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List of moves that do damage

4,057 bytes added, 15:47, 19 December 2011
updated and added all moves up to the letter "G"; now, I need to go to bed, will finish later
| 100%
| class="l" | Has a 10% chance of lowering the target's {{stat|Defense}} by one stage.
|-
| class="1" | {{m|Acid Spray}}
{{typetable|Poison}}
{{statustable|Special}}
| 40
| 100%
| class="1" | Lowers the target's {{stat|Special Defense}} by two stages.
|-
| class="1"| {{m|Acrobatics}}
{{typetable|Flying}}
{{statustable|Physical}}
| 55
| 100%
| class="1" | Power is doubled if the user has no held item.
|-
| class="l" | {{m|Aerial Ace}}
{{typetable|Dark}}
{{statustable|Physical}}
| 10-
| 100%
| class="l" | Each member of the user's party attacks once. Power based on user's {{stat|Attack}}.
|-
| class="1" | {{m|Bide}}
{{typetable|Normal}}
{{statustable|Physical}}
| -
| -
| class="1" | Deals damage equal to 2x the damage taken by the user after two turns.
|-
| class="l" | {{m|Bind}}
{{statustable|Physical}}
| 15
| 7585%
| class="l" | Traps the target and causes damage equal to 1/16 of the target's max HP for twofour to five turns.
|-
| class="l" | {{m|Bite}}
| 70%
| class="l" | Has a 10% chance of {{status|freeze|freezing}}.
|-
| class="1" | {{m|Blue Flare}}
{{typetable|Fire}}
{{statustable|Special}}
| 130
| 85%
| class="1" | Has a 20% chance of {{status|burning}}.
|-
| class="l" | {{m|Body Slam}}
| 100%
| class="l" | Has a 30% chance of {{status|paralysis|paralyzing}}.
|-
| class="1" | {{m|Bolt Strike}}
{{typetable|Electric}}
{{statustable|Physical}}
| 130
| 85%
| class="1" | Has a 30% chance of {{status|paralysis|paralyzing}}.
|-
| class="l" | {{m|Bone Club}}
{{statustable|Physical}}
| 25
| 8090%
| class="l" | Strikes the target two to five times in a row.
|-
| 100%
| class="l" | Has a 10% chance of lowering the target's {{stat|Special Defense}} by one stage.
|-
| class="1"| {{m|Bulldoze}}
{{typetable|Ground}}
{{statustable|Physical}}
| 60
| 100%
| class="1" | Lowers the target's {{stat|Speed}} by one stage.
|-
| class="l" | {{m|Bullet Punch}}
{{typetable|Grass}}
{{statustable|Physical}}
| 1025
| 100%
| class="l" | Strikes the target two to five times in a row.
| 100%
| class="l" | Has a variable chance of [[list of moves that confuse|confusing the target]].
|-
| class="1" | {{m|Chip Away}}
{{typetable|Normal}}
{{statustable|Physical}}
| 70
| 100%
| class="1" | Ignores the target's changes in {{stat|Defense}} and {{stat|Evasion}}.
|-
| class="1" | {{m|Circle Throw}}
{{typetable|Fighting}}
{{statustable|Physical}}
| 60
| 90%
| class="1" | Forces opposing trainer to switch Pokémon and ends battles with wild Pokémon.
|-
| class="l" | {{m|Clamp}}
{{statustable|Physical}}
| 35
| 7585%
| class="l" | Traps the target and causes damage equal to 1/16 of the target's max HP for twofour to five turns.
|-
| class="1" | {{m|Clear Smog}}
{{typetable|Poison}}
{{statustable|Special}}
| 50
| -
| class="1" | Resets all stat levels of the target to zero.
|-
| class="l" | {{m|Close Combat}}
{{typetable|Normal}}
{{statustable|Physical}}
| 4060
| 100%
| class="l" | Steals the target's held item.
{{statustable|Physical}}
| 90
| 8590%
| class="l" | Has a high critical hit ratio.
|-
{{typetable|Steel}}
{{statustable|Physical}}
| 120140
| 85100%
| class="l" | Deals damage two turns after usage.
|-
| 75%
| class="l" | Has a 20% chance of [[list of moves that cause flinching|flinching]].
|-
| class="1" | {{m|Dragon Tail}}
{{typetable|Dragon}}
{{statustable|Physical}}
| 60
| 90
| class="1" | Forces opposing trainer to switch Pokémon and ends battles with wild Pokémon.
|-
| class="l" | {{m|DragonBreath}}
{{typetable|Fighting}}
{{statustable|Physical}}
| 6075
| 100%
| class="l" | Restores HP to the user equal to 1/2 the damage inflicted.
| 100%
|
|-
| class="1" | {{m|Drill Run}}
{{typetable|Ground}}
{{statustable|Physical}}
| 80
| 95%
| class="1" | Has a high critical hit ratio.
