometimes, however.
Psychic Fangs Psychic Fangs - PSYCHIC 10 85 100 The user bites the target with its psychic capabilities. This can also destroy Light Screen and Reflect.
Psycho Cut Psycho Cut - PSYCHIC 20 70 100 The user tears at the target with blades formed by psychic power. Critical hits land more easily.
Psyshield Bash Psyshield Bash - PSYCHIC 10 70 90 Cloaking itself in psychic energy, the user slams into the target. This may also raise the user’s defensive stats.
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 at a speed that makes it almost invisible. 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.
Raging Fury Raging Fury - FIRE 10 90 85 The user rampages and spews vicious flames to inflict damage on the target, then becomes fixated on using this move.
Rapid Spin Rapid Spin - NORMAL 40 50 100 A spin attack that can also eliminate such moves as Bind, Wrap, and Leech Seed. This also raises the user's Speed stat.
Razor Leaf Razor Leaf - GRASS 25 55 95 Sharp-edged leaves are launched to slash at opposing Pokémon. Critical hits land more easily.
Razor Shell Razor Shell - WATER 10 75 95 The user cuts its target with sharp shells. This may also lower the target's Defense stat.
Retaliate Retaliate - NORMAL 5 70 100 The user gets revenge for a fainted ally. If an ally fainted in the previous turn, this move's power is increased.
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 attack move's power is doubled if the user has been hurt by the opponent in the same turn.
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 hurls hard rocks at the target. Two to five rocks are launched in a row.
Rock Climb Rock Climb - NORMAL 20 90 85 A charging attack that may also leave the foe confused. It's also one of the Pokétch's hidden moves.
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 attack.
Rock Tomb Rock Tomb - ROCK 15 60 95 Boulders are hurled at the target. This also lowers the target's Speed stat by preventing 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. It 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 long horn. The target's stat changes don't affect this attack's damage.
Sand Tomb Sand Tomb - GROUND 15 35 85 The user traps the target inside a harshly raging sandstorm 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 slams 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 slashes with a sharp claw made from shadows. Critical hits land more easily.
Shadow Force Shadow Force - GHOST 5 120 100 The user disappears, then strikes the target 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 The user tucks in its head to raise its Defense stat on the first turn, then rams the target on the next turn.
Sky Attack Sky Attack - FLYING 5 140 90 A second-turn attack move where critical hits land more easily. This 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 or blades. Critical hits land more easily.
Smack Down Smack Down - ROCK 15 50 100 The user throws a stone or similar projectile to attack the target. A flying Pokémon will fall to the ground when it's hit.
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 for four to five turns.
Solar Blade Solar Blade - GRASS 10 125 100 In this two-turn attack, the user gathers light and fills a blade with the light's energy, attacking the target 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 throws an electrically charged tackle at the target. 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.
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 escaping.
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 when 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 raise the user's Defense stat.
Stomp Stomp - NORMAL 20 65 100 The target is stomped 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. If the user's previous move has failed, the power of this move doubles.
Stone Axe Stone Axe - ROCK 15 65 90 The user swings its stone axes at the target, aiming to land a critical hit. Stone splinters left behind by this attack continue to damage the target for several turns.
Stone Edge Stone Edge - ROCK 5 100 80 The user stabs the target from below with sharpened stones. Critical hits land more easily.
Storm Throw Storm Throw - FIGHTING 10 60 100 The user strikes the target with a fierce blow. This attack always results in 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 PP. It also damages the user a little.
Submission Submission - FIGHTING 20 80 80 The user grabs the target and recklessly dives for the ground. This also damages the user a little.
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 Abilities.
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.
Superpower Superpower - FIGHTING 5 120 100 The user attacks the target with great power. However, 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 attack always results in 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. It hits the target 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.
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 also hits opposing Pokémon that are in the air. Those Pokémon are 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 moves that emit sound 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 punched with an electrified fist. 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.
Triple Arrows Triple Arrows - FIGHTING 15 50 100 The user delivers an axe kick, then fires three arrows. This raises the chance of its future attacks landing critical hits and also lowers the target’s defensive stats.
Triple Axel Triple Axel - ICE 10 20 90 A consecutive three-kick attack that becomes more powerful with each successful hit.
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.
V-create V-create - FIRE 5 180 95 With a hot flame on its forehead, the user hurls itself at its target. This 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 The user attacks last. In return, this throw move never misses.
Volt Tackle Volt Tackle - ELECTRIC 15 120 100 The user electrifies itself and charges the target. This also damages the user quite a lot. This attack 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 75 100 The user shrouds itself in water and slams into the target with its whole body to inflict damage. This also damages the user and raises the user’s action speed.
Wicked Blow Wicked Blow - DARK 5 80 100 The user, having mastered the Dark style, strikes the target with a fierce blow. This attack always results in a critical hit.
Wild Charge Wild Charge - ELECTRIC 15 90 100 The user shrouds itself in electricity and smashes into its 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 or claws 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 A strong electric blast crashes down on the target, giving it an 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.