Move |
Type |
Class |
Power |
Acc |
PP |
Summary |
Accelerock | Rock | Physical | 40 | 100% | 20 | The user smashes into the target at high speed. This move always goes first. |
Acrobatics | Flying | Physical | 55 | 100% | 15 | The user nimbly strikes the target. If the user is not holding an item, this attack inflicts massive damage. |
Aerial Ace | Flying | Physical | 60 | —% | 20 | The user confounds the target with speed, then slashes. This attack never misses. |
Anchor Shot | Steel | Physical | 80 | 100% | 20 | The user entangles the target with its anchor chain while attacking. The target becomes unable to flee. |
Aqua Jet | Water | Physical | 40 | 100% | 20 | The user lunges at the target at a speed that makes it almost invisible. This move always goes first. |
Aqua Tail | Water | Physical | 90 | 90% | 10 | The user attacks by swinging its tail as if it were a vicious wave in a raging storm. |
Assurance | Dark | Physical | 60 | 100% | 10 | If the target has already taken some damage in the same turn, this attack’s power is doubled. |
Astonish | Ghost | Physical | 30 | 100% | 15 | The user attacks the target while shouting in a startling fashion. This may also make the target flinch. |
Avalanche | Ice | Physical | 60 | 100% | 10 | An attack move that inflicts double the damage if the user has been hurt by the target in the same turn. |
Axe Kick | Fighting | Physical | 120 | 90% | 10 | The user attacks by kicking up into the air and slamming its heel down upon the target. This may also confuse the target. If it misses, the user takes damage instead. |
Bide | Normal | Physical | * | —% | 10 | The user endures attacks for two turns, then strikes back to cause double the damage taken. |
Bind | Normal | Physical | 15 | 85% | 20 | Things such as long bodies or tentacles are used to bind and squeeze the target for four to five turns. |
Bite | Dark | Physical | 60 | 100% | 25 | The target is bitten with viciously sharp fangs. This may also make the target flinch. |
Blaze Kick | Fire | Physical | 85 | 90% | 10 | The user launches a kick that lands a critical hit more easily. This may also leave the target with a burn. |
Body Press | Fighting | Physical | 80 | 100% | 10 | 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 | Normal | Physical | 85 | 100% | 15 | The user drops onto the target with its full body weight. This may also leave the target with paralysis. |
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. |
Brave Bird | Flying | Physical | 120 | 100% | 15 | The user tucks in its wings and charges from a low altitude. This also damages the user quite a lot. |
Breaking Swipe | Dragon | Physical | 60 | 100% | 15 | The user swings its tough tail wildly and attacks opposing Pokémon. This also lowers their Attack stats. |
Brick Break | Fighting | Physical | 75 | 100% | 15 | The user attacks with a swift chop. This move can also break barriers, such as Light Screen and Reflect. |
Brutal Swing | Dark | Physical | 60 | 100% | 20 | The user swings its body around violently to inflict damage on everything in its vicinity. |
Bug Bite | Bug | Physical | 60 | 100% | 20 | The user bites the target. If the target is holding a Berry, the user eats it and gains its effect. |
Bullet Punch | Steel | Physical | 40 | 100% | 30 | The user strikes the target with tough punches as fast as bullets. This move always goes first. |
Chip Away | Normal | Physical | 70 | 100% | 20 | Looking for an opening, the user strikes consistently. The target’s stat changes don’t affect this attack’s damage. |
Circle Throw | Fighting | Physical | 60 | 90% | 10 | The target is thrown, and a different Pokémon is dragged out. In the wild, this ends a battle against a single Pokémon. |
Clamp | Water | Physical | 35 | 85% | 15 | The target is clamped and squeezed by the user’s very thick and sturdy shell for four to five turns. |
Close Combat | Fighting | Physical | 120 | 100% | 5 | The user fights the target up close without guarding itself. This also lowers the user’s Defense and Sp. Def stats. |
Comet Punch | Normal | Physical | 18 | 85% | 15 | The target is hit with a flurry of punches that strike two to five times in a row. |
Constrict | Normal | Physical | 10 | 100% | 35 | The target is attacked with long, creeping tentacles or vines. This may also lower the target’s Speed stat. |
