Physical move

Revision as of 03:30, 4 January 2014 by Tacopill (talk | contribs)
Damage categories
Physical
Special
Status

A physical move is one in which the user uses its physical strength or solid projectiles in order to damage its foes. Damage dealt by a physical move depends on both the Attack stat of the attacking Pokémon and the Defense stat of the defending Pokémon. It is notable that while most physical moves contact their target(s), physical and contacting moves are not the same: an example is Earthquake, which, despite being physical, does not require that the user make contact with the target.

Generation I-III

Before Generation IV, damaging moves of the following types are physical moves:

From Generation IV onward, moves are designated as physical or special based on the move itself. Most damaging moves of the preceding types are physical moves, and most Dark moves are also physical. However, there are exceptions, such as Focus Blast and Hyper Beam.


Bug-type moves

Gen Move Category Contest Power Accuracy PP Range Description
IV Attack Order Physical Smart 90 100% 15 (max 24)
     
     
Normal
The user calls out its underlings to pummel the target. Critical hits land more easily.
IV Bug Bite Physical Tough 60 100% 20 (max 32)
     
     
Normal
The user bites the target. If the target is holding a Berry, the user eats it and gains its effect.
VI Fell Stinger Physical 30 100% 25 (max 40)
     
     
Normal
When the user knocks out a target with this move, the user's Attack stat rises sharply.
II Fury Cutter Physical Cool 40 95% 20 (max 32)
     
     
Normal
The target is slashed with scythes or claws. Its power increases if it hits in succession.
I Leech Life Physical Smart 20 100% 20 (max 32)
     
     
Normal
The user drains the target's blood. The user's HP is restored by half the damage taken by the target.
II Megahorn Physical Cool 120 85% 10 (max 16)
     
     
Normal
Using its tough and impressive horn, the user rams into the target with no letup.
I Pin Missile Physical Cool 25 95% 20 (max 32)
     
     
Normal
Sharp spikes are shot at the target in rapid succession. They hit two to five times in a row.
V Steamroller Physical 65 100% 20 (max 32)
     
     
Normal
The user crushes its targets by rolling over them with its rolled-up body. This attack may make the target flinch.
I Twineedle Physical Cool 25 100% 20 (max 32)
     
     
Normal
The user damages the target twice in succession by jabbing it with two spikes. It may also poison the target.
IV U-turn Physical Cute 70 100% 20 (max 32)
     
     
Normal
After making its attack, the user rushes back to switch places with a party Pokémon in waiting.
IV X-Scissor Physical Beauty 80 100% 15 (max 24)
     
     
Normal
The user slashes at the target by crossing its scythes or claws as if they were a pair of scissors.
All details are accurate to Generation VII games. For details that have changed between generations, please see an individual move's page. Target data assumes user is in the lower left.

Dark-type moves

Gen Move Category Contest Power Accuracy PP Range Description
IV Assurance Physical Beauty 60 100% 10 (max 16)
     
     
Normal
If the target has already taken some damage in the same turn, this attack's power is doubled.
II Beat Up Physical Smart Varies 100% 10 (max 16)
     
     
Normal
The user gets all party Pokémon to attack the target. The more party Pokémon, the greater the number of attacks.
I Bite Physical Tough 60 100% 25 (max 40)
     
     
Normal
The target is bitten with viciously sharp fangs. It may make the target flinch.
II Crunch Physical Tough 80 100% 15 (max 24)
     
     
Normal
The user crunches up the target with sharp fangs. It may also lower the target's Defense stat.
II Feint Attack Physical Smart 60 % 20 (max 32)
     
     
Normal
The user approaches the target disarmingly, then throws a sucker punch. It hits without fail.
IV Fling Physical Tough Varies 100% 10 (max 16)
     
     
Normal
The user flings its held item at the target to attack. Its power and effects depend on the item.
V Foul Play Physical 95 100% 15 (max 24)
     
     
Normal
The user turns the target's power against it. The higher the target's Attack stat, the greater the damage.
III Knock Off Physical Smart 65 100% 20 (max 32)
     
     
Normal
The user slaps down the target's held item, preventing that item from being used in the battle.
IV Night Slash Physical Beauty 70 100% 15 (max 24)
     
     
Normal
The user slashes the target the instant an opportunity arises. Critical hits land more easily.
IV Payback Physical Cool 50 100% 10 (max 16)
     
     
Normal
If the user moves after the target, this attack's power will be doubled.
IV Punishment Physical Smart Varies 100% 5 (max 8)
     
     
Normal
This attack's power increases the more the target has powered up with stat changes.
II Pursuit Physical Smart 40 100% 20 (max 32)
     
     
Normal
An attack move that inflicts double damage if used on a target that is switching out of battle.
IV Sucker Punch Physical Smart 80 100% 5 (max 8)
     
     
Normal
This move enables the user to attack first. It fails if the target is not readying an attack, however.
IV Switcheroo Status Cool 100% 10 (max 16)
     
     
Normal
The user trades held items with the target faster than the eye can follow.
II Thief Physical Tough 60 100% 25 (max 40)
     
     
Normal
The user attacks and steals the target's held item simultaneously. It can't steal if the user holds an item.
All details are accurate to Generation VII games. For details that have changed between generations, please see an individual move's page. Target data assumes user is in the lower left.

