MovePP
ConversionNormal

User’s type changes to the type of one of its moves at random.

30
Conversion 2Normal

Changes the user's type to a random type either resistant or immune to the last move used against it.

30
CopycatNormal

Uses the target’s last used move.

20
Cosmic PowerPsychic

Raises the user’s Defense and Special Defense by one stage.

20
Cotton GuardGrass

Raises the user’s Defense by three stages.

10
Cotton SporeGrass

Lowers the target's Speed by two stages.

40
CounterFighting

Inflicts twice the damage the user received from the last physical hit it took.

20
Court ChangeNormal

Swaps the field effects between the user’s side and the opponent’s side.

10
CovetNormal

Takes the target’s item.

25
CrabhammerWater

Has an increased chance for a critical hit.

10
Cross ChopFighting

Has an increased chance for a critical hit.

5
Cross PoisonPoison

Has an increased chance for a critical hit and a 10% chance to poison the target.

20
CrunchDark

Has a 20% chance to lower the target’s Defense by one stage.

15
Crush ClawNormal

Has a 50% chance to lower the target’s Defense by one stage.

10
Crush GripNormal

Power increases against targets with more HP remaining, up to a maximum of 121 power.

5
CurseGhost

Ghosts pay half their max HP to hurt the target every turn. Others decrease Speed but raise Attack and Defense.

10
Darkest LariatDark

Ignores the target’s stat modifiers.

10
Dark PulseDark

Has a 20% chance to make the target flinch.

15
Dark VoidDark

Puts the target to sleep.

10
Dazzling GleamFairy

Inflicts regular damage with no additional effect.

10
DecorateFairy

The user sharply raises the target's Attack and Sp. Atk stats by decorating the target.

15
Defend OrderBug

Raises the user's Defense and Special Defense by one stage.

10
Defense CurlNormal

Raises user’s Defense by one stage.

40
DefogFlying

Lowers the target's evasion by one stage. Removes field effects from the enemy field.

15
Destiny BondGhost

If the user faints this turn, the target automatically will, too.

5
DetectFighting

Prevents any moves from hitting the user this turn.

5
Diamond StormRock

Has a 50% chance to raise the user’s Defense by two stages for each target hit.

5
DigGround

User digs underground, dodging all attacks, and hits next turn.

10
Dire ClawPoison

Has a 50% chance to poison, paralyze, or put the target to sleep.

15
DisableNormal

Disables the target's last used move for 1-8 turns.

20
Disarming VoiceFairy

Never misses.

15
DischargeElectric

Has a 30% chance to paralyze the target.

15
DiveWater

User dives underwater, dodging all attacks, and hits next turn.

10
DoodleNormal

The user captures the very essence of the target in a sketch. This changes the Abilities of the user and its ally Pokémon to that of the target.

10
Doom DesireSteel

Hits the target two turns later.

5
Double-EdgeNormal

User receives 1/3 the damage inflicted in recoil.

15
Double HitNormal

Hits twice in one turn.

10
Double KickFighting

Hits twice in one turn.

30
Double ShockElectric

The user discharges all the electricity from its body to perform a high-damage attack. After using this move, the user will no longer be Electric type.

5
Double TeamNormal

Raises the user’s evasion by one stage.

15
Draco MeteorDragon

Lowers the user's Special Attack by two stages after inflicting damage.

5
Dragon AscentFlying

Lowers the user’s Defense and Special Defense by one stage after inflicting damage.

5
Dragon BreathDragon

Has a 30% chance to paralyze the target.

20
Dragon CheerDragon

The user raises its allies’ morale with a draconic cry so that their future attacks have a heightened chance of landing critical hits. This rouses Dragon types more.

15
Dragon ClawDragon

Inflicts regular damage with no additional effect.

15
Dragon DanceDragon

Raises the user’s Attack and Speed by one stage.

20
Dragon DartsDragon

Hits twice. If there are two targets, hits each target once.

10
Dragon EnergyDragon

Power decreases as the user’s HP decreases.

5
Dragon HammerDragon

Inflicts regular damage with no additional effect.

15
Dragon PulseDragon

Inflicts regular damage with no additional effect.

10
Dragon RushDragon

Has a 20% chance to make the target flinch.

10
Dragon TailDragon

Ends wild battles. Forces trainers to switch Pokémon.

