1025
Pokemon
307
Abilities
919
Moves
1357
Items
Type:
#001

pound

normal
Power 40
Acc 100
PP 35
Inflicts regular damage with no additional effect.
#002

karate-chop

fighting
Power 50
Acc 100
PP 25
Has an increased chance for a critical hit.
#003

double-slap

normal
Power 15
Acc 85
PP 10
Hits 2-5 times in one turn.
#004

comet-punch

normal
Power 18
Acc 85
PP 15
Hits 2-5 times in one turn.
#005

mega-punch

normal
Power 80
Acc 85
PP 20
Inflicts regular damage with no additional effect.
#006

pay-day

normal
Power 40
Acc 100
PP 20
Scatters money on the ground worth five times the user’s level.
#007

fire-punch

fire
Power 75
Acc 100
PP 15
Has a 10% chance to burn the target.
#008

ice-punch

ice
Power 75
Acc 100
PP 15
Has a 10% chance to freeze the target.
#009

thunder-punch

electric
Power 75
Acc 100
PP 15
Has a 10% chance to paralyze the target.
#010

scratch

normal
Power 40
Acc 100
PP 35
Inflicts regular damage with no additional effect.
#011

vice-grip

normal
Power 55
Acc 100
PP 30
Inflicts regular damage with no additional effect.
#012

guillotine

normal
Power -
Acc 30
PP 5
Causes a one-hit KO.
#013

razor-wind

normal
Power 80
Acc 100
PP 10
Requires a turn to charge before attacking.
#014

swords-dance

normal
Power -
Acc -
PP 20
Raises the user’s Attack by two stages.
#015

cut

normal
Power 50
Acc 95
PP 30
Inflicts regular damage with no additional effect.
#016

gust

flying
Power 40
Acc 100
PP 35
Inflicts regular damage and can hit Pokémon in the air.
#017

wing-attack

flying
Power 60
Acc 100
PP 35
Inflicts regular damage with no additional effect.
#018

whirlwind

normal
Power -
Acc -
PP 20
Immediately ends wild battles. Forces trainers to switch Pokémon.
#019

fly

flying
Power 90
Acc 95
PP 15
User flies high into the air, dodging all attacks, and hits next turn.
#020

bind

normal
Power 15
Acc 85
PP 20
Prevents the target from fleeing and inflicts damage for 2-5 turns.
#021

slam

normal
Power 80
Acc 75
PP 20
Inflicts regular damage with no additional effect.
#022

vine-whip

grass
Power 45
Acc 100
PP 25
Inflicts regular damage with no additional effect.
#023

stomp

normal
Power 65
Acc 100
PP 20
Has a 30% chance to make the target flinch.
#024

double-kick

fighting
Power 30
Acc 100
PP 30
Hits twice in one turn.
#025

mega-kick

normal
Power 120
Acc 75
PP 5
Inflicts regular damage with no additional effect.
#026

jump-kick

fighting
Power 100
Acc 95
PP 10
If the user misses, it takes half the damage it would have inflicted in recoil.
#027

rolling-kick

fighting
Power 60
Acc 85
PP 15
Has a 30% chance to make the target flinch.
#028

sand-attack

ground
Power -
Acc 100
PP 15
Lowers the target’s accuracy by one stage.
#029

headbutt

normal
Power 70
Acc 100
PP 15
Has a 30% chance to make the target flinch.
#030

horn-attack

normal
Power 65
Acc 100
PP 25
Inflicts regular damage with no additional effect.
#031

fury-attack

normal
Power 15
Acc 85
PP 20
Hits 2-5 times in one turn.
#032

horn-drill

normal
Power -
Acc 30
PP 5
Causes a one-hit KO.
#033

tackle

normal
Power 40
Acc 100
PP 35
Inflicts regular damage with no additional effect.
#034

body-slam

normal
Power 85
Acc 100
PP 15
Has a 30% chance to paralyze the target.
#035

wrap

normal
Power 15
Acc 90
PP 20
Prevents the target from fleeing and inflicts damage for 2-5 turns.
#036

take-down

normal
Power 90
Acc 85
PP 20
User receives 1/4 the damage it inflicts in recoil.
#037

thrash

normal
Power 120
Acc 100
PP 10
Hits every turn for 2-3 turns, then confuses the user.
#038

double-edge

normal
Power 120
Acc 100
PP 15
User receives 1/3 the damage inflicted in recoil.
#039

