List of moves that do damage

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Damage done to a Pokémon is the amount of HP taken away when a move is successful. The following moves can all deal damage (without ). Notably, this list does not include status moves.
Move	Type 	Category	Pow. 	Acc.	Notes
 	20 	100% 	Restores HP to the user equal to ¼ the damage inflicted. 	 	
 	40 	100% 	Has a priority of +1. 	 	
 	40 	100% 	Has a 10% chance of lowering the target's by one stage. 	 	
 	40 	100% 	Lowers the target's by two stages. 	 	
 	55 	100% 	Power is doubled if the user has no held item. 	 	
 	60 	— 	Never misses. 	 	
 	100 	95% 	Has a high critical hit ratio. 	 	
 	 	95% 	Has a high critical hit ratio. 	 	
 	75 	95% 	Has a 30% chance of causing the target to flinch. 	 	
 	80 	100% 	Prevents target from fleeing or switching out. 	 	
 	60 	100% 	Has a 10% chance of raising all of the user's stats by one stage. 	 	
 	80 	100% 	Lower's the target's Special Defense by one stage. 	 	
 	40 	100% 	Has a priority of +1. 	 	
 	90 	90% 	 	 	
 	15 	100% 	Strikes the target two to five times in a row. 	 	
 	 	100% 	Power doubles if user receives damage on the turn it is used. 	 	
 	30 	100% 	Has a 30% chance of causing the target to flinch. 	 	
 	90 	100% 	Has a high critical hit ratio. 	 	
 	 	— 	Never misses. 	 	
 	110 	100% 	Raises the user's stat by one stage. If the user is in , becomes a Dark type move. 	 	
 	65 	100% 	Has a 10% chance of lowering the target's by one stage. 	 	
 	60 	100% 	Power doubles if the user is attacked by the target on the turn it is used. 	 	
 	15 	85% 	Strikes the target two to five times in a row. 	 	
 	100 	100% 	The user charges up at the beginning of the turn, then damages the foe at -3 priority. Contact with the user while charging up results in a . 	 	
 	 	100% 	Each member of the user's party attacks once. Power based on user's . 	 	
 	100 	100% 	Deals twice the damage if the target is Dynamaxed. 	 	
 	100 	100% 	Deals twice the damage if the target is Dynamaxed. 	 	
 	120 	90% 	Requires the user to eat its held Berry. 	 	
 	—	— 	Deals damage equal to 2× the damage taken by the user after two turns. 	 	
 	15 	 	Traps the target and causes damage equal to ⅛ of the target's max HP for four to five turns. 	 	
 	60 	100% 	Has a 30% chance of causing the target to flinch. 	 	
 	150 	90% 	The user can't move on the next turn. 	 	
 	85 	90% 	Has a 10% chance of ing the target. 	 	
 	 	 	Has a 10% chance of the target. 	 	
 	130 	85% 	Has a 20% chance of ing the target. 	 	
 	80 	100% 	The higher the user's Defense, the more damage it inflicts. 	 	
 	85 	100% 	Has a 30% chance of the target. 	 	
 	130 	85% 	Has a 30% chance of the target 	 	
 	85 	100% 	If the user attacks before the target, the move's power is doubled. 	 	
 	65 	85% 	Has a 10% chance of causing the target to flinch. 	 	
 	25 	 	Strikes the target two to five times in a row. 	 	
 	50 	90% 	Strikes the target twice in a row. 	 	
 	140 	100% 	 	 	
 	85 	85% 	Has a 30% chance of the target. 	 	
 	120 	100% 	User receives ¼ of damage dealt as recoil damage. 	 	
 	40 	100% 	 	 	
 	60 	100% 	Attacks all opposing Pokémon, and lowers the Attack stat of all targets. 	 	
 	75 	100% 	and are removed from the target. 	 	
 	65 	100% 	Power is doubled if target's health is below 50%. 	 	
 	60 	100% 	 	 	
 	 	100% 	Has a 10% chance of lowering the target's by one stage. 	 	
 	65 	100% 	Has a 10% chance of lowering the target's by one stage. 	 	
 	60 	100% 	Eats the target's held Berry. 	 	
 	90 	100% 	Has a 10% chance of lowering the target's by one stage. 	 	
 	60 	100% 	Lowers the target's by one stage. 	 	
 	40 	100% 	Has a priority of +1. 	 	
