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MovePP
Fire LashFire

Lowers the target’s Defense by one stage after inflicting damage.

15
Fire PledgeFire

Combines with Grass or Water Pledge for a 150-power attack and a 4-turn field effect.

10
Fire PunchFire

Has a 10% chance to burn the target.

15
Fire SpinFire

Traps the target for 4–5 turns and removes 1/8 max HP per turn; held items can extend or strengthen the effect.

15
First ImpressionBug

Can only be used as the first move after the user enters battle.

10
FissureGround

Causes a one-hit KO.

5
FlailNormal

Inflicts more damage when the user has less HP remaining, with a maximum of 200 power.

15
Flame ChargeFire

Inflicts regular damage. Raises the user’s Speed by one stage.

20
FlamethrowerFire

Has a 10% chance to burn the target.

15
Flame WheelFire

Has a 10% chance to burn the target. Lets frozen Pokémon thaw themselves.

25
Flare BlitzFire

User takes 1/3 the damage inflicted in recoil. Has a 10% chance to burn the target.

15
Flash CannonSteel

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

10
FlatterDark

Raises the target’s Special Attack by one stage and confuses the target.

15
Fleur CannonFairy

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

5
FlingDark

Throws held item at the target; power depends on the item.

10
Flip TurnWater

User must switch out after attacking.

20
Floral HealingFairy

Heals the target for ½ its max HP, or ⅔ on Grassy Terrain.

10
Flower TrickGrass

The user throws a rigged bouquet of flowers at the target. This attack never misses and always lands a critical hit.

10
FlyFlying

User flies high into the air, dodging all attacks, and hits next turn.

15
Flying PressFighting

Combines Fighting and Flying effectiveness; doubles damage and cannot miss against Minimize.

10
Focus BlastFighting

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

5
Focus EnergyNormal

Increases the user’s chance to score a critical hit.

30
Focus PunchFighting

If the user takes damage before attacking, the attack is canceled.

20
Follow MeNormal

Redirects the target's single-target effects to the user for this turn.

20
Force PalmFighting

Has a 30% chance to paralyze the target.

10
Forest's CurseGrass

Adds Grass to the target's types; fails if it is already Grass type.

20
Foul PlayDark

Calculates damage with the target’s attacking stat.

15
Freeze-DryIce

Super-effective against water.

20
Freeze ShockIce

Requires a turn to charge before attacking. Has a 30% chance to paralyze the target.

5
Freezing GlarePsychic

Has a 10% chance to freeze the target.

10
Frenzy PlantGrass

User foregoes its next turn to recharge.

5
Frost BreathIce

Always scores a critical hit.

10
Fury AttackNormal

Hits 2–5 times; Skill Link forces five hits and Loaded Dice forces four or five.

20
Fury CutterBug

Power doubles every turn this move is used in succession after the first, maxing out after five turns.

20
Fury SwipesNormal

Hits 2–5 times; Skill Link forces five hits and Loaded Dice forces four or five.

15
Fusion BoltElectric

With Fusion Flare, inflicts double damage.

5
Fusion FlareFire

With Fusion Bolt, inflicts double damage.

5
Future SightPsychic

Hits the target's original position two turns later; fails if another delayed attack is active there.

10
Gastro AcidPoison

Suppresses the target's Ability and passes with Baton Pass, but cannot suppress certain form-changing Abilities.

10
Giga DrainGrass

Drains half the damage inflicted to heal the user.

10
Giga ImpactNormal

User foregoes its next turn to recharge.

5
Gigaton HammerSteel

The user swings its whole body around to attack with its huge hammer. This move can't be used twice in a row.

5
Glacial LanceIce

Inflicts regular damage with no additional effect.

5
GlaciateIce

Lowers the target’s Speed by one stage.

10
Glaive RushDragon

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.

5
GlareNormal

Paralyzes the target.

30
Grass KnotGrass

Inflicts more damage to heavier targets, with a maximum of 120 power.

20
Grass PledgeGrass

Combines with Fire or Water Pledge for a 150-power attack and a 4-turn field effect.

