List of moves

(Redirected from Attacks (Diamond/Pearl))

There are three different types of attacks; physical, status, and special.

Contents

[edit] Physical

A physical move is one in which the user uses its physical strength in order to damage its foes. Damage dealt by a physical move depends on both the Attack stat of the attacking Pokémon and the Defense stat of the defending Pokémon. It is notable that while most physical moves contact their target(s), physical and contacting moves are not the same: an example is Earthquake, which, despite being physical, does not require that the user make contact with the target.

Before Generation IV, damaging moves of the following elemental types are physical moves:

In Generation IV most damaging moves of the preceding types are Physical moves, and most Dark moves are also physical. Also, damaging Ice moves are evenly split between physical and special.

[edit] Status

A status move is a move that, in the Pokémon games, does no direct damage, but instead causes a weather condition, status effect, or raises or lowers the Statistics of a Pokémon during battle. This includes also other attacks which cannot be categorized under physical moves and special moves because of their unique or nearly-unique effects, such as Destiny Bond, Splash, and Recover.

The majority of Normal and Psychic moves as well as the move that was the only Unknown move prior to being classified as a Ghost-Type move for Generation V, Curse, are in this category. Very few moves of most other types are status moves: the Dragon type only features one status move, while types such as Fire, Fighting, and Steel only feature two status moves each.

[edit] Special

A special move is one in which the user does not necessarily have to make contact with its opponent in order to deal damage. In Generation I, special moves cause damage as a function of the Special stats of the two battling Pokémon. In Generation II and Generation III, special moves deal damage as a function of the Special Attack stat of the attacking Pokémon and the Special Defense stat of the defending Pokémon. It is notable that while most special moves do not contact their target(s), special and non-contacting moves are not the same: an example is Grass Knot, which, despite being special, requires that the user make contact with the target.

Before Generation IV, damaging moves of the following types are special moves:

In Generation IV most damaging moves of the preceding types are special moves, except for Dark, which has only one special move (Dark Pulse), and Ice which is evenly split between physical and special.

