Available Moves

In Pokémon Champions, rather than learn moves through levelling up or other means such as breeding or TMs, you instead get to select the moves from a list of potential moves that each Pokémon has. This is all done in one long list and there is no need to go through various other means

Due to the nature of the game, the move pool has been finetuned with only a select hand picked amount of moves being available.

!Available Moves

List of Available Moves

Name Type Cat PP Base Power Accuracy Effect
Accelerock 20 40 100
Acid Armor 20 -- 101 Boosts the user's Defense stat by 2 stages.
Acid Spray 20 40 100 Lowers the target's Sp. Def stat by 2 stages.
Acrobatics 16 55 100 This move's power is doubled if the user isn't holding an item.
Acupressure 20 -- 101 Boosts the Attack Defense Sp. Atk Sp. Def Speed accuracy or evasiveness of the user or an ally by 2 stages.
Aerial Ace 20 60 101 This move never misses.
After You 16 -- 101 Makes the target move immediately after the user.
Agility 20 -- 101 Boosts the user's Speed stat by 2 stages.
Air Cutter 20 60 95 This move has a 1-stage Critical-Hit Ratio Boost.
Air Slash 16 75 95 Has a 30% chance of making the target flinch.
Alluring Voice 12 80 100 Confuses the target if its stats were boosted during the turn this move is used.
Ally Switch 16 -- 101 The user switches spots with one of its allies. With each consecutive use this move's chance of success becomes 1/3 of what it was before.
Amnesia 20 -- 101 Boosts the user's Sp. Def stat by 2 stages.
Ancient Power 8 60 100 Has a 10% chance of boosting the user's Attack Defense Sp. Atk Sp. Def and Speed stats by 1 stage.
Apple Acid 12 90 100 Lowers the target's Sp. Def stat by 1 stage.
Aqua Cutter 20 70 100 This move has a 1-stage Critical-Hit Ratio Boost.
Aqua Jet 20 40 100
Aqua Ring 20 -- 101 The user gains the Aqua Ring status.
Aqua Step 12 80 100 Boosts the user's Speed stat by 1 stage.
Aqua Tail 12 90 90
Armor Cannon 8 120 100 Lowers the user's Defense and Sp. Def stats by 1 stage.
Aromatic Mist 20 -- 101 Boosts an ally's Sp. Def stat by 1 stage.
Assurance 12 60 100 This move's power is doubled if the target has already taken damage during the turn this move is used.
Attract 16 -- 100 Gives the target the Infatuated status. This move will fail against a target that is the same gender as the user or whose gender is unknown.
Aura Sphere 20 80 101 This move never misses.
Aura Wheel 12 110 100 Boosts the user's Speed stat by 1 stage. This move's type depends on Morpeko's form.
Aurora Veil 20 -- 101 Gives the user's side the Aurora Veil status for 5 turns. This move can be used only in snow.
Avalanche 12 60 100 This move's power is doubled if the target has already dealt damage to the user with a move in the same turn.
Axe Kick 12 120 90 Has a 30% chance of confusing the target. If this move misses or fails the user takes damage equal to 1/2 of its max HP.
Baby-Doll Eyes 20 -- 100 Lowers the target's Attack stat by 1 stage.
Baneful Bunker 8 -- 101 The user protects itself from incoming moves for the turn. Any attackers that use contact moves against the user during this turn become poisoned. With each consecutive use this move's chance of success becomes 1/3 of what it was before.
Baton Pass 20 -- 101 The user switches out of battle to be replaced by another party Pokémon. If the user had any stat changes a substitute or other such effects they will be passed on to the Pokémon switching in.
Beak Blast 8 120 100 If the user is hit by a contact move before it uses this move the attacker will be burned.
Beat Up 12 -- 100 The target is attacked as many times as the number of Pokémon in the user's party. Pokémon that have fainted or have a status condition are not counted. This move's power is calculated based on the Attack stats of the party Pokémon.
Belch 12 120 90 This move fails unless the user has eaten a Berry during the battle.
Belly Drum 12 -- 101 The user loses 1/2 of its max HP to boost its Attack stat to its sixth stage. This move fails if the user doesn't have enough remaining HP.
Bind 20 15 85 Gives the target the Bound status.
Bite 20 60 100 Has a 30% chance of making the target flinch.
Bitter Blade 12 90 100 The user's HP is restored by 1/2 of the damage dealt by this move.
Bitter Malice 12 75 100 Lowers the target's Attack stat by 1 stage.
Blast Burn 8 150 90 The user gains the Recharging status on the turn after this move is used.
Blaze Kick 12 85 90 Has a 10% chance of burning the target. This move has a 1-stage Critical-Hit Ratio Boost.
Blizzard 8 110 70 Has a 10% chance of freezing targets. This move never misses in snow.
Block 8 -- 101 Gives the target the Can't Escape status.
Body Press 12 80 100 The damage dealt by this move is calculated using the user's Defense stat instead of its Attack stat.
Body Slam 16 85 100 Has a 30% chance of paralyzing the target. If the target has the Minimized status this move's power is doubled and it will be sure to hit.
Bone Rush 12 30 90 The user attacks 2 to 5 times in a row.
Boomburst 12 140 100
Bounce 8 85 85 The user gains the Sky-High status on the turn this move is used then attacks on the following turn. This move has a 30% chance of paralyzing the target.
Brave Bird 16 120 100 The user takes 1/3 of the damage dealt by this move.
Breaking Swipe 16 60 100 Lowers targets' Attack stats by 1 stage.
Brick Break 16 75 100 Removes the Light Screen Reflect and Aurora Veil statuses on the target's side.
Brutal Swing 20 60 100
Bug Bite 20 60 100 If the target is holding a Berry the user eats that Berry and gains its effect.
Bug Buzz 12 90 100 Has a 10% chance of lowering the target's Sp. Def stat by 1 stage.
Bulk Up 20 -- 101 Boosts the user's Attack and Defense stats by 1 stage.
Bulldoze 20 60 100 Lowers targets' Speed stats by 1 stage. When Grassy Terrain is active this move's power is halved.