tail-whip

normal
Power -
Acc 100
PP 30
Lowers the target’s Defense by one stage.
#040

poison-sting

poison
Power 15
Acc 100
PP 35
Has a 30% chance to poison the target.
#041

twineedle

bug
Power 25
Acc 100
PP 20
Hits twice in the same turn. Has a 20% chance to poison the target.
#042

pin-missile

bug
Power 25
Acc 95
PP 20
Hits 2-5 times in one turn.
#043

leer

normal
Power -
Acc 100
PP 30
Lowers the target’s Defense by one stage.
#044

bite

dark
Power 60
Acc 100
PP 25
Has a 30% chance to make the target flinch.
#045

growl

normal
Power -
Acc 100
PP 40
Lowers the target’s Attack by one stage.
#046

roar

normal
Power -
Acc -
PP 20
Immediately ends wild battles. Forces trainers to switch Pokémon.
#047

sing

normal
Power -
Acc 55
PP 15
Puts the target to sleep.
#048

supersonic

normal
Power -
Acc 55
PP 20
Confuses the target.
#049

sonic-boom

normal
Power -
Acc 90
PP 20
Inflicts 20 points of damage.
#050

disable

normal
Power -
Acc 100
PP 20
Disables the target’s last used move for 1-8 turns.
#051

acid

poison
Power 40
Acc 100
PP 30
Has a 10% chance to lower the target’s Special Defense by one stage.
#052

ember

fire
Power 40
Acc 100
PP 25
Has a 10% chance to burn the target.
#053

flamethrower

fire
Power 90
Acc 100
PP 15
Has a 10% chance to burn the target.
#054

mist

ice
Power -
Acc -
PP 30
Protects the user’s stats from being changed by enemy moves.
#055

water-gun

water
Power 40
Acc 100
PP 25
Inflicts regular damage with no additional effect.
#056

hydro-pump

water
Power 110
Acc 80
PP 5
Inflicts regular damage with no additional effect.
#057

surf

water
Power 90
Acc 100
PP 15
Inflicts regular damage and can hit Dive users.
#058

ice-beam

ice
Power 90
Acc 100
PP 10
Has a 10% chance to freeze the target.
#059

blizzard

ice
Power 110
Acc 70
PP 5
Has a 10% chance to freeze the target.
#060

psybeam

psychic
Power 65
Acc 100
PP 20
Has a 10% chance to confuse the target.
#061

bubble-beam

water
Power 65
Acc 100
PP 20
Has a 10% chance to lower the target’s Speed by one stage.
#062

aurora-beam

ice
Power 65
Acc 100
PP 20
Has a 10% chance to lower the target’s Attack by one stage.
#063

hyper-beam

normal
Power 150
Acc 90
PP 5
User foregoes its next turn to recharge.
#064

peck

flying
Power 35
Acc 100
PP 35
Inflicts regular damage with no additional effect.
#065

drill-peck

flying
Power 80
Acc 100
PP 20
Inflicts regular damage with no additional effect.
#066

submission

fighting
Power 80
Acc 80
PP 20
User receives 1/4 the damage it inflicts in recoil.
#067

low-kick

fighting
Power -
Acc 100
PP 20
Inflicts more damage to heavier targets, with a maximum of 120 power.
#068

counter

fighting
Power -
Acc 100
PP 20
Inflicts twice the damage the user received from the last physical hit it took.
#069

seismic-toss

fighting
Power -
Acc 100
PP 20
Inflicts damage equal to the user’s level.
#070

strength

normal
Power 80
Acc 100
PP 15
Inflicts regular damage with no additional effect.
#071

absorb

grass
Power 20
Acc 100
PP 25
Drains half the damage inflicted to heal the user.
#072

mega-drain

grass
Power 40
Acc 100
PP 15
Drains half the damage inflicted to heal the user.
#073

leech-seed

grass
Power -
Acc 90
PP 10
Seeds the target, stealing HP from it every turn.
#074

growth

normal
Power -
Acc -
PP 20
Raises the user’s Attack and Special Attack by one stage.
#075

razor-leaf

grass
Power 55
Acc 95
PP 25
Has an increased chance for a critical hit.
#076

solar-beam

grass
Power 120
Acc 100
PP 10
Requires a turn to charge before attacking.
#077

poison-powder

poison
Power -
Acc 75
PP 35
Poisons the target.
#078

stun-spore

grass
Power -
Acc 75
PP 30
Paralyzes the target.
#079

sleep-powder

grass
Power -
Acc 75
PP 15
Puts the target to sleep.
#080

petal-dance

grass
Power 120
Acc 100
PP 10
Hits every turn for 2-3 turns, then confuses the user.
#081