[edit] Moves List

Name Type Power Accuracy PP Description
Absorb Grass 20 100 20 Restores HP to the user equal to 25% of the damage of the attack.
Acid Poison 40 100 30 Has a 10% of lowering both enemy Pokemon's Special Defense by one stage.
Acid Armor Poison 40 Raises user's Defense by two stages.
Acupressure Normal 30 Raises one of the user's stats at random by two stages.
Aerial Ace Flying 60 20 Ignores any Evasion or Accuracy modifiers and will never miss the target.
Aeroblast Flying 100 95 5 Has a high critical hit ratio.
Agility Psychic 30 Raises user's Speed by two stages.
Air Cutter Flying 55 95 25 Has a high critical hit ratio.
Air Slash Flying 75 95 20 Has 30% of causing the target to Flinch.
Amnesia Psychic 20 Raises user's Special Defense by two stages.
Ancientpower Rock 60 100 5 Has 10% of raising the user's Attack, Defense, Speed, Special Attack, and Special Defense by one stage.
Aqua Jet Water 40 100 20 An extremely fast attack that always strikes first, unless a Pokemon is using a similar move and has higher Speed.
Aqua Ring Water 20 Restores a small amount of the user's HP between each turn.
Aqua Tail Water 90 90 10 No effect other than damage.
Arm Thrust Fighting 15 100 20 Attacks 2 to 5 times consecutively, with each hit having a chance of a critical hit.
Aromatherapy Grass 5 Removes Poison, Burn, Freeze, Paralyze, and Sleep from all Pokemon in your party.
Assist Normal 100 20 Uses a random attack from a random Pokemon in your party.
Assurance Dark 50 100 10 Assurance's power is doubled if the target has already been attacked this turn
Astonish Ghost 30 100 15 Has 30% of causing the target to Flinch.
Attack Order Bug 90 100 15 Has a high critical hit ratio.
Attract Normal 100 15 If the target and the user have different genders, the target becomes Attracted, and will be unable to attack 50% of the time.
Aura Sphere Fighting 90 20 Ignores any Evasion or Accuracy modifiers and will never miss the target.
Aurora Beam Ice 65 100 20 Has a 10% of lowering the target's Attack by one stage.
Avalanche Ice 60 100 10 Avalanche's power is doubled if the target has already been attacked this turn
Barrage Normal 15 85 20 Hits 2-5 times in a row.
Barrier Psychic 30 Sharply raises users Defense.
Baton Pass Normal 40 User switches out and all stat changes are passed on the the next Pokemon sent out.
Beat Up Dark 10 100 10 All Pokemon in the party attack.
Belly Drum Normal 10 Maximises users attack but sacrifices half of their maximum HP.
Bide Normal 100 10 The user takes hits for 2 turns, then hits back using 2x the power.
Bind Normal 15 75 20 Traps foe
Bite Dark 60 100 25 Has 30% chance of making foe flinch.
Blast Burn Fire 150 90 5 User must recharge on the next turn.
Blaze Kick Fire 85 90 10 Has a high critical hit ratio. Has 10% chance of burning the foe.
Blizzard Ice 120 70 5 Has a 10% chance of freezing the foe.
Block Normal 100 5 Prevents foe from escaping.
Body Slam Normal 85 100 15 Has a 30% chance of paralysing the foe.
Bone Club Ground 65 85 20 Has a 10% chance of making the foe flinch.
Bone Rush Ground 25 80 10 Hits 2-5 times in a row.
Bonemerang Ground 50 90 10 The user throws the bone it's holding at the foe. It hits once going and then again coming back.
Bounce Flying 85 85 5 A two turn attack that has a 30 chance of paralysing the foe.
Brave Bird Flying 120 100 15 A powerful move that causes the user to take some damage too.
Brick Break Fighting 75 100 15 Destroys Light Screen and Reflect before it even hits the target.
Brine Water 65 100 10 Power doubles when the target is at 50% or less health.
Bubble Water 20 100 30 It has a 9.8% chance of lowering the opponent's Speed by 1 level.
Bubblebeam Water 65 100 20 It has a 9.8% chance of lowering the targets speed.
Bug Bite Bug 60 100 20 If the opponent is holding a berry, the user eats it and gains it's effects.
Bug Buzz Bug 90 100 10 It has a 10% chance of lowering the target's Special Defense.
Bulk Up Fighting 20 Raises Attack and Defense
Bullet Punch Steel 40 100 30 This move always strikes first.
Bullet Seed Grass 10 100 30 Hits 2-5 times in a row.
Calm Mind Psychic 20 Raises the users Special Attack and Special Defense.
Camouflage Normal 100 20 The user's type is changed depending on its environment.
Captivate Normal 100 20 If the foe is of the opposite gender, it's Special Attack is sharply lowered.
Charge Electric 100 20 The user boost the power of the next electric move it uses.
Charge Beam Electric 50 90 10 May raise the users Sp. Atk.
Charm Normal 100 20 Lowers the opponent's Attack.
Chatter Flying 60 100 20 May confuse the foe.
Clamp Water 35 75 10 Does damage for 2-5 turns.
Close Combat Fighting 120 100 5 Lowers the user's Defense and Sp. Def.
Comet Punch Normal 18 85 15 Strikes 2-5 times in succession.
Confuse Ray Ghost 100 10 Confuses the foe.
Confusion Psychic 50 100 25 It has a 9.8% chance of confusing the opponent.
Constrict Normal 10 100 35 It has a 9.8% chance of lowering the opponent's speed by 1 level.
