User’s type changes to the type of one of its moves at random.
Changes the user's type to a random type either resistant or immune to the last move used against it.
Uses the target’s last used move.
Raises the user’s Defense and Special Defense by one stage.
Raises the user’s Defense by three stages.
Lowers the target's Speed by two stages.
Inflicts twice the damage the user received from the last physical hit it took.
Swaps the field effects between the user’s side and the opponent’s side.
Takes the target’s item.
Has an increased chance for a critical hit.
Has an increased chance for a critical hit.
Has an increased chance for a critical hit and a 10% chance to poison the target.
Has a 20% chance to lower the target’s Defense by one stage.
Has a 50% chance to lower the target’s Defense by one stage.
Power increases against targets with more HP remaining, up to a maximum of 121 power.
Ghosts pay half their max HP to hurt the target every turn. Others decrease Speed but raise Attack and Defense.
Ignores the target’s stat modifiers.
Has a 20% chance to make the target flinch.
Puts the target to sleep.
Inflicts regular damage with no additional effect.
The user sharply raises the target's Attack and Sp. Atk stats by decorating the target.
Raises the user's Defense and Special Defense by one stage.
Raises user’s Defense by one stage.
Lowers the target's evasion by one stage. Removes field effects from the enemy field.
If the user faints this turn, the target automatically will, too.
Prevents any moves from hitting the user this turn.
Has a 50% chance to raise the user’s Defense by two stages for each target hit.
User digs underground, dodging all attacks, and hits next turn.
Has a 50% chance to poison, paralyze, or put the target to sleep.
Disables the target's last used move for 1-8 turns.
Never misses.
Has a 30% chance to paralyze the target.
User dives underwater, dodging all attacks, and hits next turn.
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.
Hits the target two turns later.
User receives 1/3 the damage inflicted in recoil.
Hits twice in one turn.
Hits twice in one turn.
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.
Raises the user’s evasion by one stage.
Lowers the user's Special Attack by two stages after inflicting damage.
Lowers the user’s Defense and Special Defense by one stage after inflicting damage.
Has a 30% chance to paralyze the target.
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.
Inflicts regular damage with no additional effect.
Raises the user’s Attack and Speed by one stage.
Hits twice. If there are two targets, hits each target once.
Power decreases as the user’s HP decreases.
Inflicts regular damage with no additional effect.
Inflicts regular damage with no additional effect.
Has a 20% chance to make the target flinch.
Ends wild battles. Forces trainers to switch Pokémon.
Drains 75% of the damage inflicted to heal the user.
Drains half the damage inflicted to heal the user.
Only works on sleeping Pokémon. Drains half the damage inflicted to heal the user.
Inflicts regular damage with no additional effect.
Has an increased chance for a critical hit.
Has a 100% chance to lower the target's Speed by one stage.
Hits twice in one turn.
Has double power if the target is dynamaxed or gigantamaxed.
Has a 100% chance to confuse the target.
Has a 10% chance to lower the target's Special Defense by one stage.
Inflicts regular damage and can hit Dig users.
Power increases by 100% for each consecutive use by any friendly Pokémon, to a maximum of 200.
Lowers the target’s Special Attack by two stages.
Reduces the PP of the target’s last used move by 3.
For five turns, prevents all Pokémon on the ground from sleeping and strengthens their electric moves to 1.5× their power.
Power is higher when the user has greater Speed than the target, up to a maximum of 150.
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.
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.
Lowers the target’s Speed by one stage.
Has a 10% chance to burn the target.
Forces the target to repeat its last used move every turn for 2 to 6 turns.
Lowers the target's HP to equal the user's.
Prevents the user’s HP from lowering below 1 this turn.
Has a 10% chance to lower the target's Special Defense by one stage.
Copies the user’s ability onto the target.
Inflicts more damage when the user has more HP remaining, with a maximum of 150 power.
Has an increased chance for a critical hit. Raises the user’s Speed by one stage.
Power doubles and hits all opponents if Psychic Terrain is active.
User faints.
Has a 10% chance to make the target flinch.
Inflicts regular damage with no additional effect.
Power doubles if user is burned, paralyzed, or poisoned.
Prevents all Pokémon from fleeing or switching out during the next turn.
Inflicts regular damage with no additional effect.
Can only be used as the first move after the user enters battle. Causes the target to flinch.
Lowers the target’s Special Defense by two stages.
Never misses.
Cannot lower the target’s HP below 1.
Lowers the target’s Attack by two stages.
Hits through Protect and Detect.
Raises the user's Attack by two stages if it KOs the target.
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.
Has a 50% chance to raise the user’s Special Attack by one stage.
Has a 20% chance to make the target flinch.
The user sharply boosts its Attack, Sp. Atk, and Speed stats by using its own HP.
Inflicts damage equal to the user’s remaining HP. User faints.
Has a 10% chance to burn the target.
Has a 10% chance to burn the target and a 10% chance to make the target flinch.
685 moves total · Page 2 of 7
About National Dex
National Dex is a fan-maintained Pokémon database focused on organizing Pokédex data, stats, moves, abilities, items, and encounter locations across all generations. Whether you're building competitive teams, checking type matchups, or completing your National Pokédex, you can quickly look up the Pokémon data you need here.