string-shot

bug
Power -
Acc 95
PP 40
Lowers the target’s Speed by two stages.
#082

dragon-rage

dragon
Power -
Acc 100
PP 10
Inflicts 40 points of damage.
#083

fire-spin

fire
Power 35
Acc 85
PP 15
Prevents the target from fleeing and inflicts damage for 2-5 turns.
#084

thunder-shock

electric
Power 40
Acc 100
PP 30
Has a 10% chance to paralyze the target.
#085

thunderbolt

electric
Power 90
Acc 100
PP 15
Has a 10% chance to paralyze the target.
#086

thunder-wave

electric
Power -
Acc 90
PP 20
Paralyzes the target.
#087

thunder

electric
Power 110
Acc 70
PP 10
Has a 30% chance to paralyze the target.
#088

rock-throw

rock
Power 50
Acc 90
PP 15
Inflicts regular damage with no additional effect.
#089

earthquake

ground
Power 100
Acc 100
PP 10
Inflicts regular damage and can hit Dig users.
#090

fissure

ground
Power -
Acc 30
PP 5
Causes a one-hit KO.
#091

dig

ground
Power 80
Acc 100
PP 10
User digs underground, dodging all attacks, and hits next turn.
#092

toxic

poison
Power -
Acc 90
PP 10
Badly poisons the target, inflicting more damage every turn.
#093

confusion

psychic
Power 50
Acc 100
PP 25
Has a 10% chance to confuse the target.
#094

psychic

psychic
Power 90
Acc 100
PP 10
Has a 10% chance to lower the target’s Special Defense by one stage.
#095

hypnosis

psychic
Power -
Acc 60
PP 20
Puts the target to sleep.
#096

meditate

psychic
Power -
Acc -
PP 40
Raises the user’s Attack by one stage.
#097

agility

psychic
Power -
Acc -
PP 30
Raises the user’s Speed by two stages.
#098

quick-attack

normal
Power 40
Acc 100
PP 30
Inflicts regular damage with no additional effect.
#099

rage

normal
Power 20
Acc 100
PP 20
If the user is hit after using this move, its Attack rises by one stage.
#100

teleport

psychic
Power -
Acc -
PP 20
Immediately ends wild battles. No effect otherwise.
#101

night-shade

ghost
Power -
Acc 100
PP 15
Inflicts damage equal to the user’s level.
#102

mimic

normal
Power -
Acc -
PP 10
Copies the target’s last used move.
#103

screech

normal
Power -
Acc 85
PP 40
Lowers the target’s Defense by two stages.
#104

double-team

normal
Power -
Acc -
PP 15
Raises the user’s evasion by one stage.
#105

recover

normal
Power -
Acc -
PP 5
Heals the user by half its max HP.
#106

harden

normal
Power -
Acc -
PP 30
Raises the user’s Defense by one stage.
#107

minimize

normal
Power -
Acc -
PP 10
Raises the user’s evasion by two stages.
#108

smokescreen

normal
Power -
Acc 100
PP 20
Lowers the target’s accuracy by one stage.
#109

confuse-ray

ghost
Power -
Acc 100
PP 10
Confuses the target.
#110

withdraw

water
Power -
Acc -
PP 40
Raises the user’s Defense by one stage.
#111

defense-curl

normal
Power -
Acc -
PP 40
Raises user’s Defense by one stage.
#112

barrier

psychic
Power -
Acc -
PP 20
Raises the user’s Defense by two stages.
#113

light-screen

psychic
Power -
Acc -
PP 30
Reduces damage from special attacks by 50% for five turns.
#114

haze

ice
Power -
Acc -
PP 30
Resets all Pokémon’s stats, accuracy, and evasion.
#115

reflect

psychic
Power -
Acc -
PP 20
Reduces damage from physical attacks by half.
#116

focus-energy

normal
Power -
Acc -
PP 30
Increases the user’s chance to score a critical hit.
#117

bide

normal
Power -
Acc -
PP 10
User waits for two turns, then hits back for twice the damage it took.
#118

metronome

normal
Power -
Acc -
PP 10
Randomly selects and uses any move in the game.
#119

mirror-move

flying
Power -
Acc -
PP 20
Uses the target’s last used move.
#120

self-destruct

normal
Power 200
Acc 100
PP 5
User faints.
#121

egg-bomb

normal
Power 100
Acc 75
PP 10
Inflicts regular damage with no additional effect.
#122