 	 	100% 	Strikes the target two to five times in a row. 	 	
 	130 	100% 	Thaws a user. When used, the user will no longer be Fire-type. 	 	
 	70 	100% 	s any opponent that has increased its stats during that turn. 	 	
 	50 	90% 	Has a 70% chance of raising the user's by one stage. 	 	
 	 	100% 	Has a 100% chance of the target. 	 	
 	70 	100% 	Ignores the target's changes in and . 	 	
 	60 	90% 	Forces opposing Trainer to switch Pokémon and ends battles with wild Pokémon. 	 	
 	35 	 	Traps the target and causes damage equal to ⅛ of the target's max HP for four to five turns. 	 	
 	110 	100% 	Reduces the user's by one stage 	 	
 	50 	— 	Resets all stat levels of the target to zero. 	 	
 	120 	100% 	The user's and are decreased by one stage. 	 	
 	18 	85% 	Strikes the target two to five times in a row. 	 	
 	50 	100% 	Has a 10% chance of the target. 	 	
 	10 	100% 	Has a 10% of lowering the target's by one stage. 	 	
 	100 	100% 	If the target has already used a move or had a Bag item used on it, this move eliminates the effect of the target's ability. 	 	
 	—	100% 	Deals back 2× damage inflicted if the user gets attacked by a Physical attack on the turn used. 	 	
 	 	100% 	Steals the target's held item. 	 	
 	 	 	Has a high critical hit ratio. 	 	
 	100 	80% 	Has a high critical hit ratio. 	 	
 	70 	100% 	Has a high critical hit ratio and 10% chance of ing the target. 	 	
 	80 	100% 	Has a 20% chance of lowering the target's by one stage. 	 	
 	75 	95% 	Has a 50% chance of lowering the target's by one stage. 	 	
 	—	100% 	Damage depends on the target's current HP; strongest when target's HP is highest. 	 	
 	50 	95% 	 	 	
 	80 	100% 	Has a 20% chance of causing the target to flinch. 	 	
 	85 	100% 	Ignores the target's changes in and . 	 	
 	80 	100% 	 	 	
 	100 	95% 	Has a 50% chance of raising the user's by one stage. 	 	
 	 	100% 	User burrows underground on the first turn, attacks on the second. 	 	
 	40 	— 	Never misses. 	 	
 	80 	100% 	Has a 30% chance of the target. 	 	
 	 	100% 	User dive underwater on the first turn, attacks on the second. 	 	
 	70 	100% 	Has a 20% chance of the target. 	 	
 	 	 	Deals damage two turns after usage. 	 	
 	35 	90% 	Strikes the target twice in a row. 	 	
 	60 	100% 	Strikes the target twice in a row. 	 	
 	30 	100% 	Strikes the target twice in a row. 	 	
 	 	100% 	User receives ¼ of damage dealt as recoil damage. 	 	
 	15 	85% 	Strikes the target two to five times in a row. 	 	
 	 	90% 	Lowers the user's by two stages after usage. 	 	
 	120 	100% 	Lowers the user's and by one stage after usage. 	 	
 	60 	100% 	Has a 30% chance of the target. 	 	
 	80 	100% 	 	 	
 	50 	100% 	Deals damage twice. If there are two opponents, it hits them both once. 	 	
 	90 	100% 	 	 	
 	 	100% 	 	 	
 	—	100% 	Always deals 40 HP of damage. 	 	
 	100 	75% 	Has a 20% chance of causing the target to flinch; double damage and never misses against d targets. 	 	
 	60 	90% 	Forces opposing Trainer to switch Pokémon and ends battles with wild Pokémon. 	 	
 	 	100% 	Restores HP to the user equal to ½ the damage inflicted. 	 	
 	50 	100% 	Restores HP to the user equal to ¾ of the damage inflicted. 	 	
 	100 	100% 	Target must be ; restores HP to the user equal to ½ the damage inflicted. 	 	
 	80 	100% 	 	 	
 	80 	95% 	Has a high critical hit ratio. 	 	
 	80 	100% 	Lowers the target's speed stat by one stage. 	 	
 	40 	90% 	Strikes the target twice in a row. 	 	
 	40 	90% 	Strikes the target twice in a row. 	 	
 	100 	100% 	Deals twice the damage if the target is Dynamaxed. 	 	
 	100 	50% 	Also the target. 	 	