Counter | Fighting | Physical | * | 100% | 20 | A retaliation move that counters any physical attack, inflicting double the damage taken. |
Covet | Normal | Physical | 60 | 100% | 25 | The user endearingly approaches the target, then steals the target’s held item. |
Crabhammer | Water | Physical | 100 | 90% | 10 | The target is hammered with a large pincer. Critical hits land more easily. |
Cross Chop | Fighting | Physical | 100 | 80% | 5 | The user delivers a double chop with its forearms crossed. Critical hits land more easily. |
Cross Poison | Poison | Physical | 70 | 100% | 20 | A slashing attack with a poisonous blade that may also poison the target. Critical hits land more easily. |
Crunch | Dark | Physical | 80 | 100% | 15 | The user crunches up the target with sharp fangs. This may also lower the target’s Defense stat. |
Crush Claw | Normal | Physical | 75 | 95% | 10 | The user slashes the target with hard and sharp claws. This may also lower the target’s Defense stat. |
Cut | Steel | Physical | 65 | 95% | 20 | The target is cut with a scythe or a claw. Critical hits land more easily. It can also be used to cut down some obstacles. |
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. |
Dizzy Punch | Normal | Physical | 70 | 100% | 10 | The target is hit with rhythmically launched punches. This may also leave the target confused. |
Double Hit | Normal | Physical | 35 | 90% | 10 | The user slams the target with a long tail, vines, or a tentacle. The target is hit twice in a row. |
Double Kick | Fighting | Physical | 30 | 100% | 30 | The target is quickly kicked twice in succession using both feet. |
Double Slap | Normal | Physical | 15 | 85% | 10 | The target is slapped repeatedly, back and forth, two to five times in a row. |
Double-Edge | Normal | Physical | 120 | 100% | 15 | A reckless, life-risking tackle. This also damages the user quite a lot. |
Dragon Claw | Dragon | Physical | 80 | 100% | 15 | The user slashes the target with huge, sharp claws. |
Dragon Rush | Dragon | Physical | 100 | 75% | 10 | The user tackles the target while exhibiting overwhelming menace. This may also make the target flinch. |
Dragon Tail | Dragon | Physical | 60 | 90% | 10 | 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 | Fighting | Physical | 75 | 100% | 10 | An energy-draining punch. The user’s HP is restored by half the damage taken by the target. |
Draining Kiss | Fairy | Special | 50 | 100% | 10 | The user steals the target’s energy with a kiss. The user’s HP is restored by over half of the damage taken by the target. |
Drill Peck | Flying | Physical | 80 | 100% | 20 | A corkscrewing attack with a sharp beak acting as a drill. |
Drill Run | Ground | Physical | 80 | 95% | 10 | The user crashes into its target while rotating its body like a drill. Critical hits land more easily. |
Dual Chop | Dragon | Physical | 40 | 90% | 15 | The user attacks its target by hitting it with brutal strikes. The target is hit twice in a row. |
Dual Wingbeat | Flying | Physical | 40 | 90% | 10 | The user slams the target with its wings. The target is hit twice in a row. |
Dynamic Punch | Fighting | Physical | 100 | 50% | 5 | The user punches the target with full, concentrated power. This confuses the target if it hits. |
Endeavor | Normal | Physical | * | 100% | 5 | An attack move that cuts down the target’s HP to equal the user’s HP. |
Extreme Speed | Normal | Physical | 80 | 100% | 5 | The user charges the target at blinding speed. This move always goes first. |
Facade | Normal | Physical | 70 | 100% | 20 | An attack move that doubles its power if the user is poisoned, burned, or has paralysis. |
Fake Out | Normal | Physical | 40 | 100% | 10 | An attack that hits first and makes the target flinch. It only works the first turn the user is in battle. |
False Swipe | Normal | Physical | 40 | 100% | 40 | A restrained attack that prevents the target from fainting. The target is left with at least 1 HP. |
Feint Attack | Dark | Physical | 60 | —% | 20 | The user approaches the target disarmingly, then throws a sucker punch. This attack never misses. |
Fell Stinger | Bug | Physical | 50 | 100% | 25 | When the user knocks out a target with this move, the user’s Attack stat rises drastically. |
Fire Fang | Fire | Physical | 65 | 95% | 15 | The user bites with flame-cloaked fangs. This may also make the target flinch or leave it with a burn. |