lick

ghost
Power 30
Acc 100
PP 30
Has a 30% chance to paralyze the target.
#123

smog

poison
Power 30
Acc 70
PP 20
Has a 40% chance to poison the target.
#124

sludge

poison
Power 65
Acc 100
PP 20
Has a 30% chance to poison the target.
#125

bone-club

ground
Power 65
Acc 85
PP 20
Has a 10% chance to make the target flinch.
#126

fire-blast

fire
Power 110
Acc 85
PP 5
Has a 10% chance to burn the target.
#127

waterfall

water
Power 80
Acc 100
PP 15
Has a 20% chance to make the target flinch.
#128

clamp

water
Power 35
Acc 85
PP 15
Prevents the target from fleeing and inflicts damage for 2-5 turns.
#129

swift

normal
Power 60
Acc -
PP 20
Never misses.
#130

skull-bash

normal
Power 130
Acc 100
PP 10
Raises the user’s Defense by one stage. User charges for one turn before attacking.
#131

spike-cannon

normal
Power 20
Acc 100
PP 15
Hits 2-5 times in one turn.
#132

constrict

normal
Power 10
Acc 100
PP 35
Has a 10% chance to lower the target’s Speed by one stage.
#133

amnesia

psychic
Power -
Acc -
PP 20
Raises the user’s Special Defense by two stages.
#134

kinesis

psychic
Power -
Acc 80
PP 15
Lowers the target’s accuracy by one stage.
#135

soft-boiled

normal
Power -
Acc -
PP 5
Heals the user by half its max HP.
#136

high-jump-kick

fighting
Power 130
Acc 90
PP 10
If the user misses, it takes half the damage it would have inflicted in recoil.
#137

glare

normal
Power -
Acc 100
PP 30
Paralyzes the target.
#138

dream-eater

psychic
Power 100
Acc 100
PP 15
Only works on sleeping Pokémon. Drains half the damage inflicted to heal the user.
#139

poison-gas

poison
Power -
Acc 90
PP 40
Poisons the target.
#140

barrage

normal
Power 15
Acc 85
PP 20
Hits 2-5 times in one turn.
#141

leech-life

bug
Power 80
Acc 100
PP 10
Drains half the damage inflicted to heal the user.
#142

lovely-kiss

normal
Power -
Acc 75
PP 10
Puts the target to sleep.
#143

sky-attack

flying
Power 140
Acc 90
PP 5
User charges for one turn before attacking. Has a 30% chance to make the target flinch.
#144

transform

normal
Power -
Acc -
PP 10
User becomes a copy of the target until it leaves battle.
#145

bubble

water
Power 40
Acc 100
PP 30
Has a 10% chance to lower the target’s Speed by one stage.
#146

dizzy-punch

normal
Power 70
Acc 100
PP 10
Has a 20% chance to confuse the target.
#147

spore

grass
Power -
Acc 100
PP 15
Puts the target to sleep.
#148

flash

normal
Power -
Acc 100
PP 20
Lowers the target’s accuracy by one stage.
#149

psywave

psychic
Power -
Acc 100
PP 15
Inflicts damage between 50% and 150% of the user’s level.
#150

splash

normal
Power -
Acc -
PP 40
Does nothing.
#151

acid-armor

poison
Power -
Acc -
PP 20
Raises the user’s Defense by two stages.
#152

crabhammer

water
Power 100
Acc 90
PP 10
Has an increased chance for a critical hit.
#153

explosion

normal
Power 250
Acc 100
PP 5
User faints.
#154

fury-swipes

normal
Power 18
Acc 80
PP 15
Hits 2-5 times in one turn.
#155

bonemerang

ground
Power 50
Acc 90
PP 10
Hits twice in one turn.
#156

rest

psychic
Power -
Acc -
PP 5
User sleeps for two turns, completely healing itself.
#157

rock-slide

rock
Power 75
Acc 90
PP 10
Has a 30% chance to make the target flinch.
#158

hyper-fang

normal
Power 80
Acc 90
PP 15
Has a 10% chance to make the target flinch.
#159

sharpen

normal
Power -
Acc -
PP 30
Raises the user’s Attack by one stage.
#160

conversion

normal
Power -
Acc -
PP 30
User’s type changes to the type of one of its moves at random.
#161

tri-attack

normal
Power 80
Acc 100
PP 10
Has a 20% chance to burn, freeze, or paralyze the target.
#162