 	90 	100% 	Has a 10% chance of lowering the target's by one stage. 	 	
 	100 	100% 	Deals double damage against targets using . 	 	
 	40 	100% 	Base power increases by 40 each consecutive turn it is used. 	 	
 	100 	75% 	 	 	
 	—	100% 	Inflicts more damage the faster the user is compared to the target. 	 	
 	55 	95% 	Lowers the target's by one stage. 	 	
 	40 	100% 	Has a 10% chance of ing the target. 	 	
 	—	100% 	Deals damages so that the target is left with HP equal to the user's. 	 	
 	 	100% 	Has a 10% chance of lowering the target's by one stage. 	 	
 	150 	100% 	Damage is based on the user's current HP; strongest when HP is highest. 	 	
 	160 	90% 	The user can't move on the next turn. 	 	
 	80 	100% 	Power is increased and hits all opposing Pokémon if used on Psychic Terrain. 	 	
 	 	100% 	User faints. 	 	
 	80 	100% 	Has a 10% chance of causing the target to flinch. 	 	
 	80 	100% 	Has a priority of +2. 	 	
 	70 	100% 	Power doubles if user is , , or . 	 	
 	40 	100% 	 	 	
 	40 	100% 	Only works on the first turn after the user enters battle; makes the target flinch. Has a priority of +3. 	 	
 	80 	— 	This attack never misses. 	 	
 	40 	100% 	Will always leave the target with at least one HP. 	 	
 	 	100% 	Breaks . 	 	
 	60 	— 	Never misses. 	 	
 	30 	100% 	Raises the user's two stages if it knocks out another Pokémon with this move. 	 	
 	80 	100% 	Has a 50% chance of raising the user's . 	 	
 	—	100% 	The target takes damage equal to the user's HP; user faints. 	 	
 	 	85% 	Has a 10% chance of ing the target. 	 	
 	65 	95% 	Has a 10% chance of ing or causing the target to flinch. 	 	
 	80 	100% 	Lowers the target's by one stage. 	 	
 	 	100% 	Deals double damage when used with or in double or triple battles. 	 	
 	75 	100% 	Has a 10% chance of ing the target. 	 	
 	 	 	Traps the target and causes damage equal to ⅛ of the target's max HP for four to five turns. 	 	
 	90 	100% 	Only works on the first turn after user enters battle; has a priority of +2. 	 	
 	85 	100% 	If the user attacks before the target, the move's power is doubled. 	 	
 	—	100% 	Damage is based on the user's current HP; strongest when HP is lowest. 	 	
 	70 	100% 	 	 	
 	50 	100% 	Raises the user's by one stage. 	 	
 	60 	100% 	Has a 10% chance of ing the target; thaws users. 	 	
 	 	100% 	Has a 10% chance of ing the target. 	 	
 	120 	100% 	Has a 10% chance of ing the target; user receives ⅓ of damage dealt as recoil damage. 	 	
 	80 	100% 	Has a 10% chance of lowering the target's by one stage. 	 	
 	130 	90% 	Lowers the user's by two stages after usage. 	 	
 	—	100% 	User inflicts various damage by losing its held item. 	 	
 	60 	100% 	User switches out after attacking. 	 	
 	 	95% 	User flies up on the first turn, attacks on the second. 	 	
 	80 	95% 	Does and damage. 	 	
 	120 	70% 	Has a 10% chance of lowering the target's by one stage. 	 	
 	150 	100% 	Attacks at the end of the round if the user is not hit by an attack. 	 	
 	60 	100% 	Has a 30% chance of the target. 	 	
 	95 	100% 	Damage is calculated using the target's . 	 	
 	70 	100% 	Has a 10% chance of the target; is super effective on types. 	 	
 	140 	90% 	User charges on the first, attacks on the second; has a 30% chance of the target. 	 	
 	150 	90% 	The user can't move on the next turn. 	 	
 	 	90% 	Always lands a critical hit. 	 	
 	—	100% 	Damage depends on user's friendship level. 	 	
 	15 	85% 	Strikes the target two to five times in a row. 	 	
 	 	95% 	Doubles power with each consecutive hit. 	 	
 	18 	80% 	Strikes the target two to five times in a row. 	 	
 	100 	100% 	Power doubles is the opponent uses immediately before this move is executed. 	 	
 	100 	100% 	Power doubles is the opponent uses immediately before this move is executed. 	 	