Fire Lash | Fire | Physical | 80 | 100% | 15 | The user strikes the target with a burning lash. This also lowers the target's Defense stat. |
Fire Punch | Fire | Physical | 75 | 100% | 15 | The target is punched with a fiery fist. This may also leave the target with a burn. |
First Impression | Bug | Physical | 90 | 100% | 10 | Although this move has great power, it only works the first turn the user is in battle. |
Flail | Normal | Physical | * | 100% | 15 | The user flails about aimlessly to attack. The less HP the user has, the greater the move’s power. |
Flame Charge | Fire | Physical | 50 | 100% | 20 | Cloaking itself in flame, the user attacks the target. Then, building up momentum, the user boosts its Speed stat. |
Flame Wheel | Fire | Physical | 60 | 100% | 25 | The user cloaks itself in fire and charges at the target. This may also leave the target with a burn. |
Flare Blitz | Fire | Physical | 120 | 100% | 15 | The user cloaks itself in fire and charges the target. This also damages the user quite a lot. This may leave the target with a burn. |
Flip Turn | Water | Physical | 60 | 100% | 20 | After making its attack, the user rushes back to switch places with a party Pokémon in waiting. |
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. |
Flying Press | Fighting | Physical | 100 | 95% | 10 | The user dives down onto the target from the sky. This move is Fighting and Flying type simultaneously. |
Focus Punch | Fighting | Physical | 150 | 100% | 20 | The user focuses its mind before launching a punch. This move fails if the user is hit before it is used. |
Force Palm | Fighting | Physical | 60 | 100% | 10 | The target is attacked with a shock wave. This may also leave the target with paralysis. |
Foul Play | Dark | Physical | 95 | 100% | 15 | The user turns the target’s power against it. The higher the target’s Attack stat, the greater the move’s power. |
Frustration | Normal | Physical | * | 100% | 20 | A full-power attack that grows more powerful the less the user likes its Trainer. |
Fury Attack | Normal | Physical | 15 | 85% | 20 | The target is jabbed repeatedly with a horn or beak two to five times in a row. |
Fury Cutter | Bug | Physical | 40 | 95% | 20 | The target is slashed with scythes or claws. This attack becomes more powerful if it hits in succession. |
Fury Swipes | Normal | Physical | 18 | 80% | 15 | The target is raked with sharp claws or scythes quickly two to five times in a row. |
Giga Impact | Normal | Physical | 150 | 90% | 5 | The user charges at the target using every bit of its power. The user can’t move on the next turn. |
Grass Knot | Grass | Special | * | 100% | 20 | The user snares the target with grass and trips it. The heavier the target, the greater the move’s power. |
Grassy Glide | Grass | Physical | 55 | 100% | 20 | Gliding on the ground, the user attacks the target. This move always goes first on Grassy Terrain. |
Guillotine | Normal | Physical | * | 30% | 5 | A vicious, tearing attack with big pincers. The target faints instantly if this attack hits. |
Gyro Ball | Steel | Physical | * | 100% | 5 | 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 | Fighting | Physical | 100 | 90% | 10 | The user swings and hits with its strong, heavy fist. It lowers the user's Speed, however. |
Hard Press | Steel | Physical | * | 100% | 10 | The target is crushed with an arm, a claw, or the like to inflict damage. The more HP the target has left, the greater the move's power. |
Head Smash | Rock | Physical | 150 | 80% | 5 | The user attacks the target with a hazardous, full-power headbutt. This also damages the user terribly. |
Headbutt | Normal | Physical | 70 | 100% | 15 | The user sticks out its head and attacks by charging straight into the target. This may also make the target flinch. |
Headlong Rush | Ground | Physical | 120 | 100% | 5 | The user smashes into the target in a full-body tackle. This also lowers the user’s Defense and Sp. Def stats. |
Heart Stamp | Psychic | Physical | 60 | 100% | 25 | The user unleashes a vicious blow after its cute act makes the target less wary. This may also make the target flinch. |
Heavy Slam | Steel | Physical | * | 100% | 10 | 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 | Ground | Physical | 95 | 95% | 10 | The user fiercely attacks the target using its entire body. |