Dragon-type moves

Gen Move Category Contest Power Accuracy PP Range Description
III Dragon Claw Physical Cool 80 100% 15 (max 24)
     
     
Normal
The user slashes the target with huge, sharp claws.
IV Dragon Rush Physical Cool 100 75% 10 (max 16)
     
     
Normal
The user tackles the target while exhibiting overwhelming menace. It may also make the target flinch.
V Dragon Tail Physical 60 90% 10 (max 16)
     
     
Normal
The user knocks away the target and drags out another Pokémon in its party. In the wild, the battle ends.
V Dual Chop Physical 40 90% 15 (max 24)
     
     
Normal
The user attacks its target by hitting it with brutal strikes. The target is hit twice in a row.
II Outrage Physical Cool 120 100% 10 (max 16)
     
     
1 Other
The user rampages and attacks for two to three turns. It then becomes confused, however.
All details are accurate to Generation VII games. For details that have changed between generations, please see an individual move's page. Target data assumes user is in the lower left.

Electric-type moves

Gen Move Category Contest Power Accuracy PP Range Description
V Bolt Strike Physical 130 85% 5 (max 8)
     
     
Normal
The user charges at its target, surrounding itself with a great amount of electricity. It may leave the target with paralysis.
V Fusion Bolt Physical 100 100% 5 (max 8)
     
     
Normal
The user throws down a giant thunderbolt. This attack does greater damage when influenced by an enormous flame.
VI Nuzzle Physical 20 100% 20 (max 32)
     
     
Normal
The user attacks by nuzzling its electrified cheeks against the target. This also leaves the target with paralysis.
II Spark Physical Cool 65 100% 20 (max 32)
     
     
Normal
The user throws an electrically charged tackle at the target. It may also leave the target with paralysis.
IV Thunder Fang Physical Smart 65 95% 15 (max 24)
     
     
Normal
The user bites with electrified fangs. It may also make the target flinch or leave it with paralysis.
I Thunder Punch Physical Cool 75 100% 15 (max 24)
     
     
Normal
The target is punched with an electrified fist. It may also leave the target with paralysis.
III Volt Tackle Physical Cool 120 100% 15 (max 24)
     
     
Normal
The user electrifies itself, then charges. It causes considerable damage to the user and may leave the target with paralysis.
V Wild Charge Physical 90 100% 15 (max 24)
     
     
Normal
The user shrouds itself in electricity and smashes into its target. It also damages the user a little.
All details are accurate to Generation VII games. For details that have changed between generations, please see an individual move's page. Target data assumes user is in the lower left.

Fairy-type moves

Gen Move Category Contest Power Accuracy PP Range Description
VI Play Rough Physical 90 90% 10 (max 16)
     
     
Normal
The user plays rough with the target and attacks it. This may also lower the target's Attack stat.
All details are accurate to Generation VII games. For details that have changed between generations, please see an individual move's page. Target data assumes user is in the lower left.

Fighting-type moves

Gen Move Category Contest Power Accuracy PP Range Description
III Arm Thrust Physical Tough 15 100% 20 (max 32)
     
     
Normal
The user looses a flurry of open-palmed arm thrusts that hit two to five times in a row.
III Brick Break Physical Cool 75 100% 15 (max 24)
     
     
Normal
The user attacks with a swift chop. It can also break any barrier such as Light Screen and Reflect.
V Circle Throw Physical 60 90% 10 (max 16)
     
     
Normal
The user throws the target and drags out another Pokémon in its party. In the wild, the battle ends.
IV Close Combat Physical Smart 120 100% 5 (max 8)
     
     
Normal
The user fights the target up close without guarding itself. It also cuts the user's Defense and Sp. Def.
I Counter Physical Tough Varies 100% 20 (max 32)
     
     
Self
A retaliation move that counters any physical attack, inflicting double the damage taken.
II Cross Chop Physical Cool 100 80% 5 (max 8)
     
     
Normal
The user delivers a double chop with its forearms crossed. Critical hits land more easily.
I Double Kick Physical Tough 30 100% 30 (max 48)
     
     
Normal
The target is quickly kicked twice in succession using both feet.
IV Drain Punch Physical Beauty 75 100% 10 (max 16)
     
     
Normal
An energy-draining punch. The user's HP is restored by half the damage taken by the target.
II Dynamic Punch Physical Cool 100 50% 5 (max 8)
     
     
Normal
The user punches the target with full, concentrated power. It confuses the target if it hits.
VI Flying Press Physical 80 95% 10 (max 16)
     
     
Normal
The user dives down onto the target from the sky. This move is Fighting and Flying type simultaneously.
III Focus Punch Physical Tough 150 100% 20 (max 32)
     
     
Normal
The user focuses its mind before launching a punch. It will fail if the user is hit before it is used.
IV Force Palm Physical Cool 60 100% 10 (max 16)
     
     
Normal
The target is attacked with a shock wave. It may also leave the target with paralysis.
IV Hammer Arm Physical Cool 100 90% 10 (max 16)
     
     
Normal
The user swings and hits with its strong and heavy fist. It lowers the user's Speed, however.
I Hi Jump Kick Physical Cool 130 90% 10 (max 16)
     
     
Normal
The target is attacked with a knee kick from a jump. If it misses, the user is hurt instead.
I Jump Kick Physical Cool 100 95% 10 (max 16)
     
     
Normal
The user jumps up high, then strikes with a kick. If the kick misses, the user hurts itself.
I Karate Chop Physical Tough 50 100% 25 (max 40)
     
     
Normal
The target is attacked with a sharp chop. Critical hits land more easily.
I Low Kick Physical Tough Varies 100% 20 (max 32)
     
     
Normal
A powerful low kick that makes the target fall over. It inflicts greater damage on heavier targets.
V Low Sweep Physical 65 100% 20 (max 32)
     
