
Related Pokemon
Halves the damage taken from Fire- and Ice-type moves.
While the Pokémon has a status condition, its Attack is multiplied by 1.5. Its Attack is also not halved while burned.
Moves with additional effects lose those effects, but their power is increased to 1.3 times. Effects that cause recoil damage or lower the user's stats still apply.
* Based on Pokémon SV data, so it may be inaccurate
Type
Category
Target
Properties
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| Move | Type | Category | Power | Acc. | PP | Properties | Target | Effect |
|---|---|---|---|---|---|---|---|---|
| Fire Punch | Fire | Phys | 75 | 100 | 16 | ContactPunch | 1 Foe | Has a 10% chance to leave the target with a burn. |
| Ice Punch | Ice | Phys | 75 | 100 | 16 | ContactPunch | 1 Foe | Has a 10% chance to leave the target frozen. |
| Thunder Punch | Electric | Phys | 75 | 100 | 16 | ContactPunch | 1 Foe | Has a 10% chance of paralyzing the target. |
| Whirlwind | Normal | Stat | - | - | 20 | Wind | 1 Foe | If the target has Pokémon in reserve, forces the target to switch to a random one. |
| Sand Attack | Ground | Stat | - | 100 | 15 | 1 Foe | Lowers the target's accuracy by 1 stage. | |
| Tackle | Normal | Phys | 40 | 100 | 35 | Contact | 1 Foe | An ordinary attacking move. |
| Body Slam | Normal | Phys | 85 | 100 | 16 | Contact | 1 Foe | Has a 30% chance of paralyzing the target. Against a target in the Minimize state, the power is doubled and the move always hits. |
| Take Down | Normal | Phys | 90 | 85 | 20 | Contact | 1 Foe | The user takes 1/4 of the damage it dealt to the target as recoil. |
| Double-Edge | Normal | Phys | 120 | 100 | 16 | Contact | 1 Foe | The user takes recoil damage equal to 1/3 of the damage dealt. |
| Surf | Water | Spec | 90 | 100 | 16 | All | Power is doubled against a target that is underwater (in the Dive state). | |
| Low Kick | Fighting | Phys | - | 100 | 20 | Contact | 1 Foe | The heavier the target, the higher the power. Power ranges from 20 to 120. |
| Counter | Fighting | Phys | - | 100 | 20 | Contact | Special | Returns double the damage taken from a physical move used by the opponent on the same turn. |
| Seismic Toss | Fighting | Phys | - | 100 | 20 | Contact | 1 Foe | Deals 50 HP of fixed damage to the target. |
| Earthquake | Ground | Phys | 100 | 100 | 12 | All | Deals double damage to targets in the semi-invulnerable underground state (e.g., from Dig). When Grassy Terrain is active, this move's power is halved. | |
| Dig | Ground | Phys | 80 | 100 | 12 | Contact | 1 Foe | The user digs underground on the first turn and attacks on the next turn. |
| Focus Energy | Normal | Stat | - | - | 20 | Self | The user enters the critical-hit-boosted condition at +2. | |
| Metronome | Normal | Stat | - | - | 10 | Self | Uses one move at random from among many moves. | |
| Swift | Normal | Spec | 60 | - | 20 | All Foes | Always hits. | |
| Rest | Psychic | Stat | - | - | 8 | Self | Fully restores the user's HP and cures its status conditions. The user falls asleep for 2 turns. Fails if the user's HP is already full. | |
| Rock Slide | Rock | Phys | 75 | 90 | 12 | All Foes | Has a 30% chance to make the target flinch. | |
| Substitute | Normal | Stat | - | - | 12 | Self | Reduces the user's HP by 1/4 of its max HP to create a substitute. The substitute takes hits in the user's place. It disappears after taking damage equal to 1/4 of the user's max HP. | |
| Thief | Dark | Phys | 60 | 100 | 20 | Contact | 1 Foe | If the user is not holding an item, it steals the target's held item. |
| Reversal | Fighting | Phys | - | 100 | 16 | Contact | 1 Foe | The lower the user's remaining HP, the higher the power. Power ranges from 20 to 200. |
| Protect | Normal | Stat | - | - | 8 | Self | Protects the user from the opponent's moves during the turn it is used. If used in succession, its success rate becomes 1/3 of the previous use. | |
| Belly Drum | Normal | Stat | - | - | 12 | Self | Reduces the user's HP by 1/2 of its max HP and raises its Attack to the maximum of 6 stages. Fails if the user's remaining HP is insufficient. | |
| Mud-Slap | Ground | Spec | 20 | 100 | 12 | 1 Foe | Lowers the target's accuracy by 1 stage. | |
| Detect | Fighting | Stat | - | - | 8 | Self | Protects the user from the opponent's moves during the turn it is used. If used in succession, its success rate becomes 1/3 of the previous use. | |
| Endure | Normal | Stat | - | - | 12 | Self | During the turn it is used, if the user takes damage from a move that would cause it to faint, it endures with 1 HP remaining. This move's success rate becomes 1/3 of the previous time's if used in succession. | |
| Sleep Talk | Normal | Stat | - | - | 12 | Self | Can be used only while the user is asleep. Uses one of the other moves the user knows at random. | |
| Dynamic Punch | Fighting | Phys | 100 | 50 | 8 | ContactPunch | 1 Foe | Confuses the target. |