High Jump Kick | Fighting | Physical | 130 | 90% | 10 | The target is attacked with a knee kick from a jump. If it misses, the user is hurt instead. |
Horn Attack | Normal | Physical | 65 | 100% | 25 | The target is jabbed with a sharply pointed horn to inflict damage. |
Horn Drill | Normal | Physical | * | 30% | 5 | The user stabs the target with a horn that rotates like a drill. The target faints instantly if this attack hits. |
Horn Leech | Grass | Physical | 75 | 100% | 10 | The user drains the target’s energy with its horns. The user’s HP is restored by half the damage taken by the target. |
Hyper Fang | Normal | Physical | 80 | 90% | 15 | The user bites hard on the target with its sharp front fangs. This may also make the target flinch. |
Ice Ball | Ice | Physical | 30 | 90% | 20 | The user continually rolls into the target over five turns. It becomes stronger each time it hits. |
Ice Fang | Ice | Physical | 65 | 95% | 15 | The user bites with cold-infused fangs. This may also make the target flinch or leave it frozen. |
Ice Hammer | Ice | Physical | 100 | 90% | 10 | The user swings and hits with its strong, heavy fist. It lowers the user's Speed, however. |
Ice Punch | Ice | Physical | 75 | 100% | 15 | The target is punched with an icy fist. This may also leave the target frozen. |
Ice Spinner | Ice | Physical | 80 | 100% | 15 | The user covers its feet in thin ice and twirls around, slamming into the target. This move's spinning motion also destroys the terrain. |
Infestation | Bug | Special | 20 | 100% | 20 | The target is infested and attacked for four to five turns. The target can’t flee during this time. |
Iron Head | Steel | Physical | 80 | 100% | 15 | The user slams the target with its steel-hard head. This may also make the target flinch. |
Iron Tail | Steel | Physical | 100 | 75% | 15 | The target is slammed with a steel-hard tail. This may also lower the target’s Defense stat. |
Jaw Lock | Dark | Physical | 80 | 100% | 10 | 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 | Fighting | Physical | 100 | 95% | 10 | The user jumps up high, then strikes with a kick. If the kick misses, the user hurts itself. |
Karate Chop | Fighting | Physical | 50 | 100% | 25 | The target is attacked with a sharp chop. Critical hits land more easily. |
Knock Off | Dark | Physical | 65 | 100% | 20 | 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. |
Lash Out | Dark | Physical | 75 | 100% | 5 | The user lashes out to vent its frustration toward the target. If its stats were lowered during the turn, the power of this move is doubled. |
Last Resort | Normal | Physical | 140 | 100% | 5 | This move can be used only after the user has used all the other moves it knows in the battle. |
Leaf Blade | Grass | Physical | 90 | 100% | 15 | The user handles a sharp leaf like a sword and attacks by cutting its target. Critical hits land more easily. |
Leech Life | Bug | Physical | 80 | 100% | 10 | The user drains the target’s blood. The user’s HP is restored by half the damage taken by the target. |
Lick | Ghost | Physical | 30 | 100% | 30 | The target is licked with a long tongue, causing damage. This may also leave the target with paralysis. |
Liquidation | Water | Physical | 85 | 100% | 10 | The user slams into the target using a full-force blast of water. This may also lower the target’s Defense stat. |
Low Kick | Fighting | Physical | * | 100% | 20 | A powerful low kick that makes the target fall over. The heavier the target, the greater the move’s power. |
Low Sweep | Fighting | Physical | 65 | 100% | 20 | The user makes a swift attack on the target’s legs, which lowers the target’s Speed stat. |
Lunge | Bug | Physical | 80 | 100% | 15 | The user makes a lunge at the target, attacking with full force. This also lowers the target's Attack stat. |
Mach Punch | Fighting | Physical | 40 | 100% | 30 | The user throws a punch at blinding speed. This move always goes first. |
Mega Punch | Normal | Physical | 80 | 85% | 20 | The target is slugged by a punch thrown with muscle-packed power. |
Megahorn | Bug | Physical | 120 | 85% | 10 | Using its tough and impressive horn, the user rams into the target with no letup. |
Metal Claw | Steel | Physical | 50 | 95% | 35 | The target is raked with steel claws. This may also raise the user’s Attack stat. |