     
Normal
The user attacks the target's legs swiftly, reducing the target's Speed stat.
II Mach Punch Physical Cool 40 100% 30 (max 48)
     
     
Normal
The user throws a punch at blinding speed. It is certain to strike first.
VI Power-Up Punch Physical 40 100% 20 (max 32)
     
     
Normal
Striking opponents over and over makes the user's fists harder. Hitting a target raises the Attack stat.
III Revenge Physical Tough 60 100% 10 (max 16)
     
     
Normal
An attack move that inflicts double the damage if the user has been hurt by the opponent in the same turn.
II Reversal Physical Cool Varies 100% 15 (max 24)
     
     
Normal
An all-out attack that becomes more powerful the less HP the user has.
II Rock Smash Physical Tough 40 100% 15 (max 24)
     
     
Normal
The user attacks with a punch that can shatter a rock. It may also lower the target's Defense stat.
I Rolling Kick Physical Cool 60 85% 15 (max 24)
     
     
Normal
The user lashes out with a quick, spinning kick. It may also make the target flinch.
V Sacred Sword Physical 90 100% 15 (max 24)
     
     
Normal
The user attacks by slicing with its long horns. The target's stat changes don't affect this attack's damage.
V Secret Sword Special 85 100% 10 (max 16)
     
     
Normal
The user cuts with its long horn. The odd power contained in the horn does physical damage to the target.
I Seismic Toss Physical Tough Varies 100% 20 (max 32)
     
     
Normal
The target is thrown using the power of gravity. It inflicts damage equal to the user's level.
III Sky Uppercut Physical Cool 85 90% 15 (max 24)
     
     
Normal
The user attacks the target with an uppercut thrown skyward with force.
V Storm Throw Physical 60 100% 10 (max 16)
     
     
Normal
The user strikes the target with a fierce blow. This attack always results in a critical hit.
I Submission Physical Cool 80 80% 25 (max 40)
     
     
Normal
The user grabs the target and recklessly dives for the ground. It also hurts the user slightly.
III Superpower Physical Tough 120 100% 5 (max 8)
     
     
Normal
The user attacks the target with great power. However, it also lowers the user's Attack and Defense.
II Triple Kick Physical Beauty 10 90% 10 (max 16)
     
     
Normal
A consecutive three-kick attack that becomes more powerful with each successive hit.
II Vital Throw Physical Cool 70 % 10 (max 16)
     
     
Normal
The user attacks last. In return, this throw move is guaranteed not to miss.
IV Wake-Up Slap Physical Smart 70 100% 10 (max 16)
     
     
Normal
This attack inflicts big damage on a sleeping target. It also wakes the target up, however.
All details are accurate to Generation VII games. For details that have changed between generations, please see an individual move's page. Target data assumes user is in the lower left.

Fire-type moves

Gen Move Category Contest Power Accuracy PP Range Description
III Blaze Kick Physical Beauty 85 90% 10 (max 16)
     
     
Normal
The user launches a kick that lands a critical hit more easily. It may also leave the target with a burn.
IV Fire Fang Physical Beauty 65 95% 15 (max 24)
     
     
Normal
The user bites with flame-cloaked fangs. It may also make the target flinch or leave it burned.
I Fire Punch Physical Beauty 75 100% 15 (max 24)
     
     
Normal
The target is punched with a fiery fist. It may leave the target with a burn.
V Flame Charge Physical 50 100% 20 (max 32)
     
     
Normal
The user cloaks itself with flame and attacks. Building up more power, it raises the user's Speed stat.
II Flame Wheel Physical Beauty 60 100% 25 (max 40)
     
     
Normal
The user cloaks itself in fire and charges at the target. It may also leave the target with a burn.
IV Flare Blitz Physical Smart 120 100% 15 (max 24)
     
     
Normal
The user cloaks itself in fire and charges at the target. The user sustains serious damage and may leave the target burned.
V Heat Crash Physical Varies 100% 10 (max 16)
     
     
Normal
The user slams its target with its flame-covered body. The more the user outweighs the target, the greater the damage.
II Sacred Fire Physical Beauty 100 95% 5 (max 8)
     
     
Normal
The target is razed with a mystical fire of great intensity. It may also leave the target with a burn.
V V-create Physical 180 95% 5 (max 8)
     
     
Normal
With a hot flame on its forehead, the user hurls itself at its target. It lowers the user's Defense, Sp. Def, and Speed stats.
All details are accurate to Generation VII games. For details that have changed between generations, please see an individual move's page. Target data assumes user is in the lower left.

Flying-type moves

Gen Move Category Contest Power Accuracy PP Range Description
V Acrobatics Physical 55 100% 15 (max 24)
     
     
Normal (long-range)
The user nimbly strikes the target. If the user is not holding an item, this attack inflicts massive damage.
III Aerial Ace Physical Cool 60 % 20 (max 32)
     
     
Normal (long-range)
The user confounds the foe with speed, then slashes. The attack lands without fail.
III Bounce Physical Cute 85 85% 5 (max 8)
     
     
Normal (long-range)
The user bounces up high, then drops on the target on the second turn. It may also leave the target with paralysis.
IV Brave Bird Physical Cute 120 100% 15 (max 24)
     
     
Normal (long-range)
The user tucks in its wings and charges from a low altitude. The user also takes serious damage.
I Drill Peck Physical Cool 80 100% 20 (max 32)
     
     
Normal (long-range)
A corkscrewing attack with the sharp beak acting as a drill.
I Fly Physical Smart 90 95% 15 (max 24)
     