 	 	 	Deals damage two turns after usage. 	 	
 	50 	85% 	Strikes the target twice in a row. 	 	
 	 	100% 	Restores HP to the user equal to ½ the damage inflicted. 	 	
 	150 	90% 	The user can't move on the next turn. 	 	
 	65 	95% 	Lowers the target's by one stage. 	 	
 	—	100% 	Deals damage based on the target's weight. 	 	
 	 	100% 	Deals double damage when used with or in double or triple battles. 	 	
 	70 	100% 	Increased priority if used on Grassy Terrain. 	 	
 	80 	100% 	Lowers the target's Defense by one stage. If is in effect, its power increases to 120. 	 	
 	120 	 	Has a 30% chance of ing the target. 	 	
 	40 	100% 	Deals double damage against targets using . 	 	
 	—	100% 	Deals damage based on the user's compared to the target's Speed. 	 	
 	100 	90% 	Lowers the user's by one stage. 	 	
 	120 	100% 	User receives ¼ of damage dealt as recoil damage. 	 	
 	150 	80% 	User receives ½ of damage dealt as recoil damage. 	 	
 	70 	100% 	Has a 30% chance of causing the target to flinch. 	 	
 	60 	100% 	Has a 30% of causing the target to flinch. 	 	
 	—	100% 	Inflicts more damage the heavier the user is compared to the target. 	 	
 	 	90% 	Has a 10% chance of ing the target. 	 	
 	—	100% 	Inflicts more damage the heavier the user is compared to the target. 	 	
 	 	100% 	Power is doubled if the target is afflicted with a major status condition. 	 	
 	 	90% 	Deals crash damage equal to ½ of the user's HP if the user misses. 	 	
 	 	100% 	Type and based on the user's individual values. 	 	
 	95 	95% 	 	 	
 	40 	100% 	Will always leave the target with at least one HP. 	 	
 	65 	100% 	 	 	
 	75 	100% 	Restores HP to the user equal to ½ the damage inflicted. 	 	
 	 	70% 	Has a 30% chance of the target. 	 	
 	150 	90% 	The user can't move on the next turn. 	 	
 	 	80% 	 	 	
 	150 	90% 	The user can't move on the next turn. 	 	
 	80 	90% 	Has a 10% chance of causing the target to flinch. 	 	
 	90 	100% 	 	 	
 	80 	— 	Never misses. 	 	
 	100 	— 	Never misses; breaks ; lowers the user's by one stage after usage. Can only be used by Unbound. 	 	
 	30 	90% 	Used five turns in a row, with the power doubling after each hit. 	 	
 	 	100% 	Has a 10% chance of the target. 	 	
 	140 	90% 	Has a 30% chance of ing the target; charges on the first turn, attacks on the second. 	 	
 	65 	95% 	Has a 10% chance of or causing the target to flinch. 	 	
 	100 	90% 	Lowers the user's by one stage 	 	
 	75 	100% 	Has a 10% chance of the target. 	 	
 	40 	100% 	Has a priority of +1. 	 	
 	85 	90% 	Has a 30% chance of causing the target to flinch. 	 	
 	 	100% 	Strikes the target two to five times in a row. 	 	
 	55 	95% 	Lowers the target's Speed by one stage. 	 	
 	 	100% 	Renders the target's Berry unusable. 	 	
 	100 	50% 	Leaves the target with a . 	 	
 	20 	100% 	Traps the target and inflicts additional damage of ⅛ of the target's max HP for four to five turns. 	 	
 	80 	100% 	Has a 30% chance of causing the target to flinch. 	 	
 	100 	75% 	Has a 30% chance of lowering the target's by one stage. 	 	
 	80 	100% 	Prevents the user and the target from switching out. The effect goes away if either of the Pokémon faints or leaves the field. 	 	
 	100 	100% 	Changes type based on its held Plate. 	 	
 	 	95% 	Deals crash damage equal to half the user's HP if the user misses. 	 	
 	50 	100% 	Has a high critical hit ratio. 	 	
 	 	100% 	Removes the target's held item. 	 	
 	90 	100% 	 	 	
 	 	100% 	Can only be used after user has used all of its other moves. 	 	
 	75 	100% 	Power doubles if any of the user's stats were lowered on the turn it is used. 	 	
 	80 	100% 	Has a 30% chance of ing the target. 	 	