Meteor Mash | Steel | Physical | 90 | 90% | 10 | The target is hit with a hard punch fired like a meteor. This may also raise the user’s Attack stat. |
Needle Arm | Grass | Physical | 60 | 100% | 15 | The user attacks by wildly swinging its thorny arms. This may also make the target flinch. |
Night Slash | Dark | Physical | 70 | 100% | 15 | The user slashes the target the instant an opportunity arises. Critical hits land more easily. |
Nuzzle | Electric | Physical | 20 | 100% | 20 | The user attacks by nuzzling its electrified cheeks against the target. This also leaves the target with paralysis. |
Outrage | Dragon | Physical | 120 | 100% | 10 | The user rampages and attacks for two to three turns. The user then becomes confused. |
Payback | Dark | Physical | 50 | 100% | 10 | The user stores power, then attacks. If the user moves after the target, this attack’s power will be doubled. |
Peck | Flying | Physical | 35 | 100% | 35 | The target is jabbed with a sharply pointed beak or horn. |
Petal Dance | Grass | Special | 120 | 100% | 10 | The user attacks the target by scattering petals for two to three turns. The user then becomes confused. |
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. |
Play Rough | Fairy | Physical | 90 | 90% | 10 | The user plays rough with the target and attacks it. This may also lower the target’s Attack stat. |
Pluck | Flying | Physical | 60 | 100% | 20 | The user pecks the target. If the target is holding a Berry, the user eats it and gains its effect. |
Poison Fang | Poison | Physical | 50 | 100% | 15 | The user bites the target with toxic fangs. This may also leave the target badly poisoned. |
Poison Jab | Poison | Physical | 80 | 100% | 20 | The target is stabbed with a tentacle, an arm, or the like steeped in poison. This may also poison the target. |
Poison Tail | Poison | Physical | 50 | 100% | 25 | The user hits the target with its tail. This may also poison the target. Critical hits land more easily. |
Pounce | Bug | Physical | 50 | 100% | 20 | The user attacks by pouncing on the target. This also lowers the target's Speed stat. |
Pound | Normal | Physical | 40 | 100% | 35 | The target is physically pounded with a long tail, a foreleg, or the like. |
Power Trip | Dark | Physical | 20 | 100% | 10 | 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 | Grass | Physical | 120 | 85% | 10 | The user violently whirls its vines or tentacles to harshly lash the target. |
Power-Up Punch | Fighting | Physical | 40 | 100% | 20 | Striking opponents over and over makes the user’s fists harder. Hitting a target raises the Attack stat. |
Psychic Fangs | Psychic | Physical | 85 | 100% | 10 | The user bites the target with its psychic capabilities. This can also destroy Light Screen and Reflect. |
Punishment | Dark | Physical | * | 100% | 5 | The more the target has powered up with stat changes, the greater the move’s power. |
Pursuit | Dark | Physical | 40 | 100% | 20 | An attack move that inflicts double damage if used on a target that is switching out of battle. |
Quick Attack | Normal | Physical | 40 | 100% | 30 | The user lunges at the target at a speed that makes it almost invisible. This move always goes first. |
Rage | Normal | Physical | 20 | 100% | 20 | As long as this move is in use, the power of rage raises the Attack stat each time the user is hit in battle. |
Raging Bull | Normal | Physical | 90 | 100% | 10 | The user performs a tackle like a raging bull. This move's type depends on the user's form. It can also break barriers, such as Light Screen and Reflect. |
Raging Fury | Fire | Physical | 120 | 100% | 10 | The user rampages around spewing flames for two to three turns. The user then becomes confused. |
Rapid Spin | Normal | Physical | 50 | 100% | 40 | The user performs a spin attack that can also eliminate the effects of such moves as Bind, Wrap, and Leech Seed. This also boosts the user's Speed stat. |
Razor Shell | Water | Physical | 75 | 95% | 10 | The user cuts its target with sharp shells. This may also lower the target’s Defense stat. |
Retaliate | Normal | Physical | 70 | 100% | 5 | The user gets revenge for a fainted ally. If an ally fainted in the previous turn, this move becomes more powerful. |
Return | Normal | Physical | * | 100% | 20 | A full-power attack that grows more powerful the more the user likes its Trainer. |