     
Normal (long-range)
The user soars, then strikes its target on the second turn. It can also be used for flying to any familiar town.
I Peck Physical Cool 35 100% 35 (max 56)
     
     
Normal (long-range)
The target is jabbed with a sharply pointed beak or horn.
IV Pluck Physical Cute 60 100% 20 (max 32)
     
     
Normal (long-range)
The user pecks the target. If the target is holding a Berry, the user eats it and gains its effect.
I Sky Attack Physical Cool 140 90% 5 (max 8)
     
     
Normal (long-range)
A second-turn attack move where critical hits land more easily. It may also make the target flinch.
V Sky Drop Physical 60 100% 10 (max 16)
     
     
Normal (long-range)
The user takes the target into the sky, then drops it during the next turn. The target cannot attack while in the sky.
I Wing Attack Physical Cool 60 100% 35 (max 56)
     
     
Normal (long-range)
The target is struck with large, imposing wings spread wide to inflict damage.
All details are accurate to Generation VII games. For details that have changed between generations, please see an individual move's page. Target data assumes user is in the lower left.

Ghost-type moves

Gen Move Category Contest Power Accuracy PP Range Description
III Astonish Physical Smart 30 100% 15 (max 24)
     
     
Normal
The user attacks the target while shouting in a startling fashion. It may also make the target flinch.
I Lick Physical Tough 30 100% 30 (max 48)
     
     
Normal
The target is licked with a long tongue, causing damage. It may also leave the target with paralysis.
VI Phantom Force Physical 90 100% 10 (max 16)
     
     
Normal
The user vanishes somewhere, then strikes the target on the next turn. This move hits even if the target protects itself.
IV Shadow Claw Physical Cute 70 100% 15 (max 24)
     
     
Normal
The user slashes with a sharp claw made from shadows. Critical hits land more easily.
IV Shadow Force Physical Smart 120 100% 5 (max 8)
     
     
Normal
The user disappears, then strikes the target on the second turn. It hits even if the target protects itself.
III Shadow Punch Physical Smart 60 % 20 (max 32)
     
     
Normal
The user throws a punch from the shadows. The punch lands without fail
IV Shadow Sneak Physical Smart 40 100% 30 (max 48)
     
     
Normal
The user extends its shadow and attacks the target from behind. This move always goes first.
All details are accurate to Generation VII games. For details that have changed between generations, please see an individual move's page. Target data assumes user is in the lower left.

Grass-type moves

Gen Move Category Contest Power Accuracy PP Range Description
III Bullet Seed Physical Cool 25 100% 30 (max 48)
     
     
Normal
The user forcefully shoots seeds at the target. Two to five seeds are shot in rapid succession.
V Horn Leech Physical 75 100% 10 (max 16)
     
     
Normal
The user drains the target's energy with its horns. The user's HP is restored by half the damage taken by the target.
III Leaf Blade Physical Cool 90 100% 15 (max 24)
     
     
Normal
The user handles a sharp leaf like a sword and attacks by cutting its target. Critical hits land more easily.
III Needle Arm Physical Smart 60 100% 15 (max 24)
     
     
Normal
The user attacks by wildly swinging its thorny arms. It may also make the target flinch.
VI Petal Blizzard Physical 90 100% 15 (max 24)
     
     
Normal
The user stirs up a violent petal blizzard and attacks everything around it.
IV Power Whip Physical Beauty 120 85% 10 (max 16)
     
     
Normal
The user violently whirls its vines or tentacles to harshly lash the target.
I Razor Leaf Physical Cool 55 95% 25 (max 40)
     
     
Many Others
Sharp-edged leaves are launched to slash at the opposing team. Critical hits land more easily.
IV Seed Bomb Physical Smart 80 100% 15 (max 24)
     
     
Normal
The user slams a barrage of hard-shelled seeds down on the target from above.
I Vine Whip Physical Cool 45 100% 25 (max 40)
     
     
Normal
The target is struck with slender, whiplike vines to inflict damage.
IV Wood Hammer Physical Tough 120 100% 15 (max 24)
     
     
Normal
The user slams its rugged body into the target to attack. The user also sustains serious damage.
All details are accurate to Generation VII games. For details that have changed between generations, please see an individual move's page. Target data assumes user is in the lower left.

Ground-type moves

Gen Move Category Contest Power Accuracy PP Range Description
I Bone Club Physical Tough 65 85% 20 (max 32)
     
     
Normal
The user clubs the target with a bone. It may also make the target flinch.
II Bone Rush Physical Tough 25 90% 10 (max 16)
     
     
Normal
The user strikes the target with a hard bone two to five times in a row.
I Bonemerang Physical Tough 50 90% 10 (max 16)
     
     
Normal
The user throws the bone it holds. The bone loops to hit the target twice, coming and going.
V Bulldoze Physical 60 100% 20 (max 32)
     
     
All Others
The user stomps down on the ground and attacks everything in the area. Hit Pokémon's Speed stat is reduced.
I Dig Physical Smart 80 100% 10 (max 16)
     
     
Normal
The user burrows, then attacks on the second turn. It can also be used to exit dungeons.
V Drill Run Physical 80 95% 10 (max 16)
     
     
Normal
The user crashes into its target while rotating its body like a drill. Critical hits land more easily.
I Earthquake Physical Tough 100 100% 10 (max 16)
     
     
All Others
The user sets off an earthquake that strikes every Pokémon around it.
I Fissure Physical Tough 30% 5 (max 8)
     
     
Normal
The user opens up a fissure in the ground and drops the target in. The target instantly faints if it hits.
VI Land's Wrath Physical 90 100% 10 (max 16)
     
     
Normal
The user gathers the energy of the land and focuses that power on opposing Pokémon to damage them.
II Magnitude Physical Tough Varies 100% 30 (max 48)
     
     
All Others
The user looses a ground-shaking quake affecting everyone around the user. Its power varies.
III Sand Tomb Physical Smart 35 85% 15 (max 24)
     
     
Normal
The user traps the target inside a harshly raging sandstorm for four to five turns.
All details are accurate to Generation VII games. For details that have changed between generations, please see an individual move's page. Target data assumes user is in the lower left.


