The Cave of Dragonflies ASB Database
Move Type Stat Pow. En. Acc. Pri. Summary
Absorb Grass Special 20 1% 100% Drains half the damage dealt to heal the user.
Accelerock Rock Physical 40 3% 100% +1 Deals damage. No other effect.
Acid Poison Special 40 2% 100% Has a 10% chance to lower the target's Special Defense by one stage.
Acid Armor Poison 2% Raises the user's Defense by two stages.
Acid Spray Poison Special 40 3% 100% Has a 100% chance to lower the target's Special Defense by two stages.
Acrobatics Flying Physical 55 3% 100% Has double power if the user is not holding an item.
Acupressure Normal 2% Raises a random stat by two stages.
Aerial Ace Flying Physical 60 3% Never misses.
Aeroblast Flying Special 100 6% 95% Has a critical hit rate one stage higher than normal.
After You Normal 1% Makes the target move next if it has not already moved this action.
Agility Psychic 2% Raises the user's Speed by two stages.
Air Cutter Flying Special 60 3% 95% Has a critical hit rate one stage higher than normal.
Air Slash Flying Special 75 5% 95% Has a 30% chance to make the target flinch.
Ally Switch Psychic 1% +2 Switches places with an ally.
Amnesia Psychic 2% Raises the user's Special Defense by two stages. The user forgets one of its own attacks.
Anchor Shot Steel Physical 80 4% 100% Prevents the target from leaving battle or becoming intangible for five actions.
Ancient Power Rock Special 60 3% 100% Has a 10% chance to raise all stats (except Evasion and Accuracy) by one stage.
Aqua Jet Water Physical 40 3% 100% +1 Deals damage. No other effect.
Aqua Ring Water 5% Heals 1% of the user's health after each action, as long as it has remained in the Aqua Ring.
Aqua Tail Water Physical 90 5% 90% Deals damage. No other effect.
Arm Thrust Fighting Physical 15 * 100% Hits 2-5 times in one action. Base power is 15 times the number of hits.
Aromatherapy Grass 4% Heals all friendly Pokémon's status conditions.
Aromatic Mist Fairy 1% Raises an ally's Special Defense by one stage.
Assist Normal * Uses a random move known by another Pokémon in the active squad.
Assurance Dark Physical 60 3% 100% Base power is doubled if the target has already taken damage this action.
Astonish Ghost Physical 30 3% 100% Has a 30% chance to make the target flinch.
Attack Order Bug Physical 90 5% 100% Has a critical hit rate one stage higher than normal.
Attract Normal 4% 100% Infatuates the target if it is the opposite gender.
Aura Sphere Fighting Special 80 4% Never misses.
Aurora Beam Ice Special 65 3% 100% Has a 10% chance to lower the target's Attack by one stage.
Aurora Veil Ice * Halves damage taken from all moves for five actions. Only works during hail.
Autotomize Steel 2% Raises the user's Speed by two stages and halves its weight. Works once per Pokémon per battle.
Avalanche Ice Physical 60 3% 100% −4 Base power is doubled if the user has already taken damage this action.
Baby-Doll Eyes Fairy 1% 100% +1 Lowers the target's Attack by one stage.
Baneful Bunker Poison * +4 Blocks damaging moves this action and poisons attacking Pokémon on contact.
Barrage Normal Physical 15 * 85% Hits 2-5 times in one action. Base power is 15 times the number of hits.
Barrier Psychic 2% Raises the user's Defense by two stages.
Baton Pass Normal 3% Switches out, passing the user's stat modifiers and various effects to its replacement.
Beak Blast Flying Physical 100 6% 100% −3 Charges and fires over the course of one action. Burns attacking Pokémon on contact while charging.
Beat Up Dark Physical * * 100% Base power is equal to ten times the number of Pokémon the user's trainer has remaining.
Belch Poison Special 120 7% 90% Only works if the user has eaten a berry.
Belly Drum Normal 6% Maximizes the user's Attack. Costs 15% HP.
Bestow Normal 3% Passes the user's held item to the target if it does not already have one.
Bide Normal Physical * * +1 Stores energy for three actions, then damages the target for twice the total damage taken.
Bind Normal Physical 15 2% 85% Traps the target and deals 1% damage after each action for 4-5 actions.
Bite Dark Physical 60 4% 100% Has a 30% chance to make the target flinch.
Blast Burn Fire Special 150 9% 90% Requires an action to recharge. Can be used in one action for 3% extra energy.
Blaze Kick Fire Physical 85 4% 90% Has a critical hit rate one stage higher than normal and a 10% chance to burn the target.
Blizzard Ice Special 110 7% 70% Has a 10% chance to freeze each target.
Block Normal 3% Blocks the target's path, preventing it from switching or using moves that require a lot of movement.
Blue Flare Fire Special 130 8% 85% Has a 20% chance to burn the target.
Body Slam Normal Physical 85 6% 100% Has a 30% chance to paralyze the target.
Bolt Strike Electric Physical 130 8% 85% Has a 20% chance to paralyze the target.
Bone Club Ground Physical 65 3% 85% Deals damage. No other effect.
Bonemerang Ground Physical 50 5% 90% Hits twice in one action.
Bone Rush Ground Physical 25 * 90% Hits 2-5 times in one action. Base power is 25 times the number of hits.
Boomburst Normal Special 140 8% 100% Deals damage. No other effect.
Bounce Flying Physical 85 5% 85% Leaps up high, avoiding most moves, then attacks. Costs 3% extra energy to do both in one action. Has a 30% chance to paralyze the target.
Brave Bird Flying Physical 120 6% 100% Deals recoil damage to the user equal to 1/3 the damage dealt.
Brick Break Fighting Physical 75 4% 100% Breaks through Reflect and Light Screen.
Brine Water Special 65 3% 100% Base power is doubled if the target is below 50% health.
Brutal Swing Dark Physical 60 3% 100% Deals damage. No other effect.
Bubble Water Special 40 2% 100% Has a 10% chance to lower each target's Speed by one stage.
Bubble Beam Water Special 65 3% 100% Has a 10% chance to lower the target's Speed by one stage.
Bug Bite Bug Physical 60 3% 100% If the target is holding a berry, the user eats it and base power is doubled.
Bug Buzz Bug Special 90 5% 100% Has a 10% chance to lower the target's Special Defense by one stage.
Bulk Up Fighting 2% Raises the user's Attack and Defense by one stage.
Bulldoze Ground Physical 60 4% 100% Has a 100% chance to lower each target's Speed by one stage.
Bullet Punch Steel Physical 40 3% 100% +1 Deals damage. No other effect.
Bullet Seed Grass Physical 25 * 100% Hits 2-5 times in one action. Base power is 25 times the number of hits.
Burn Up Fire Special 130 8% 100% Removes Fire from the user's types. Fails if the user is not Fire-type.
Calm Mind Psychic 2% Raises the user's Special Attack and Special Defense by one stage.
Camouflage Normal 5% Changes the user's type depending on the arena.
Captivate Normal 2% 100% Lowers the target's Special Attack by two stages if it is the opposite gender.
Celebrate Normal 1% Summons a box.
Charge Electric 4% Doubles the base power of the user's next Electric-type move and raises its Special Defense by one stage.
Charge Beam Electric Special 50 4% 90% Has a 70% chance to raise the user's Special Attack by one stage.
Charm Fairy 2% 100% Lowers the target's Attack by two stages.
Chatter Flying Special 65 4% 100% Has a 100% chance to confuse the target.
Chill Normal Restores 10% of the user's energy.
Chip Away Normal Physical 70 4% 100% Ignores the target's stat modifiers.
Circle Throw Fighting Physical 60 3% 90% −6 Throws the target fairly far away, potentially preventing it from reaching the user for a bit.
Clamp Water Physical 35 3% 85% Traps the target and deals 1% damage after each action for 4-5 actions.
Clanging Scales Dragon Special 110 7% 100% Lowers the user's Defense by one stage.