Bullet Punch 20 40 100
Bullet Seed 20 25 100 The user attacks 2 to 5 times in a row.
Burn Up 8 130 100 The user loses the Fire type. Cures the user of being frozen. This move fails unless it is used by a Fire type.
Burning Jealousy 8 70 100 Burns targets if their stats were boosted during the turn this move is used.
Calm Mind 20 -- 101 Boosts the user's Sp. Atk and Sp. Def stats by 1 stage.
Ceaseless Edge 16 65 90 Gives the opponent's side the Spikes status.
Charge 20 -- 101 Boosts the user's Sp. Def stat by 1 stage. The user gains the Electric Boost status.
Charge Beam 12 50 90 Has a 70% chance of boosting the user's Sp. Atk stat by 1 stage.
Charm 20 -- 100 Lowers the target's Attack stat by 2 stages.
Chilling Water 20 50 100 Lowers the target's Attack stat by 1 stage.
Chilly Reception 12 -- 101 Summons snow for 5 turns. The user switches out of battle to be replaced by another party Pokémon.
Circle Throw 12 60 90 If there are other Pokémon in the target's party that can switch into battle the target is forced to switch out of battle and is replaced by one of those Pokémon at random.
Clanging Scales 8 110 100 Lowers the user's Defense stat by 1 stage.
Clangorous Soul 8 -- 101 The user loses 1/3 of its max HP to boost its Attack Defense Sp. Atk Sp. Def and Speed stats by 1 stage. This move fails if the user doesn't have enough remaining HP.
Clear Smog 16 50 101 Removes all stat changes from the target. This move never misses.
Close Combat 8 120 100 Lowers the user's Defense and Sp. Def stats by 1 stage.
Coaching 12 -- 101 Boosts allies' Attack and Defense stats by 1 stage.
Coil 20 -- 101 Boosts the user's Attack and Defense stats as well as its accuracy by 1 stage.
Comeuppance 12 -- 100 The user retaliates to deal 150% of the damage it took from an opponent's move during the turn this move is used.
Confuse Ray 12 -- 100 Confuses the target.
Copycat 20 -- 101 The user mimics the move that was last used. This move fails if no other move has been used yet.
Corrosive Gas 20 -- 100 Causes all other Pokémon on the field to lose their held items.
Cosmic Power 20 -- 101 Boosts the user's Defense and Sp. Def stats by 1 stage.
Cotton Guard 12 -- 101 Boosts the user's Defense stat by 3 stages.
Cotton Spore 20 -- 100 Lowers targets' Speed stats by 2 stages.
Counter 20 -- 100 The user retaliates to deal double the damage it took from an opponent's physical move during the turn this move is used.
Covet 20 60 100 If the user is not already holding an item it steals the target's held item.
Crabhammer 12 100 95 This move has a 1-stage Critical-Hit Ratio Boost.
Cross Chop 8 100 80 This move has a 1-stage Critical-Hit Ratio Boost.
Cross Poison 20 70 100 Has a 10% chance of poisoning the target. This move has a 1-stage Critical-Hit Ratio Boost.
Crunch 16 80 100 Has a 20% chance of lowering the target's Defense stat by 1 stage.
Crush Claw 12 75 95 Has a 50% chance of lowering the target's Defense stat by 1 stage.
Curse 12 -- 101 Ghost-type: The user loses 1/2 of its max HP to give the target the Cursed status.
Non-Ghost-type: Lowers the user's Speed stat by 1 stage and boosts its Attack and Defense stats by 1 stage.
Dark Pulse 16 80 100 Has a 20% chance of making the target flinch.
Darkest Lariat 12 85 100 This move ignores the target's stat changes when dealing damage.
Dazzling Gleam 12 80 100
Decorate 16 -- 101 Boosts the target's Attack and Sp. Atk stats by 2 stages.
Defog 16 -- 101 Lowers the target's evasiveness by 1 stage. Removes statuses such as Reflect Spikes and Safeguard as well as any terrain.
Destiny Bond 8 -- 101 The user gains the Destiny Bound status. This move fails if used in succession.
Detect 8 -- 101 The user protects itself from incoming moves for the turn. With each consecutive use this move's chance of success becomes 1/3 of what it was before.
Dig 12 80 100 The user gains the Underground status on the turn this move is used then attacks on the following turn.
Dire Claw 16 80 100 Has a 30% chance of leaving the target poisoned paralyzed or asleep.
Disable 20 -- 100 Gives the target the Move Disabled status for 4 turns.
Discharge 16 80 100 Has a 30% chance of paralyzing targets.
Dive 12 80 100 The user gains the Submerged status on the turn this move is used then attacks on the following turn.
Double Hit 12 35 90 The user attacks twice in a row.
Double Team 16 -- 101 Boosts the user's evasiveness by 1 stage.
Double-Edge 16 120 100 The user takes 1/3 of the damage dealt by this move.
Draco Meteor 8 130 90 Lowers the user's Sp. Atk stat by 2 stages.
Dragon Cheer 16 -- 101 Gives allies a Critical-Hit Ratio Boost. Dragon types receive a 2-stage boost. All other types receive a 1-stage boost.
Dragon Claw 16 80 100
Dragon Dance 20 -- 101 Boosts the user's Attack and Speed stats by 1 stage.
Dragon Darts 12 50 100 The user attacks twice in a row. If there are 2 opposing Pokémon each of them is attacked once.
Dragon Pulse 12 85 100
Dragon Rush 12 100 75 Has a 20% chance of making the target flinch. If the target has the Minimized status this move's power is doubled and it will be sure to hit.
Dragon Tail 12 60 90 If there are other Pokémon in the target's party that can switch into battle the target is forced to switch out of battle and is replaced by one of those Pokémon at random.
Drain Punch 12 75 100 The user's HP is restored by 1/2 of the damage dealt by this move.
Draining Kiss 12 50 100 The user's HP is restored by 3/4 of the damage dealt by this move.
Drill Peck 20 80 100
Drill Run 12 80 95 This move has a 1-stage Critical-Hit Ratio Boost.
Dual Wingbeat 12 40 90 The user attacks twice in a row.
