10,000,000 Volt ThunderboltNot in Gen 9 games
ElectricSpecial
- Power
- 195
- Acc
- —
- PP
- 1
Has a very high chance for a critical hit.
Absorb
GrassSpecial
- Power
- 20
- Acc
- 100
- PP
- 25
The user recovers 1/2 the HP lost by the target, rounded half up. If Big Root is held by the user, the HP recovered is 1.3x normal, rounded half down.
Accelerock
RockPhysical
- Power
- 40
- Acc
- 100
- PP
- 20
No additional effect.
Acid
PoisonSpecial
- Power
- 40
- Acc
- 100
- PP
- 30
Has a 10% chance to lower the target's Special Defense by 1 stage.
Acid Armor
PoisonStatus
- Power
- —
- Acc
- —
- PP
- 20
Raises the user's Defense by 2 stages.
Acid DownpourNot in Gen 9 games
PoisonPhysical
- Power
- —
- Acc
- —
- PP
- 1
Power is equal to the base move's Z-Power.
Acid Spray
PoisonSpecial
- Power
- 40
- Acc
- 100
- PP
- 20
Has a 100% chance to lower the target's Special Defense by 2 stages.
Acrobatics
Physical
- Power
- 55
- Acc
- 100
- PP
- 15
Power doubles if the user has no held item.
Acupressure
NormalStatus
- Power
- —
- Acc
- —
- PP
- 30
Raises a random stat by 2 stages as long as the stat is not already at stage 6. The user can choose to use this move on itself or an adjacent ally. Fails if no stat stage can be raised or if used on an ally with a substitute.
Aerial Ace
Physical
- Power
- 60
- Acc
- —
- PP
- 20
This move does not check accuracy.
Aeroblast
Special
- Power
- 100
- Acc
- 95
- PP
- 5
Has a higher chance for a critical hit.
After You
NormalStatus
- Power
- —
- Acc
- —
- PP
- 15
The target makes its move immediately after the user this turn, no matter the priority of its selected move. Fails if the target would have moved next anyway, or if the target already moved this turn.
Agility
PsychicStatus
- Power
- —
- Acc
- —
- PP
- 30
Raises the user's Speed by 2 stages.
Air Cutter
Special
- Power
- 60
- Acc
- 95
- PP
- 25
Has a higher chance for a critical hit.
Air Slash
Special
- Power
- 75
- Acc
- 95
- PP
- 15
Has a 30% chance to make the target flinch.
All-Out PummelingNot in Gen 9 games
FightingPhysical
- Power
- —
- Acc
- —
- PP
- 1
Power is equal to the base move's Z-Power.
Alluring Voice
FairySpecial
- Power
- 80
- Acc
- 100
- PP
- 10
Has a 100% chance to confuse the target if it had a stat stage raised this turn.
Ally Switch
PsychicStatus
- Power
- —
- Acc
- —
- PP
- 15
The user swaps positions with its ally. Fails if the user is the only Pokemon on its side. This move has a 1/X chance of being successful, where X starts at 1 and triples each time this move is successfully used. X resets to 1 if this move fails or if the user's last move used is not Ally Switch.
Amnesia
PsychicStatus
- Power
- —
- Acc
- —
- PP
- 20
Raises the user's Special Defense by 2 stages.
Anchor ShotNot in Gen 9 games
SteelPhysical
- Power
- 80
- Acc
- 100
- PP
- 20
Prevents the target from switching out. The target can still switch out if it is holding Shed Shell or uses Baton Pass, Flip Turn, Parting Shot, Teleport, U-turn, or Volt Switch. The effect ends if either the user or the target leaves the field.
Ancient Power
RockSpecial
- Power
- 60
- Acc
- 100
- PP
- 5
Has a 10% chance to raise the user's Attack, Defense, Special Attack, Special Defense, and Speed by 1 stage.
Apple Acid
GrassSpecial
- Power
- 80
- Acc
- 100
- PP
- 10
Has a 100% chance to lower the target's Special Defense by 1 stage.
Aqua Cutter
WaterPhysical
- Power
- 70
- Acc
- 100
- PP
- 20
Has a higher chance for a critical hit.
Aqua Jet
WaterPhysical
- Power
- 40
- Acc
- 100
- PP
- 20
No additional effect.
Aqua Ring
WaterStatus
- Power
- —
- Acc
- —
- PP
- 20
The user has 1/16 of its maximum HP, rounded down, restored at the end of each turn while it remains active. If Big Root is held by the user, the HP recovered is 1.3x normal, rounded half down. If the user uses Baton Pass, the replacement will receive the healing effect.
Aqua Step
WaterPhysical
- Power
- 80
- Acc
- 100
- PP
- 10
Has a 100% chance to raise the user's Speed by 1 stage.
Aqua Tail
WaterPhysical
- Power
- 90
- Acc
- 90
- PP
- 10
No additional effect.
Arm Thrust
FightingPhysical
- Power
- 15
- Acc
- 100
- PP
- 20
Hits two to five times. Has a 35% chance to hit two or three times and a 15% chance to hit four or five times. If one of the hits breaks the target's substitute, it will take damage for the remaining hits. If the user has the Skill Link Ability, this move will always hit five times. If the user is holding Loaded Dice, this move will hit 4-5 times.
Armor Cannon
FireSpecial
- Power
- 120
- Acc
- 100
- PP
- 5
Lowers the user's Defense and Special Defense by 1 stage.
AromatherapyNot in Gen 9 games
GrassStatus
- Power
- —
- Acc
- —
- PP
- 5
Every Pokemon in the user's party is cured of its non-volatile status condition. Active Pokemon with the Sap Sipper Ability are not cured, unless they are the user.
