Lowers the target’s Defense by one stage after inflicting damage.
Combines with Grass or Water Pledge for a 150-power attack and a 4-turn field effect.
Has a 10% chance to burn the target.
Traps the target for 4–5 turns and removes 1/8 max HP per turn; held items can extend or strengthen the effect.
Can only be used as the first move after the user enters battle.
Causes a one-hit KO.
Inflicts more damage when the user has less HP remaining, with a maximum of 200 power.
Inflicts regular damage. Raises the user’s Speed by one stage.
Has a 10% chance to burn the target.
Has a 10% chance to burn the target. Lets frozen Pokémon thaw themselves.
User takes 1/3 the damage inflicted in recoil. Has a 10% chance to burn the target.
Has a 10% chance to lower the target's Special Defense by one stage.
Raises the target’s Special Attack by one stage and confuses the target.
Lowers the user's Special Attack by two stages after inflicting damage.
Throws held item at the target; power depends on the item.
User must switch out after attacking.
Heals the target for ½ its max HP, or ⅔ on Grassy Terrain.
The user throws a rigged bouquet of flowers at the target. This attack never misses and always lands a critical hit.
User flies high into the air, dodging all attacks, and hits next turn.
Combines Fighting and Flying effectiveness; doubles damage and cannot miss against Minimize.
Has a 10% chance to lower the target's Special Defense by one stage.
Increases the user’s chance to score a critical hit.
If the user takes damage before attacking, the attack is canceled.
Redirects the target's single-target effects to the user for this turn.
Has a 30% chance to paralyze the target.
Adds Grass to the target's types; fails if it is already Grass type.
Calculates damage with the target’s attacking stat.
Super-effective against water.
Requires a turn to charge before attacking. Has a 30% chance to paralyze the target.
Has a 10% chance to freeze the target.
User foregoes its next turn to recharge.
Always scores a critical hit.
Hits 2–5 times; Skill Link forces five hits and Loaded Dice forces four or five.
Power doubles every turn this move is used in succession after the first, maxing out after five turns.
Hits 2–5 times; Skill Link forces five hits and Loaded Dice forces four or five.
With Fusion Flare, inflicts double damage.
With Fusion Bolt, inflicts double damage.
Hits the target's original position two turns later; fails if another delayed attack is active there.
Suppresses the target's Ability and passes with Baton Pass, but cannot suppress certain form-changing Abilities.
Drains half the damage inflicted to heal the user.
User foregoes its next turn to recharge.
The user swings its whole body around to attack with its huge hammer. This move can't be used twice in a row.
Inflicts regular damage with no additional effect.
Lowers the target’s Speed by one stage.
The user throws its entire body into a reckless charge. After this move is used, attacks on the user cannot miss and will inflict double damage until the user’s next turn.
Paralyzes the target.
Inflicts more damage to heavier targets, with a maximum of 120 power.
Combines with Fire or Water Pledge for a 150-power attack and a 4-turn field effect.
Has priority if Grassy Terrain is active.
For 5 turns, boosts grounded Grass attacks to 1.3×, halves certain Ground attacks, and restores 1/16 HP.
Lowers the target's Defense by one stage after inflicting damage.
Disables moves and immunities that involve flying or levitating for five turns.
Lowers the target's Attack by one stage.
Raises Attack and Special Attack by 1, or by 2 in sun unless holding Utility Umbrella.
Averages both Pokémon's Defense and Special Defense; stat stages are unchanged.
User swaps Defense and Special Defense changes with the target.
Causes a one-hit KO.
Has a 30% chance to poison the target.
Inflicts regular damage and can hit Pokémon in the air.
Power raises when the user has lower Speed, up to a maximum of 150.
Lowers user's Speed by one stage.
Doubles prize money.
Raises the user’s Defense by one stage.
The target is crushed with an arm, a claw, or the like to inflict damage. The more HP the target has left, the greater the move's power.
Resets all Pokémon’s stats, accuracy, and evasion.
Has a 30% chance to make the target flinch.
Lowers the user’s Defense and Special Defense by one stage each.
User receives 1/2 the damage inflicted in recoil.
Cures the entire party of major status effects.
User faints. Its replacement has its HP fully restored and any major status effect removed.
Restores 1/2 of the target's maximum HP; Mega Launcher restores 3/4.
User and target swap stat changes.
Power is higher when the user weighs more than the target, up to a maximum of 120.
Has a 10% chance to burn the target.
Power is higher when the user weighs more than the target, up to a maximum of 120.
Ally's next move inflicts half more damage.
Has double power if the target has a major status ailment.
Inflicts regular damage with no additional effect.
If the user misses, it takes half the damage it would have inflicted in recoil.
Raises the user's Attack and accuracy by one stage.
Inflicts regular damage with no additional effect.
Causes a one-hit KO.
Drains half the damage inflicted to heal the user.
Raises the user’s Attack by one stage.
Has a 30% chance to confuse the target.
User foregoes its next turn to recharge.
Inflicts regular damage with no additional effect.
The user blasts the target with boiling-hot water. This move's power is not lowered in harsh sunlight but rather boosted by 50 percent.
User foregoes its next turn to recharge.
The user spins the pointed part of its body at high speed to pierce the target. This attack can hit a target using a move such as Protect or Detect.
Hoopa Unbound only. Lowers the user's Defense by 1 and breaks protection.
Breaks the target's personal and side-wide protection for the rest of the turn.
Inflicts regular damage with no additional effect.
Puts the target to sleep.
Has a 10% chance to freeze the target.
Requires a turn to charge before attacking. Has a 30% chance to burn the target.
Has a 10% chance to freeze the target and a 10% chance to make the target flinch.
Lowers user’s Speed by one stage.
Has a 10% chance to freeze the target.
Inflicts regular damage with no additional effect.
685 moves total · Page 3 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.