| Cross Chop | Fighting | Phys | 100 | 80 | 8 | Contact | 1 Foe | Attacks with a critical hit rank of +1. |
| Rain Dance | Water | Stat | - | - | 8 | Whole Field | Makes it rain for 5 turns. | |
| Sunny Day | Fire | Stat | - | - | 8 | Whole Field | Sets the weather to harsh sunlight for 5 turns. | |
| Fake Out | Normal | Phys | 40 | 100 | 12 | Contact | 1 Foe | Makes the target flinch. Fails if it is not the first move the user uses after entering battle. |
| Facade | Normal | Phys | 70 | 100 | 20 | Contact | 1 Foe | Power is doubled if the user is poisoned, badly poisoned, paralyzed, or burned. The halving of physical damage from being burned is ignored. |
| Focus Punch | Fighting | Phys | 150 | 100 | 20 | ContactPunch | 1 Foe | Fails if the user takes damage from the target's move before using this move on that turn. |
| Taunt | Dark | Stat | - | 100 | 20 | 1 Foe | Puts the target into the Taunt state. | |
| Helping Hand | Normal | Stat | - | - | 20 | Ally | During the turn it is used, raises the power of an ally's move to 1.5 times. | |
| Brick Break | Fighting | Phys | 75 | 100 | 16 | Contact | 1 Foe | Removes Light Screen, Reflect, and Aurora Veil from the target's side before attacking. |
| Knock Off | Dark | Phys | 65 | 100 | 20 | Contact | 1 Foe | If the target is holding an item, the power is increased to 1.5x. Causes the target to lose its held item. |
| Arm Thrust | Fighting | Phys | 15 | 100 | 20 | Contact | 1 Foe | Hits 2 to 5 times in a row in one turn. |
| Rock Tomb | Rock | Phys | 60 | 95 | 16 | 1 Foe | Lowers the target's Speed by 1 stage. | |
| Bulk Up | Fighting | Stat | - | - | 20 | Self | Raises the user's Attack and Defense by 1 stage each. | |
| Mud Shot | Ground | Spec | 55 | 95 | 16 | 1 Foe | Lowers the target's Speed by 1 stage. | |
| Feint | Normal | Phys | 30 | 100 | 12 | 1 Foe | Lifts the effects of Protect, Detect, and the like, then attacks. | |
| Close Combat | Fighting | Phys | 120 | 100 | 8 | Contact | 1 Foe | Lowers the user's Defense and Sp. Def by 1 stage each. |
| Fling | Dark | Phys | - | 100 | 12 | 1 Foe | The power and effect change depending on the held item. The item is consumed when this move is used. | |
| Force Palm | Fighting | Phys | 60 | 100 | 10 | Contact | 1 Foe | Has a 30% chance of paralyzing the target. |
| Poison Jab | Poison | Phys | 80 | 100 | 20 | Contact | 1 Foe | Has a 30% chance of poisoning the target. |
| Drain Punch | Fighting | Phys | 75 | 100 | 12 | ContactPunch | 1 Foe | Restores the user's HP by 1/2 of the damage dealt to the target. |
| Vacuum Wave | Fighting | Spec | 40 | 100 | 20 | 1 Foe | Always strikes first. (Priority +1) | |
| Focus Blast | Fighting | Spec | 120 | 70 | 8 | Ball | 1 Foe | Has a 10% chance of lowering the target's Sp. Def by 1 stage. |
| Bullet Punch | Steel | Phys | 40 | 100 | 20 | ContactPunch | 1 Foe | Always strikes first. (Priority +1) |
| Zen Headbutt | Psychic | Phys | 80 | 90 | 16 | Contact | 1 Foe | Has a 20% chance to make the target flinch. |
| Stone Edge | Rock | Phys | 100 | 80 | 8 | 1 Foe | Attacks with a heightened critical-hit chance (critical-hit stage +1). | |
| Wide Guard | Rock | Stat | - | - | 12 | Ally Side | Protects all of the user's allies from moves that hit multiple targets during the turn it is used. | |
| Smack Down | Rock | Phys | 50 | 100 | 16 | 1 Foe | Knocks down a target that is not on the ground, grounding it. Also hits targets that are airborne. | |
| Heavy Slam | Steel | Phys | - | 100 | 12 | Contact | 1 Foe | The more the user outweighs the target, the greater the power. Power is 120 if the target's weight is 1/5 or less of the user's, 100 if 1/4 or less, 80 if 1/3 or less, 60 if 1/2 or less, and 40 if more than 1/2. Against a target in the Minimize state, the power is doubled and the move always hits. |
| Low Sweep | Fighting | Phys | 65 | 100 | 20 | Contact | 1 Foe | Lowers the target's Speed by 1 stage. |
| Bulldoze | Ground | Phys | 60 | 100 | 20 | All | Lowers the target's Speed by 1 stage. When Grassy Terrain is active, this move's power is halved. | |
| Stomping Tantrum | Ground | Phys | 75 | 100 | 12 | Contact | 1 Foe | This move's power is doubled if the user couldn't move, missed, or failed with its move on the previous turn. |
| Body Press | Fighting | Phys | 80 | 100 | 12 | Contact | 1 Foe | This move calculates damage using the user's Defense stat instead of its Attack stat. |
| Coaching | Fighting | Stat | - | - | 12 | Ally | Raises the Attack and Defense of the user's allies by 1 stage each. | |
| Tera Blast | Normal | Spec | 80 | 100 | 10 | 1 Foe | While Terastallized, this move becomes the same type as the user's Tera Type and deals damage using the higher of the user's Attack and Sp. Atk. | |
| Chilling Water | Water | Spec | 50 | 100 | 20 | 1 Foe | Lowers the target's Attack by 1 stage. | |
| Upper Hand | Fighting | Phys | 65 | 100 | 16 | Contact | 1 Foe | Fails if the target has not used a priority move. Makes the target flinch. |