Clear Smog Poison Special 50 3% Removes the target's stat modifiers.
Close Combat Fighting Physical 120 7% 100% Lowers the user's Defense and Special Defense by one stage.
Coil Poison 3% Raises the user's Attack, Defense, and Accuracy by one stage.
Comet Punch Normal Physical 18 * 85% Hits 2-5 times in one action. Base power is 18 times the number of hits.
Confide Normal 1% Lowers the target's Special Attack by one stage.
Confuse Ray Ghost 4% 100% Confuses the target.
Confusion Psychic Special 50 3% 100% Has a 10% chance to confuse the target.
Constrict Normal Physical 10 1% 100% Has a 10% chance to lower the target's Speed by one stage.
Conversion Normal 5% Changes the user's type to any type, chosen by the trainer, that matches a move it knows.
Conversion 2 Normal 5% Changes the user's type to any type, chosen by the trainer, that matches a move used by any Pokémon since the user entered battle.
Copycat Normal * Uses the last move successfully used by any Pokémon in battle.
Core Enforcer Dragon Special 100 6% 100% Nullifies each target's ability if it has already moved this action.
Cosmic Power Psychic 2% Raises the user's Defense and Special Defense by one stage.
Cotton Guard Grass 3% Raises the user's Defense by three stages.
Cotton Spore Grass 2% 100% Lowers each target's Speed by two stages.
Counter Fighting Physical * * 100% −5 Counters a physical move, dealing twice as much damage as the user took.
Covet Normal Physical 60 3% 100% Steals the target's item.
Crabhammer Water Physical 100 6% 90% Has a critical hit rate one stage higher than normal.
Crafty Shield Fairy * +3 Protects all friendly Pokémon from non-damaging moves this action.
Cross Chop Fighting Physical 100 6% 80% Has a critical hit rate one stage higher than normal.
Cross Poison Poison Physical 70 4% 100% Has a critical hit rate one stage higher than normal and a 10% chance to poison the target.
Crunch Dark Physical 80 4% 100% Has a 20% chance to lower the target's Defense by one stage.
Crush Claw Normal Physical 75 5% 95% Has a 50% chance to lower the target's Defense by one stage.
Crush Grip Normal Physical * * 100% Power starts at 120 and falls proportional to the target's remaining HP.
Curse Ghost * Ghost users: costs half health; deals damage to the target after each round. Others: raises Attack and Defense but lowers Speed by one stage.
Cut Normal Physical 50 3% 95% Deals damage. No other effect.
Darkest Lariat Dark Physical 85 5% 100% Ignores the target's stat stages.
Dark Pulse Dark Special 80 4% 100% Has a 20% chance to make the target flinch.
Dark Void Dark 1% 50% Puts each target to sleep.
Dazzling Gleam Fairy Special 80 4% 100% Deals damage. No other effect.
Defend Order Bug 2% Raises the user's Defense and Special Defense by one stage.
Defense Curl Normal 1% Raises the user's Defense by one stage.
Defog Flying 4% Removes various effects from the field and lowers the target's Evasion by one stage.
Destiny Bond Ghost * Severely damages any Pokémon that knocks out the user before its next action.
Detect Fighting * +4 Protects the user from all moves this action.
Diamond Storm Rock Physical 100 7% 95% Has a 50% chance to raise the user's Defense by one stage.
Dig Ground Physical 80 4% 100% Digs underground, dodging most moves, then hits. Costs 3% extra energy to do both in one action.
Disable Normal 4% 100% Prevents the target from using its last move for four actions.
Disarming Voice Fairy Special 40 2% Never misses.
Discharge Electric Special 80 5% 100% Has a 30% chance to paralyze each target.
Dive Water Physical 80 4% 100% Dives underwater, dodging most moves, then hits. Costs 3% extra energy to do both in one action.
Dizzy Punch Normal Physical 70 4% 100% Has a 20% chance to confuse the target.
Doom Desire Steel Special 140 8% 100% Hits the target one to three actions later, at the end of the action.
Double-Edge Normal Physical 120 7% 100% Deals recoil damage to the user equal to 1/3 the damage dealt.
Double Hit Normal Physical 35 2% 90% Hits twice in one action.
Double Kick Fighting Physical 30 2% 100% Hits twice in one action.
Double Slap Normal Physical 15 * 85% Hits 2-5 times in one action. Base power is 15 times the number of hits.
Double Team Normal * Produces a number of illusory clones which act as decoys for single-target moves.
Draco Meteor Dragon Special 130 8% 90% Lowers the user's Special Attack by two stages.
Dragon Ascent Flying Physical 120 7% 100% Lowers the user's Defense and Special Defense by one stage.
Dragon Breath Dragon Special 60 4% 100% Has a 30% chance to paralyze the target.
Dragon Claw Dragon Physical 80 4% 100% Deals damage. No other effect.
Dragon Dance Dragon 2% Raises the user's Attack and Speed by one stage.
Dragon Hammer Dragon Physical 90 5% 100% Deals damage. No other effect.
Dragon Pulse Dragon Special 85 4% 100% Deals damage. No other effect.
Dragon Rage Dragon Special * 2% 100% Always does exactly 4% damage, unless the target is immune.
Dragon Rush Dragon Physical 100 6% 75% Has a 20% chance to make the target flinch.
Dragon Tail Dragon Physical 60 3% 90% −6 Knocks the target fairly far away, potentially preventing it from reaching the user for a bit.
Draining Kiss Fairy Special 50 3% 100% Drains 3/4 of the damage dealt to heal the user.
Drain Punch Fighting Physical 75 4% 100% Drains half the damage dealt to heal the user.
Dream Eater Psychic Special 100 6% 100% Drains half the damage dealt to heal the user. Only works on sleeping targets.
Drill Peck Flying Physical 80 4% 100% Deals damage. No other effect.
Drill Run Ground Physical 80 4% 95% Has a critical hit rate one stage higher than normal.
Dual Chop Dragon Physical 40 2% 90% Hits twice in one action.
Dynamic Punch Fighting Physical 100 7% 50% Has a 100% chance to confuse the target.
Earth Power Ground Special 90 5% 100% Has a 10% chance to lower the target's Special Defense by one stage.
Earthquake Ground Physical 100 6% 100% Deals damage. No other effect.
Echoed Voice Normal Special 40 2% 100% Base power doubles with each use by any friendly Pokémon, up to 200, but resets if a full action goes by without use.
Eerie Impulse Electric 2% 100% Lowers the target's Special Attack by two stages.
Egg Bomb Normal Physical 100 6% 75% Deals damage. No other effect.
Electric Terrain Electric 5% For six actions, prevents Pokémon on the ground from sleeping and raises their Electric-type moves' base power by 20.
Electrify Electric 4% Makes the target's move this action Electric-type if it moves after the user.
Electro Ball Electric Special * * 100% Power ranges from 60 to 150 depending on how fast the user is compared to the target.
Electroweb Electric Special 55 4% 95% Has a 100% chance to lower each target's Speed by one stage.
Embargo Dark 4% 100% Prevents the target from using its held item for five actions.
Ember Fire Special 40 2% 100% Has a 10% chance to burn the target.
Encore Normal 4% 100% Makes the target repeat its last move for three actions.
Endeavor Normal Physical * * 100% Lowers the target's health to match the user's.
Endure Normal * +4 Prevents direct damage from lowering the user's health below 1% this action.
Energy Ball Grass Special 90 5% 100% Has a 10% chance to lower the target's Special Defense by one stage.
Entrainment Normal 3% 100% Copies the user's ability onto the target.
Eruption Fire Special 150 9% 100% Base power and energy cost fall proportional to the user's remaining health.
Explosion Normal Physical 250 14% 100% Knocks the user out.
Extrasensory Psychic Special 80 4% 100% Has a 10% chance to make the target flinch.
Extreme Speed Normal Physical 80 5% 100% +2 Deals damage. No other effect.