Dynamic Punch 8 100 50 Confuses the target.
Earth Power 12 90 100 Has a 10% chance of lowering the target's Sp. Def stat by 1 stage.
Earthquake 12 100 100 This move's power is doubled against targets that have the Underground status. When Grassy Terrain is active this move's power is halved.
Eerie Impulse 16 -- 100 Lowers the target's Sp. Atk stat by 2 stages.
Eerie Spell 8 80 100 Removes 3 PP from the move last used by the target.
Electric Terrain 12 -- 101 Turns the entire field into Electric Terrain for 5 turns.
Electrify 20 -- 101 If this move hits the target before it uses a move its move becomes Electric type for that turn.
Electro Ball 12 -- 100 The higher the user's Speed stat compared to the target's the greater this move's power (ranging between 40 and 150).
Electro Shot 12 130 100 The user gains the Charging status on the turn this move is used then attacks on the following turn. In rain the user does not gain the Charging status and can attack immediately. The user's Sp. Atk stat is boosted by 1 stage on the turn this move is used.
Electroweb 16 55 95 Lowers targets' Speed stats by 1 stage.
Encore 8 -- 100 Gives the target the Encore status.
Endeavor 8 -- 100 Deals damage to the target equal to its remaining HP minus the user's remaining HP. This move fails if the target's HP is the same as or lower than the user's.
Endure 12 -- 101 During the turn this move is used if the user takes damage from a move that would knock it out it will endure the hit with 1 HP. With each consecutive use this move's chance of success becomes 1/3 of what it was before.
Energy Ball 12 90 100 Has a 10% chance of lowering the target's Sp. Def stat by 1 stage.
Entrainment 16 -- 100 Changes the target's Ability to be the same as the user's.
Eruption 8 150 100 The less HP the user has left the lower this move's power (ranging between 1 and 150).
Expanding Force 12 80 100 If the user is under the effect of Psychic Terrain this move's power is boosted by 50% and its range extends to all opponents.
Explosion 8 250 100 The user faints upon using this move.
Extrasensory 20 80 100 Has a 10% chance of making the target flinch.
Extreme Speed 8 80 100
Facade 20 70 100 This move's power is doubled if the user is poisoned badly poisoned burned or paralyzed. Although this move is a physical move the damage it deals is not halved when the user is burned.
Fairy Lock 12 -- 101 Gives all Pokémon on the field the Fairy Locked status.
Fake Out 12 40 100 Makes the target flinch. This move fails unless it is the first move used by the user after it enters a battle.
Fake Tears 20 -- 100 Lowers the target's Sp. Def stat by 2 stages.
Feather Dance 16 -- 100 Lowers the target's Attack stat by 2 stages.
Feint 12 30 100 This move can hit a target using a move such as Protect or Detect and removes the effects of those moves.
Fell Stinger 20 50 100 Boosts the user's Attack stat by 3 stages if this move knocks out the target.
Fickle Beam 8 80 100 This move has a 30% chance of its power being doubled.
Fiery Dance 12 80 100 Has a 50% chance of boosting the user's Sp. Atk stat by 1 stage.
Final Gambit 8 -- 100 The user faints. This move deals damage to the target equal to the user's remaining HP at the time this move was used.
Fire Blast 8 110 85 Has a 10% chance of burning the target.
Fire Fang 16 65 95 Has a 10% chance of burning the target and a 10% chance of making the target flinch.
Fire Lash 16 90 100 Lowers the target's Defense stat by 1 stage.
Fire Punch 16 75 100 Has a 10% chance of burning the target.
Fire Spin 16 35 85 Gives the target the Bound status.
First Impression 12 100 100 This move fails unless it is the first move used by the user after it enters a battle.
Fissure 8 -- 30 Knocks out the target. The accuracy of this move is fixed at 30%.
Flail 16 -- 100 The less HP the user has left the greater this move's power (ranging between 20 and 200).
Flame Charge 20 50 100 Boosts the user's Speed stat by 1 stage.
Flamethrower 16 90 100 Has a 10% chance of burning the target.
Flare Blitz 16 120 100 Has a 10% chance of burning the target. Cures the user of being frozen. The user also takes 1/3 of the damage dealt by this move.
Flash Cannon 12 80 100 Has a 10% chance of lowering the target's Sp. Def stat by 1 stage.
Flatter 16 -- 100 Boosts the target's Sp. Atk stat by 1 stage and confuses it.
Fling 12 -- 100 This move's power and effects depend on the user's held item. The held item is lost after this move is used.
Flip Turn 20 60 100 After attacking the user switches out of battle to be replaced by another party Pokémon.
Flower Trick 12 70 101 This move never misses and is always a critical hit.
Fly 16 90 95 The user gains the Sky-High status on the turn this move is used then attacks on the following turn.
Flying Press 12 100 95 The damage dealt by this move is calculated by combining the effectiveness of the move's own type with that of the Flying type. If the target has the Minimized status this move's power is doubled and it will be sure to hit.
Focus Blast 8 120 70 Has a 10% chance of lowering the target's Sp. Def stat by 1 stage.
Focus Energy 20 -- 101 The user gains a 2-stage Critical-Hit Ratio Boost.
Focus Punch 20 150 100 This move fails if the user has already taken damage from a move in the same turn.
Follow Me 20 -- 101 The user redirects opponents' moves toward itself. This effect works only on single-target moves.
Forest's Curse 20 -- 100 Gives the target the Forest Cursed status.
Foul Play 16 95 100 The damage dealt by this move is calculated using the target's Attack stat instead of the user's Attack stat.
Freeze-Dry 20 70 100 This move is also super effective against Water-type Pokémon.
Frenzy Plant 8 150 90 The user gains the Recharging status on the turn after this move is used.
Frost Breath 12 60 90 Always a critical hit.
Future Sight 12 120 100 Gives the target's spot the Future Attack status.
Gastro Acid 12 -- 100 Gives the target the No Ability status.
Giga Drain 12 75 100 The user's HP is restored by 1/2 of the damage dealt by this move.
Giga Impact 8 150 90 The user gains the Recharging status on the turn after this move is used.
Gigaton Hammer 8 160 100 This move can't be used twice in a row.