super-fang

normal
Power -
Acc 90
PP 10
Inflicts damage equal to half the target’s HP.
#163

slash

normal
Power 70
Acc 100
PP 20
Has an increased chance for a critical hit.
#164

substitute

normal
Power -
Acc -
PP 10
Transfers 1/4 of the user’s max HP into a doll, protecting the user from further damage or status changes until it breaks.
#165

struggle

normal
Power 50
Acc -
PP 1
User takes 1/4 its max HP in recoil.
#166

sketch

normal
Power -
Acc -
PP 1
Permanently becomes the target’s last used move.
#167

triple-kick

fighting
Power 10
Acc 90
PP 10
Hits three times, increasing power by 100% with each successful hit.
#168

thief

dark
Power 60
Acc 100
PP 25
Takes the target’s item.
#169

spider-web

bug
Power -
Acc -
PP 10
Prevents the target from leaving battle.
#170

mind-reader

normal
Power -
Acc -
PP 5
Ensures that the user’s next move will hit the target.
#171

nightmare

ghost
Power -
Acc 100
PP 15
Target loses 1/4 its max HP every turn as long as it’s asleep.
#172

flame-wheel

fire
Power 60
Acc 100
PP 25
Has a 10% chance to burn the target. Lets frozen Pokémon thaw themselves.
#173

snore

normal
Power 50
Acc 100
PP 15
Has a 30% chance to make the target flinch. Only works if the user is sleeping.
#174

curse

ghost
Power -
Acc -
PP 10
Ghosts pay half their max HP to hurt the target every turn. Others decrease Speed but raise Attack and Defense.
#175

flail

normal
Power -
Acc 100
PP 15
Inflicts more damage when the user has less HP remaining, with a maximum of 200 power.
#176

conversion-2

normal
Power -
Acc -
PP 30
Changes the user’s type to a random type either resistant or immune to the last move used against it.
#177

aeroblast

flying
Power 100
Acc 95
PP 5
Has an increased chance for a critical hit.
#178

cotton-spore

grass
Power -
Acc 100
PP 40
Lowers the target’s Speed by two stages.
#179

reversal

fighting
Power -
Acc 100
PP 15
Inflicts more damage when the user has less HP remaining, with a maximum of 200 power.
#180

spite

ghost
Power -
Acc 100
PP 10
Lowers the PP of the target’s last used move by 4.
#181

powder-snow

ice
Power 40
Acc 100
PP 25
Has a 10% chance to freeze the target.
#182

protect

normal
Power -
Acc -
PP 10
Prevents any moves from hitting the user this turn.
#183

mach-punch

fighting
Power 40
Acc 100
PP 30
Inflicts regular damage with no additional effect.
#184

scary-face

normal
Power -
Acc 100
PP 10
Lowers the target’s Speed by two stages.
#185

feint-attack

dark
Power 60
Acc -
PP 20
Never misses.
#186

sweet-kiss

fairy
Power -
Acc 75
PP 10
Confuses the target.
#187

belly-drum

normal
Power -
Acc -
PP 10
User pays half its max HP to max out its Attack.
#188

sludge-bomb

poison
Power 90
Acc 100
PP 10
Has a 30% chance to poison the target.
#189

mud-slap

ground
Power 20
Acc 100
PP 10
Has a 100% chance to lower the target’s accuracy by one stage.
#190

octazooka

water
Power 65
Acc 85
PP 10
Has a 50% chance to lower the target’s accuracy by one stage.
#191

spikes

ground
Power -
Acc -
PP 20
Scatters Spikes, hurting opposing Pokémon that switch in.
#192

zap-cannon

electric
Power 120
Acc 50
PP 5
Has a 100% chance to paralyze the target.
#193

foresight

normal
Power -
Acc -
PP 40
Forces the target to have no Evade, and allows it to be hit by Normal and Fighting moves even if it’s a Ghost.
#194

destiny-bond

ghost
Power -
Acc -
PP 5
If the user faints this turn, the target automatically will, too.
#195

perish-song

normal
Power -
Acc -
PP 5
User and target both faint after three turns.
#196

icy-wind

ice
Power 55
Acc 95
PP 15
Has a 100% chance to lower the target’s Speed by one stage.
#197

detect

fighting
Power -
Acc -
PP 5
Prevents any moves from hitting the user this turn.
#198

bone-rush

ground
Power 25
Acc 90
PP 10
Hits 2-5 times in one turn.
#199

lock-on

normal
Power -
Acc -
PP 5
Ensures that the user’s next move will hit the target.
#200