Facade Normal Physical 70 4% 100% Base power is doubled if the user has a major status ailment, excluding sleep.
Fairy Lock Fairy 4% Prevents all Pokémon from switching or using moves that require a lot of movement for three actions.
Fairy Wind Fairy Special 40 2% 100% Deals damage. No other effect.
Fake Out Normal Physical 40 3% 100% +3 Makes the target flinch if the user has not already used this move since entering battle.
Fake Tears Dark 2% 100% Lowers the target's Special Defense by two stages.
False Swipe Normal Physical 40 2% 100% Cannot lower the target's health below 1%.
Feather Dance Flying 2% 100% Lowers the target's Attack by two stages.
Feint Normal Physical 30 3% 100% +2 Breaks through Protect and Detect.
Feint Attack Dark Physical 60 3% Never misses.
Fell Stinger Bug Physical 50 3% 100% Raises the user's Attack by two stages if it KOs the target.
Fiery Dance Fire Special 80 5% 100% Has a 50% chance to raise the user's Special Attack by one stage.
Final Gambit Fighting Special * * 100% Inflicts damage equal to the user's remaining health. Knocks the user out.
Fire Blast Fire Special 110 7% 85% Has a 10% chance to burn the target.
Fire Fang Fire Physical 65 3% 95% Has a 10% chance to burn the target and a 10% chance to make it flinch.
Fire Lash Fire Physical 80 5% 100% Has a 100% chance to lower the target's Defense by one stage.
Fire Pledge Fire Special 80 4% 100% Changes the terrain when used alongside Water Pledge or Grass Pledge.
Fire Punch Fire Physical 75 4% 100% Has a 10% chance to burn the target.
Fire Spin Fire Special 35 3% 85% Traps the target and deals 1% damage after each action for 4-5 actions.
First Impression Bug Physical 90 6% 100% +2 Only works if the user has not used this move since entering battle.
Fissure Ground Physical * * 30% Deals damage equal to the damage cap, or 100% if there is none.
Flail Normal Physical * * 100% Base power and energy cost rise as the user's health falls.
Flame Burst Fire Special 70 4% 100% Deals 3% damage to any Pokémon within two meters of the target.
Flame Charge Fire Physical 50 4% 100% Has a 100% chance to raise the user's Speed by one stage.
Flamethrower Fire Special 90 5% 100% Has a 10% chance to burn the target.
Flame Wheel Fire Physical 60 3% 100% Unfreezes the user and has a 10% chance to burn the target.
Flare Blitz Fire Physical 120 7% 100% Deals recoil damage to the user equal to 1/3 the damage dealt and has a 10% chance to burn the target.
Flash Normal 1% 100% Lowers the target's Accuracy by one stage if it relies on sight.
Flash Cannon Steel Special 80 4% 100% Has a 10% chance to lower the target's Special Defense by one stage.
Flatter Dark 4% 100% Raises the target's Special Attack by one stage and confuses it.
Fleur Cannon Fairy Special 130 8% 90% Lowers the user's Special Attack by two stages.
Fling Dark Physical * * 100% Throws the user's held item at the target. Base power and energy cost depend on the item.
Floral Healing Fairy * Restores 50% health usually, or 66% in Grassy Terrain.
Flower Shield Fairy * Raises all Grass-type Pokémon's Defense by one stage.
Fly Flying Physical 90 5% 95% Flies up high, dodging most moves, then hits. Costs 3% extra energy to do both in one action.
Flying Press Fighting Physical 100 6% 95% Deals both Fighting- and Flying-type damage.
Focus Blast Fighting Special 120 7% 70% Has a 10% chance to lower the target's Special Defense by one stage.
Focus Energy Normal 5% Raises the user's critical hit chance by two stages.
Focus Punch Fighting Physical 150 9% 100% −3 Fails if the user takes damage before using this move.
Follow Me Normal 1% +2 Redirects opponents' single-target moves to the user this action.
Force Palm Fighting Physical 60 4% 100% Has a 30% chance to paralyze the target.
Foresight Normal 5% Resets each target's Evasion stages and makes Ghost-types vulnerable to Normal- and Fighting-type moves for six actions.
Forest's Curse Grass 5% 100% Adds Grass to the target's types.
Foul Play Dark Physical 95 5% 100% Does damage using the target's Attack stat.
Freeze-Dry Ice Special 70 4% 100% Is super-effective against Water and has a 10% chance to freeze the target.
Freeze Shock Ice Physical 140 8% 90% Requires an action to charge and has a 30% chance to paralyze the target. Can be used in one action for 3% extra energy.
Frenzy Plant Grass Special 150 9% 90% Requires an action to recharge. Can be used in one action for 3% extra energy.
Frost Breath Ice Special 60 3% 90% Always scores a critical hit.
Frustration Normal Physical * * 100% Base power and energy cost vary with the user's mood.
Fury Attack Normal Physical 15 * 85% Hits 2-5 times in one action. Base power is 15 times the number of hits.
Fury Cutter Bug Physical 40 2% 95% Base power doubles with each successful consecutive use, up to 160.
Fury Swipes Normal Physical 18 * 80% Hits 2-5 times in one action. Base power is 18 times the number of hits.
Fusion Bolt Electric Physical 100 6% 100% Base power is doubled if used after Fusion Flare.
Fusion Flare Fire Special 100 6% 100% Base power is doubled if used after Fusion Bolt.
Future Sight Psychic Special 120 7% 100% Hits the target two to three actions later, at the end of the action.
Gastro Acid Poison 3% 100% Nullifies the target's ability.
Gear Grind Steel Physical 50 3% 85% Hits twice in one action.
Gear Up Steel * Raises the Attack and Special Attack of all allies with Plus or Minus by one stage, including the user.
Geomancy Fairy 6% Requires an action to charge, then raises the user's Special Attack, Special Defense, and Speed by two stages.
Giga Drain Grass Special 75 4% 100% Drains half the damage dealt to heal the user.
Giga Impact Normal Physical 150 9% 90% Requires an action to recharge. Can be used in one action for 3% extra energy.
Glaciate Ice Special 65 3% 95% Lowers each target's Speed by two stages.
Glare Normal 4% 100% Severely paralyzes the target.
Grass Knot Grass Special * * 100% Base power and energy cost depend on the target's weight.
Grass Pledge Grass Special 80 4% 100% Changes the terrain when used alongside Fire Pledge or Water Pledge.
Grass Whistle Grass 1% 55% Puts the target to sleep.
Grassy Terrain Grass 5% For six actions, heals Pokémon on the ground for 1% each action and raises their Grass-type moves' base damage by 4/3x.
Gravity Psychic 4% For five actions, prevents Pokémon from flying or levitating and lowers their Evasion by two levels.
Growl Normal 1% 100% Lowers each target's Attack by one stage.
Growth Normal 2% Raises the user's Attack and Special Attack by one stage.
Grudge Ghost 5% Prevents any Pokémon that knocks out the user before the end of the round from using any moves it used that round for the rest of the battle.
Guard Split Psychic * Averages the user and target's Defense and Special Defense stages.
Guard Swap Psychic * Swaps the user's Defense and Special Defense stages with the target.
Guillotine Normal Physical * * 30% Deals damage equal to the damage cap, or 100% if there is none.
Gunk Shot Poison Physical 120 8% 80% Has a 30% chance to poison the target.
Gust Flying Special 40 2% 100% Can hit high-flying Pokémon.
Gyro Ball Steel Physical * * 100% Deals more damage the slower the user is compared to the target.
Hail Ice 5% Changes the weather to hail for nine actions.
Hammer Arm Fighting Physical 100 6% 90% Lowers the user's Speed by one stage.
Happy Hour Normal 1% Raises prize money by $3. Works once per Pokémon per battle.
Harden Normal 1% Raises the user's Defense by one stage.
Haze Ice 4% Removes all Pokémon's stat stages. Lowers the accuracy of all moves by 10% for five actions.