 	40 	100% 	 	 	
 	 	100% 	Has a high critical hit ratio. 	 	
 	 	90% 	Lowers the user's by two stages after usage. 	 	
 	65 	90% 	Has a 30% chance of lowering the target's . 	 	
 	20 	100% 	Restores HP to the user equal to ½ the damage inflicted. 	 	
 	 	100% 	Has a 30% chance of the target. 	 	
 	140 	90% 	Deals ½ of damage dealt as recoil damage. 	 	
 	85 	100% 	Has a 20% chance of lowering the target's by one stage. 	 	
 	 	 	Deals damage based on the target's weight. 	 	
 	 	100% 	Lowers the target's by one stage. 	 	
 	80 	100% 	Lowers the target's by one stage. 	 	
 	70 	100% 	Has a 50% chance of lowering the target's by one stage. 	 	
 	40 	100% 	Has a priority of +1. 	 	
 	60 	— 	Never misses. 	 	
 	 	 	Traps the target and causes damage equal to ⅛ of the target's max HP for four to five turns. 	 	
 	60 	— 	Never misses. 	 	
 	—	100% 	Deals random damage based on Magnitude's scale. 	 	
 	40 	100% 	Restores HP to the user equal to ½ the damage inflicted. 	 	
 	120 	75% 	 	 	
 	80 	85% 	 	 	
 	120 	85% 	 	 	
 	—	100% 	Deals back 1.5× damage inflicted if the user gets attacked on the turn used. 	 	
 	50 	95% 	Has a 10% chance of raising the user's by one stage. 	 	
 	150 	100% 	The user can't move on the next turn. 	 	
 	120 	90% 	Prepares on the first turn and raises the user's by one stage, attacks on the second. 	 	
 	 	 	Has a 20% chance of raising the user's by one stage. 	 	
 	150 	100% 	Deals recoil equal to ½ of the user's HP. 	 	
 	—	100% 	Deals back 2× damage inflicted if the user gets attacked by a special attack on the turn used. 	 	
 	65 	85% 	Has a 30% chance of lowering the target's by one stage. 	 	
 	70 	100% 	Has a 50% chance of lowering the target's by one stage. 	 	
 	100 	100% 	User faints. Base power is increased by 50% if used on Misty Terrain. 	 	
 	95 	100% 	May lower the target's . 	 	
 	100 	100% 	Ignores all . 	 	
 	65 	85% 	Has a 30% chance of lowering the target's by one stage. 	 	
 	55 	95% 	Lowers the target's by one stage. 	 	
 	20 	100% 	Lowers the target's by one stage. 	 	
 	 	85% 	Has a 30% chance of lowering the target's by one stage. 	 	
 	 	100% 	The memory held by the user determines this move's type. 	 	
 	 	100% 	Lowers the target's by one stage. 	 	
 	—	100% 	Power and type depend on thrown held Berry. 	 	
 	—	90% 	Deals damage equal to half the target's remaining HP; always deals at least 1 HP of damage. 	 	
 	60 	100% 	Has a 30% chance of causing the target to flinch. 	 	
 	85 	95% 	Has a 40% chance of lowering the target's . 	 	
 	—	100% 	Deals damage equal to the user's current level. 	 	
 	70 	100% 	Has a high critical hit ratio. 	 	
 	20 	100% 	the target. 	 	
 	80 	100% 	Restores HP to the user equal to ¾ of the damage inflicted. 	 	
 	65 	85% 	Has a 50% chance of lowering the target's by one stage. 	 	
 	60 	100% 	Has a 10% chance of raising all of the user's stats by one stage. 	 	
 	110 	85% 	 	 	
 	 	100% 	Used two to three turns in a row, the user after it stops. 	 	
 	80 	100% 	 	 	
 	 	90% 	Lowers the user's by two stages after usage. 	 	
 	50 	100% 	Restores HP to the user equal to ½ of the damage inflicted. 	 	
 	40 	100% 	Collects extra money after battles. 	 	
 	50 	100% 	Power is doubled if user is hit by foe first. 	 	
 	40 	100% 	 	 	
 	90 	100% 	 	 	
 	 	100% 	Used two to three turns in a row, the user after it stops. 	 	
 	90 	100% 	Disappears on first turn, attacks on second; breaks . 	 	
 	100 	100% 	Deals either or depending on which of the user's stats are higher. 	 	