outrage

dragon
Power 120
Acc 100
PP 10
Hits every turn for 2-3 turns, then confuses the user.
#201

sandstorm

rock
Power -
Acc -
PP 10
Changes the weather to a sandstorm for five turns.
#202

giga-drain

grass
Power 75
Acc 100
PP 10
Drains half the damage inflicted to heal the user.
#203

endure

normal
Power -
Acc -
PP 10
Prevents the user’s HP from lowering below 1 this turn.
#204

charm

fairy
Power -
Acc 100
PP 20
Lowers the target’s Attack by two stages.
#205

rollout

rock
Power 30
Acc 90
PP 20
Power doubles every turn this move is used in succession after the first, resetting after five turns.
#206

false-swipe

normal
Power 40
Acc 100
PP 40
Cannot lower the target’s HP below 1.
#207

swagger

normal
Power -
Acc 85
PP 15
Raises the target’s Attack by two stages and confuses the target.
#208

milk-drink

normal
Power -
Acc -
PP 5
Heals the user by half its max HP.
#209

spark

electric
Power 65
Acc 100
PP 20
Has a 30% chance to paralyze the target.
#210

fury-cutter

bug
Power 40
Acc 95
PP 20
Power doubles every turn this move is used in succession after the first, maxing out after five turns.
#211

steel-wing

steel
Power 70
Acc 90
PP 25
Has a 10% chance to raise the user’s Defense by one stage.
#212

mean-look

normal
Power -
Acc -
PP 5
Prevents the target from leaving battle.
#213

attract

normal
Power -
Acc 100
PP 15
Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user.
#214

sleep-talk

normal
Power -
Acc -
PP 10
Randomly uses one of the user’s other three moves. Only works if the user is sleeping.
#215

heal-bell

normal
Power -
Acc -
PP 5
Cures the entire party of major status effects.
#216

return

normal
Power -
Acc 100
PP 20
Power increases with happiness, up to a maximum of 102.
#217

present

normal
Power -
Acc 90
PP 15
Randomly inflicts damage with power from 40 to 120 or heals the target for 1/4 its max HP.
#218

frustration

normal
Power -
Acc 100
PP 20
Power increases as happiness decreases, up to a maximum of 102.
#219

safeguard

normal
Power -
Acc -
PP 25
Protects the user’s field from major status ailments and confusion for five turns.
#220

pain-split

normal
Power -
Acc -
PP 20
Sets the user’s and targets’s HP to the average of their current HP.
#221

sacred-fire

fire
Power 100
Acc 95
PP 5
Has a 50% chance to burn the target. Lets frozen Pokémon thaw themselves.
#222

magnitude

ground
Power -
Acc 100
PP 30
Power varies randomly from 10 to 150.
#223

dynamic-punch

fighting
Power 100
Acc 50
PP 5
Has a 100% chance to confuse the target.
#224

megahorn

bug
Power 120
Acc 85
PP 10
Inflicts regular damage with no additional effect.
#225

dragon-breath

dragon
Power 60
Acc 100
PP 20
Has a 30% chance to paralyze the target.
#226

baton-pass

normal
Power -
Acc -
PP 40
Allows the trainer to switch out the user and pass effects along to its replacement.
#227

encore

normal
Power -
Acc 100
PP 5
Forces the target to repeat its last used move every turn for 2 to 6 turns.
#228

pursuit

dark
Power 40
Acc 100
PP 20
Has double power against, and can hit, Pokémon attempting to switch out.
#229

rapid-spin

normal
Power 50
Acc 100
PP 40
Frees the user from binding moves, removes Leech Seed, and blows away Spikes.
#230

sweet-scent

normal
Power -
Acc 100
PP 20
Lowers the target’s evasion by one stage.
#231

iron-tail

steel
Power 100
Acc 75
PP 15
Has a 30% chance to lower the target’s Defense by one stage.
#232

metal-claw

steel
Power 50
Acc 95
PP 35
Has a 10% chance to raise the user’s Attack by one stage.
#233

vital-throw

fighting
Power 70
Acc -
PP 10
Never misses.
#234

morning-sun

normal
Power -
Acc -
PP 5
Heals the user by half its max HP. Affected by weather.
#235

synthesis

grass
Power -
Acc -
PP 5
Heals the user by half its max HP. Affected by weather.
#236

moonlight

fairy
Power -
Acc -
PP 5
Heals the user by half its max HP. Affected by weather.
#237