Conversion Normal 30 The user changes it's type to match one of it's moves.
Conversion 2 Normal 100 30 The user changes it's type to make it resistant to the type of attack it last took.
Copycat Normal 20 Copys the last move used.
Cosmic Power Psychic 20 Raises Defense and Sp. Def. stats.
Cotton Spore Grass 85 40 Lowers the opponent's speed.
Counter Fighting 100 20 Inflicts double the damage of the last attack taken, given it was physical.
Covet Normal 40 100 40 Steals the item the foe is holding.
Crabhammer Water 90 85 10 High critical hit ratio.
Cross Chop Fighting 100 80 5 Has a high critical hit ratio.
Cross Poison Poison 70 100 20 Has a high critical hit ratio and may poison the foe.
Crunch Dark 80 100 15 May lower the opponent's defense.
Crush Claw Normal 75 95 10 May lower foe's defense.
Crush Grip Normal Varies 100 5 It is more powerful the more HP the opponent has left.
Curse ??? 10 If used by a ghost Pokemon, the user will half it's own HP and put a damage inflicting curse on the foe. If used by any other type the user's speed will fall but it's attack and defense will rise.
Cut Normal 50 95 30 Can be used to cut down small trees outside of battle.
Dark Pulse Dark 80 100 15 May make the opponent flinch.
Dark Void Dark 80 10 All foes are put to sleep.
Defend Order Bug 10 Raises both Defense and Sp. Def. by one level.
Defense Curl Normal 40 Raises defense by one level.
Defog Flying 15 Clears away fog and the moves Light Screen, Reflect, Safeguard from the battle and it also lowers the foes evasion by one level.
Destiny Bond Ghost 5 When this move is used, if the user faints, the foe that landed the knockout hit also faints.
Detect Fighting 5 Prevents moves from hitting but may fail if used in succession.
Dig Ground 60 100 10 Digs on the first turn and then releases the dig attack on the second turn.
Disable Normal 55 20 Prevents the foe from using the move last used for several turns.
Discharge Electric 80 100 15 It has a 30% chance of paralyzing the foe.
Dive Water 60 100 10 The user dives underwater on the first turn, then hits on the next turn.
Dizzy Punch Normal 70 100 10 It has a 20% chance of confusing the opponent.
Doom Desire Steel 120 85 5 Two turns after this move is used, the user attacks the foe.
Double Hit Normal 35 90 10 Hits twice in a row.
Double Kick Fighting 30 100 30 Hits twice in a row.
Double Team Normal 15 Riases the users evasiveness by one level.
Double-Edge Normal 120 100 15 Also hurts the user.
Doubleslap Normal 15 85 10 Hits the foe 2-5 times in a row.
Draco Meteor Dragon 140 90 5 The users Sp. Atk is also reduced.
Dragon Claw Dragon 80 100 15 The user slashes at the foe with huge, sharp claws.
Dragon Dance Dragon 20 Boosts the user's attack and speed stats.
Dragon Pulse Dragon 90 100 10 The user attacks with a shock wave from it's mouth.
Dragon Rage Dragon 100 10 Always inflicts 40HP worth of damage.
Dragon Rush Dragon 100 75 10 May make the target flinch.
Dragonbreath Dragon 60 100 20 Has a 30% chance of paralyzing the foe.
Drain Punch Fighting 60 100 5 The user's HP is restored by half the damage taken by the target.
Dream Eater Psychic 100 100 15 It only works on a sleeping foe, but the users HP is restored by half the damage taken by the target.
Drill Peck Flying 80 100 20 The user drills the opponent with it's beak.
Dynamicpunch Fighting 100 50 5 If it hits it has a 100% chance of confusing the target.
Earth Power Ground 90 100 10 May low the opponents Sp. Def.
Earthquake Ground 100 100 10 Earthquake hits all Pokemon in the battle except the user, it does double damage on a Pokemon that is using Dig
Egg Bomb Normal 100 75 10 The user throws and egg at the opponent.
Embargo Dark 100 15 Prevents the foe from using it's held item for 5 turns, it also prevent the trainer from using items on it.
Ember Fire 40 100 25 Has a 9.8% chance of burning the opponent.
Encore Normal 100 5 Makes the target use the move it last used for 2-6 turns.
Endeavor Normal 100 5 A move that cuts down the foe's HP to equal the user's HP.
Endure Normal 0 0 10 The user endures any attack, leaving 1 HP. May fail if used in succession.
Energy Ball Grass 80 100 10 Has a 10% chance of lowering the targets Sp. Def.
Eruption Fire 150 100 5 The lower the user's HP the less amount of damage done.
Explosion Normal 250 100 5 The user faints upon using this move.
Extrasensory Psychic 80 100 30 May make the foe flinch.
Extremespeed Normal 80 100 5 Always strikes first.
Facade Normal 70 100 20 It's base power is doubled if the user is poisoned, paralyzed or burned.
Faint Attack Dark 60 20 Hits without fail.
Fake Out Normal 40 100 10 Causes the opponent to flinch, only works on the first turn that the user's in battle.
Fake Tears Dark 100 20 Lowers Special Defense
False Swipe Normal 40 100 40 The foe is always left with at least 1 HP.
Featherdance Flying 100 15 Sharply lowers the opponent's attack.
Feint Normal 50 100 10 Only works if the foe users Protect or Detect