 	 	 	Strikes the target two to five times in a row. 	 	
 	100 	100% 	For the remainder of the turn, all Normal-type moves become Electric-type. 	 	
 	90 	90% 	May lower the target's by one stage. 	 	
 	60 	100% 	Eats the target's held Berry. 	 	
 	50 	100% 	Has a 50% chance of the target. 	 	
 	80 	100% 	Has a 30% chance of ing the target. 	 	
 	15 	100% 	Has a 30% chance of ing the target. 	 	
 	50 	100% 	Has a high critical hit ratio and a 10% chance of ing the target. 	 	
 	90 	100% 	If an ally is targeted, ½ their maximum HP is restored. 	 	
 	110 	90% 	Fails if the target has no held item. 	 	
 	40 	100% 	 	 	
 	40 	100% 	Has a 10% chance of the target. 	 	
 	 	100% 	 	 	
 	40 	100% 	Raises the user's by one stage. 	 	
 	20 	100% 	Power increases whenever user increases its stats. 	 	
 	120 	85% 	 	 	
 	120 	85% 	 	 	
 	—	90% 	Randomly damages or heals the target. 	 	
 	160 	100% 	User recharges on the next turn. 	 	
 	65 	100% 	Has a 10% chance of the target. 	 	
 	90 	100% 	Has a 10% chance of lowering the target's by one stage. 	 	
 	85 	100% 	Destroys , and . 	 	
 	140 	90% 	Lowers the user's by two stages after usage. 	 	
 	70 	100% 	Has a high critical hit ratio. 	 	
 	80 	100% 	Damage calculated using the user's and the target's . 	 	
 	100 	100% 	Damage calculated using the user's and the target's . 	 	
 	—	 	Randomly inflicts between one HP and (user's level ×1.5) HP of damage. 	 	
 	—	100% 	Power of this attack rises with the target's stat increases. 	 	
 	40 	100% 	Power doubles if target switches out. 	 	
 	120 	90% 	Has a 10% chance of ing the target; thaws user. 	 	
 	40 	100% 	Has a priority of +1. 	 	
 	20 	100% 	User's increases by one stage if attacked after using this move. 	 	
 	20 	100% 	Removes user from various annoyances. 	 	
 	55 	95% 	Has a high critical hit ratio. 	 	
 	75 	95% 	Has a 50% chance of lowering the target's . 	 	
 	80 	 	Charges on the first turn, attacks on the second. 	 	
 	75 	100% 	Has a 10% chance of putting the target to . 	 	
 	70 	100% 	Power doubles if one of the user's teammates fainted in the previous turn. 	 	
 	—	100% 	Damage depends on user's friendship level. 	 	
 	90 	100% 	Changes type based on the user's type. 	 	
 	60 	100% 	Power doubles if the user is attacked by the target on the turn it is used. 	 	
 	—	100% 	Damage is based on the user's current HP; strongest when HP is lowest. 	 	
 	70 	100% 	Power doubles when the target is on Electric Terrain. 	 	
 	150 	90% 	The user can't move on the next turn. 	 	
 	25 	 	Strikes the target two to five times in a row. 	 	
 	90 	85% 	Has a 20% chance of the target. 	 	
 	75 	90% 	Has a 30% chance of causing the target to flinch. 	 	
 	 	100% 	Has a 50% chance of lowering the target's by one stage. 	 	
 	50 	 	 	 	
 	 	 	Lowers the target's by one stage. 	 	
 	150 	90% 	The user can't move on the next turn. 	 	
 	60 	85% 	Has a 30% chance of causing the target to flinch. 	 	
 	30 	90% 	Used five turns in a row, with the power doubling after each hit. 	 	
 	60 	100% 	Power doubles if used consecutively by an ally. 	 	
 	100 	95% 	Has a 50% chance of ing the target; thaws user. 	 	
 	90 	100% 	Ignores the target's changes in and . 	 	
 	 	 	Traps the target and causes damage equal to ⅛ of the target's max HP for four to five turns. 	 	
 	80 	100% 	Has a 30% chance of ing the target; thaws user or target. 	 	
 	25 	90% 	Strikes the target two to five times in a row. Lowers the user's , but also raises the user's . 	 	
 	70 	100% 	Has a 30% chance of ing the target; thaws user or target. 	 	
