Power is doubled if the target has already moved this turn.
Scatters money on the ground worth five times the user's level.
Inflicts regular damage with no additional effect.
User and target both faint after three turns.
Inflicts regular damage.
Locks the user in for 2–3 turns, then confuses it; certain interruptions end the lock without confusion.
Vanishes, then attacks next turn and breaks personal and side protection; Power Herb skips the charge turn.
Uses the higher attacking stat and ignores other Pokémon's Abilities.
Hits 2–5 times; Skill Link forces five hits and Loaded Dice forces four or five.
Lowers the target's Attack by one stage.
Has a 10% chance to lower the target's Attack by one stage.
If target has a berry, inflicts double damage and uses the berry.
Has a 50% chance to badly poison the target.
Poisons the target.
Has a 30% chance to poison the target.
Poisons the target.
Has a 30% chance to poison the target.
Has an increased chance for a critical hit and a 10% chance to poison the target.
Damages opponents, but heals allies for 50% of their max HP.
Fails if the target is not holding an item.
Hits up to ten times with an accuracy check per hit; Skill Link and Loaded Dice alter the sequence.
The user attacks by pouncing on the target. This also lowers the target's Speed stat.
Inflicts regular damage with no additional effect.
Has a 10% chance to freeze the target.
Inflicts regular damage with no additional effect.
Averages both Pokémon's Attack and Special Attack; stat stages are unchanged.
User swaps Attack and Special Attack changes with the target.
Swaps Attack and Defense; can be reversed and passed with Baton Pass.
Power is higher the more the user's stats have been raised, to a maximum of 31×.
Inflicts regular damage with no additional effect.
Inflicts regular damage with no additional effect.
40% power 40, 30% power 80, 10% power 120, or 20% heals the target by 1/4.
User foregoes its next turn to recharge.
Prevents any moves from hitting the user this turn.
Has a 10% chance to confuse the target.
The user rends the target with an ethereal blade. This move's power is boosted by 50 percent if the user is on Electric Terrain.
Has a 10% chance to lower the target’s Special Defense by one stage.
Destroys Reflect and Light Screen.
The user attacks the target with unpleasant sound waves. For two turns, the target is prevented from recovering HP through moves, Abilities, or held items.
For 5 turns, boosts grounded Psychic attacks to 1.3× and blocks priority attacks against grounded foes.
Lowers the user's Special Attack by two stages after inflicting damage.
Has an increased chance for a critical hit.
Discards the user’s stat changes and copies the target’s.
Raises the user's Defense by one stage.
Inflicts damage based on the target’s Defense, not Special Defense.
Inflicts damage based on the target’s Defense, not Special Defense.
Has a 10% chance to burn the target.
Makes the target act last this turn.
Inflicts regular damage with no additional effect.
Protects the party from positive-priority attacks, including allied attacks; advances the shared protection counter.
Raises the user’s Special Attack, Special Defense, and Speed by one stage each.
The user converts its rage into energy to attack. The more times the user has been hit by attacks, the greater the move's power.
Redirects the target’s single-target effects to the user for this turn.
The user performs a tackle like a raging bull. This move's type depends on the user's form. It can also break barriers, such as Light Screen and Reflect.
Locks the user in for 2–3 turns, then confuses it; certain interruptions end the lock without confusion.
Creates rain for 5 turns, or 8 with Damp Rock; fails if it is already active.
On success, clears hazards, Leech Seed, and binding effects; raises Speed by 1 stage.
Has an increased chance for a critical hit.
Has a 50% chance to lower the target’s Defense by one stage.
Heals the user by half its max HP.
User recovers the item it last used up.
Reduces damage from physical attacks by half.
Changes the user's types to match the target's current types.
10% sleep chance; a successful hit changes Meloetta's forme unless Sheer Force is active.
User sleeps for two turns, completely healing itself.
Has double power if a friendly Pokémon fainted last turn.
Has the same type as the user.
Inflicts more damage when the user has less HP remaining, with a maximum of 200 power.
The user bestows a loving blessing, reviving a party Pokémon that has fainted and restoring half that Pokémon's max HP.
Has double power if the target is on Electric Terrain.
Immediately ends wild battles. Forces trainers to switch Pokémon.
User foregoes its next turn to recharge.
Hits 2–5 times; Skill Link forces five hits and Loaded Dice forces four or five.
Raises the user’s Speed by two stages.
Has a 30% chance to make the target flinch.
Has a 50% chance to lower the target’s Defense by one stage.
Inflicts regular damage with no additional effect.
Has a 100% chance to lower the target’s Speed by one stage.
User foregoes its next turn to recharge.
Copies the target's ability.
Repeats up to 5 turns, doubling power per hit and again after Defense Curl.
Heals the user by half its max HP.
Other Round users act immediately in Speed order with 120 power.
The user summons a ruinous disaster. This cuts the target’s HP in half.
Has a 50% chance to burn the target. Lets frozen Pokémon thaw themselves.
Ignores the target’s stat modifiers.
Protects the user’s field from major status ailments and confusion for five turns.
The user salt cures the target, inflicting damage every turn. Steel and Water types are more strongly affected by this move.
Lowers the target's accuracy by one stage.
20% chance to burn foe(s). Can't miss in rain.
Changes the weather to a sandstorm 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.
Has a 30% chance to burn the target.
Hits 2–5 times, then lowers Defense and raises Speed; Skill Link and Loaded Dice alter the hit count.
Lowers the target's Speed by two stages.
Has a 30% chance to burn the target.
Inflicts regular damage with no additional effect.
Lowers the target’s Defense by two stages.
Inflicts damage based on the target’s Defense, not Special Defense.
Inflicts regular damage with no additional effect.
685 moves total · Page 5 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.