Ice-type moves

Gen Move Category Contest Power Accuracy PP Range Description
I Aurora Beam Special Beauty 65 100% 20 (max 32)
     
     
Normal
The target is hit with a rainbow-colored beam. This may also lower the target's Attack stat.
IV Avalanche Physical Cool 60 100% 10 (max 16)
     
     
Normal
An attack move that inflicts double the damage if the user has been hurt by the target in the same turn.
I Blizzard Special Beauty 110 70% 5 (max 8)
     
     
Many Others
A howling blizzard is summoned to strike the opposing team. It may also freeze them solid.
VI Freeze-Dry Special 70 100% 20 (max 32)
     
     
Normal
The user rapidly cools the target. This may also leave the target frozen. This move is super effective on Water types.
V Freeze Shock Physical 140 90% 5 (max 8)
     
     
Normal
On the second turn, the user hits the target with electrically charged ice. It may leave the target with paralysis.
V Frost Breath Special 60 90% 10 (max 16)
     
     
Normal
The user blows a cold breath on the target. This attack always results in a critical hit.
V Glaciate Special 65 95% 10 (max 16)
     
     
Many Others
The user attacks by blowing freezing cold air at opposing Pokémon. This attack reduces the targets' Speed stat.
III Hail Status Beauty 100% 10 (max 16)
     
     
All
The user summons a hail storm lasting five turns. It damages all Pokémon except the Ice type.
I Haze Status Beauty 100% 30 (max 48)
     
     
All
The user creates a haze that eliminates every stat change among all the Pokémon engaged in battle.
III Ice Ball Physical Beauty 30 90% 20 (max 32)
     
     
Normal
The user continually rolls into the target over five turns. It becomes stronger each time it hits.
I Ice Beam Special Beauty 90 100% 10 (max 16)
     
     
Normal
The target is struck with an icy-cold beam of energy. It may also freeze the target solid.
V Ice Burn Special 140 90% 5 (max 8)
     
     
Normal
On the second turn, an ultracold, freezing wind surrounds the target. This may leave the target with a burn.
IV Ice Fang Physical Cool 65 95% 15 (max 24)
     
     
Normal
The user bites with cold-infused fangs. It may also make the target flinch or leave it frozen.
I Ice Punch Physical Beauty 75 100% 15 (max 24)
     
     
Normal
The target is punched with an icy fist. It may also leave the target frozen.
IV Ice Shard Physical Beauty 40 100% 30 (max 48)
     
     
Normal
The user flash freezes chunks of ice and hurls them at the target. This move always goes first.
V Icicle Crash Physical 85 90% 10 (max 16)
     
     
Normal
The user attacks by harshly dropping an icicle onto the target. It may also make the target flinch.
III Icicle Spear Physical Beauty 25 100% 30 (max 48)
     
     
Normal
The user launches sharp icicles at the target. It strikes two to five times in a row.
II Icy Wind Special Beauty 55 95% 15 (max 24)
     
     
Many Others
The user attacks with a gust of chilled air. It also lowers the targets' Speed stat.
I Mist Status Beauty 100% 30 (max 48)
     
     
Your Party
The user cloaks its body with a white mist that prevents any of its stats from being cut for five turns.
II Powder Snow Special Beauty 40 100% 25 (max 40)
     
     
Many Others
The user attacks with a chilling gust of powdery snow. It may also freeze the targets.
III Sheer Cold Special Beauty 30% 5 (max 8)
     
     
Normal
The target is attacked with a blast of absolute-zero cold. The target instantly faints if it hits.
All details are accurate to Generation VII games. For details that have changed between generations, please see an individual move's page. Target data assumes user is in the lower left.

Normal-type moves

Gen Move Category Contest Power Accuracy PP Range Description
I Barrage Physical Tough 15 85% 20 (max 32)
     
     
Normal
Round objects are hurled at the target to strike two to five times in a row.
I Bide Physical Tough Varies % 10 (max 16)
     
     
Self
The user endures attacks for two turns, then strikes back to cause double the damage taken.
I Bind Physical Tough 15 85% 20 (max 32)
     
     
Normal
Things such as long bodies or tentacles are used to bind and squeeze the target for four to five turns.
I Body Slam Physical Tough 85 100% 15 (max 24)
     
     
Normal
The user drops onto the target with its full body weight. It may leave the target with paralysis.
V Chip Away Physical 70 100% 20 (max 32)
     
     
Normal
Looking for an opening, the user strikes continually. The target's stat changes don't affect this attack's damage.
I Comet Punch Physical Tough 18 85% 15 (max 24)
     
     
Normal
The target is hit with a flurry of punches that strike two to five times in a row.
I Constrict Physical Tough 10 100% 35 (max 56)
     
     
Normal
The target is attacked with long, creeping tentacles or vines. It may also lower the target's Speed stat.
III Covet Physical Cute 60 100% 25 (max 40)
     
     
Normal
The user endearingly approaches the target, then steals the target's held item.
III Crush Claw Physical Cool 75 95% 10 (max 16)
     