 	40 	100% 	 	 	
 	100 	100% 	Has a 30% chance of ing the target. 	 	
 	70 	100% 	Has a 30% chance of a secondary effect, depending on current battlefield.May lower the target's , , or one stage, or inflict flinch, , , or on the target.	 	
 	85 	100% 	Damage calculated using the user's and the target's . 	 	
 	80 	100% 	 	 	
 	120 	85% 	Has a 40% chance of lowering the target's by one stage. 	 	
 	—	100% 	Deals damage equal to the user's current level. 	 	
 	 	100% 	User faints. 	 	
 	80 	100% 	Has a 20% chance of lowering the target's by one stage. 	 	
 	85 	100% 	Has a 20% chance to lower the target's Defense by one stage. 	 	
 	80 	100% 	Has a high critical hit ratio. 	 	
 	40 	100% 	 	 	
 	75 	100% 	Has a 10% chance of the target. 	 	
 	75 	100% 	 	 	
 	75 	100% 	Has a 10% chance of the target. 	 	
 	70 	100% 	Has a high critical hit ratio. 	 	
 	120 	60% 	Deals ½ of current HP dealt as recoil damage. 	 	
 	75 	100% 	Has a 10% chance of ing the target. 	 	
 	120 	100% 	Disappears on first turn, attacks on second; breaks . 	 	
 	60 	— 	Never misses. 	 	
 	70 	100% 	 	 	
 	 	100% 	 	 	
 	40 	100% 	Has a priority of +1. 	 	
 	95 	100% 	 	 	
 	50 	100% 	 	 	
 	90 	100% 	Has a 20% chance of ing the target. Deals either physical or special damage based on whichever would be higher. 	 	
 	60 	— 	Never misses. 	 	
 	75 	100% 	Has a 10% chance of the target. 	 	
 	60 	100% 	Has a 10% chance of raising all of the user's stats by one stage. 	 	
 	70 	90% 	Lowers the target's by one stage. 	 	
 	 	100% 	Prepares on the first turn and raises the user's by one stage, attacks on the second. 	 	
 	140 	90% 	Prepares on the first turn, attacks on the second. 	 	
 	60 	100% 	Both the user and the target are unable to move the first turn, attacks on the second. 	 	
 	85 	90% 	Can hit targets using . 	 	
 	80 	75% 	 	 	
 	70 	100% 	Has a high critical hit ratio. 	 	
 	65 	100% 	Has a 30% chance of ing the target. 	 	
 	90 	100% 	Has a 30% chance of ing the target. 	 	
 	95 	100% 	Has a 10% chance of ing the target. 	 	
 	50 	100% 	Knocks airborne targets to the ground. 	 	
 	 	100% 	If target is , power is doubled and target is healed of paralysis. 	 	
 	 	70% 	Has a 40% chance of ing the target. 	 	
 	55 	95% 	Lowers the target's by one stage. 	 	
 	35 	100% 	Traps the target and causes damage equal to ⅛ of the target's max HP for four to five turns. 	 	
 	80 	100% 	Ignores moves/abilites that draw in moves, like . 	 	
 	 	100% 	Has a 30% chance of causing the target to flinch; only works if user is . 	 	
 	120 	100% 	Charges on the first turn, attacks on the second; no charge during . 	 	
 	—	100% 	Always deals 20 HP of damage. 	 	
 	100 	95% 	Has a high critical hit ratio. 	 	
 	65 	100% 	Has a 30% chance of the target. 	 	
 	20 	100% 	Strikes the target two to five times in a row. 	 	
 	75 	100% 	Lowers the target's by one stage. 	 	
 	—	100% 	Deals damage based on d energy. 	 	
 	110 	95% 	Has a 30% chance of ing the target; thaws user or target. 	 	
 	65 	100% 	Has a 30% chance of causing the target to flinch; double damage and never misses against d targets. 	 	
 	140 	95% 	The user takes damage equal to half of its maximum HP, rounded up. 	 	
 	130 	100% 	Removes any active terrain. Fails when there is no terrain. 	 	
 	70 	90% 	Has a 10% chance of raising the user's by one stage. 	 	
 	65 	100% 	Has a 30% chance of causing the target to flinch; double damage and never misses against d targets. 	 	
 	100 	80% 	Has a high critical hit ratio. 	 	
 	20 	100% 	Power increases whenever user increases its stats. 	 	