hidden-power

normal
Power 60
Acc 100
PP 15
Power and type depend upon user’s IVs. Power can range from 30 to 70.
#238

cross-chop

fighting
Power 100
Acc 80
PP 5
Has an increased chance for a critical hit.
#239

twister

dragon
Power 40
Acc 100
PP 20
Has a 20% chance to make the target flinch.
#240

rain-dance

water
Power -
Acc -
PP 5
Changes the weather to rain for five turns.
#241

sunny-day

fire
Power -
Acc -
PP 5
Changes the weather to sunny for five turns.
#242

crunch

dark
Power 80
Acc 100
PP 15
Has a 20% chance to lower the target’s Defense by one stage.
#243

mirror-coat

psychic
Power -
Acc 100
PP 20
Inflicts twice the damage the user received from the last special hit it took.
#244

psych-up

normal
Power -
Acc -
PP 10
Discards the user’s stat changes and copies the target’s.
#245

extreme-speed

normal
Power 80
Acc 100
PP 5
Inflicts regular damage with no additional effect.
#246

ancient-power

rock
Power 60
Acc 100
PP 5
Has a 10% chance to raise all of the user’s stats by one stage.
#247

shadow-ball

ghost
Power 80
Acc 100
PP 15
Has a 20% chance to lower the target’s Special Defense by one stage.
#248

future-sight

psychic
Power 120
Acc 100
PP 10
Hits the target two turns later.
#249

rock-smash

fighting
Power 40
Acc 100
PP 15
Has a 50% chance to lower the target’s Defense by one stage.
#250

whirlpool

water
Power 35
Acc 85
PP 15
Prevents the target from leaving battle and inflicts 1/16 its max HP in damage for 2-5 turns.
#251

beat-up

dark
Power -
Acc 100
PP 10
Hits once for every conscious Pokémon the trainer has.
#252

fake-out

normal
Power 40
Acc 100
PP 10
Can only be used as the first move after the user enters battle. Causes the target to flinch.
#253

uproar

normal
Power 90
Acc 100
PP 10
Forced to use this move for several turns. Pokémon cannot fall asleep in that time.
#254

stockpile

normal
Power -
Acc -
PP 20
Stores energy up to three times for use with Spit Up and Swallow.
#255

spit-up

normal
Power -
Acc 100
PP 10
Power is 100 times the amount of energy Stockpiled.
#256

swallow

normal
Power -
Acc -
PP 10
Recovers 1/4 HP after one Stockpile, 1/2 HP after two Stockpiles, or full HP after three Stockpiles.
#257

heat-wave

fire
Power 95
Acc 90
PP 10
Has a 10% chance to burn the target.
#258

hail

ice
Power -
Acc -
PP 10
Changes the weather to a hailstorm for five turns.
#259

torment

dark
Power -
Acc 100
PP 15
Prevents the target from using the same move twice in a row.
#260

flatter

dark
Power -
Acc 100
PP 15
Raises the target’s Special Attack by one stage and confuses the target.
#261

will-o-wisp

fire
Power -
Acc 85
PP 15
Burns the target.
#262

memento

dark
Power -
Acc 100
PP 10
Lowers the target’s Attack and Special Attack by two stages. User faints.
#263

facade

normal
Power 70
Acc 100
PP 20
Power doubles if user is burned, paralyzed, or poisoned.
#264

focus-punch

fighting
Power 150
Acc 100
PP 20
If the user takes damage before attacking, the attack is canceled.
#265

smelling-salts

normal
Power 70
Acc 100
PP 10
If the target is paralyzed, inflicts double damage and cures the paralysis.
#266

follow-me

normal
Power -
Acc -
PP 20
Redirects the target’s single-target effects to the user for this turn.
#267

nature-power

normal
Power -
Acc -
PP 20
Uses a move which depends upon the terrain.
#268

charge

electric
Power -
Acc -
PP 20
Raises the user’s Special Defense by one stage. User’s Electric moves have doubled power next turn.
#269

taunt

dark
Power -
Acc 100
PP 20
For the next few turns, the target can only use damaging moves.
#270

helping-hand

normal
Power -
Acc -
PP 20
Ally’s next move inflicts half more damage.
#271

trick

psychic
Power -
Acc 100
PP 10
User and target swap items.
#272

role-play

psychic
Power -
Acc -
PP 10
Copies the target’s ability.
#273

wish

normal
Power -
Acc -
PP 10
User will recover half its max HP at the end of the next turn.
#274