|-
| class="1" | {{m|Dual Chop}}
{{typetable|Dragon}}
{{statustable|Physical}}
| 40
| 90%
| class="1" | Strikes the target twice in a row.
|-
| class="l" | {{m|DynamicPunch}}
| 100%
| class="l" | Deals double damage against targets using {{m|Dig}}.
|-
| class="1" | {{m|Echoed Voice}}
{{typetable|Normal}}
{{statustable|Special}}
| 40
| 100%
| class="1" | Base power increases by 40 each consecutive turn it is used.
|-
| class="l" | {{m|Egg Bomb}}
| 75%
|
|-
| class="1" | {{m|Electro Ball}}
{{typetable|Electric}}
{{statustable|Special}}
| Varies
| 100%
| class="1" | Inflicts more damage the faster the user is compared to the target.
|-
| class="1" | {{m|Electroweb}}
{{typetable|Electric}}
{{statustable|Special}}
| 55
| 95%
| class="1" | Lowers the target's {{stat|Speed}} by one stage.
|-
| class="l" | {{m|Ember}}
| 250
| 100%
| class="l" | Target's {{stat|Defense}} is halved; userUser faints.
|-
| class="l" | {{m|Extrasensory}}
{{typetable|Normal}}
{{statustable|Physical}}
| 5030
| 100%
|
|-
| class="1" | {{m|Fiery Dance}}
{{typetable|Fire}}
{{statustable|Special}}
| 80
| 100%
| class="1" | Has a 50% chance of raising the user's {{stat|Special Attack}}.
|-
| class="1" | {{m|Final Gambit}}
{{typetable|Fighting}}
{{statustable|Special}}
| -
| 100%
| class="l1" | FailsThe unlesstarget thetakes targetdamage hasequal usedto {{m|Protect}}the oruser's {{m|Detect}}HP; user faints.
|-
| class="l" | {{m|Fire Blast}}
| 95%
| class="l" | Has a 10% chance of {{status|burning}} or [[list of moves that cause flinching|making the target flinch]].
|-
| class="1" | {{m|Fire Pledge}}
{{typetable|Fire}}
{{statustable|Special}}
| 50
| 100%
| class="1" | Deals double damage when used with {{m|Grass Pledge}} or {{m|Water Pledge}} in double or triple battles.
|-
| class="l" | {{m|Fire Punch}}
{{typetable|Fire}}
{{statustable|Special}}
| 1535
| 7085%
| class="l" | Traps the target and causes damage equal to 1/16 of the target's max HP for twofour to five turns.
|-
| class="l" | {{m|Flail}}
| 100%
| class="l" | Damage is based on the user's current HP; strongest when HP is lowest.
|-
| class="1" | {{m|Flame Burst}}
{{typetable|Fire}}
{{statustable|Special}}
| 70
| 100%
|
|-
| class="1" | {{m|Flame Charge}}
{{typetable|Fire}}
{{statustable|Physical}}
| 50
| 100%
| class="1" | Raises the user's {{stat|Speed}} by one stage.
|-
| class="l" | {{m|Flame Wheel}}
| 100%
| class="l" | Has a 30% chance of {{status|paralysis|paralyzing}}.
|-
| class="1" | {{m|Foul Play}}
{{typetable|Dark}}
{{statustable|Physical}}
| 95
| 100%
| class="1" | Damage is calculated using the target's {{stat|Attack}}.
|-
| class="1" | {{m|Freeze Shock}}
{{typetable|Ice}}
{{statustable|Physical}}
| 140
| 90%
| class="1" | User charges on the first, attacks on the second; has a 30% chance of {{status|paralysis|paralyzing}} the target.
|-
| class="l" | {{m|Frenzy Plant}}
| 90%
| class="l" | User recharges on the second turn.
|-
| class="1" | {{m|Frost Breath}}
{{typetable|Ice}}
{{statustable|Special}}
| 40
| 90%
| class="1" | Always lands a critical hit.
|-
| class="l" | {{m|Frustration}}
{{typetable|Bug}}
{{statustable|Physical}}
| 1020
| 95%
| class="l" | Doubles power with each consecutive hit.
| 80%
| class="l" | Strikes the target two to five times in a row.
|-
| class="1" | {{m|Fusion Bolt}}
{{typetable|Electric}}
{{statustable|Physical}}
| 100
| 100%
| class="1" | Power doubles is the opponent uses {{m|Fusion Flare}} immediately before this move is executed.
|-
| class="1" | {{m|Fusion Flare}}
{{typetable|Fire}}
{{statustable|Special}}
| 100
| 100%
| class="1" | Power doubles is the opponent uses {{m|Fusion Bolt}} immediately before this move is executed.
|-
| class="l" | {{m|Future Sight}}
{{typetable|Psychic}}
{{statustable|Special}}
| 80100
| 90100%
| class="l" | Deals damage two turns after usage.
|-