Home Moves Move Metadata Move Flags Has charge turn
Has charge turn
These moves require the user to spend a turn charging up before they deal damage or have their ultimate effect. A held Power Herb, or using the move while Power Garden is in effect, allows the user to skip this charge turn and act immediately. Sleep Talk cannot select any of these moves.
Phoenixdex moves with the "Has charge turn" flag (9)
Move
Type
Class
Power
Acc
PP
Summary
Backstab Dark Physical 90 90% 10 The user disappears into the shadows and then strikes from behind on the next turn. This attack always results in a critical hit. Burning Strike Fire Physical 60 95% 10 A two-turn attack. The user builds up excess heat, then strikes on the second turn. This also burns the target. Drag Under Water Special 60 100% 10 The user drags the foe under the water with it, holding it down until the next turn. The target cannot attack while underwater. Glacier Crush Ice Physical 120 100% 10 A two-turn attack. The user gathers ice and snow, then charges with terrible force on the second turn. High-Speed Dive Flying Physical * 80% 10 The user soars up and builds up Speed in the first turn, then dives at the target on the next turn. The heavier the user, the greater the move's power. Lunar Beam Fairy Special 120 100% 10 A two-turn attack. The user gathers light, then blasts a bundled beam on the next turn. Ring of Fire Fire Special 100 95% 5 The user surrounds itself with a shield of impenetrable fire, then releases it on the second turn to damage all around it. It may leave its targets with a burn. Static Strike Electric Physical 60 95% 10 A two-turn attack. The user builds up excess electricity, then strikes on the second turn. This also paralyzes the target. Venomous Strike Poison Physical 60 95% 10 A two-turn attack. The user gathers up dangerously potent venom, then strikes on the second turn. This also poisons the target.
Canon moves with the "Has charge turn" flag (11)
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Move
Type
Class
Power
Acc
PP
Summary
Bounce Flying Physical 85 85% 5 The user bounces up high, then drops on the target on the second turn. This may also leave the target with paralysis. Dig Ground Physical 80 100% 10 The user burrows, then attacks on the next turn. It can also be used to exit dungeons. Dive Water Physical 80 100% 10 Diving on the first turn, the user floats up and attacks on the next turn. Fly Flying Physical 90 95% 15 The user soars and then strikes its target on the next turn. This can also be used to fly to any familiar town. Meteor Beam Rock Special 120 90% 10 In this two-turn attack, the user gathers space power and boosts its Sp. Atk stat, then attacks the target on the next turn. Phantom Force Ghost Physical 90 100% 10 The user vanishes somewhere, then strikes the target on the next turn. This move hits even if the target protects itself. Razor Wind Normal Special 80 100% 10 A two-turn attack. Blades of wind hit opposing Pokémon on the second turn. Critical hits land more easily. Skull Bash Normal Physical 130 100% 10 The user tucks in its head to raise its Defense in the first turn, then rams the target on the next turn. Sky Attack Flying Physical 140 90% 5 A second-turn attack move where critical hits land more easily. This may also make the target flinch. Sky Drop Flying Physical 60 100% 10 The user takes the target into the sky, then drops it during the next turn. The target cannot attack while in the sky. Solar Beam Grass Special 120 100% 10 A two-turn attack. The user gathers light, then blasts a bundled beam on the next turn.
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Canon move and ability data through Gen VI courtesy of veekun, with later details from Bulbapedia .
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