     
Normal
The user slashes the target with hard and sharp claws. It may also lower the target's Defense.
IV Crush Grip Physical Tough Varies 100% 5 (max 8)
     
     
Normal
The target is crushed with great force. The attack is more powerful the more HP the target has left.
I Cut Physical Cool 50 95% 30 (max 48)
     
     
Normal
The target is cut with a scythe or a claw. It can also be used to cut down thin trees.
I Dizzy Punch Physical Cool 70 100% 10 (max 16)
     
     
Normal
The target is hit with rhythmically launched punches that may also leave it confused.
IV Double Hit Physical Smart 35 90% 10 (max 16)
     
     
Normal
The user slams the target with a long tail, vines, or tentacle. The target is hit twice in a row.
I Double Slap Physical Tough 15 85% 10 (max 16)
     
     
Normal
The target is slapped repeatedly, back and forth, two to five times in a row.
I Double-Edge Physical Tough 120 100% 15 (max 24)
     
     
Normal
A reckless, life-risking tackle. It also damages the user by a fairly large amount, however.
I Egg Bomb Physical Tough 100 75% 10 (max 16)
     
     
Normal
A large egg is hurled at the target with maximum force to inflict damage.
III Endeavor Physical Tough Varies 100% 5 (max 8)
     
     
Normal
An attack move that cuts down the target's HP to equal the user's HP.
I Explosion Physical Beauty 250 100% 5 (max 8)
     
     
All Others
The user explodes to inflict damage on those around it. The user faints upon using this move.
II Extreme Speed Physical Cool 80 100% 5 (max 8)
     
     
Normal
The user charges the target at blinding speed. This attack always goes before any other move.
III Facade Physical Cute 70 100% 20 (max 32)
     
     
Normal
An attack move that doubles its power if the user is poisoned, burned, or has paralysis.
III Fake Out Physical Cute 40 100% 10 (max 16)
     
     
Normal
An attack that hits first and makes the target flinch. It only works the first turn the user is in battle.
II False Swipe Physical Cool 40 100% 40 (max 64)
     
     
Normal
A restrained attack that prevents the target from fainting. The target is left with at least 1 HP.
IV Feint Physical Beauty 30 100% 10 (max 16)
     
     
Normal
An attack that hits a target using Protect or Detect. It also lifts the effects of those moves.
II Flail Physical Cute Varies 100% 15 (max 24)
     
     
Normal
The user flails about aimlessly to attack. It becomes more powerful the less HP the user has.
II Frustration Physical Cute Varies 100% 20 (max 32)
     
     
Normal
A full-power attack that grows more powerful the less the user likes its Trainer.
I Fury Attack Physical Cool 15 85% 20 (max 32)
     
     
Normal
The target is jabbed repeatedly with a horn or beak two to five times in a row.
I Fury Swipes Physical Tough 18 80% 15 (max 24)
     
     
Normal
The target is raked with sharp claws or scythes for two to five times in quick succession.
IV Giga Impact Physical Beauty 150 90% 5 (max 8)
     
     
Normal
The user charges at the target using every bit of its power. The user must rest on the next turn.
I Guillotine Physical Cool % 5 (max 8)
     
     
Normal
A vicious, tearing attack with big pincers. The target will faint instantly if this attack hits.
V Head Charge Physical 120 100% 15 (max 24)
     
     
Normal
The user charges its head into its target, using its powerful guard hair. It also damages the user a little.
I Headbutt Physical Tough 70 100% 15 (max 24)
     
     
Normal
The user sticks out its head and attacks by charging straight into the target. It may also make the target flinch.
VI Hold Back Physical 40 100% 40 (max 64)
     
     
Unknown
The user holds back when it attacks and the target is left with at least 1 HP.
I Horn Attack Physical Cool 65 100% 25 (max 40)
     
     
Normal
The target is jabbed with a sharply pointed horn to inflict damage.
I Horn Drill Physical Cool % 5 (max 8)
     
     
Normal
The user stabs the target with a horn that rotates like a drill. If it hits, the target faints instantly.
I Hyper Fang Physical Cool 80 90% 15 (max 24)
     
     
Normal
The user bites hard on the target with its sharp front fangs. It may also make the target flinch.
IV Last Resort Physical Cute 140 100% 5 (max 8)
     
     
Normal
This move can be used only after the user has used all the other moves it knows in the battle.
I Mega Kick Physical Cool 120 75% 5 (max 8)
     
     
Normal
The target is attacked by a kick launched with muscle-packed power.
I Mega Punch Physical Tough 80 85% 20 (max 32)
     
     
Normal
The target is slugged by a punch thrown with muscle-packed power.
IV Natural Gift Physical Cool Varies 100% 15 (max 24)
     
     
Normal
The user draws power to attack by using its held Berry. The Berry determines its type and power.
I Pay Day Physical Smart 40 100% 20 (max 32)
     
     
Normal
Numerous coins are hurled at the target to inflict damage. Money is earned after battle.
I Pound Physical Tough 40 100% 35 (max 56)
     
     
Normal
The target is physically pounded with a long tail or a foreleg, etc.
II Present Physical Cute Varies 90% 15 (max 24)
     
     
Normal
The user attacks by giving the target a gift with a hidden trap. It restores HP sometimes, however.
I Quick Attack Physical Cool 40 100% 30 (max 48)
     
     
Normal
The user lunges at the target at a speed that makes it almost invisible. It is sure to strike first.
I Rage Physical Cool 20 100% 20 (max 32)
     
     
Normal
As long as this move is in use, the power of rage raises the Attack stat each time the user is hit in battle.
II Rapid Spin Physical Cool 20 100% 40 (max 64)
     