Glare 20 -- 100 Paralyzes the target.
Grass Knot 20 -- 100 The heavier the target the greater this move's power (ranging between 20 and 120).
Grassy Glide 20 55 100 If the user is under the effect of Grassy Terrain this move's priority becomes +1.
Grassy Terrain 12 -- 101 Turns the entire field into Grassy Terrain for 5 turns.
Grav Apple 12 90 100 Lowers the target's Defense stat by 1 stage. This move's power is boosted by 50% when the Gravity status is active.
Gravity 8 -- 101 Gives the entire field the Gravity status for 5 turns.
Growth 20 -- 101 Boosts the user's Attack and Sp. Atk stats by 1 stage. In harsh sunlight these stats will be boosted by 2 stages instead.
Guard Split 12 -- 101 The user adds its Defense stat to the target's Defense stat then splits the total in half for them to share. It does the same with each of their Sp. Def stats.
Guard Swap 12 -- 101 The user swaps the changes to its Defense and Sp. Def stats with the changes to the target's Defense and Sp. Def stats.
Guillotine 8 -- 30 Knocks out the target. The accuracy of this move is fixed at 30%.
Gunk Shot 8 120 80 Has a 30% chance of poisoning the target.
Gyro Ball 8 -- 100 The lower the user's Speed stat compared to the target's the greater this move's power (ranging between 1 and 150).
Hammer Arm 12 100 90 Lowers the user's Speed stat by 1 stage.
Hard Press 12 -- 100 The more HP the target has left the greater this move's power (ranging between 1 and 100).
Haze 20 -- 101 Eliminates every stat change on the entire field.
Head Smash 8 150 80 The user takes 1/2 of the damage dealt by this move.
Headlong Rush 8 120 100 Lowers the user's Defense and Sp. Def stats by 1 stage.
Heal Bell 8 -- 101 The user cures the status conditions of all the Pokémon in its party including itself as well as its allies.
Heal Pulse 12 -- 101 Restores 1/2 of the target's max HP.
Healing Wish 12 -- 101 The user faints. The Pokémon taking its place will have its HP fully restored and its status conditions cured.
Heat Crash 12 -- 100 The more the user outweighs the target the greater this move's power (ranging between 40 and 120). If the target has the Minimized status this move's power is doubled and it will be sure to hit.
Heat Wave 12 95 90 Has a 10% chance of burning targets.
Heavy Slam 12 -- 100 The more the user outweighs the target the greater this move's power (ranging between 40 and 120). If the target has the Minimized status this move's power is doubled and it will be sure to hit.
Helping Hand 20 -- 101 Boosts the power of an ally's move by 50% during the turn this move is used.
Hex 12 65 100 This move's power is doubled if the target has a status condition.
High Horsepower 12 95 95
High Jump Kick 12 130 90 If this move misses or fails the user takes damage equal to 1/2 of its max HP.
Horn Drill 8 -- 30 Knocks out the target. The accuracy of this move is fixed at 30%.
Horn Leech 12 75 100 The user's HP is restored by 1/2 of the damage dealt by this move.
Howl 20 -- 101 Boosts the Attack stats of the user and its allies by 1 stage.
Hurricane 12 110 70 Has a 30% chance of confusing the target. This move never misses in rain and can hit a target that has the Sky-High status.
Hydro Cannon 8 150 90 The user gains the Recharging status on the turn after this move is used.
Hydro Pump 8 110 80
Hyper Beam 8 150 90 The user gains the Recharging status on the turn after this move is used.
Hyper Voice 12 90 100
Hypnosis 20 -- 60 Puts the target to sleep.
Ice Beam 12 90 100 Has a 10% chance of freezing the target.
Ice Fang 16 65 95 Has a 10% chance of freezing the target and a 10% chance of making the target flinch.
Ice Hammer 12 100 90 Lowers the user's Speed stat by 1 stage.
Ice Punch 16 75 100 Has a 10% chance of freezing the target.
Ice Shard 20 40 100
Ice Spinner 16 80 100 Removes any terrain.
Icicle Crash 12 85 90 Has a 30% chance of making the target flinch.
Icicle Spear 20 25 100 The user attacks 2 to 5 times in a row.
Icy Wind 16 55 95 Lowers targets' Speed stats by 1 stage.
Imprison 12 -- 101 The user gains the Sealing Off status.
Infernal Parade 16 65 100 Has a 30% chance of burning the target. This move's power is doubled if the target has a status condition.
Inferno 8 100 50 Burns the target.
Infestation 20 20 100 Gives the target the Bound status.
Ingrain 20 -- 101 The user gains the Ingrained status.
Instruct 16 -- 101 The user makes the target reuse the last move it used.
Iron Defense 16 -- 101 Boosts the user's Defense stat by 2 stages.
Iron Head 16 80 100 Has a 20% chance of making the target flinch.
Iron Tail 16 100 75 Has a 30% chance of lowering the target's Defense stat by 1 stage.
Jet Punch 16 60 100
King's Shield 8 -- 101 The user protects itself from incoming attacks for the turn and changes into its Shield Forme. Any attackers that use contact moves against the user during this turn will have their Attack stats lowered by 1 stage. With each consecutive use this move's chance of success becomes 1/3 of what it was before.
Knock Off 20 65 100 This move's power is boosted by 50% if the target is holding an item. Causes the target to lose its held item.
Kowtow Cleave 12 85 101 This move never misses.
Lash Out 8 75 100 This move's power is doubled if the user's stats were lowered during the turn this move is used.
Last Resort 8 140 100 This move fails unless the user has already used all the other moves it knows.
Last Respects 12 50 100 This move's power is increased by 50 for each time that a Pokémon in the user's party has fainted.
Lava Plume 16 80 100 Has a 30% chance of burning targets.
Leaf Blade 16 90 100 This move has a 1-stage Critical-Hit Ratio Boost.
Leaf Storm 8 130 90 Lowers the user's Sp. Atk stat by 2 stages.
Leech Life 12 80 100 The user's HP is restored by 1/2 of the damage dealt by this move.
Leech Seed 12 -- 90 Gives the target the Leech Seeded status.