Revenge | Fighting | Physical | 60 | 100% | 10 | An attack move that inflicts double the damage if the user has been hurt by the opponent in the same turn. |
Reversal | Fighting | Physical | * | 100% | 15 | An all-out attack that becomes more powerful the less HP the user has. |
Rock Climb | Normal | Physical | 90 | 85% | 20 | The user attacks the target by smashing into it with incredible force. This may also confuse the target. |
Rock Smash | Fighting | Physical | 40 | 100% | 15 | The user attacks with a punch. This may also lower the target’s Defense stat. This move can also shatter rocks in the field. |
Rolling Kick | Fighting | Physical | 60 | 85% | 15 | The user lashes out with a quick, spinning kick. This may also make the target flinch. |
Rollout | Rock | Physical | 30 | 90% | 20 | The user continually rolls into the target over five turns. It becomes more powerful each time it hits. |
Sacred Sword | Fighting | Physical | 90 | 100% | 15 | The user attacks by slicing with a long horn. The target’s stat changes don’t affect this attack’s damage. |
Scratch | Normal | Physical | 40 | 100% | 35 | Hard, pointed, sharp claws rake the target to inflict damage. |
Seismic Toss | Fighting | Physical | * | 100% | 20 | The target is thrown using the power of gravity. It inflicts damage equal to the user’s level. |
Shadow Claw | Ghost | Physical | 70 | 100% | 15 | The user slashes with a sharp claw made from shadows. Critical hits land more easily. |
Shadow Punch | Ghost | Physical | 60 | —% | 20 | The user throws a punch from the shadows. This attack never misses. |
Shadow Sneak | Ghost | Physical | 40 | 100% | 30 | The user extends its shadow and attacks the target from behind. This move always goes first. |
Skitter Smack | Bug | Physical | 70 | 90% | 10 | The user skitters behind the target to attack. This also lowers the target's Sp. Atk stat. |
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 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. |
Sky Uppercut | Fighting | Physical | 85 | 90% | 15 | The user attacks the target with an uppercut thrown skyward with force. |
Slam | Normal | Physical | 80 | 75% | 20 | The target is slammed with a long tail, vines, or the like to inflict damage. |
Slash | Normal | Physical | 70 | 100% | 20 | The target is attacked with a slash of claws or blades. Critical hits land more easily. |
Smart Strike | Steel | Physical | 70 | —% | 10 | The user stabs the target with a sharp horn. This attack never misses. |
Smelling Salts | Normal | Physical | 70 | 100% | 10 | This attack inflicts double damage on a target with paralysis. This also cures the target’s paralysis, however. |
Spark | Electric | Physical | 65 | 100% | 20 | The user throws an electrically charged tackle at the target. This may also leave the target with paralysis. |
Steel Roller | Steel | Physical | 130 | 100% | 5 | The user attacks while destroying the terrain. This move fails if the ground hasn't turned into a terrain. |
Steel Wing | Steel | Physical | 70 | 90% | 25 | The target is hit with wings of steel. This may also raise the user’s Defense stat. |
Stomp | Normal | Physical | 65 | 100% | 20 | The target is stomped with a big foot. This may also make the target flinch. |
Stomping Tantrum | Ground | Physical | 75 | 100% | 10 | Driven by frustration, the user attacks the target. This move's power is doubled if the user's previous move failed. |
Storm Throw | Fighting | Physical | 60 | 100% | 10 | The user strikes the target with a fierce blow. This attack always results in a critical hit. |
Strength | Normal | Physical | 80 | 100% | 15 | The target is slugged with a punch thrown at maximum power. This can also be used to move heavy boulders. |
Struggle | Normal | Physical | 50 | —% | | An attack that is used in desperation only if the user has no PP. This also damages the user a little. |
Submission | Fighting | Physical | 80 | 80% | 20 | The user grabs the target and recklessly dives for the ground. This also damages the user a little. |
Sucker Punch | Dark | Physical | 70 | 100% | 5 | This move enables the user to attack first. This move fails if the target is not readying an attack. |
Super Fang | Normal | Physical | * | 90% | 10 | The user chomps hard on the target with its sharp front fangs. This cuts the target’s HP in half. |
Supercell Slam | Electric | Physical | 100 | 95% | 15 | The user electrifies its body and drops onto the target to inflict damage. If this move misses, the user takes damage instead. |