 	 	100% 	Always lands a critical hit. 	 	
 	90 	95% 	Has a 20% chance of the target. 	 	
 	80 	100% 	 	 	
 	50 	100% 	Deals ¼ of maximum HP dealt as recoil damage; hits s. 	 	
 	 	100% 	Lowers the target's by one stage. 	 	
 	80 	80% 	Deals ¼ of damage dealt as recoil damage. 	 	
 	70 	100% 	Always goes first, fails if target is not using an attack move. 	 	
 	—	90% 	Target's remaining HP is halved. 	 	
 	120 	100% 	The user's and are decreased by one stage. 	 	
 	 	100% 	Double damage against a target using . 	 	
 	25 	100% 	Strikes the target three times in a row. Each hit always lands a critical hit. 	 	
 	60 	— 	Never misses. 	 	
 	 	100% 	Only damages Pokémon the same type as the user. 	 	
 	 	 	 	 	
 	25 	85% 	Strikes the target two to five times in a row. 	 	
 	90 	85% 	Deals ¼ of damage dealt as recoil damage. 	 	
 	 	100% 	Type changes depending on the Drive the user is holding. 	 	
 	50 	100% 	Power doubles and changes type depending on the terrain. 	 	
 	90 	100% 	Knocks airborne targets to the ground. 	 	
 	90 	100% 	Prevents targets from switching. 	 	
 	 	100% 	If user is not holding an item, user steals the target's held item. 	 	
 	 	100% 	Used two to three turns in a row, the user after it stops. 	 	
 	 	70% 	Has a 30% chance of the target; has 100% accuracy during , 50% accuracy in . 	 	
 	65 	95% 	Has a 10% chance of or causing the target to flinch. 	 	
 	75 	100% 	Has a 10% chance of the target. 	 	
 	40 	100% 	Has a 10% chance of the target. 	 	
 	 	100% 	Has a 10% chance of the target. 	 	
 	80 	100% 	Has a 6.67% chance each to , , or the target. 	 	
 	20 	90% 	Strikes the target three times in a row; base power doubles with each strike. 	 	
 	10 	90% 	Strikes the target three times in a row; base power doubles with each strike. 	 	
 	—	— 	Power depends on remaining PP. 	 	
 	25 	100% 	Strikes the target twice in a row; has a 20% chance of ing the target. 	 	
 	40 	100% 	Has a 20% chance of causing the target to flinch. 	 	
 	70 	100% 	User switches out after attacking. 	 	
 	 	100% 	Used three turns in a row, preventing all Pokémon from falling for its duration. 	 	
 	180 	95% 	Lowers the user's , , and . 	 	
 	40 	100% 	Has a priority of +1. 	 	
 	65 	100% 	Deals double damage is the target is . 	 	
 	 	100% 	 	 	
 	55 	100% 	 	 	
 	70 	100% 	Always strikes last, never misses. 	 	
 	70 	100% 	The user switches out after dealing damage. 	 	
 	120 	100% 	User receives ⅓ of damage dealt as recoil damage. 	 	
 	 	100% 	If target is , power is doubled and target is woken up. 	 	
 	40 	100% 	 	 	
 	 	100% 	Strikes the target two to five times in a row. 	 	
 	60 	100% 	Has a 20% chance of the target. 	 	
 	15 	100% 	Has a priority of +1; strikes the target two to five times in a row. 	 	
 	150 	100% 	Damage is based on the user's current HP; strongest when HP is highest. 	 	
 	80 	100% 	Has a 20% chance of causing the target to flinch. 	 	
 	50 	100% 	Power doubles and type changes during weather: during , during , during , during . 	 	
 	 	 	Traps the target and causes damage equal to ⅛ of the target's max HP for four to five turns. 	 	
 	80 	100% 	Always lands a critical hit. 	 	
 	90 	100% 	User receives ¼ of damage dealt as recoil damage. 	 	
 	 	100% 	 	 	
 	120 	100% 	User receives ¼ of damage dealt as recoil damage. 	 	
 	15 	 	Traps the target and causes damage equal to ⅛ of the target's max HP for four to five turns. 	 	
 	—	100% 	Damage depends on the target's current HP; strongest when target's HP is highest. 	 	
 	80 	100% 	 	 	
 	 	50% 	the target. 	 	
 	80 	90% 	Has a 20% chance of causing the target to flinch. 	 	
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