Fire Blast Fire 120 85 5 Has a 10% chance of burning the foe.
Fire Fang Fire 65 95 15 It may burn the foe or make it flinch.
Fire Punch Fire 75 100 15 Has a 10% chance of burning the foe.
Fire Spin Fire 15 70 15 Hurts the foe for 2-5 turns.
Fissure Ground 30 5 A one-hit KO move, but it will not work on an opponent of a higher level.
Flail Normal 100 15 It's power increases with the less HP the user has.
Flame Wheel Fire 60 100 25 It has a 10% chance of burning the opponent.
Flamethrower Fire 95 100 15 It has a 10% chance of burning the opponent.
Flare Blitz Fire 120 100 15 A move that also hurts the user by 25% of the damage that the opponent took. It also has a 10% chance of burning the opponent.
Flash Normal 70 20 Decreases the opponents accuracy.
Flash Cannon Steel 80 100 10 It has a 10% chance of lowering the target's Special Defense.
Flatter Dark 100 15 Raises the target's Special Attack, but confuses it also.
Fling Dark Varies 100 10 Its power varies depending on the item flung.
Fly Flying 70 95 15 The user flies up high on the first turn, then attacks on the next.
Focus Blast Fighting 120 70 5 May lower the opponents Special Defense.
Focus Energy Normal 30 Raises the user's critical hit ratio.
Focus Punch Fighting 150 100 20 The user stores up energy on the first turn and attacks on the second, it will fail however if the user is hit before the second turn.
Follow Me Normal 100 20 All foes attack the user.
Force Palm Fighting 60 100 10 May paralyse the foe.
Foresight Normal 100 40 Allows the user to hit ghost Pokemon with normal and fighting type moves. It enables the user to hit an evasive foe.
Frenzy Plant Grass 150 90 5 The user cannot attack the next turn.
Frustration Normal 100 20 The less the user likes it's trainer the more powerful the move.
Fury Attack Normal 15 85 20 Hit's the target 2-5 times in succession.
Fury Cutter Bug 10 95 20 Gains power if used successfully in succession.
Fury Swipes Normal 18 80 15 Hit's the target 2-5 times in succession.
Future Sight Psychic 80 90 15 Two turns after the move is used, the opponent is finally hit.
Gastro Acid Poison 100 10 The effects of the opponent's ability are eliminated.
Giga Drain Grass 60 100 5 The user's HP is restored by half the damage taken by the target.
Giga Impact Normal 150 90 5 The user must rest on the next turn.
Glare Normal 75 30 Paralyses the opponent.
Grass Knot Grass Varies 100 20 The amount of damage done depends on the foe's weight.
Grasswhistle Grass 55 15 Puts the target to sleep.
Gravity Psychic 5 Disables the use of moves that allow the user to go into the air and moves that require levitation. Also stops a flying type's immunity to ground moves.
Growl Normal 100 40 Lowers the target's attack.
Growth Normal 40 Raises the user's Sp. Atk.
Grudge Ghost 100 5 If the user faints, the PP of the move used to knock it out gets fully depleted.
Guard Swap Psychic 10 The user switches it's current defense and Special Defense stat with the foes.
Guillotine Normal 30 5 A one-hit KO that will not affect a Pokemon with a higher level than the users.
Gunk Shot Poison 120 70 5 May poison the target.
Gust Flying 40 100 35 Does double damage on a foe that is either using fly or bounce
Gyro Ball Steel Varies 100 5 The faster the opponent and the slower the user the greater the damage done.
Hail Ice 10 Lasts for 5 turns, in this space blizzard becomes 100% accurate and all non ice types take damage.
Hammer Arm Fighting 100 90 10 Causes recoil damage to the user.
Harden Normal 30 Defense is raise by 1 level
Haze Ice 30 Haze resets the stat levels of all Pokémon in battle to 0.
Head Smash Rock 150 80 5 The user takes 1/2 the damage inflicted as recoil damage.
Headbutt Normal 70 100 15 Has a 30% of making the opponent flinch.
Heal Bell Normal 5 The user and the party of the user are cured of, sleep, poison, paralysis, freeze and burn.
Heal Block Psychic 100 15 It prevents the foe from restoring HP for five turns.
Heal Order Bug 10 The user regains up to half of its max HP.
Healing Wish Psychic 10 The user faints but restores the HP of and removes status problems from the next Pokémon sent out.
Heart Swap Psychic 10 The user switches stat changes with the foe.
Heat Wave Fire 100 90 10 Has a 10% chance of burning the foe.
Helping Hand Normal 100 20 Boosts the power of an ally's attack in a double battle.
Hi Jump Kick Fighting 85 90 20 If the move misses the user is hit with recoil damage.
Hidden Power Normal 100 15 It's power depends on the Pokemon using it.
Horn Attack Normal 65 100 25 Horn Attack only does damage.
Horn Drill Normal 30 5 A one-hit KO attack that will not work if the target is of a higher level than the user.
Howl Normal 40 The user's attack is raised.
Hydro Cannon Water 150 90 5 The user has to rest on the next turn.
Hydro Pump Water 120 80 5 Hydro Pump only does a great deal of damage.
Hyper Beam Normal 150 90 5 The user has to rest on the next turn.
Hyper Fang Normal 80 90 15 Has a 10% chance of making the target flinch.