Life Dew 12 -- 101 Restores 1/4 of the max HP of the user and its allies.
Light Screen 20 -- 101 Gives the user's side the Light Screen status for 5 turns.
Light of Ruin 8 140 90 The user takes 1/2 of the damage dealt by this move.
Liquidation 12 85 100 Has a 20% chance of lowering the target's Defense stat by 1 stage.
Lock-On 8 -- 101 The user gains the Locked On status.
Low Kick 20 -- 100 The heavier the target the greater this move's power (ranging between 20 and 120).
Low Sweep 20 65 100 Lowers the target's Speed stat by 1 stage.
Lumina Crash 12 80 100 Lowers the target's Sp. Def stat by 2 stages.
Lunge 16 80 100 Lowers the target's Attack stat by 1 stage.
Mach Punch 20 40 100
Magic Powder 20 -- 100 Changes the target's type to Psychic.
Magic Room 12 -- 101 Gives the entire field the Magic Room status for 5 turns.
Magnet Rise 12 -- 101 The user gains the Magnet Rise status.
Magnetic Flux 20 -- 101 If the user or its allies have the Plus Ability or the Minus Ability their Defense and Sp. Def stats are boosted by 1 stage.
Matcha Gotcha 16 80 90 Has a 20% chance of burning targets. The user's HP is restored by 1/2 of the damage dealt by this move.
Mean Look 8 -- 101 Gives the target the Can't Escape status.
Mega Kick 8 120 75
Megahorn 12 120 85
Memento 12 -- 100 Lowers the target's Attack and Sp. Atk stats by 2 stages. The user faints upon using this move.
Metal Burst 12 -- 100 The user retaliates to deal 150% of the damage it took from an opponent's move during the turn this move is used.
Metal Sound 20 -- 85 Lowers the target's Sp. Def stat by 2 stages.
Meteor Beam 12 120 90 The user gains the Charging status on the turn this move is used then attacks on the following turn. The user's Sp. Atk stat is boosted by 1 stage on the turn this move is used.
Meteor Mash 12 90 90 Has a 20% chance of boosting the user's Attack stat by 1 stage.
Milk Drink 8 -- 101 Restores 1/2 of the user's max HP.
Minimize 12 -- 101 Boosts the user's evasiveness by 2 stages. The user gains the Minimized status.
Mirror Coat 20 -- 100 The user retaliates to deal double the damage it took from an opponent's special move during the turn this move is used.
Misty Explosion 8 100 100 If the user is under the effect of Misty Terrain this move's power is boosted by 50%. The user faints upon using this move.
Misty Terrain 12 -- 101 Turns the entire field into Misty Terrain for 5 turns.
Moonblast 16 95 100 Has a 10% chance of lowering the target's Sp. Atk stat by 1 stage.
Moonlight 8 -- 101 Restores 1/2 of the user's max HP. In harsh sunlight 2/3 of its max HP will be restored instead. In all other weather conditions 1/4 of its max HP will be restored instead.
Morning Sun 8 -- 101 Restores 1/2 of the user's max HP. In harsh sunlight 2/3 of its max HP will be restored instead. In all other weather conditions 1/4 of its max HP will be restored instead.
Mortal Spin 16 30 100 Removes the Bound and Leech Seeded statuses from the user and removes the Sticky Web Stealth Rock Spikes and Toxic Spikes statuses from the user's side. Poisons targets.
Mountain Gale 12 120 85 Has a 30% chance of making the target flinch.
Mud Shot 16 55 95 Lowers the target's Speed stat by 1 stage.
Mud-Slap 12 20 100 Lowers the target's accuracy by 1 stage.
Muddy Water 12 90 85 Has a 30% chance of lowering targets' accuracy by 1 stage.
Mystical Fire 12 75 100 Lowers the target's Sp. Atk stat by 1 stage.
Nasty Plot 20 -- 101 Boosts the user's Sp. Atk stat by 2 stages.
Night Daze 12 90 95 Has a 40% chance of lowering the target's accuracy by 1 stage.
Night Shade 16 -- 100 Deals 50 HP of damage.
Night Slash 20 70 100 This move has a 1-stage Critical-Hit Ratio Boost.
Noble Roar 20 -- 100 Lowers the target's Attack and Sp. Atk stats by 1 stage.
Nuzzle 20 20 100 Paralyzes the target.
Outrage 12 120 100 The user gains the Rampaging status.
Overheat 8 130 90 Lowers the user's Sp. Atk stat by 2 stages.
Pain Split 20 -- 101 The user adds its remaining HP to the target's remaining HP then splits the total in half for them to share.
Parabolic Charge 20 65 100 The user's HP is restored by 1/2 of the damage dealt by this move.
Parting Shot 20 -- 100 Lowers the target's Attack and Sp. Atk stats by 1 stage. The user then switches out of battle to be replaced by another party Pokémon.
Payback 12 50 100 This move's power is doubled if the user attacks after the target.
Perish Song 8 -- 101 Gives all Pokémon on the field the Perishing status.
Petal Blizzard 16 90 100
Petal Dance 12 120 100 The user gains the Rampaging status.
Phantom Force 12 90 100 The user gains the Concealed status on the turn this move is used then attacks on the following turn. This move can hit a target using a move such as Protect or Detect and removes the effects of those moves.
Pin Missile 20 25 95 The user attacks 2 to 5 times in a row.
Play Rough 12 90 90 Has a 10% chance of lowering the target's Attack stat by 1 stage.
Pluck 20 60 100 If the target is holding a Berry the user eats that Berry and gains its effect.
Poison Fang 16 50 100 Has a 50% chance of badly poisoning the target.
Poison Jab 20 80 100 Has a 30% chance of poisoning the target.
Poison Powder 20 -- 75 Poisons the target.
Pollen Puff 16 90 100 When used on an ally this move restores 1/2 of its max HP instead of dealing damage.
Poltergeist 8 110 90 This move fails if the target isn't holding an item.
Population Bomb 12 20 90 The user attacks 1 to 10 times in a row. The attack ends if the user misses.
Pounce 20 50 100 Lowers the target's Speed stat by 1 stage.