Headbutt Normal Physical 70 5% 100% Has a 30% chance to make the target flinch.
Head Charge Normal Physical 120 7% 100% Deals recoil damage to the user equal to 1/4 the damage dealt.
Head Smash Rock Physical 150 9% 80% Deals recoil damage to the user equal to half the damage dealt.
Heal Bell Normal 4% Heals the status conditions of all Pokémon who hear the bell.
Heal Block Psychic 4% 100% Prevents the targets from regaining health for five actions.
Healing Wish Psychic * Knocks the user out and fully heals its replacement's health.
Heal Order Bug * Restores 50% of the user's health.
Heal Pulse Psychic * Restores 50% of the target's health.
Heart Stamp Psychic Physical 60 4% 100% Has a 30% chance to make the target flinch.
Heart Swap Psychic * Swaps the user's stat stages with the target.
Heat Crash Fire Physical * * 100% Base power and energy cost vary based on the user and target's weights.
Heat Wave Fire Special 95 5% 90% Has a 10% chance to burn each target.
Heavy Slam Steel Physical * * 100% Base power and energy cost vary based on the user and target's weights.
Helping Hand Normal * +5 Multiplies the power of an ally's move by 1.5 this action.
Hex Ghost Special 65 3% 100% Base power is doubled if the target has a status ailment.
Hidden Power Normal Special 60 3% 100% Type is randomized per Pokémon per battle.
High Horsepower Ground Physical 95 5% 95% Deals damage. No other effect.
High Jump Kick Fighting Physical 130 8% 90% Deals crash damage to the user if it misses, equal to half the damage it would have dealt.
Hold Back Normal Physical 40 2% 100% Cannot lower the target's health below 1%.
Hold Hands Normal 1% Raises the user and an ally's happiness by one. Does not stack with a Soothe Bell.
Hone Claws Dark 2% Raises the user's Attack and Accuracy by one stage.
Horn Attack Normal Physical 65 3% 100% Deals damage. No other effect.
Horn Drill Normal Physical * * 30% Deals damage equal to the damage cap, or 100% if there is none.
Horn Leech Grass Physical 75 4% 100% Drains half the damage dealt to heal the user.
Howl Normal 1% Raises the user's Attack by one stage.
Hurricane Flying Special 110 8% 70% Has a 30% chance to confuse the target.
Hydro Cannon Water Special 150 9% 90% Requires an action to recharge. Can be used in one action for 3% extra energy.
Hydro Pump Water Special 110 7% 80% Deals damage. No other effect.
Hyper Beam Normal Special 150 9% 90% Requires an action to recharge. Can be used in one action for 3% extra energy.
Hyper Fang Normal Physical 80 4% 90% Has a 10% chance to make the target flinch.
Hyperspace Fury Dark Physical 100 6% Hits through moves like Protect. Lowers the user's Defense by one stage. Only works for Hoopa Unbound.
Hyperspace Hole Psychic Special 80 4% Hits through moves like Protect.
Hyper Voice Normal Special 90 5% 100% Deals damage. No other effect.
Hypnosis Psychic 2% 60% Puts the target to sleep.
Ice Ball Ice Physical 30 2% 90% Base power doubles with each successful consecutive use.
Ice Beam Ice Special 90 5% 100% Has a 10% chance to freeze the target.
Ice Burn Ice Special 140 9% 90% Requires an action to charge and has a 30% chance to burn the target. Can be used in one action for 3% extra energy.
Ice Fang Ice Physical 65 3% 95% Has a 10% chance to freeze the target and a 10% chance to make it flinch.
Ice Hammer Ice Physical 100 6% 90% Lowers the user's Speed by one stage.
Ice Punch Ice Physical 75 4% 100% Has a 10% chance to freeze the target.
Ice Shard Ice Physical 40 3% 100% +1 Deals damage. No other effect.
Icicle Crash Ice Physical 85 4% 90% Has a 30% chance to make the target flinch.
Icicle Spear Ice Physical 25 * 100% Hits 2-5 times in one action. Base power is 25 times the number of hits.
Icy Wind Ice Special 55 4% 95% Has a 100% chance to lower each target's Speed by one stage.
Imprison Psychic 5% Prevents all opponents from using any move that the user has used so far for nine actions.
Incinerate Fire Special 60 3% 100% Destroys the target's berry.
Inferno Fire Special 100 7% 50% Has a 100% chance to burn the target.
Infestation Bug Special 20 2% 100% Traps the target and deals 1% damage after each action for 4-5 actions.
Ingrain Grass 5% Heals 1% of the user's health after each action, but roots it in place.
Instruct Psychic 3% Makes the target immediately use its last move again.
Ion Deluge Electric 4% +1 Changes Normal-type moves to Electric-type moves for three actions.
Iron Defense Steel 2% Raises the user's Defense by two stages.
Iron Head Steel Physical 80 5% 100% Has a 30% chance to make the target flinch.
Iron Tail Steel Physical 100 7% 75% Has a 30% chance to lower the target's Defense by one stage.
Judgment Normal Special 100 6% 100% Changes type to match the user if it has Multitype.
Jump Kick Fighting Physical 100 6% 95% Deals crash damage to the user if it misses, equal to half the damage it would have dealt.
Karate Chop Fighting Physical 50 3% 100% Has a critical hit rate one stage higher than normal.
Kinesis Psychic 1% 80% Lowers the target's accuracy by one stage.
King's Shield Steel * +4 Blocks damaging moves this action and lowers attacking Pokémon's Attack by two stages on contact.
Knock Off Dark Physical 65 3% 100% Base power is multiplied by 1.5 if the target is holding an item, and removes the item.
Land's Wrath Ground Physical 90 5% 100% Deals damage. No other effect.
Laser Focus Normal Flavor text: "The user concentrates intensely. The attack on the next turn always results in a critical hit."
Last Resort Normal Physical 140 8% 100% Only works if the user is below 33% health.
Lava Plume Fire Special 80 5% 100% Has a 30% chance to burn each target.
Leafage Grass Physical 40 2% 100% Deals damage. No other effect.
Leaf Blade Grass Physical 90 5% 100% Has a critical hit rate one stage higher than normal.
Leaf Storm Grass Special 130 8% 90% Lowers the user's Special Attack by two stages.
Leaf Tornado Grass Special 65 4% 90% Has a 50% chance to lower the target's Accuracy by one stage.
Leech Life Bug Physical 80 4% 100% Drains half the damage dealt to heal the user.
Leech Seed Grass 5% 90% Drains 1% of the target's health to heal the user after each action.
Leer Normal 1% 100% Lowers each target's Defense by one stage.
Lick Ghost Physical 30 3% 100% Has a 30% chance to paralyze the target.
Light of Ruin Fairy Special 140 8% 90% Deals recoil damage to the user equal to half the damage dealt.
Light Screen Psychic * Halves damage taken from special moves for five actions.
Liquidation Water Physical 85 5% 100% Has a 20% chance to lower the target's Defense by one stage.
Lock-On Normal 4% Ensures that the user's next move against the target will hit.
Lovely Kiss Normal 3% 75% Puts the target to sleep.
Low Kick Fighting Physical * * 100% Base power and energy cost vary with the target's weight.
Low Sweep Fighting Physical 65 4% 100% Has a 100% chance to lower the target's Speed by one stage.
Lucky Chant Normal 4% Protects all friendly Pokémon against critical hits for five actions.
Lunar Dance Psychic * Knocks the user out and fully heals its replacement's health and energy.
Lunge Bug Physical 80 5% 100% Has a 100% chance to lower the target's Attack by one stage.
Luster Purge Psychic Special 70 5% 100% Has a 50% chance to lower the target's Special Defense by one stage.
Mach Punch Fighting Physical 40 3% 100% +1 Deals damage. No other effect.
Magical Leaf Grass Special 60 3% Never misses.