Hyper Voice Normal 90 100 10 Hyper Voice only does damage.
Hypnosis Psychic 60 20 Puts the target to sleep.
Ice Ball Ice 30 90 20 The user attacks for 2-5 turns, it's base power gets stronger every time the move effectively hits.
Ice Beam Ice 95 100 10 Has a 10% chance of freezing instead.
Ice Fang Ice 65 95 15 May freeze the foe or make it flinch.
Ice Punch Ice 75 100 15 It has a 10% chance of freezing the foe.
Ice Shard Ice 40 100 30 This move always goes first.
Icicle Spear Ice 10 100 30 Attacks 2-5 times in a row.
Icy Wind Ice 55 95 15 May lower the target's speed.
Imprison Psychic 100 10 Stops the target from using moves known by both it and the user.
Ingrain Grass 100 20 The user lays roots to restore HP after each turn, however the user cannot be switched out.
Iron Defense Steel 15 Raises the user's defense.
Iron Head Steel 80 100 15 May make the target flinch.
Iron Tail Steel 100 75 15 May lower the target's defense stat.
Judgment Normal 100 100 10 It's type depends on the kind of plate held by the user.
Jump Kick Fighting 70 95 25 If the move misses the user hurts itself.
Karate Chop Fighting 50 100 25 Has a high critical hit ratio.
Kinesis Psychic 80 15 Lowers the opponents accuracy by one level.
Knock Off Dark 20 100 20 Prevents the target from using it's hold item in battle.
Last Resort Normal 130 100 5 This move can only be used if the user has no other moves left.
Lava Plume Fire 80 100 15 Has a 30% chance of burning the foe.
Leaf Blade Grass 70 100 15 Has a high critical hit ratio.
Leaf Storm Grass 140 90 5 Lowers the users Sp. Atk.
Leech Life Bug 20 100 15 The user's HP is restored by half the damage taken by the target.
Leech Seed Grass 90 10 Steals some HP from the foe to heal the user on every turn.
Leer Normal 100 30 Reduces the targets defense.
Lick Ghost 20 100 30 Has a 30% chance of paralysing the foe.
Light Screen Psychic 0 30 Supresses the ammount of damage the user takes from Special moves for 5 turns
Lock-On Normal 100 5 The next move will always hit unless Protect or Detect are used.
Lovely Kiss Normal 75 10 Confuses the target.
Low Kick Fighting 100 20 The heavier the target the more damage caused.
Lucky Chant Normal 30 Prevents the foe from landing a critical hit.
Lunar Dance Psychic 10 The user faints but the status ailments and the HP of the user that takes it's place will be restored.
Luster Purge Psychic 70 100 5 It may also lower the target's Sp. Def stat.
Mach Punch Fighting 40 100 30 Always strikes first.
Magic Coat Psychic 100 15 I t prevents moves that cause a status ailment.
Magical Leaf Grass 60 20 This attack will never miss unless the target uses Protect or Detect.
Magma Storm Fire 120 70 5 Hurts the target for 2-5 turns.
Magnet Bomb Steel 60 20 This attack will never miss unless the target uses Protect or Detect.
Magnet Rise Electric 10 The user becomes immune to Ground-type attacks for five turns.
Magnitude Ground 100 30 The power of this move varies.
Me First Normal 20 If attacked by an offensive move the user copies the move and uses it with greater power, only works if the user is faster than the foe.
Mean Look Normal 100 5 Prevents the target from escaping in a wild batttle or switching out.
Meditate Psychic 40 Raises the user's attack.
Mega Drain Grass 40 100 10 Up to 50% of the damage done to the opponent is restored to the user
Mega Kick Normal 120 75 5 This move only does damage.
Mega Punch Normal 80 85 20 This move only does damage.
Megahorn Bug 120 85 10 This move only does damage.
Memento Dark 100 10 The user faints but the targets Sp. Atk and Attack are sharply lowered.
Metal Burst Steel Varies 100 10 Metal Burst returns 1.5 times the damage dealt by the target's last attack.
Metal Claw Steel 50 95 35 May raise the users Attack.
Metal Sound Steel 85 40 Sharply lowers the targets Sp Defense.
Meteor Mash Steel 100 85 10 May raise the user's attack stat.
Metronome Normal 10 Randomly uses any Pokemon move other than itself and struggle.
Milk Drink Normal 10 Restores up to 50% of the user's max HP.
Mimic Normal 100 10 Randomly copies one of the target's moves and it's max HP and makes it usable for the rest of the battle.
Mind Reader Normal 100 5 The user's next move will not miss unless the user uses Protect or Detect or has switched out.
Minimize Normal 20 Raises the users evasiveness.
Miracle Eye Psychic 40 Allows Psychic type moves to hit Dark type foes.
Mirror Coat Psychic 100 20 If the target last used a special move on the foe the moves power will be doubled and sent back.
Mirror Move Flying 20 The user attacks the foe with the last move the foe used.
Mirror Shot Steel 65 85 10 May also lower the target's accuracy.
Mist Ice 30 Prevents the party's stats from being lowered for 5 turns.
Mist Ball Psychic 70 100 5 May lower the target's Sp. Attack.
Moonlight Normal 5 Restores up to half the user's max HP, the ammount restored depends on the weather.