Power Gem 20 80 100
Power Shift 12 -- 101 The user gains the Atk/Def Swapped status.
Power Split 12 -- 101 The user adds its Attack stat to the target's Attack stat then splits the total in half for them to share. It does the same with each of their Sp. Atk stats.
Power Swap 12 -- 101 The user swaps the changes to its Attack and Sp. Atk stats with the changes to the target's Attack and Sp. Atk stats.
Power Trick 12 -- 101 The user gains the Atk/Def Swapped status.
Power Trip 12 20 100 This move's power is increased by 20 for each stage that the user's stats have been boosted.
Power Whip 12 120 85
Protect 8 -- 101 The user protects itself from incoming moves for the turn. With each consecutive use this move's chance of success becomes 1/3 of what it was before.
Psych Up 12 -- 101 The user copies the target's stat changes.
Psychic 12 90 100 Has a 10% chance of lowering the target's Sp. Def stat by 1 stage.
Psychic Fangs 12 85 100 Removes the Light Screen Reflect and Aurora Veil statuses on the target's side.
Psychic Noise 12 75 100 Gives the target the Healing Prevented status for 2 turns.
Psychic Terrain 12 -- 101 Turns the entire field into Psychic Terrain for 5 turns.
Psycho Cut 20 70 100 This move has a 1-stage Critical-Hit Ratio Boost.
Psyshield Bash 12 90 90 Boosts the user's Defense stat by 1 stage.
Psyshock 12 80 100 This is a special move but the damage it deals is calculated using the target's Defense stat.
Quash 16 -- 100 Causes the target to move last in the turn.
Quick Attack 20 40 100
Quick Guard 16 -- 101 The user protects itself and its allies from priority moves for the turn.
Quiver Dance 20 -- 101 Boosts the user's Sp. Atk Sp. Def and Speed stats by 1 stage.
Rage Powder 20 -- 101 The user redirects opponents' moves toward itself. This effect works only on single-target moves.
Raging Bull 12 90 100 Removes the Light Screen Reflect and Aurora Veil statuses on the target's side. This move's type depends on the user's form.
Raging Fury 12 120 100 The user gains the Rampaging status.
Rain Dance 8 -- 101 Summons rain for 5 turns.
Rapid Spin 20 50 100 Removes the Bound and Leech Seeded statuses from the user and removes the Sticky Web Stealth Rock Spikes and Toxic Spikes statuses from the user's side. Boosts the user's Speed stat by 1 stage.
Razor Shell 12 75 95 Has a 50% chance of lowering the target's Defense stat by 1 stage.
Recover 8 -- 101 Restores 1/2 of the user's max HP.
Recycle 12 -- 101 Regenerates the last held item that the user consumed. The user then holds this item once more.
Reflect 20 -- 101 Gives the user's side the Reflect status for 5 turns.
Reflect Type 16 -- 101 The user becomes the same type or types as the target.
Rest 8 -- 101 Fully restores the user's HP and cures any status conditions. The user falls asleep for 2 turns. This move fails if the user's HP is full.
Reversal 16 -- 100 The less HP the user has left the greater this move's power (ranging between 20 and 200).
Rising Voltage 20 70 100 This move's power is doubled if the target is under the effect of Electric Terrain.
Roar 20 -- 101 If there are other Pokémon in the target's party that can switch into battle the target is forced to switch out of battle and is replaced by one of those Pokémon at random.
Rock Blast 12 25 90 The user attacks 2 to 5 times in a row.
Rock Polish 20 -- 101 Boosts the user's Speed stat by 2 stages.
Rock Slide 12 75 90 Has a 30% chance of making targets flinch.
Rock Tomb 16 60 95 Lowers the target's Speed stat by 1 stage.
Rock Wrecker 8 150 90 The user gains the Recharging status on the turn after this move is used.
Role Play 12 -- 101 Changes the user's Ability to be the same as the target's.
Roost 8 -- 101 Restores 1/2 of the user's max HP. If the user is a Flying type it will lose the Flying type for the turn.
Round 16 60 100 If multiple Pokémon use this move in the same turn the second user onward will act immediately after the first and the power of the second Round onward will be doubled.
Sacred Sword 16 90 100 This move ignores the target's stat changes when dealing damage.
Safeguard 20 -- 101 Gives the user's side the Safeguard status for 5 turns.
Salt Cure 16 40 100 Gives the target the Salt Cured status.
Sand Tomb 16 35 85 Gives the target the Bound status.
Sandstorm 8 -- 101 Summons a sandstorm for 5 turns.
Scald 16 80 100 Has a 30% chance of burning the target. Cures the user and target of being frozen.
Scale Shot 20 25 90 The user attacks 2 to 5 times in a row. This move lowers the user's Defense stat by 1 stage and boosts its Speed stat by 1 stage.
Scary Face 12 -- 100 Lowers the target's Speed stat by 2 stages.
Scorching Sands 12 70 100 Has a 30% chance of burning the target. Cures the user and target of being frozen.
Screech 20 -- 85 Lowers the target's Defense stat by 2 stages.
Seed Bomb 16 80 100
Seismic Toss 20 -- 100 Deals 50 HP of damage.
Self-Destruct 8 200 100 The user faints upon using this move.
Shadow Ball 16 80 100 Has a 20% chance of lowering the target's Sp. Def stat by 1 stage.
Shadow Claw 16 70 100 This move has a 1-stage Critical-Hit Ratio Boost.
Shadow Punch 20 60 101 This move never misses.
Shadow Sneak 20 40 100
Shed Tail 12 -- 101 The user loses 1/2 of its max HP to create a substitute then switches out of battle to be replaced by another party Pokémon. The substitute will be hit by moves instead of that Pokémon and it will vanish when it takes damage equal to 1/4 of the user's max HP.
Sheer Cold 8 -- 30 Knocks out the target. This move does not affect Ice types. The accuracy of this move is fixed at 30%. If used by Pokémon other than Ice types the accuracy of this move is 20%.
Shell Side Arm 12 90 100 Has a 20% chance of poisoning the target. Becomes a physical move if that will deal more damage.
