The user covers its feet in thin ice and twirls around, slamming into the target. This move's spinning motion also destroys the terrain.
Has a 30% chance to make the target flinch.
Hits 2–5 times; Skill Link forces five hits and Loaded Dice forces four or five.
Has a 100% chance to lower the target's Speed by one stage.
Prevents the target from using any moves that the user also knows.
Destroys the target’s held berry.
Has a 30% chance to burn the target. Has double power if the target has a status condition.
Has a 100% 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.
Prevents the user from leaving battle. User regains 1/16 of its max HP every turn.
Forces the target to repeat its last used move.
Raises the user’s Defense by two stages.
Has a 30% chance to make the target flinch.
Has a 30% chance to lower the target’s Defense by one stage.
The user strikes with an ivy-wrapped cudgel. This move's type changes depending on the mask worn by the user, and it has a heightened chance of landing a critical hit.
Traps the user and the target. Neither can switch out.
The user summons a torrent around its fist and punches at blinding speed. This move always goes first.
If the user is holding a appropriate plate or drive, the damage inflicted will match it.
Heals the user and its ally for 1/4 of their max HP and cures their status conditions.
Power is 1.5× against removable items, then removes the item if possible; special items and Sticky Hold are protected.
The user slashes at the target after kowtowing to make the target let down its guard. This attack never misses.
Has double power if any of the user’s stats were lowered this turn.
Can only be used after all of the user’s other moves have been used.
The user attacks to avenge its allies. The more defeated allies there are in the user's party, the greater the move's power.
Has a 30% chance to burn the target.
Inflicts regular damage with no additional effect.
Has an increased chance for a critical hit.
Lowers the user's Special Attack by two stages after inflicting damage.
Drains half the damage inflicted to heal the user.
Seeds the target, stealing HP from it every turn.
Lowers the target's Defense by one stage.
Has a 30% chance to paralyze the target.
Heals the user and its ally for 1/4 of their max HP.
Reduces damage from special attacks by 50% for five turns.
Has a 20% chance to lower the target's Defense by one stage.
Ensures that the user's next move will hit the target.
Inflicts more damage to heavier targets, with a maximum of 120 power.
Lowers the target’s Speed by one stage.
The user attacks by unleashing a peculiar light that even affects the mind. This also harshly lowers the target's Sp. Def stat.
The user and its allies recover 1/4 max HP and have their status conditions cured.
User faints; the next eligible Pokémon in its position is fully healed before entry hazards.
Lowers the target’s Attack by one stage after inflicting damage.
Has a 50% chance to lower the target’s Special Defense by one stage.
Inflicts regular damage with no additional effect.
Never misses.
Makes the target pure Psychic; fails against Arceus, Silvally, pure Psychic types, and Terastallized targets.
Negates held items for five turns.
Traps the target for 4–5 turns and removes 1/8 max HP per turn; held items can extend or strengthen the effect.
Raises the Defense and Special Defense of all friendly Pokémon with plus or minus by one stage.
User is immune to Ground moves and effects for five turns.
The user attacks by throwing out a mass of coins. This also lowers the user's Sp. Atk stat. Money is earned after the battle.
The user pours toxins into the target by wrapping them in a toxic, corrosive chain. This may also leave the target badly poisoned.
The user fires a blast of tea that it mixed. The user's HP is restored by up to half the damage taken by the target. This may also leave the target with a burn.
Prevents the target from leaving battle.
Drains half the damage inflicted to heal the user.
Inflicts regular damage with no additional effect.
Inflicts regular damage with no additional effect.
Inflicts regular damage with no additional effect.
Lowers Attack and Special Attack by 2, then the user faints; misses and Substitutes have special failure rules.
Strikes back at the last Pokémon to hit the user this turn with 1.5× the damage.
Has a 10% chance to raise the user’s Attack by one stage.
Lowers the target’s Special Defense by two stages.
Requires a turn to charge. Raises the user’s Special Attack before attacking.
Has a 20% chance to raise the user’s Attack by one stage.
Randomly selects and uses any move in the game.
The user wields the light that has accumulated atop its head to cleave the target. This move hits even if the target protects itself.
Heals the user by half its max HP.
Copies the target’s last used move.
Raises the user’s evasion by two stages.
Returns twice the HP lost from the last opposing special hit; only the final multi-hit strike counts.
Protects the user's stats from being changed by enemy moves.
Has a 50% chance to lower the target’s Special Attack by one stage.
Grounded users get 1.5× power in Misty Terrain, then faint; Damp prevents the move.
For 5 turns, halves Dragon damage against grounded Pokémon and prevents their status conditions and confusion.
Has a 30% chance to lower the target's Special Attack by one stage.
Cannot be disrupted by abilities.
Heals the user by half its max HP. Affected by weather.
Heals the user by half its max HP. Affected by weather.
The user performs a spin attack that can also eliminate the effects of such moves as Bind, Wrap, and Leech Seed. This also poisons opposing Pokémon.
Has a 30% chance to make the target flinch.
Has a 30% chance to lower the target’s accuracy by one stage.
Has a 100% chance to lower the target’s Speed by one stage.
Has a 100% chance to lower the target's accuracy by one stage.
Has a 100% chance to lower the target’s Special Attack by one stage.
Raises the user's Special Attack by one stage.
Raises the user's Special Attack by two stages.
Has a 40% chance to lower the target’s accuracy by one stage.
Inflicts damage equal to the user’s level.
Has an increased chance for a critical hit.
Lowers the target's Attack and Special Attack by one stage.
Raises all stats by one stage, but prevents switching out or fleeing.
Has a 100% chance to paralyze the target.
The user attacks with elegant poise. If the user has a Tatsugiri in its mouth, this move boosts one of the user's stats based on the Tatsugiri's form.
Inflicts regular damage with no additional effect.
Locks the user in for 2–3 turns, then confuses it; certain interruptions end the lock without confusion.
The user attacks opposing Pokémon by twanging a guitar or bass guitar, causing a huge echo and strong vibration.
Lowers the user’s Special Attack by two stages after inflicting damage.
Averages the user's and target's current HP, rounded down and capped by each maximum HP.
Heals the user for half the total damage dealt to all targets.
Lowers the target's Attack and Special Attack by 1, then switches out even if trapped.
685 moves total · Page 4 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.