Magic Coat Psychic 4% +4 Reflects moves in the "reflectable" category back at their user.
Magic Room Psychic 4% Nullifies held items for five actions.
Magma Storm Fire Special 100 7% 75% Traps the target and deals 2% damage after each action for 4-5 actions.
Magnet Bomb Steel Physical 60 3% Lowers the target's Speed by one stage if it is Steel-type.
Magnetic Flux Electric * Raises the Defense and Special Defense of all friendly Pokémon with Plus or Minus by one stage.
Magnet Rise Electric 4% Grants the user Levitate for five actions in addition to all other abilities.
Magnitude Ground Physical * * 100% Base power varies randomly from 10 to 150.
Mat Block Fighting 2% Protects all friendly Pokémon from damaging moves this action. Only works if the user has not used it since entering battle.
Mean Look Normal 4% Prevents the target from leaving battle or becoming intangible for five actions.
Meditate Psychic 1% Raises the user's Attack by one stage.
Me First Normal * Uses the move the target is about to use, with 1.5 times the base power. Fails if the target has already moved this action.
Mega Drain Grass Special 40 2% 100% Drains half the damage inflicted to heal the user.
Megahorn Bug Physical 120 7% 85% Deals damage. No other effect.
Mega Kick Normal Physical 120 7% 75% Deals damage. No other effect.
Mega Punch Normal Physical 80 4% 85% Deals damage. No other effect.
Memento Dark 13% 100% Knocks the user out. Minimizes the target's Attack and Special Attack and lowers its Speed by two stages.
Metal Burst Steel Physical * * 100% Counters any damaging move, dealing 1.5× as much damage as the user took. Fails if the user moves first.
Metal Claw Steel Physical 50 3% 95% Has a 10% chance to raise the user's Attack by one stage.
Metal Sound Steel 2% 85% Lowers the target's Special Defense by two stages.
Meteor Mash Steel Physical 90 5% 90% Has a 20% chance to raise the user's Attack by one stage.
Metronome Normal * Randomly uses any move.
Milk Drink Normal * Restores 50% of the user's health.
Mimic Normal 1% Becomes any move used by any Pokémon since the user entered battle; reverts when the user leaves battle.
Mind Blown Fire Special 150 * 100%
Mind Reader Normal 4% Ensures that the user's next move against the target will hit.
Minimize Normal 2% Raises the user's Evasion by two stages.
Miracle Eye Psychic 5% Resets the target's Evasion stages and makes Dark-types vulnerable to Psychic-type moves for six actions.
Mirror Coat Psychic Special * * 100% −5 Counters a special move, dealing twice as much damage as the user took.
Mirror Move Flying * Uses the last move the target used.
Mirror Shot Steel Special 65 4% 85% Has a 30% chance to lower the target's Accuracy by one stage.
Mist Ice 4% Prevents stat drops and lowers the accuracy of all moves by 10% for five actions.
Mist Ball Psychic Special 70 5% 100% Has a 50% chance to lower the target's Special Attack by one stage.
Misty Terrain Fairy 5% For six actions, Pokémon on the ground cannot obtain major status ailments and take 2/3× damage from Dragon moves.
Moonblast Fairy Special 95 6% 100% Has a 30% chance to lower the target's Special Attack by one stage.
Moongeist Beam Ghost Special 100 6% 100% Ignores the target's ability.
Moonlight Fairy * Restores up to 50% of the user's health, depending on the amount of moonlight in the arena.
Morning Sun Normal * Restores up to 50% of the user's health, depending on the amount of sunlight in the arena.
Mud Bomb Ground Special 65 4% 85% Has a 30% chance to lower the target's Accuracy by one stage.
Muddy Water Water Special 90 6% 85% Has a 30% chance to lower each target's Accuracy by one stage.
Mud Shot Ground Special 55 4% 95% Has a 100% chance to lower the target's Speed by one stage.
Mud-Slap Ground Special 20 2% 100% Has a 100% chance to lower the target's Accuracy by one stage.
Mud Sport Ground 3% Lowers the effectiveness of Electric-type moves used against any friendly Pokémon by one stage for nine actions.
Multi-Attack Normal Physical 90 5% 100% Changes type to match the user if it has RKS System.
Mystical Fire Fire Special 75 4% 100% Has a 100% chance to lower the target's Special Attack by one stage.
Nasty Plot Dark 2% Raises the user's Special Attack by two stages.
Natural Gift Normal Physical * * 100% Has a really complicated effect based on the user's signature move. Going to change this soon.
Nature Power Normal * Uses another move depending on the arena.
Nature's Madness Fairy Special * * 90% Deals damage equal to half the target's current health.
Needle Arm Grass Physical 60 4% 100% Has a 30% chance to make the target flinch.
Night Daze Dark Special 85 5% 95% Has a 40% chance to lower the target's Accuracy by one stage.
Nightmare Ghost 4% 100% Damages the target for 5% health after each action as long as it stays asleep.
Night Shade Ghost Special * * 100% Damage is equal to the user's experience, up to 10%.
Night Slash Dark Physical 70 4% 100% Has a critical hit rate one stage higher than normal.
Noble Roar Normal 2% 100% Lowers the target's Attack and Special Attack by one stage.
Nuzzle Electric Physical 20 2% 100% Has a 100% chance to paralyze the target.
Oblivion Wing Flying Special 80 4% 100% Drains 3/4 of the damage dealt to heal the user.
Octazooka Water Special 65 4% 85% Has a 50% chance to lower the target's Accuracy by one stage.
Odor Sleuth Normal 5% Resets each target's Evasion stages and makes Ghost-types vulnerable to Normal- and Fighting-type moves for six actions.
Ominous Wind Ghost Special 60 3% 100% Has a 10% chance to raise all stats (except Evasion and Accuracy) by one stage.
Origin Pulse Water Special 110 7% 85% Deals damage. No other effect.
Outrage Dragon Physical 120 7% 100% Forces the user to use this move for two to three actions, then confuses it.
Overheat Fire Special 130 8% 90% Lowers the user's Special Attack by two stages.
Pain Split Normal * Averages the user and target's health.
Parabolic Charge Electric Special 65 4% 100% Drains half the total damage dealt to all targets to heal the user.
Parting Shot Dark 2% 100% Lowers the target's Attack and Special Attack by one stage. Makes the user switch out.
Payback Dark Physical 50 3% 100% Has double base power if the target has already acted this action.
Pay Day Normal Physical 40 2% 100% Raises prize money by $1, up to $5 per battle.
Peck Flying Physical 35 2% 100% Deals damage. No other effect.
Perish Song Normal 5% Causes all Pokémon currently on the field to faint in three rounds if they are still on the field.
Petal Blizzard Grass Physical 90 5% 100% Deals damage. No other effect.
Petal Dance Grass Special 120 7% 100% Forces the user to use this move for two to three actions, then confuses it.
Phantom Force Ghost Physical 90 5% 100% Vanishes, dodging most moves, then hits. Costs 3% extra energy to do both in one action. Breaks through moves like Protect.
Photon Geyser Psychic Special 100 * 100%
Pin Missile Bug Physical 25 * 95% Hits 2-5 times in one action. Base power is 25 times the number of hits.
Plasma Fists Electric Physical 100 * 100%
Play Nice Normal 1% Lowers the target's Attack by one stage.
Play Rough Fairy Physical 90 5% 90% Has a 10% chance to lower the target's Attack by one stage.
Pluck Flying Physical 60 3% 100% If the target is holding a berry, the user eats it and base power is doubled.
Poison Fang Poison Physical 50 4% 100% Has a 50% chance to badly poison the target.
Poison Gas Poison 4% 90% Poisons the target.
Poison Jab Poison Physical 80 5% 100% Has a 30% chance to poison the target.
Poison Powder Poison 3% 75% Poisons the target.
Poison Sting Poison Physical 15 2% 100% Has a 30% chance to poison the target.