Shell Smash 16 -- 101 Lowers the user's Defense and Sp. Def stats by 1 stage and boosts its Attack Sp. Atk and Speed stats by 2 stages.
Shelter 12 -- 101 Boosts the user's Defense stat by 2 stages.
Simple Beam 16 -- 100 Changes the target's Ability to Simple.
Sing 16 -- 55 Puts the target to sleep.
Skill Swap 12 -- 101 The user and the target swap their Abilities.
Skitter Smack 12 70 90 Lowers the target's Sp. Atk stat by 1 stage.
Sky Attack 8 140 90 The user gains the Charging status on the turn this move is used then attacks on the following turn. This move has a 30% chance of making the target flinch and it has a 1-stage Critical-Hit Ratio Boost.
Slack Off 8 -- 101 Restores 1/2 of the user's max HP.
Sleep Powder 16 -- 75 Puts the target to sleep.
Sleep Talk 12 -- 101 Can be used only if the user is asleep. The user uses one of the other moves it knows at random.
Sludge Bomb 12 90 100 Has a 30% chance of poisoning the target.
Sludge Wave 12 95 100 Has a 10% chance of poisoning targets.
Smack Down 16 50 100 If the target is off the ground it gains the Landed status. This move can hit a target that has the Sky-High status.
Smart Strike 12 70 101 This move never misses.
Snap Trap 16 35 100 Gives the target the Bound status.
Snarl 16 55 95 Lowers targets' Sp. Atk stats by 1 stage.
Snore 16 50 100 Can be used only if the user is asleep. Has a 30% chance of making the target flinch.
Snowscape 8 -- 101 Summons snow for 5 turns.
Soak 20 -- 100 Changes the target's type to Water.
Soft-Boiled 8 -- 101 Restores 1/2 of the user's max HP.
Solar Beam 12 120 100 The user gains the Charging status on the turn this move is used then attacks on the following turn. In harsh sunlight the user does not gain the Charging status and can attack immediately. This move's power is halved in any other weather condition.
Solar Blade 12 125 100 The user gains the Charging status on the turn this move is used then attacks on the following turn. In harsh sunlight the user does not gain the Charging status and can attack immediately. This move's power is halved in any other weather condition.
Sparkling Aria 12 90 100 Cures targets of their burns.
Speed Swap 12 -- 101 The user and the target swap their Speed stats.
Spicy Extract 16 -- 101 Lowers the target's Defense stat by 2 stages and boosts its Attack stat by 2 stages.
Spikes 20 -- 101 Gives the opponent's side the Spikes status.
Spiky Shield 8 -- 101 The user protects itself from incoming moves for the turn. Any attackers that use contact moves against the user during this turn take damage equal to 1/8 of their max HP. With each consecutive use this move's chance of success becomes 1/3 of what it was before.
Spirit Shackle 12 90 100 Gives the target the Can't Escape status.
Spit Up 12 -- 100 The higher the user's Stockpiling level the greater this move's power (ranging between 100 and 300). This move fails unless the user has the Stockpiling status.
Spite 12 -- 100 Removes 4 PP from the move last used by the target.
Spore 16 -- 100 Puts the target to sleep.
Stealth Rock 20 -- 101 Gives the opponent's side the Stealth Rock status.
Steel Beam 8 140 95 After attacking the user takes damage equal to 1/2 of its max HP.
Steel Roller 8 130 100 Removes any terrain. This move fails if there is no terrain on the field.
Steel Wing 20 70 90 Has a 10% chance of boosting the user's Defense stat by 1 stage.
Sticky Web 20 -- 101 Gives the opponent's side the Sticky Web status.
Stockpile 20 -- 101 Boosts the user's Defense and Sp. Def stats by 1 stage. Raises the user's Stockpiling level by 1. Can be used up to 3 times.
Stomping Tantrum 12 75 100 This move's power is doubled if the user couldn't act or its move missed or failed on the previous turn.
Stone Axe 16 65 90 Gives the opponent's side the Stealth Rock status.
Stone Edge 8 100 80 This move has a 1-stage Critical-Hit Ratio Boost.
Stored Power 12 20 100 This move's power is increased by 20 for each stage that the user's stats have been boosted.
Storm Throw 12 60 100 Always a critical hit.
Strength Sap 12 -- 100 Restores the user's HP by an amount equal to the target's Attack stat. Lowers the target's Attack stat by 1 stage.
String Shot 20 -- 95 Lowers targets' Speed stats by 2 stages.
Struggle 1 50 101
Struggle Bug 20 50 100 Lowers targets' Sp. Atk stats by 1 stage.
Stuff Cheeks 12 -- 101 The user eats its held Berry and boosts its Defense stat by 2 stages. This move can't be used if the user is not holding a Berry.
Stun Spore 20 -- 75 Paralyzes the target.
Substitute 12 -- 101 The user loses 1/4 of its max HP to create a substitute. The substitute will be hit by moves instead of the user and it will vanish when it takes damage equal to 1/4 of the user's max HP.
Sucker Punch 8 70 100 This move fails unless the target has chosen an attack and has not yet attacked during the turn this move is used.
Sunny Day 8 -- 101 Summons harsh sunlight for 5 turns.
Super Fang 12 -- 90 Deals damage to the target equal to 1/2 of its remaining HP. Deals 1 HP of damage to a target that has only 1 HP left.
Supercell Slam 16 100 95 If this move misses or fails the user takes damage equal to 1/2 of its max HP. If the target has the Minimized status this move's power is doubled and it will be sure to hit.
Superpower 8 120 100 Lowers the user's Attack and Defense stats by 1 stage.
Surf 16 90 100 This move's power is doubled against targets that have the Submerged status.
Swagger 16 -- 85 Boosts the target's Attack stat by 2 stages and confuses it.
Swallow 12 -- 101 The higher the user's Stockpiling level the more HP the user restores. Level 1
1/4 of the user's max HP is restored. Level 2
1/2 of the user's max HP is restored. Level 3
The user's HP is fully restored. This move fails unless the user has the Stockpiling status.
Sweet Kiss 12 -- 75 Confuses the target.