10
Draining KissFairy

Drains 75% of the damage inflicted to heal the user.

10
Drain PunchFighting

Drains half the damage inflicted to heal the user.

10
Dream EaterPsychic

Only works on sleeping Pokémon. Drains half the damage inflicted to heal the user.

15
Drill PeckFlying

Inflicts regular damage with no additional effect.

20
Drill RunGround

Has an increased chance for a critical hit.

10
Drum BeatingGrass

Has a 100% chance to lower the target's Speed by one stage.

10
Dual WingbeatFlying

Hits twice in one turn.

10
Dynamax CannonDragon

Has double power if the target is dynamaxed or gigantamaxed.

5
Dynamic PunchFighting

Has a 100% chance to confuse the target.

5
Earth PowerGround

Has a 10% chance to lower the target's Special Defense by one stage.

10
EarthquakeGround

Inflicts regular damage and can hit Dig users.

10
Echoed VoiceNormal

Power increases by 100% for each consecutive use by any friendly Pokémon, to a maximum of 200.

15
Eerie ImpulseElectric

Lowers the target’s Special Attack by two stages.

15
Eerie SpellPsychic

Reduces the PP of the target’s last used move by 3.

5
Electric TerrainElectric

For five turns, prevents all Pokémon on the ground from sleeping and strengthens their electric moves to 1.5× their power.

10
Electro BallElectric

Power is higher when the user has greater Speed than the target, up to a maximum of 150.

10
Electro DriftElectric

The user races forward at ultrafast speeds, piercing its target with futuristic electricity. This move's power is boosted more than usual if it's a supereffective hit.

5
Electro ShotElectric

The user gathers electricity on the first turn, boosting its Sp. Atk stat, then fires a high-voltage shot on the next turn. The shot will be fired immediately in rain.

10
ElectrowebElectric

Lowers the target’s Speed by one stage.

15
EmberFire

Has a 10% chance to burn the target.

25
EncoreNormal

Forces the target to repeat its last used move every turn for 2 to 6 turns.

5
EndeavorNormal

Lowers the target's HP to equal the user's.

5
EndureNormal

Prevents the user’s HP from lowering below 1 this turn.

10
Energy BallGrass

Has a 10% chance to lower the target's Special Defense by one stage.

10
EntrainmentNormal

Copies the user’s ability onto the target.

15
EruptionFire

Inflicts more damage when the user has more HP remaining, with a maximum of 150 power.

5
Esper WingPsychic

Has an increased chance for a critical hit. Raises the user’s Speed by one stage.

10
Expanding ForcePsychic

Power doubles and hits all opponents if Psychic Terrain is active.

10
ExplosionNormal

User faints.

5
ExtrasensoryPsychic

Has a 10% chance to make the target flinch.

20
Extreme SpeedNormal

Inflicts regular damage with no additional effect.

5
FacadeNormal

Power doubles if user is burned, paralyzed, or poisoned.

20
Fairy LockFairy

Prevents all Pokémon from fleeing or switching out during the next turn.

10
Fairy WindFairy

Inflicts regular damage with no additional effect.

30
Fake OutNormal

Can only be used as the first move after the user enters battle. Causes the target to flinch.

10
Fake TearsDark

Lowers the target’s Special Defense by two stages.

20
False SurrenderDark

Never misses.

10
False SwipeNormal

Cannot lower the target’s HP below 1.

40
Feather DanceFlying

Lowers the target’s Attack by two stages.

15
FeintNormal

Hits through Protect and Detect.

10
Fell StingerBug

Raises the user's Attack by two stages if it KOs the target.

25
Fickle BeamDragon

The user shoots a beam of light to inflict damage. Sometimes all the user's heads shoot beams in unison, doubling the move's power.

5
Fiery DanceFire

Has a 50% chance to raise the user’s Special Attack by one stage.

10
Fiery WrathDark

Has a 20% chance to make the target flinch.

10
Fillet AwayNormal

The user sharply boosts its Attack, Sp. Atk, and Speed stats by using its own HP.

10
Final GambitFighting

Inflicts damage equal to the user’s remaining HP. User faints.

5
Fire BlastFire

Has a 10% chance to burn the target.

5
Fire FangFire

Has a 10% chance to burn the target and a 10% chance to make the target flinch.

15

685 moves total · Page 2 of 7

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