Poison Tail Poison Physical 50 3% 100% Has a 10% chance to poison the target and a critical hit rate one stage higher than normal.
Pollen Puff Bug Special 90 5% 100% If used on an ally, heals the target based on the strength of the move.
Pound Normal Physical 40 2% 100% Deals damage. No other effect.
Powder Bug 3% 100% +1 Explodes if the target uses a Fire move this action, dealing 5% damage and preventing the move.
Powder Snow Ice Special 40 2% 100% Has a 10% chance to freeze each target.
Power Gem Rock Special 80 4% 100% Deals damage. No other effect.
Power Split Psychic * Averages the user and target's Attack and Special Attack stages.
Power Swap Psychic * Swaps the user and target's Attack and Special Attack stages.
Power Trick Psychic * Switches the user's Attack and Defense stats.
Power Trip Dark Physical 20 1% 100% Base power rises by 20 for each of the user's positive stat stages.
Power-Up Punch Fighting Physical 40 3% 100% Has a 100% chance to raise the user's Attack.
Power Whip Grass Physical 120 7% 85% Deals damage. No other effect.
Precipice Blades Ground Physical 120 7% 85% Deals damage. No other effect.
Present Normal Physical * * 90% Randomly has 40, 80, or 120 power, or heals the target for 10% health.
Prismatic Laser Psychic Special 160 9% 100% Requires an action to recharge. Can be used in one action for 3% extra energy.
Protect Normal * +4 Protects the user against all moves this action.
Psybeam Psychic Special 65 3% 100% Has a 10% chance to confuse the target.
Psychic Psychic Special 90 5% 100% Has a 10% chance to lower the target's Special Defense by one stage.
Psychic Fangs Psychic Physical 85 5% 100% Breaks through Reflect and Light Screen.
Psychic Terrain Psychic 5% For six actions, protects Pokémon on the ground from priority moves and raises their Psychic-type moves' base power by 20.
Psycho Boost Psychic Special 140 8% 90% Lowers the user's Special Attack by two stages.
Psycho Cut Psychic Physical 70 4% 100% Has a critical hit rate one stage higher than normal.
Psycho Shift Psychic 3% 100% Transfers the user's major status ailments to the target.
Psych Up Normal * Copies the target's stat stages.
Psyshock Psychic Special 80 4% 100% Inflicts damage based on Special Attack and physical Defense.
Psystrike Psychic Special 100 6% 100% Inflicts damage based on Special Attack and physical Defense.
Psywave Psychic Special * * 100% Damage varies randomly between 0.5× and 1.5× the user's experience, up to 10 experience.
Punishment Dark Physical * * 100% Has 60 power, plus 15 power for each of the target's positive stat stages.
Purify Poison * Heals the target's major status ailments. If successful, also restores 50% of the user's health.
Pursuit Dark Physical 40 2% 100% Deals extra damage and hits first if the target is about to switch out or run away.
Quash Dark 3% 100% Makes the target act last this action.
Quick Attack Normal Physical 40 3% 100% +1 Deals damage. No other effect.
Quick Guard Fighting * +3 Protects the user and its allies against priority moves this action.
Quiver Dance Bug 3% Raises the user's Special Attack, Special Defense, and Speed by one stage.
Rage Normal Physical 20 1% 100% If the user damaged between this move and the next, its Attack will increase.
Rage Powder Bug 3% +2 Redirects opponents' single-target moves to the user this action.
Rain Dance Water 5% Changes the weather to rain for nine actions.
Rapid Spin Normal Physical 20 1% 100% Frees the user from Leech Seed and trapping moves, and clears Spikes et al.
Razor Leaf Grass Physical 55 3% 95% Has a critical hit rate one stage higher than normal.
Razor Shell Water Physical 75 5% 95% Has a 50% chance to lower the target's Defense.
Razor Wind Normal Special 80 4% 100% Requires an action to charge. Can be used in one action for 3% extra energy.
Recover Normal * Restores 50% of the user's health.
Recycle Normal 3% Restores the user's held item.
Reflect Psychic * Halves damage taken from physical moves for five actions.
Reflect Type Normal 5% Replaces the user's types with the target's.
Refresh Normal 4% Heals the user's major status ailments.
Relic Song Normal Special 75 4% 100% Has a 10% chance to put each target to sleep.
Rest Psychic * Puts the user to sleep and fully heals it over three actions.
Retaliate Normal Physical 70 4% 100% Base power is doubled if an ally fainted this action or last action.
Return Normal Physical * * 100% Base power and energy cost vary with the user's mood.
Revelation Dance Normal Special 90 5% 100% Changes type to match Oricorio's form.
Revenge Fighting Physical 60 3% 100% −4 Base power is doubled if the user has already taken damage this action.
Reversal Fighting Physical * * 100% Base power rises as the user's health falls.
Roar Normal 3% −6 Tries to make the target flinch. Success rate varies depending on the circumstances.
Roar of Time Dragon Special 150 9% 90% Requires an action to recharge. Can be used in one action for 3% extra energy.
Rock Blast Rock Physical 25 * 90% Hits 2-5 times in one action. Base power is 25 times the number of hits.
Rock Climb Normal Physical 90 5% 85% Has a 20% chance to confuse the target.
Rock Polish Rock 2% Raises the user's Speed by two stages.
Rock Slide Rock Physical 75 5% 90% Has a 30% chance to make each target flinch.
Rock Smash Fighting Physical 40 3% 100% Has a 50% chance to lower the target's Defense.
Rock Throw Rock Physical 50 3% 90% Deals damage. No other effect.
Rock Tomb Rock Physical 60 4% 95% Has a 100% chance to lower the target's Speed by one stage.
Rock Wrecker Rock Physical 150 9% 90% Requires an action to recharge. Can be used in one action for 3% extra energy.
Role Play Psychic 3% Copies the target's ability.
Rolling Kick Fighting Physical 60 4% 85% Has a 30% chance to make the target flinch.
Rollout Rock Physical 30 2% 90% Base power doubles with each consecutive use.
Roost Flying * Restores 50% of the user's health, and removes its Flying type, if applicable, until the user's next action.
Rototiller Ground * Raises the Attack and Special Attack of all Grass Pokémon in battle by one stage.
Round Normal Special 60 3% 100% Has double power if used by multiple Pokémon in one action.
Sacred Fire Fire Physical 100 7% 95% Has a 50% chance to burn the target.
Sacred Sword Fighting Physical 90 5% 100% Ignores the target's stat stages.
Safeguard Normal * Protects the user and its allies from status ailments for five actions.
Sand Attack Ground 1% 100% Lowers the target's Accuracy by one stage.
Sandstorm Rock 5% Changes the weather to a sandstorm for nine actions.
Sand Tomb Ground Physical 35 3% 85% Traps the target and deals 1% damage after each action for 4-5 actions.
Scald Water Special 80 5% 100% Has a 30% chance to burn the target.
Scary Face Normal 2% 100% Lowers the target's Speed by two stages.
Scratch Normal Physical 40 2% 100% Deals damage. No other effect.
Screech Normal 2% 85% Lowers the target's Defense by two stages.
Searing Shot Fire Special 100 7% 100% Has a 30% chance to burn each target.
Secret Power Normal Physical 70 5% 100% Has a 30% chance of inflicting an extra effect that depends on the terrain.
Secret Sword Fighting Special 85 4% 100% Deals damage based on Special Attack and physical Defense.
Seed Bomb Grass Physical 80 4% 100% Deals damage. No other effect.
Seed Flare Grass Special 120 8% 85% Has a 40% chance to lower the target's Special Defense by two stages.
Seismic Toss Fighting Physical * * 100% Base power and energy cost vary based on the user and target's weights.
Self-Destruct Normal Physical 200 11% 100% Knocks the user out.
Shadow Ball Ghost Special 80 4% 100% Has a 20% chance to lower the target's Special Defense by one stage.
Shadow Bone Ghost Physical 85 5% 100% Has a 20% chance to lower the target's Defense by one stage.