10
Grassy GlideGrass

Has priority if Grassy Terrain is active.

20
Grassy TerrainGrass

For 5 turns, boosts grounded Grass attacks to 1.3×, halves certain Ground attacks, and restores 1/16 HP.

10
Grav AppleGrass

Lowers the target's Defense by one stage after inflicting damage.

10
GravityPsychic

Disables moves and immunities that involve flying or levitating for five turns.

5
GrowlNormal

Lowers the target's Attack by one stage.

40
GrowthNormal

Raises Attack and Special Attack by 1, or by 2 in sun unless holding Utility Umbrella.

20
Guard SplitPsychic

Averages both Pokémon's Defense and Special Defense; stat stages are unchanged.

10
Guard SwapPsychic

User swaps Defense and Special Defense changes with the target.

10
GuillotineNormal

Causes a one-hit KO.

5
Gunk ShotPoison

Has a 30% chance to poison the target.

5
GustFlying

Inflicts regular damage and can hit Pokémon in the air.

35
Gyro BallSteel

Power raises when the user has lower Speed, up to a maximum of 150.

5
Hammer ArmFighting

Lowers user's Speed by one stage.

10
Happy HourNormal

Doubles prize money.

30
HardenNormal

Raises the user’s Defense by one stage.

30
Hard PressSteel

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.

10
HazeIce

Resets all Pokémon’s stats, accuracy, and evasion.

30
HeadbuttNormal

Has a 30% chance to make the target flinch.

15
Headlong RushGround

Lowers the user’s Defense and Special Defense by one stage each.

5
Head SmashRock

User receives 1/2 the damage inflicted in recoil.

5
Heal BellNormal

Cures the entire party of major status effects.

5
Healing WishPsychic

User faints. Its replacement has its HP fully restored and any major status effect removed.

10
Heal PulsePsychic

Restores 1/2 of the target's maximum HP; Mega Launcher restores 3/4.

10
Heart SwapPsychic

User and target swap stat changes.

10
Heat CrashFire

Power is higher when the user weighs more than the target, up to a maximum of 120.

10
Heat WaveFire

Has a 10% chance to burn the target.

10
Heavy SlamSteel

Power is higher when the user weighs more than the target, up to a maximum of 120.

10
Helping HandNormal

Ally's next move inflicts half more damage.

20
HexGhost

Has double power if the target has a major status ailment.

10
High HorsepowerGround

Inflicts regular damage with no additional effect.

10
High Jump KickFighting

If the user misses, it takes half the damage it would have inflicted in recoil.

10
Hone ClawsDark

Raises the user's Attack and accuracy by one stage.

15
Horn AttackNormal

Inflicts regular damage with no additional effect.

25
Horn DrillNormal

Causes a one-hit KO.

5
Horn LeechGrass

Drains half the damage inflicted to heal the user.

10
HowlNormal

Raises the user’s Attack by one stage.

40
HurricaneFlying

Has a 30% chance to confuse the target.

10
Hydro CannonWater

User foregoes its next turn to recharge.

5
Hydro PumpWater

Inflicts regular damage with no additional effect.

5
Hydro SteamWater

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.

15
Hyper BeamNormal

User foregoes its next turn to recharge.

5
Hyper DrillNormal

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.

5
Hyperspace FuryDark

Hoopa Unbound only. Lowers the user's Defense by 1 and breaks protection.

5
Hyperspace HolePsychic

Breaks the target's personal and side-wide protection for the rest of the turn.

5
Hyper VoiceNormal

Inflicts regular damage with no additional effect.

10
HypnosisPsychic

Puts the target to sleep.

20
Ice BeamIce

Has a 10% chance to freeze the target.

10
Ice BurnIce

Requires a turn to charge before attacking. Has a 30% chance to burn the target.

5
Ice FangIce

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

15
Ice HammerIce

Lowers user’s Speed by one stage.

10
Ice PunchIce

Has a 10% chance to freeze the target.

15
Ice ShardIce

Inflicts regular damage with no additional effect.

30

685 moves total · Page 3 of 7

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