Aromatic Mist
FairyStatus
- Power
- —
- Acc
- —
- PP
- 20
Raises the target's Special Defense by 1 stage. Fails if there is no ally adjacent to the user.
AssistNot in Gen 9 games
NormalStatus
- Power
- —
- Acc
- —
- PP
- 20
A random move among those known by the user's party members is selected for use. Does not select Assist, Baneful Bunker, Beak Blast, Belch, Bestow, Blazing Torque, Bounce, Celebrate, Chatter, Circle Throw, Combat Torque, Copycat, Counter, Covet, Destiny Bond, Detect, Dig, Dive, Dragon Tail, Endure, Feint, Fly, Focus Punch, Follow Me, Helping Hand, Hold Hands, King's Shield, Magical Torque, Mat Block, Me First, Metronome, Mimic, Mirror Coat, Mirror Move, Nature Power, Noxious Torque, Phantom Force, Protect, Rage Powder, Roar, Shadow Force, Shell Trap, Sketch, Sky Drop, Sleep Talk, Snatch, Spiky Shield, Spotlight, Struggle, Switcheroo, Tera Starstorm, Thief, Transform, Trick, Whirlwind, or Wicked Torque.
Assurance
DarkPhysical
- Power
- 60
- Acc
- 100
- PP
- 10
Power doubles if the target has already taken damage this turn, other than direct damage from Belly Drum, confusion, Curse, or Pain Split.
Astonish
GhostPhysical
- Power
- 30
- Acc
- 100
- PP
- 15
Has a 30% chance to make the target flinch.
Astral Barrage
GhostSpecial
- Power
- 120
- Acc
- 100
- PP
- 5
No additional effect.
Attack Order
BugPhysical
- Power
- 90
- Acc
- 100
- PP
- 15
Has a higher chance for a critical hit.
Attract
NormalStatus
- Power
- —
- Acc
- 100
- PP
- 15
Causes the target to become infatuated, making it unable to attack 50% of the time. Fails if both the user and the target are the same gender, if either is genderless, or if the target is already infatuated. The effect ends when either the user or the target is no longer active. Pokemon with the Oblivious Ability or protected by the Aroma Veil Ability are immune.
Aura Sphere
FightingSpecial
- Power
- 80
- Acc
- —
- PP
- 20
This move does not check accuracy.
Aura Wheel
ElectricPhysical
- Power
- 110
- Acc
- 100
- PP
- 10
Has a 100% chance to raise the user's Speed by 1 stage. If the user is a Morpeko in Full Belly Mode, this move is Electric type. If the user is a Morpeko in Hangry Mode, this move is Dark type. This move cannot be used successfully unless the user's current form, while considering Transform, is Full Belly or Hangry Mode Morpeko.
Aurora Beam
IceSpecial
- Power
- 65
- Acc
- 100
- PP
- 20
Has a 10% chance to lower the target's Attack by 1 stage.
Aurora Veil
IceStatus
- Power
- —
- Acc
- —
- PP
- 20
For 5 turns, the user and its party members take 0.5x damage from physical and special attacks, or 0.66x damage if in a Double Battle; does not reduce damage further with Reflect or Light Screen. Critical hits ignore this protection. It is removed from the user's side if the user or an ally is successfully hit by Brick Break, Psychic Fangs, or Defog. Brick Break and Psychic Fangs remove the effect before damage is calculated. Lasts for 8 turns if the user is holding Light Clay. Fails unless the weather is Snow.
AutotomizeNot in Gen 9 games
SteelStatus
- Power
- —
- Acc
- —
- PP
- 15
Raises the user's Speed by 2 stages. If the user's Speed was changed, the user's weight is reduced by 100 kg as long as it remains active. This effect is stackable but cannot reduce the user's weight to less than 0.1 kg.
Avalanche
IcePhysical
- Power
- 60
- Acc
- 100
- PP
- 10
Power doubles if the user was hit by the target this turn.
Axe Kick
FightingPhysical
- Power
- 120
- Acc
- 90
- PP
- 10
Has a 30% chance to confuse the target. If this attack is not successful, the user loses half of its maximum HP, rounded down, as crash damage. Pokemon with the Magic Guard Ability are unaffected by crash damage.
Baby-Doll Eyes
FairyStatus
- Power
- —
- Acc
- 100
- PP
- 30
Lowers the target's Attack by 1 stage.
Baddy BadLet's Go only
DarkSpecial
- Power
- 80
- Acc
- 95
- PP
- 15
This move summons Reflect for 5 turns upon use.
Baneful Bunker
PoisonStatus
- Power
- —
- Acc
- —
- PP
- 10
The user is protected from most attacks made by other Pokemon during this turn, and Pokemon making contact with the user become poisoned. This move has a 1/X chance of being successful, where X starts at 1 and triples each time this move is successfully used. X resets to 1 if this move fails, if the user's last move used is not Baneful Bunker, Burning Bulwark, Detect, Endure, King's Shield, Max Guard, Obstruct, Protect, Quick Guard, Silk Trap, Spiky Shield, or Wide Guard, or if it was one of those moves and the user's protection was broken. Fails if the user moves last this turn.
Barb Barrage
PoisonPhysical
- Power
- 60
- Acc
- 100
- PP
- 10
Has a 50% chance to poison the target. Power doubles if the target is already poisoned.
BarrageNot in Gen 9 games
NormalPhysical
- Power
- 15
- Acc
- 85
- PP
- 20
Hits two to five times. Has a 35% chance to hit two or three times and a 15% chance to hit four or five times. If one of the hits breaks the target's substitute, it will take damage for the remaining hits. If the user has the Skill Link Ability, this move will always hit five times.
BarrierNot in Gen 9 games
PsychicStatus
- Power
- —
- Acc
- —
- PP
- 20
Raises the user's Defense by 2 stages.