Shadow Claw Ghost Physical 70 4% 100% Has a critical hit rate one stage higher than normal.
Shadow Force Ghost Physical 120 7% 100% Vanishes, dodging most moves, then hits. Costs 3% extra energy to do both in one action.
Shadow Punch Ghost Physical 60 3% Never misses.
Shadow Sneak Ghost Physical 40 3% 100% +1 Deals damage. No other effect.
Sharpen Normal 1% Raises the user's Attack by one stage.
Sheer Cold Ice Special * * 30% Deals damage equal to the damage cap, or 100% if there is none.
Shell Smash Normal 6% Raises the user's Attack, Special Attack, and Speed by two stages, and lowers its Defense and Special Defense by one stage.
Shell Trap Fire Special 150 9% 100% −3 Only works if the user was hit by a physical move earlier this action.
Shift Gear Steel 3% Raises the user's Attack by one stage and its Speed by two stages.
Shock Wave Electric Special 60 3% Never misses.
Shore Up Ground * Restores 50% health usually, or 66% in a sandstorm.
Signal Beam Bug Special 75 4% 100% Has a 10% chance to confuse the target.
Silver Wind Bug Special 60 3% 100% Has a 10% chance to raise all stats (except Evasion and Accuracy) by one stage.
Simple Beam Normal 3% 100% Changes the target's ability to Simple.
Sing Normal 1% 55% Puts the target to sleep.
Sketch Normal 1% Permanently copies any move the user has seen since entering battle. Up to twenty moves may be remembered.
Skill Swap Psychic 3% Swaps the user and target's abilities.
Skull Bash Normal Physical 130 8% 100% Requires an action to charge, during which the user's Defense is raised by one stage. Can be used in one action for 3% extra energy.
Sky Attack Flying Physical 140 9% 90% Requires an action to charge and has a 30% chance to make the target flinch. Can be used in one action for 3% extra energy.
Sky Drop Flying Physical 60 3% 100% Carries the target into the air, avoiding most moves, then drops it. Costs 3% extra energy to do both in one action.
Sky Uppercut Fighting Physical 85 4% 90% Can hit high-flying Pokémon.
Slack Off Normal * Restores 50% of the user's health.
Slam Normal Physical 80 4% 75% Deals damage. No other effect.
Slash Normal Physical 70 4% 100% Has a critical hit rate one stage higher than normal.
Sleep Powder Grass 3% 75% Puts the target to sleep.
Sleep Talk Normal * Randomly uses any move the user has used since entering battle. Only works while asleep.
Sludge Poison Special 65 4% 100% Has a 30% chance to poison the target.
Sludge Bomb Poison Special 90 6% 100% Has a 30% chance to poison the target.
Sludge Wave Poison Special 95 5% 100% Has a 10% chance to poison each target.
Smack Down Rock Physical 50 3% 100% Knocks the target to the ground.
Smart Strike Steel Physical 70 4% Never misses.
Smelling Salts Normal Physical 70 4% 100% Base power rises if the target is paralyzed, depending on the severity. Heals the target's paralysis.
Smog Poison Special 30 3% 70% Has a 40% chance to poison the target.
Smokescreen Normal 1% 100% Lowers the target's Accuracy by one stage.
Snarl Dark Special 55 4% 95% Has a 100% chance to lower each target's Special Attack by one stage.
Snatch Dark * +4 Steals the first non-damaging, self-targetted move used by any opponent this action.
Snore Normal Special 50 4% 100% Has a 30% chance to make the target flinch. Only works while asleep.
Soak Water 5% 100% Changes the target's type to Water.
Soft-Boiled Normal * Restores 50% of the user's health.
Solar Beam Grass Special 120 7% 100% Requires an action to charge. Can be used in one action for 3% extra energy.
Solar Blade Grass Physical 125 8% 100% Requires an action to charge. Can be used in one action for 3% extra energy.
Sonic Boom Normal Special * 1% 90% Always does exactly 2% damage, unless the target is immune.
Spacial Rend Dragon Special 100 6% 95% Has a critical hit rate one stage higher than normal.
Spark Electric Physical 65 4% 100% Has a 30% chance to paralyze the target.
Sparkling Aria Water Special 90 5% 100% Heals each target's burn.
Spectral Thief Ghost Physical 90 5% 100% Steals the target's stat boosts before doing damage.
Speed Swap Psychic 3% Swaps the user and target's base Speed stats and Speed stages.
Spider Web Bug 5% Prevents the target from switching out.
Spike Cannon Normal Physical 20 * 100% Hits 2-5 times in one action. Base power is 20 times the number of hits.
Spikes Ground 2% Scatters spikes which deal 2% damage to any Pokémon who steps on them.
Spiky Shield Grass * +4 Protects the user against damaging moves this action and damages attackers who make contact with the user.
Spirit Shackle Ghost Physical 80 4% 100% Prevents the target from leaving battle or becoming intangible for five actions.
Spite Ghost 5% 100% Raises the energy cost of the target's last move by 4% until it leaves battle.
Spit Up Normal Special * 2% 100% Does damage equal to 1.5 times the amount of energy Stockpiled.
Splash Normal 1% Does nothing.
Spore Grass 4% 100% Puts the target to sleep.
Spotlight Normal 3% +3 Redirects all other Pokémon's single-target moves to the target this action.
Stealth Rock Rock 2% Scatters floating rocks which deal 2% Rock-type damage to any Pokémon who bumps them.
Steam Eruption Water Special 110 8% 95% Has a 30% chance to burn the target.
Steamroller Bug Physical 65 4% 100% Has a 30% chance to make the target flinch.
Steel Wing Steel Physical 70 4% 90% Has a 10% chance to raise the user's Defense by one stage.
Sticky Web Bug 2% Sprays a web which lowers the Speed of any Pokémon who touches it by one stage.
Stockpile Normal * Stores between 10% and 25% energy for use with Swallow or Spit Up.
Stomp Normal Physical 65 4% 100% Has a 30% chance to make the target flinch.
Stomping Tantrum Ground Physical 75 4% 100% Has double power if the user's previous move failed.
Stone Edge Rock Physical 100 6% 80% Has a critical hit rate one stage higher than normal.
Stored Power Psychic Special 20 1% 100% Base power rises by 20 for each of the user's positive stat stages.
Storm Throw Fighting Physical 60 3% 100% Always scores a critical hit.
Strength Normal Physical 80 4% 100% Deals damage. No other effect.
Strength Sap Grass * 100% Restores 30% health, plus or minus 5% for each of the target's Attack stages. Lowers the target's Attack by one stage.
String Shot Bug 2% 95% Lowers each target's Speed by two stages.
Struggle Normal Physical 50 3% Can always be used. Usually lets the user break free of any bindings, but deals recoil damage equal to 1/4 the damage dealt.
Struggle Bug Bug Special 50 4% 100% Has a 100% chance to lower each target's Special Attack by one stage.
Stun Spore Grass 3% 75% Severely paralyzes the target.
Submission Fighting Physical 80 4% 80% Deals recoil damage to the user equal to 1/4 of the damage dealt.
Substitute Normal * Transfers 10%, 15%, or 20% of the user's health into a doll, which blocks moves targetting the user until the doll's health reaches 0.
Sucker Punch Dark Physical 70 5% 100% +1 Only works if the target is about to use a damaging move.
Sunny Day Fire 5% Changes the weather to strong sunlight for nine actions.
Sunsteel Strike Steel Physical 100 6% 100% Ignores the target's ability.
Super Fang Normal Physical * * 90% Deals damage equal to half the target's current health.
Superpower Fighting Physical 120 7% 100% Lowers the user's Attack and Defense by one stage.
Supersonic Normal 1% 55% Confuses the target.
Surf Water Special 90 5% 100% Fails if there is not enough water available for the user to manipulate.
Swagger Normal 3% 85% Confuses the target and raises its Attack by two stages.