Morning Sun Normal 5 Restores up to half the user's max HP, the ammount restored depends on the weather.
Mud Bomb Ground 65 85 10 May lower the target's accuracy.
Mud Shot Ground 55 95 15 May lower the target's speed.
Mud Sport Ground 100 15 The effestiveness of Electric type moves on the user will be lowered.
Muddy Water Water 95 85 10 May also lower the foe's accuracy.
Mud-Slap Ground 20 100 10 May also lower the user's accuarcy.
Nasty Plot Dark 20 Raises the user's Sp. Atk. stat.
Natural Gift Normal Varies 100 15 The user sttacks using the berry it's holding, the move's type and power rely on the type of berry.
Nature Power Normal 95 20 The moves type and power depend on the user's enviroment.
Needle Arm Grass 60 100 15 It may make the foe flinch.
Night Shade Ghost 100 15 The target is inflicted with damage equal to it's level.
Night Slash Dark 70 100 15 It has a 12.5% of landing a critical hit.
Nightmare Ghost 100 15 Damage is inflicted on a sleeping foe every turn.
Octazooka Water 65 85 10 May lower the target's accuracy stat.
Odor Sleuth Normal 100 40 Enables the user to hit a ghost type with any move, also allows it to hit an evasive foe.
Ominous Wind Ghost 60 100 5 May raise all the user's stats at once.
Outrage Dragon 90 100 15 The user attacks for 2-3 turns then becomes confused.
Overheat Fire 140 90 5 Sharply lowers the user's Sp. Atk stat.
Pain Split Normal 100 20 The two Pokemon's HP stats are added together and then devided by two so that the damage is shared out equally between the two Pokemon
Pay Day Normal 40 100 20 Generates money. The amount of money gained is the level of the user pokemon, times 10.
Payback Dark 50 100 10 Power is doubled if the user attacks after the foe.
Peck Flying 35 100 35 Peck does damage only.
Perish Song Normal 5 The user and any Pokemon that hear the move faint in three turns if the are not switched out.
Petal Dance Grass 70 100 20 The user attacks for 2-3 turns then becomes confused.
Pin Missile Bug 14 85 20 The user attacks for 2-5 turns.
Pluck Flying 60 100 20 The move's power is doubled if the foe is holding a berry.
Poison Fang Poison 50 100 15 May badly poison the foe.
Poison Gas Poison 55 40 Poisons the foe.
Poison Jab Poison 80 100 20 May also poison the foe.
Poison Sting Poison 15 100 35 May also poison the foe.
Poison Tail Poison 50 100 25 Has a high critical-hit ratio and may poison also the foe.
Poisonpowder Poison 75 35 Poisons the foe.
Pound Normal 40 100 35 Pound does little damage.
Powder Snow Ice 40 100 25 May also freeze the foe.
Power Gem Rock 70 100 20 This move only does damage.
Power Swap Psychic 10 The user switches it's current Attack and Sp. Atk stats with the foe's.
Power Trick Psychic 10 The user switches it's current Attack Stat with it's current Defense stat.
Power Whip Grass 120 85 10 Only does alot of damage.
Present Normal 90 15 May either hurt ir heal the foe.
Protect Normal 10 Prevents any move from hitting the foe, except Feint, may fail if used in succession.
Psybeam Psychic 65 100 20 Might confuse the opponent.
Psych Up Normal 10 The user copies the foe's stat changes.
Psychic (move) Psychic 90 100 10 May confuse the foe.
Psycho Boost Psychic 140 90 5 Reduses the user's Sp. Atk stat.
Psycho Cut Psychic 70 100 20 Has a high critical-hit ratio.
Psycho Shift Psychic 90 10 The user transfers it's status problem onto the target.
Psywave Psychic 80 15 Does a varying ammount of damage.
Punishment Dark Varies 100 5 The power increases with the more sta changing move the foe uses.
Pursuit Dark 40 100 20 Inflicts double damage if the foe is switching out.
Quick Attack Normal 40 100 30 Permits attack before opponent, regardless of Speed.
Rage Normal 20 100 20 The more the user is hit in battle, the stronger the move.
Rain Dance Water 5 Makes it rainy, enhancing some moves.
Rapid Spin Normal 20 100 40 Frees the user from Bind, Clamp, Fire Spin, Leech Seed, Magma Storm, Sand Tomb, Spikes, Stealth Rock, Toxic Spikes, Whirlpool, and Wrap.
Razor Leaf Grass 55 95 25 Has a high critical-hit ratio.
Razor Wind Normal 80 100 10 A two turn attack with a high critical-hit ratio.
Recover Normal 20 The user regains HP.
Recycle Normal 100 10 The user recycles an item that it has used in battle so it can be used again.
Reflect Psychic 20 Raises Defense.
Refresh Normal 100 20 The user cure's it-self from Burn, Poison, or Paralysis.
Rest Psychic 10 Fully heals HP and status effects, but induces sleep.
Return Normal 100 20 The more the user likes it's trainer the more powerful the move.
Revenge Fighting 60 100 10 The power is doubled if the user takes damage in the same turn.
Reversal Fighting 100 15 The less HP the user has the stronger the attack.
Roar Normal 100 20 The foe is forced to switch out with another Pokemon, in the wild the battle ends.
Roar of Time Dragon 150 90 5 The user must rest next turn.
Rock Blast Rock 25 80 10 The user hits 2-5 times in succession.
Rock Climb Normal 90 85 20 Has a 20% chance of confusing the foe.
Rock Polish Rock 20 Raises the user's Speed stat.