Sweet Scent 20 -- 100 Lowers targets' evasiveness by 2 stages.
Switcheroo 12 -- 100 The user and the target swap their held items.
Swords Dance 20 -- 101 Boosts the user's Attack stat by 2 stages.
Synthesis 8 -- 101 Restores 1/2 of the user's max HP. In harsh sunlight 2/3 of its max HP will be restored instead. In all other weather conditions 1/4 of its max HP will be restored instead.
Syrup Bomb 12 60 90 Gives the target the Syrupy status for 3 turns.
Tail Slap 12 25 85 The user attacks 2 to 5 times in a row.
Tailwind 16 -- 101 Gives the user's side the Tailwind status for 4 turns.
Taunt 20 -- 100 Gives the target the Taunted status.
Tearful Look 20 -- 101 Lowers the target's Attack and Sp. Atk stats by 1 stage. This move ignores the target's evasiveness and can hit a target using a move such as Protect.
Teatime 12 -- 101 Causes all Pokémon on the field to eat their held Berries.
Teeter Dance 20 -- 100 Confuses all other Pokémon on the field.
Temper Flare 12 75 100 This move's power is doubled if the user couldn't act or its move missed or failed on the previous turn.
Terrain Pulse 12 50 100 This move's power is doubled if the user is under the effect of a terrain. This move's type depends on the terrain.
Thief 20 60 100 If the user is not already holding an item it steals the target's held item.
Thrash 12 120 100 The user gains the Rampaging status.
Throat Chop 16 80 100 Gives the target the Throat Chopped status.
Thunder 12 110 70 Has a 30% chance of paralyzing the target. This move never misses in rain and can hit a target that has the Sky-High status.
Thunder Fang 16 65 95 Has a 10% chance of paralyzing the target and a 10% chance of making the target flinch.
Thunder Punch 16 75 100 Has a 10% chance of paralyzing the target.
Thunder Wave 20 -- 90 Paralyzes the target.
Thunderbolt 16 90 100 Has a 10% chance of paralyzing the target.
Tickle 20 -- 100 Lowers the target's Attack and Defense stats by 1 stage.
Tidy Up 12 -- 101 Removes the Sticky Web Stealth Rock Substitute Spikes and Toxic Spikes statuses from the entire field. Boosts the user's Attack and Speed stats by 1 stage.
Torch Song 12 80 100 Boosts the user's Sp. Atk stat by 1 stage.
Torment 16 -- 100 Gives the target the Unable to Repeat status.
Toxic 12 -- 90 Badly poisons the target. If the user is a Poison type this move will never miss.
Toxic Spikes 20 -- 101 Gives the opponent's side the Toxic Spikes status.
Toxic Thread 20 -- 100 Lowers the target's Speed stat by 2 stages and poisons it.
Trailblaze 20 50 100 Boosts the user's Speed stat by 1 stage.
Transform 12 -- 101 The user transforms into a copy of the target. It also copies all of the target's stats apart from its HP.
Tri Attack 12 80 100 Has a 20% chance of leaving the target burned frozen or paralyzed.
Trick 12 -- 100 The user and the target swap their held items.
Trick Room 8 -- 101 Gives the entire field the Trick Room status for 5 turns.
Trick-or-Treat 20 -- 100 Gives the target the Trick-or-Treating status.
Triple Arrows 12 90 100 Has a 50% chance of lowering the target's Defense stat by 1 stage and has a 30% chance of making the target flinch. This move has a 1-stage Critical-Hit Ratio Boost.
Triple Axel 12 20 90 The user attacks 3 times in a row—first with a power of 20 then with a power of 40 then with a power of 60. The attack ends if the user misses.
Trop Kick 16 85 100 Lowers the target's Attack stat by 1 stage.
Twin Beam 12 40 100 The user attacks twice in a row.
U-turn 20 70 100 After attacking the user switches out of battle to be replaced by another party Pokémon.
Upper Hand 16 65 100 Makes the target flinch. This move fails if the target isn't about to use a priority move.
Uproar 12 90 100 The user gains the Uproar status.
Vacuum Wave 20 40 100
Venoshock 12 65 100 This move's power is doubled if the target is poisoned or badly poisoned.
Volt Switch 20 70 100 After attacking the user switches out of battle to be replaced by another party Pokémon.
Volt Tackle 16 120 100 Has a 10% chance of paralyzing the target. The user also takes 1/3 of the damage dealt by this move.
Water Pulse 20 60 100 Has a 20% chance of confusing the target.
Water Shuriken 20 15 100 The user attacks 2 to 5 times in a row.
Water Spout 8 150 100 The less HP the user has left the lower this move's power (ranging between 1 and 150).
Waterfall 16 80 100 Has a 20% chance of making the target flinch.
Wave Crash 12 120 100 The user takes 1/3 of the damage dealt by this move.
Weather Ball 12 50 100 When a weather condition is present this move's power is doubled and its type changes. Harsh sunlight
Fire type. Rain
Water type. Snow
Ice type. Sandstorm
Rock type.
Whirlpool 16 35 85 Gives the target the Bound status. This move's power is doubled if the target has the Submerged status.
Whirlwind 20 -- 101 If there are other Pokémon in the target's party that can switch into battle the target is forced to switch out of battle and is replaced by one of those Pokémon at random.
Wide Guard 12 -- 101 During the turn this move is used the user protects its side from moves that target all allies.
Wild Charge 16 90 100 The user takes 1/4 of the damage dealt by this move.
Will-O-Wisp 16 -- 85 Burns the target.
Wish 12 -- 101 Gives the user's spot the Wish status.
Wonder Room 12 -- 101 Gives the entire field the Wonder Room status for 5 turns.
Wood Hammer 16 120 100 The user takes 1/3 of the damage dealt by this move.
Worry Seed 12 -- 100 Changes the target's Ability to Insomnia.
Wrap 20 15 90 Gives the target the Bound status.
X-Scissor 16 80 100
Yawn 12 -- 101 Makes the target drowsy. This move never misses.
Zap Cannon 8 120 50 Paralyzes the target.
Zen Headbutt 16 80 90 Has a 20% chance of making the target flinch.