Swallow Normal 2% Restores an amount of health equal to 2.5× the energy Stockpiled.
Sweet Kiss Fairy 3% 75% Confuses the target.
Sweet Scent Normal 2% 100% Lowers each target's Evasion by two stages.
Swift Normal Special 60 3% Never misses.
Switcheroo Dark 3% 100% Swaps the user and target's held items.
Swords Dance Normal 2% Raises the user's Attack by two stages.
Synchronoise Psychic Special 120 7% 100% Hits all other Pokémon in battle that share a type with the user.
Synthesis Grass * Restores 50% of the user's health usually, 66% during strong sunlight, or 25% during rain, sandstorm, or hail.
Tackle Normal Physical 40 2% 100% Deals damage. No other effect.
Tail Glow Bug 3% Raises the user's Special Attack by three stages.
Tail Slap Normal Physical 25 * 85% Hits 2-5 times in one action. Base power is 25 times the number of hits.
Tail Whip Normal 1% 100% Lowers each target's Defense by one stage.
Tailwind Flying 4% Doubles the user and its allies' Speed for four actions.
Take Down Normal Physical 90 5% 85% Deals recoil damage to the user equal to 1/4 the damage dealt.
Taunt Dark 4% 100% Prevents the target from using non-damaging moves for three actions.
Tearful Look Normal 2% Lowers the target's Attack and Special Attack by one stage.
Techno Blast Normal Special 120 7% 100% Changes type depending on the user's held Plate.
Teeter Dance Normal 4% 100% Confuses all other Pokémon who see the user's dance.
Telekinesis Psychic 4% Raises the target in the air for three actions, giving all moves 100% accuracy against it.
Teleport Psychic 3% Teleports the user to another location within the arena.
Thief Dark Physical 60 3% 100% Steals the target's held item.
Thousand Arrows Ground Physical 90 5% 100% Prevents targets from switching or something.
Thousand Waves Ground Physical 90 5% 100% Can hit Pokémon in the air and knocks them to the ground.
Thrash Normal Physical 120 7% 100% Forces the user to use this move for two to three actions, then confuses it.
Throat Chop Dark Physical 80 4% 100% Prevents the target from using sound moves for three actions.
Thunder Electric Special 110 8% 70% Has a 30% chance to paralyze the target.
Thunderbolt Electric Special 90 5% 100% Has a 10% chance to paralyze the target.
Thunder Fang Electric Physical 65 3% 95% Has a 10% chance to paralyze the target and a 10% chance to make it flinch.
Thunder Punch Electric Physical 75 4% 100% Has a 10% chance to paralyze the target.
Thunder Shock Electric Special 40 2% 100% Has a 10% chance to paralyze the target.
Thunder Wave Electric 4% 90% Severely paralyzes the target.
Tickle Normal 2% 100% Lowers the target's Attack and Defense by one stage.
Topsy-Turvy Dark * Inverts the target's stat stages.
Torment Dark 4% 100% Prevents the target from using the same move twice in a row for five actions.
Toxic Poison 4% 90% Badly poisons the target. Never misses if the user is Poison-type.
Toxic Spikes Poison 2% Scatters spikes which poison any Pokémon who steps on them.
Toxic Thread Poison 5% 100% Poisons the target and lowers its Speed by one stage.
Transform Normal 3% Turns the user into a copy of the target.
Tri Attack Normal Special 80 4% 100% Has a 20% chance to burn, freeze, or paralyze the target.
Trick Psychic 3% 100% Swaps the user and target's held items.
Trick-or-Treat Ghost 5% 100% Adds Ghost to the target's types.
Trick Room Psychic 5% −7 Reverses the order in which trainers give commands and in which Pokémon move for the following six actions.
Triple Kick Fighting Physical 10 * 90% Hits three times in one action for 10, 20, and 30 base power respectively.
Trop Kick Grass Physical 70 5% 100% Has a 100% chance to lower the target's Attack by one stage.
Trump Card Normal Special * * Base power rises as the user's energy falls.
Twineedle Bug Physical 25 3% 100% Hits twice in one turn. Has a 20% chance to poison the target with each hit.
Twister Dragon Special 40 2% 100% Has a 20% chance to make each target flinch.
Uproar Normal Special 90 5% 100% Prevents Pokemon from falling asleep for up to three actions.
U-turn Bug Physical 70 4% 100% Makes the user switch out.
Vacuum Wave Fighting Special 40 3% 100% +1 Deals damage. No other effect.
V-create Fire Physical 180 10% 95% Lowers the user's Defense, Special Defense, and Speed by one stage.
Venom Drench Poison 3% 100% Lowers each target's Attack, Special Attack, and Speed by one stage if it is poisoned.
Venoshock Poison Special 65 3% 100% Base power is doubled if the target is poisoned.
Vice Grip Normal Physical 55 3% 100% Deals damage. No other effect.
Vine Whip Grass Physical 45 2% 100% Deals damage. No other effect.
Vital Throw Fighting Physical 70 4% −1 Never misses.
Volt Switch Electric Special 70 4% 100% Makes the user switch out.
Volt Tackle Electric Physical 120 7% 100% Has a 10% chance to paralyze the target. Deals recoil damage to the user equal to 1/3 the damage dealt.
Wake-Up Slap Fighting Physical 70 4% 100% Base power rises if the target is asleep, depending on severity. Wakes the target up.
Waterfall Water Physical 80 4% 100% Has a 20% chance to make the target flinch.
Water Gun Water Special 40 2% 100% Deals damage. No other effect.
Water Pledge Water Special 80 4% 100% Changes the terrain when used alongside Fire Pledge or Grass Pledge.
Water Pulse Water Special 60 3% 100% Has a 20% chance to confuse the target.
Water Shuriken Water Special 15 * 100% +1 Hits 2-5 times in one action. Base power is 15 times the number of hits.
Water Sport Water 3% Lowers the effectiveness of Fire-type moves used against the user or its allies by one stage for nine actions.
Water Spout Water Special 150 9% 100% Base power and energy cost fall proportional to the user's remaining health.
Weather Ball Normal Special 50 3% 100% Has 100 base power and changes type to match the weather if there is weather in effect.
Whirlpool Water Special 35 3% 85% Traps the target and deals 1% damage after each action for 4-5 actions.
Whirlwind Normal 3% −6 Blows a strong gust of wind, which can be used, for example, to knock the opponent back or clear the air.
Wide Guard Rock * +3 Protects the user and its allies against moves that hit multiple targets this action.
Wild Charge Electric Physical 90 5% 100% Deals recoil damage to the user equal to 1/4 the damage dealt.
Will-O-Wisp Fire 3% 85% Burns the target.
Wing Attack Flying Physical 60 3% 100% Deals damage. No other effect.
Wish Normal * After two or three actions, restores 50% health to the user or whatever Pokémon has taken its place.
Withdraw Water 1% Raises the user's Defense by one stage.
Wonder Room Psychic 4% Swaps all Pokémon's Defense and Special Defense stages for five actions.
Wood Hammer Grass Physical 120 7% 100% Deals recoil damage to the user equal to 1/3 the damage dealt.
Work Up Normal 2% Raises the user's Attack and Special Attack by one stage.
Worry Seed Grass 3% 100% Changes the target's ability to Insomnia.
Wrap Normal Physical 15 2% 90% Traps the target and deals 1% damage after each action for 4-5 actions.
Wring Out Normal Special * 7% 100% Base power and energy cost fall proportional to the target's remaining health.
X-Scissor Bug Physical 80 4% 100% Deals damage. No other effect.
Yawn Normal 4% Puts the target to sleep at the end of the next action.
Zap Cannon Electric Special 120 8% 50% Has a 100% chance to paralyze the target.
Zen Headbutt Psychic Physical 80 4% 90% Has a 20% chance to make the target flinch.
Zing Zap Electric Physical 80 5% 100% Has a 30% chance to make the target flinch.