Rock Slide Rock 75 90 10 May cause the foe to flinch.
Rock Smash Fighting 20 100 15 May also lower the foe's Defence stat.
Rock Throw Rock 50 90 15 Only does damage.
Rock Tomb Rock 50 80 10 May lower the target's speed.
Rock Wrecker Rock 150 90 5 The user cannot move next turn.
Role Play Psychic 100 10 The user copies the foe's ability.
Rolling Kick Fighting 60 85 15 Has a 30% chance of making the foe flinch.
Rollout Rock 30 90 20 The user hits the foe continously over five turns, each time the move hits it's power increases.
Roost Flying 10 The user regains HP.
Sacred Fire Fire 100 95 5 Has a 50% chance of burning the foe.
Safeguard Normal 25 The user and it's party are protected from status problems for 5 turns.
Sand Tomb Ground 15 70 15 The target is hurt for 2-5 turns.
Sand-Attack Ground 100 15 Lowers accuracy.
Sandstorm Rock 10 All non Ground, Rock and Steel type Pokemon are hurt for 5 turns.
Scary Face Normal 90 10 The target's accuracy stat is lowered.
Scratch Normal 40 100 35 It only does a little damage.
Screech Normal 85 40 The target's Defence is sharply lowered.
Secret Power Normal 70 100 20 It's added effects depend on the user's enviroment.
Seed Bomb Grass 80 100 15 It only does damage.
Seed Flare Grass 120 85 5 It may lower the foe's Special Defence stat.
Seismic Toss Fighting 100 20 Deals damage equal to the user's own experience level.
Selfdestruct Normal 200 100 5 Deals significant damage, but causes the user to faint.
Shadow Ball Ghost 80 100 15 May lower the foe's Special Defence stat.
Shadow Claw Ghost 70 100 15 It has a high critical hit ratio.
Shadow Force Ghost 120 100 5 A two turn move that even hits if the target has used Protect or Detect.
Shadow Punch Ghost 60 20 Never fails to hit.
Shadow Rush N/A Move only available to Shadow Pokémon. Lowers user's own HP and may engage Hyper Mode.
Shadow Sneak Ghost 40 100 30 Always strikes first.
Sharpen Normal 30 Raises the user's attack stat.
Sheer Cold Ice 30 5 Low accuracy, but instantly defeats any Pokémon it hits.
Shock Wave Electric 60 &nbsp 20 Never fails to hit.
Signal Beam Bug 75 100 15 May confuse the foe.
Silver Wind Bug 60 100 5 May raise all the user's stats at once.
Sing Normal 55 15 Puts the target to sleep.
Sketch Normal 1 Copies the last move used by the opponent and is replaced by it.
Skill Swap Psychic 100 10 The user swaps it's ability with the target.
Skull Bash Normal 100 100 15 A two turn move that raises the user's Defense and Sp. Defense for the duration of the move.
Sky Attack Flying 140 90 5 A two turn attack with a high critical-hit ratio and may make the target flinch.
Sky Uppercut Fighting 85 90 15 Even hits a foe using Fly
Slack Off Normal 100 10 The user recovers up to half it's maximum HP.
Slam Normal 80 75 20 Slam only does damage.
Slash Normal 70 100 20 Has a high chance of achieving a critical hit.
Sleep Powder Grass 75 15 Causes opponent to fall asleep.
Sleep Talk Normal 10 Can only be used asleep. Randomly selects a move from the Pokémon's move set and uses it.
Sludge Poison 65 100 20 May poison the foe.
Sludge Bomb Poison 90 100 10 MAy poison the foe.
Smelling Salt Normal 60 100 10 Does double damage on a paralysed foe but also cures them.
Smog Poison 20 70 20 May poison the foe.
Smokescreen Normal 100 20 Lowers the target's accuracy.
Snatch Dark 100 10 Steals the effects of the status changing or healing move the target was about to use.
Snore Normal 40 100 15 Only works while the user is asleep.
Softboiled Normal 0 100 10 The user recovers up to half it's maximum HP. Can also be used to heal on the field.
Solarbeam Grass 120 100 10 Charges, then fires on the next turn. In sunny weather, it fires on the first round.
Sonicboom Normal 90 20 Always inflicts 20HP damage.
Spacial Rend Dragon 100 95 5 Has a high critical-hit raito.
Spark Electric 65 100 20 May paralyse the foe.
Spider Web Bug 100 10 Prevents the target from escaping, however it's effect remains even after the user has switched out.
Spike Cannon Normal 20 100 15 The target is hit 2-5 times in succession.
Spikes Ground 20 Everytime a new pokemon is brought out on the field damage is done to it.
Spit Up Normal 100 100 10 The user attacks with the power it has been storing up from Stockpile
Spite Ghost 0 100 10 The target looses 4PP from the last move it used.
Splash Normal 40 Has absolutly no effect.
Spore Grass 100 15 Puts the target to sleep.
Stealth Rock Rock 20 Hurts foes that switch into battle, type match-up is also in effect.
Steel Wing Steel 70 90 25 May riase the user's Defense.
Stockpile Normal 10 Stores energy till either Spit Up or Swallow is used, raises Defense and Sp. Def for the duration of the move.
Stomp Normal 65 100 20 May make the target flinch.
Stone Edge Rock 100 80 5 Has a high critical-hit ratio.
Strength Normal 80 100 15 Enables the user to move heavy rocks outside of battle.
String Shot Bug 95 40 Lowers the target's Speed.