Superpower | Fighting | Physical | 120 | 100% | 5 | The user attacks the target with great power. However, this also lowers the user’s Attack and Defense stats. |
Tackle | Normal | Physical | 40 | 100% | 35 | A physical attack in which the user charges and slams into the target with its whole body. |
Tail Slap | Normal | Physical | 25 | 85% | 10 | The user attacks by striking the target with its hard tail. It hits the target two to five times in a row. |
Take Down | Normal | Physical | 90 | 85% | 20 | A reckless, full-body charge attack for slamming into the target. This also damages the user a little. |
Temper Flare | Fire | Physical | 75 | 100% | 10 | Spurred by desperation, the user attacks the target. This move's power is doubled if the user's previous move failed. |
Thief | Dark | Physical | 60 | 100% | 25 | The user attacks and steals the target’s held item simultaneously. The user can’t steal anything if it already holds an item. |
Thrash | Normal | Physical | 120 | 100% | 10 | The user rampages and attacks for two to three turns. The user then becomes confused. |
Throat Chop | Dark | Physical | 80 | 100% | 15 | 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 | Electric | Physical | 65 | 95% | 15 | The user bites with electrified fangs. This may also make the target flinch or leave it with paralysis. |
Thunder Punch | Electric | Physical | 75 | 100% | 15 | The target is punched with an electrified fist. This may also leave the target with paralysis. |
Trailblaze | Grass | Physical | 50 | 100% | 20 | The user attacks suddenly as if leaping out from tall grass. The user's nimble footwork boosts its Speed stat. |
Triple Axel | Ice | Physical | 20 | 90% | 10 | A consecutive three-kick attack that becomes more powerful with each successive hit. |
Trump Card | Normal | Special | * | —% | 5 | The fewer PP this move has, the greater its power. |
U-turn | Bug | Physical | 70 | 100% | 20 | After making its attack, the user rushes back to switch places with a party Pokémon in waiting. |
Upper Hand | Fighting | Physical | 65 | 100% | 15 | The user reacts to the target's movement and strikes with the heel of its palm, making the target flinch. This move fails if the target is not readying a priority move. |
Vine Whip | Grass | Physical | 45 | 100% | 25 | The target is struck with slender, whiplike vines to inflict damage. |
Vise Grip | Normal | Physical | 55 | 100% | 30 | The target is gripped and squeezed from both sides to inflict damage. |
Vital Throw | Fighting | Physical | 70 | —% | 10 | The user attacks last. In return, this throw move never misses. |
Wake-Up Slap | Fighting | Physical | 70 | 100% | 10 | This attack inflicts big damage on a sleeping target. This also wakes the target up, however. |
Waterfall | Water | Physical | 80 | 100% | 15 | The user charges at the target and may make it flinch. This can also be used to climb a waterfall. |
Wave Crash | Water | Physical | 120 | 100% | 10 | The user shrouds itself in water and slams into the target with its whole body to inflict damage. This also damages the user quite a lot. |
Wild Charge | Electric | Physical | 90 | 100% | 15 | The user shrouds itself in electricity and smashes into its target. This also damages the user a little. |
Wing Attack | Flying | Physical | 60 | 100% | 35 | The target is struck with large, imposing wings spread wide to inflict damage. |
Wood Hammer | Grass | Physical | 120 | 100% | 15 | The user slams its rugged body into the target to attack. This also damages the user quite a lot. |
Wrap | Normal | Physical | 15 | 90% | 20 | A long body or vines are used to wrap and squeeze the target for four to five turns. |
Wring Out | Normal | Special | * | 100% | 5 | The user powerfully wrings the target. The more HP the target has, the greater the move’s power. |
X-Scissor | Bug | Physical | 80 | 100% | 15 | The user slashes at the target by crossing its scythes or claws as if they were a pair of scissors. |
Zen Headbutt | Psychic | Physical | 80 | 90% | 15 | The user focuses its willpower to its head and attacks the target. This may also make the target flinch. |
Zing Zap | Electric | Physical | 80 | 100% | 10 | A strong electric blast crashes down on the target, giving it an electric shock. This may also make the target flinch. |