     
Normal
A spin attack that can also eliminate such moves as Bind, Wrap, Leech Seed, and Spikes.
V Retaliate Physical 70 100% 5 (max 8)
     
     
Normal
The user gets revenge for a fainted ally. If an ally fainted in the previous turn, this attack's damage increases.
II Return Physical Cute Varies 100% 20 (max 32)
     
     
Normal
A full-power attack that grows more powerful the more the user likes its Trainer.
IV Rock Climb Physical Cool 90 85% 20 (max 32)
     
     
Normal
The user attacks the target by smashing into it with incredible force. It may also confuse the target.
I Scratch Physical Tough 40 100% 35 (max 56)
     
     
Normal
Hard, pointed, and sharp claws rake the target to inflict damage.
III Secret Power Physical Smart 70 100% 20 (max 32)
     
     
Normal
The user attacks the target with a secret power. Its added effects vary depending on the user's environment.
I Self-Destruct Physical Beauty 200 100% 5 (max 8)
     
     
All Others
The user attacks everything around it by causing an explosion. The user faints upon using this move.
I Skull Bash Physical Tough 130 100% 10 (max 16)
     
     
Normal
The user tucks in its head to raise its Defense in the first turn, then rams the target on the next turn.
I Slam Physical Tough 80 75% 20 (max 32)
     
     
Normal
The target is slammed with a long tail, vines, etc., to inflict damage.
I Slash Physical Cool 70 100% 20 (max 32)
     
     
Normal
The target is attacked with a slash of claws or blades. Critical hits land more easily.
III Smelling Salts Physical Smart 70 100% 10 (max 16)
     
     
Normal
This attack inflicts double damage on a target with paralysis. It also cures the target's paralysis, however.
I Spike Cannon Physical Cool 20 100% 15 (max 24)
     
     
Normal
Sharp spikes are shot at the target in rapid succession. They hit two to five times in a row.
I Stomp Physical Tough 65 100% 20 (max 32)
     
     
Normal
The target is stomped with a big foot. It may also make the target flinch.
I Strength Physical Tough 80 100% 15 (max 24)
     
     
Normal
The target is slugged with a punch thrown at maximum power. It can also be used to move heavy boulders.
I Struggle Physical Cool 50 % 1 (max 1)
     
     
1 Other
An attack that is used in desperation only if the user has no PP. It also hurts the user slightly.
I Super Fang Physical Tough Varies 90% 10 (max 16)
     
     
Normal
The user chomps hard on the target with its sharp front fangs. It cuts the target's HP to half.
I Tackle Physical Tough 50 100% 35 (max 56)
     
     
Normal
A physical attack in which the user charges and slams into the target with its whole body.
V Tail Slap Physical 25 85% 10 (max 16)
     
     
Normal
The user attacks by striking the target with its hard tail. It hits the Pokémon two to five times in a row.
I Take Down Physical Tough 90 85% 20 (max 32)
     
     
Normal
A reckless, full-body charge attack for slamming into the target. It also damages the user a little.
I Thrash Physical Tough 120 100% 10 (max 16)
     
     
1 Other
The user rampages and attacks for two to three turns. It then becomes confused, however.
I Vice Grip Physical Tough 55 100% 30 (max 48)
     
     
Normal
The target is gripped and squeezed from both sides to inflict damage.
I Wrap Physical Tough 15 90% 20 (max 32)
     
     
Normal
A long body or vines are used to wrap and squeeze the target for four to five turns.
All details are accurate to Generation VII games. For details that have changed between generations, please see an individual move's page. Target data assumes user is in the lower left.

Poison-type moves

Gen Move Category Contest Power Accuracy PP Range Description
IV Cross Poison Physical Cool 70 100% 20 (max 32)
     
     
Normal
A slashing attack with a poisonous blade that may also leave the target poisoned. Critical hits land more easily.
IV Gunk Shot Physical Cool 120 80% 5 (max 8)
     
     
Normal
The user shoots filthy garbage at the target to attack. It may also poison the target.
III Poison Fang Physical Smart 50 100% 15 (max 24)
     
     
Normal
The user bites the target with toxic fangs. It may also leave the target badly poisoned.
IV Poison Jab Physical Smart 80 100% 20 (max 32)
     
     
Normal
The target is stabbed with a tentacle or arm seeped with poison. It may also poison the target.
I Poison Sting Physical Smart 15 100% 35 (max 56)
     
     
Normal
The user stabs the target with a poisonous stinger. This may also poison the target.
III Poison Tail Physical Smart 50 100% 25 (max 40)
     
     
Normal
The user hits the target with its tail. It may also poison the target. Critical hits land more easily.
All details are accurate to Generation VII games. For details that have changed between generations, please see an individual move's page. Target data assumes user is in the lower left.


Psychic-type moves

Gen Move Category Contest Power Accuracy PP Range Description
V Heart Stamp Physical 60 100% 25 (max 40)
     
     
Normal
The user unleashes a vicious blow after its cute act makes the target less wary. It may also make the target flinch.
IV Psycho Cut Physical Cool 70 100% 20 (max 32)
     
     
Normal
The user tears at the target with blades formed by psychic power. Critical hits land more easily.
V Psyshock Special 80 100% 10 (max 16)
     
     
Normal
The user materializes an odd psychic wave to attack the target. This attack does physical damage.
V Psystrike Special 100 100% 10 (max 16)
     
     
Normal
The user materializes an odd psychic wave to attack the target. This attack does physical damage.
I Reflect Status Smart % 20 (max 32)
     
     
Your Party
A wondrous wall of light is put up to suppress damage from physical attacks for five turns.
IV Zen Headbutt Physical Beauty 80 90% 15 (max 24)
     
     
Normal
The user focuses its willpower to its head and attacks the target. It may also make the target flinch.
All details are accurate to Generation VII games. For details that have changed between generations, please see an individual move's page. Target data assumes user is in the lower left.