Struggle Normal 50 100 an only be used if the users other move have no PP left, also hurts the user.
Stun Spore Grass 75 30 Paralyses the foe.
Submission Fighting 80 80 25 Also hurts the user.
Substitute Normal 10 The user sacrifices 1/4 of it's max HP, to make a substitute. The substitute then takes the damage.
Sucker Punch Dark 80 100 5 The user attacks first, it will fail if the opponent is not going to attack the user.
Sunny Day Fire 5 Raises the power of Fire tpy moves for 5 turns.
Super Fang Normal 90 10 Cuts the opponent's HP in half.
Superpower Fighting 120 100 5 Lowers the user's Attack and Defense.
Supersonic Normal 55 20 Confuses the foe.
Surf Water 95 100 15 Can be used on the field to cross bodies of water.
Swagger Normal 90 15 Raises the foe's Attack but causes confusion.
Swallow Normal 10 The user uses the power it stored in Stockpile to heal itself.
Sweet Kiss Normal 75 10 Causes confusion.
Sweet Scent Normal 100 20 Lowers the target's evasiveness.
Swift Normal 60 20 Never fails to hit.
Switcheroo Dark 100 10 The user switches it's held item with the foe's.
Swords Dance Normal 30 Raises attack.
Synthesis Grass 5 Restores up to half the user's max HP.
Tackle Normal 35 95 35 Has no added effects.
Tail Glow Bug 0 100 20 Raises Sp. Attack.
Tail Whip Normal 0 100 30 Lowers Defense.
Tailwind Flying 30 Raises the speed of the user and it's party for 5 turns.
Take Down Normal 90 85 20 The user is also it by recoil damage.
Taunt Dark 100 20 The target can only use attack moves for 2-4 turns.
Teeter Dance Normal 100 20 Confuses all pokemon in play.
Teleport Psychic 20 Allows the user to escape from wild Pokémon battles.
Thief Dark 40 100 10 Does damage and also steals the targets hold item if the user has none.
Thrash Normal 90 100 20 The user attacks for 2-3 turns then become confused.
Thunder Electric 120 70 10 Can paralyse opposing Pokémon. Accuracy improves in rainy weather.
Thunder Fang Electric 65 95 15 May paralyse and/or make the foe flinch.
Thunder Wave Electric 100 20 Paralyses the opposing Pokémon.
Thunderbolt Electric 95 100 15 May paralyse the foe.
Thunderpunch Electric 75 100 15 May paralyse the foe.
Thundershock Electric 40 100 30 May paralyse the foe.
Tickle Normal 100 20 Reduces the target's Attack and Defense stats.
Torment Dark 100 15 The target is unable to use the same move twice in a row.
Toxic Poison 85 10 Badly poisons the foe.
Toxic Spikes Poison 20 Lays spikes which badly poison any foe that switches in.
Transform Normal 10 The user transforms into the foe, right down to even having the same moveset.
Tri Attack Normal 80 100 10 May burn, freeze or paralyse the opponent.
Trick Psychic 100 10 The user switches it's held item with the foe.
Trick Room Psychic 5 The slower Pokemon goes first for 5 turns.
Triple Kick Fighting 10 90 10 Hits three times in succession, it gets more powerful with each hit.
Trump Card Normal Varies 5 The fewer PP this move has the stronger it is.
Twineedle Bug 25 100 20 Has a 20% chance of poisoning the foe.
Twister Dragon 40 100 20 May cause the foe to flinch.
Uproar Normal 50 100 10 Attacks and prevents sleep for 2-5 turns.
U-turn Bug 70 100 20 The user does damage then switches out with the next Pokemon in waiting.
Vacuum Wave Fighting 40 100 30 Always strikes first.
Vicegrip Normal 55 100 30 Has no added effects.
Vine Whip Grass 35 100 10 Has no added effects.
Vital Throw Fighting 70 100 10 The user is forced to go last but the move never misses.
Volt Tackle Electric 120 100 15 The user is hit with recoil damage.
Wake-Up Slap Fighting 60 100 10 Does double damage on a sleeping foe but wakes them up.
Water Gun Water 40 100 25 Has no added effects.
Water Pulse Water 60 100 20 May confuse the foe.
Water Sport Water 100 15 Weakens fire type moves.
Water Spout Water 150 100 5 The less HP the user has the weaker the move's power.
Waterfall Water 80 100 15 A HM move that can be used to climb waterfalls.
Weather Ball Normal 50 100 10 It's power and type varie with the weather.
Whirlpool Water 15 70 15 Does damage for 2-5 turns.
Whirlwind Normal 100 20 Forces the target to switch out or the battle to end in the wild.
Will-O-Wisp Fire 75 15 Burns the foe.
Wing Attack Flying 60 100 35 Has no added effects.
Wish Normal 100 10 At the end of the next turn, the user's HP will be restored by half.
Withdraw Water 40 Raises Defense
Wood Hammer Grass 120 100 15 The user is hit with recoil damage.
Worry Seed Grass 100 10 Temporarily changes the foe's ability to Insomnia, thus preventing sleep.
Wrap Normal 15 85 20 Hurts the foe for 2-5 turns.
Wring Out Normal Varies 100 5 The more HP the foe has the stronger the move.
X-Scissor Bug 80 100 15 Has no added effect.
Yawn Normal 100 10 Puts the target to sleep next turn.
Zap Cannon Electric 100 50 5 Always paralyses.
Zen Headbutt Psychic 80 90 15 It may make the target flinch.

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Last edited by PureStealth on 26 June 2008 at 20:14
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