Hits 2-5 times in one turn.
Lowers the target's Defense by one stage.
For three turns, friendly Pokémon have doubled Speed.
User receives 1/4 the damage it inflicts in recoil.
The user lifts its spirits, healing its own status conditions and raising its offensive and defensive stats.
Lowers the target’s Speed by one stage. Makes the target take 2x damage from Fire-type moves.
For the next few turns, the target can only use damaging moves.
Lowers the target's Attack and Special Attack by one stage.
All Pokémon on the field eat their held berries.
Confuses the target.
Immediately ends wild battles. No effect otherwise.
Spurred by desperation, the user attacks the target. This move's power is doubled if the user's previous move failed.
If the user has Terastallized, it unleashes energy of its Tera Type. This move inflicts damage using the Attack or Sp. Atk stat—whichever is higher for the user.
With the power of its crystals, the user bombards and eliminates the target. When used by Terapagos in its Stellar Form, this move damages all opposing Pokémon.
Type and power change based on the terrain.
Takes the target’s item.
Hits every turn for 2-3 turns, then confuses the user.
Prevents the target from using sound-based moves for two turns.
Has a 30% chance to paralyze the target.
Has a 10% chance to paralyze the target.
Prevents the target from fleeing and inflicts damage for 2-5 turns.
This move enables the user to attack first with a jolt of electricity. This move fails if the target is not readying an attack.
Has a 10% chance to paralyze the target and a 10% chance to make the target flinch.
Lowers the target’s Defense by one stage.
Has a 10% chance to paralyze the target.
Has a 10% chance to paralyze the target.
Paralyzes the target.
Lowers the target’s Attack and Defense by one stage.
The user tidies up and removes the effects of Spikes, Stealth Rock, Sticky Web, Toxic Spikes, and Substitute. This also boosts the user's Attack and Speed stats.
Inverts the target's stat modifiers.
The user blows out raging flames as if singing a song, scorching the target. This also boosts the user's Sp. Atk stat.
Prevents the target from using the same move twice in a row.
Badly poisons the target, inflicting more damage every turn.
Scatters poisoned spikes, poisoning opposing Pokémon that switch in.
Poisons the target and lowers its Speed by one stage.
The user attacks suddenly as if leaping out from tall grass. The user's nimble footwork boosts its Speed stat.
User becomes a copy of the target until it leaves battle.
Has a 20% chance to burn, freeze, or paralyze the target.
User and target swap items.
For five turns, slower Pokémon will act before faster Pokémon.
Has an increased chance for a critical hit. Has a 30% chance to lower the target’s Defense by one stage.
Hits three times. Power increases by 100% with each successful hit.
The user performs a perfectly timed triple dive, hitting the target with splashes of water three times in a row.
Hits three times, increasing power by 100% with each successful hit.
Lowers the target's Attack by one stage after inflicting damage.
The user shoots mystical beams from its eyes to inflict damage. The target is hit twice in a row.
Has a 20% chance to make the target flinch.
The user reacts to the target's movement and strikes with the heel of its palm, making the target flinch. This move fails if the target is not readying a priority move.
Forced to use this move for several turns. Pokémon cannot fall asleep in that time.
User must switch out after attacking.
Inflicts regular damage with no additional effect.
Inflicts double damage if the target is Poisoned.
Raises the user’s Attack, Defense, and Speed by one stage each.
Inflicts regular damage with no additional effect.
No additional effect.
User must switch out after attacking.
User takes 1/3 the damage inflicted in recoil. Has a 10% chance to paralyze the target.
Has a 20% chance to make the target flinch.
Inflicts regular damage with no additional effect.
With Grass Pledge, halves opposing Pokémon’s Speed for four turns.
Has a 20% chance to confuse the target.
Hits 2–5 times.
Inflicts more damage when the user has more HP remaining, with a maximum of 150 power.
User takes 1/3 the damage inflicted in recoil.
If there be weather, this move has doubled power and the weather’s type.
Prevents the target from leaving battle and inflicts 1/16 its max HP in damage for 2-5 turns.
Immediately ends wild battles. Forces trainers to switch Pokémon.
Always scores a critical hit.
Prevents any multi-target moves from hitting friendly Pokémon this turn.
Has a 30% chance to paralyze the target.
User receives 1/4 the damage it inflicts in recoil.
Burns the target.
Inflicts regular damage with no additional effect.
User will recover half its max HP at the end of the next turn.
Raises the user’s Defense by one stage.
All Pokémon’s Defense and Special Defense are swapped for 5 turns.
User receives 1/3 the damage inflicted in recoil.
Raises the user’s Attack and Special Attack by one stage each.
Changes the target’s ability to Insomnia.
Prevents the target from fleeing and inflicts damage for 2-5 turns.
Inflicts regular damage with no additional effect.
Target sleeps at the end of the next turn.
Has a 100% chance to paralyze the target.
Has a 20% chance to make the target flinch.
Has a 30% chance to make the target flinch.
685 moves total · Page 7 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.