Rock-type moves

Gen Move Category Contest Power Accuracy PP Range Description
IV Head Smash Physical Tough 150 80% 5 (max 8)
     
     
Normal
The user attacks the target with a hazardous, full-power headbutt. The user also takes terrible damage.
III Rock Blast Physical Tough 25 90% 10 (max 16)
     
     
Normal
The user hurls hard rocks at the target. Two to five rocks are launched in quick succession.
I Rock Slide Physical Tough 75 90% 10 (max 16)
     
     
Many Others
Large boulders are hurled at the opposing team to inflict damage. It may also make the targets flinch.
I Rock Throw Physical Tough 50 90% 15 (max 24)
     
     
Normal
The user picks up and throws a small rock at the target to attack.
III Rock Tomb Physical Smart 60 95% 15 (max 24)
     
     
Normal
Boulders are hurled at the target. It also lowers the target's Speed by preventing its movement.
IV Rock Wrecker Physical Tough 150 90% 5 (max 8)
     
     
Normal
The user launches a huge boulder at the target to attack. It must rest on the next turn, however.
II Rollout Physical Tough 30 90% 20 (max 32)
     
     
Normal
The user continually rolls into the target over five turns. It becomes stronger each time it hits.
V Smack Down Physical 50 100% 15 (max 24)
     
     
Normal
The user throws a stone or projectile to attack an opponent. A flying Pokémon will fall to the ground when it's hit.
IV Stone Edge Physical Tough 100 80% 5 (max 8)
     
     
Normal
The user stabs the target with sharpened stones from below. Critical hits land more easily.
All details are accurate to Generation VII games. For details that have changed between generations, please see an individual move's page. Target data assumes user is in the lower left.

Steel-type moves

Gen Move Category Contest Power Accuracy PP Range Description
IV Bullet Punch Physical Smart 40 100% 30 (max 48)
     
     
Normal
The user strikes the target with tough punches as fast as bullets. This move always goes first.
V Gear Grind Physical 50 85% 10 (max 16)
     
     
Normal
The user attacks by throwing two steel gears at its target.
IV Gyro Ball Physical Beauty Varies 100% 5 (max 8)
     
     
Normal
The user tackles the target with a high-speed spin. The slower the user, the greater the damage.
V Heavy Slam Physical Varies 100% 10 (max 16)
     
     
Normal
The user slams into the target with its heavy body. The more the user outweighs the target, the greater its damage.
IV Iron Head Physical Tough 80 100% 15 (max 24)
     
     
Normal
The foe slams the target with its steel-hard head. It may also make the target flinch.
II Iron Tail Physical Cool 100 75% 15 (max 24)
     
     
Normal
The target is slammed with a steel-hard tail. It may also lower the target's Defense stat.
IV Magnet Bomb Physical Cool 60 % 20 (max 32)
     
     
Normal
The user launches steel bombs that stick to the target. This attack will not miss.
IV Metal Burst Physical Beauty Varies 100% 10 (max 16)
     
     
Self
The user retaliates with much greater power against the target that last inflicted damage on it.
II Metal Claw Physical Cool 50 95% 35 (max 56)
     
     
Normal
The target is raked with steel claws. It may also raise the user's Attack stat.
III Meteor Mash Physical Cool 90 90% 10 (max 16)
     
     
Normal
The target is hit with a hard punch fired like a meteor. It may also raise the user's Attack.
II Steel Wing Physical Cool 70 90% 25 (max 40)
     
     
Normal
The target is hit with wings of steel. It may also raise the user's Defense stat.
All details are accurate to Generation VII games. For details that have changed between generations, please see an individual move's page. Target data assumes user is in the lower left.

Water-type moves

Gen Move Category Contest Power Accuracy PP Range Description
IV Aqua Jet Physical Beauty 40 100% 20 (max 32)
     
     
Normal
The user lunges at the target at a speed that makes it almost invisible. It is sure to strike first.
IV Aqua Tail Physical Cute 90 90% 10 (max 16)
     
     
Normal
The user attacks by swinging its tail as if it were a vicious wave in a raging storm.
I Clamp Physical Tough 35 85% 15 (max 24)
     
     
Normal
The target is clamped and squeezed by the user's very thick and sturdy shell for four to five turns.
I Crabhammer Physical Tough 100 90% 10 (max 16)
     
     
Normal
The target is hammered with a large pincer. Critical hits land more easily.
III Dive Physical Beauty 80 100% 10 (max 16)
     
     
Normal
Diving on the first turn, the user floats up and attacks on the second turn. It can be used to dive deep in the ocean.
V Razor Shell Physical 75 95% 10 (max 16)
     
     
Normal
The user cuts its target with sharp shells. This attack may also lower the target's Defense stat.
VI Water Shuriken Physical 15 100% 20 (max 32)
     
     
Normal
The user hits the target with throwing stars two to five times in a row. This move always goes first.
I Waterfall Physical Tough 80 100% 15 (max 24)
     
     
Normal
The user charges at the target and may make it flinch. It can also be used to climb a waterfall.
All details are accurate to Generation VII games. For details that have changed between generations, please see an individual move's page. Target data assumes user is in the lower left.


See also

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