assist

normal
Power -
Acc -
PP 20
Randomly selects and uses one of the trainer’s other Pokémon’s moves.
#275

ingrain

grass
Power -
Acc -
PP 20
Prevents the user from leaving battle. User regains 1/16 of its max HP every turn.
#276

superpower

fighting
Power 120
Acc 100
PP 5
Lowers the user’s Attack and Defense by one stage after inflicting damage.
#277

magic-coat

psychic
Power -
Acc -
PP 15
Reflects back the first effect move used on the user this turn.
#278

recycle

normal
Power -
Acc -
PP 10
User recovers the item it last used up.
#279

revenge

fighting
Power 60
Acc 100
PP 10
Inflicts double damage if the user takes damage before attacking this turn.
#280

brick-break

fighting
Power 75
Acc 100
PP 15
Destroys Reflect and Light Screen.
#281

yawn

normal
Power -
Acc -
PP 10
Target sleeps at the end of the next turn.
#282

knock-off

dark
Power 65
Acc 100
PP 20
Target drops its held item.
#283

endeavor

normal
Power -
Acc 100
PP 5
Lowers the target’s HP to equal the user’s.
#284

eruption

fire
Power 150
Acc 100
PP 5
Inflicts more damage when the user has more HP remaining, with a maximum of 150 power.
#285

skill-swap

psychic
Power -
Acc -
PP 10
User and target swap abilities.
#286

imprison

psychic
Power -
Acc -
PP 10
Prevents the target from using any moves that the user also knows.
#287

refresh

normal
Power -
Acc -
PP 20
Cleanses the user of a burn, paralysis, or poison.
#288

grudge

ghost
Power -
Acc -
PP 5
If the user faints this turn, the PP of the move that fainted it drops to 0.
#289

snatch

dark
Power -
Acc -
PP 10
Steals the target’s move, if it’s self-targeted.
#290

secret-power

normal
Power 70
Acc 100
PP 20
Has a 30% chance to inflict a status effect which depends upon the terrain.
#291

dive

water
Power 80
Acc 100
PP 10
User dives underwater, dodging all attacks, and hits next turn.
#292

arm-thrust

fighting
Power 15
Acc 100
PP 20
Hits 2-5 times in one turn.
#293

camouflage

normal
Power -
Acc -
PP 20
User’s type changes to match the terrain.
#294

tail-glow

bug
Power -
Acc -
PP 20
Raises the user’s Special Attack by three stages.
#295

luster-purge

psychic
Power 95
Acc 100
PP 5
Has a 50% chance to lower the target’s Special Defense by one stage.
#296

mist-ball

psychic
Power 95
Acc 100
PP 5
Has a 50% chance to lower the target’s Special Attack by one stage.
#297

feather-dance

flying
Power -
Acc 100
PP 15
Lowers the target’s Attack by two stages.
#298

teeter-dance

normal
Power -
Acc 100
PP 20
Confuses the target.
#299

blaze-kick

fire
Power 85
Acc 90
PP 10
Has an increased chance for a critical hit and a 10% chance to burn the target.
#300

mud-sport

ground
Power -
Acc -
PP 15
Halves all Electric-type damage.
#301

ice-ball

ice
Power 30
Acc 90
PP 20
Power doubles every turn this move is used in succession after the first, resetting after five turns.
#302

needle-arm

grass
Power 60
Acc 100
PP 15
Has a 30% chance to make the target flinch.
#303

slack-off

normal
Power -
Acc -
PP 5
Heals the user by half its max HP.
#304

hyper-voice

normal
Power 90
Acc 100
PP 10
Inflicts regular damage with no additional effect.
#305

poison-fang

poison
Power 50
Acc 100
PP 15
Has a 50% chance to badly poison the target.
#306

crush-claw

normal
Power 75
Acc 95
PP 10
Has a 50% chance to lower the target’s Defense by one stage.
#307

blast-burn

fire
Power 150
Acc 90
PP 5
User foregoes its next turn to recharge.
#308

hydro-cannon

water
Power 150
Acc 90
PP 5
User foregoes its next turn to recharge.
#309

meteor-mash

steel
Power 90
Acc 90
PP 10
Has a 20% chance to raise the user’s Attack by one stage.
#310

astonish

ghost
Power 30
Acc 100
PP 15
Has a 30% chance to make the target flinch.
#311

weather-ball

normal
Power 50
Acc 100
PP 10
If there be weather, this move has doubled power and the weather’s type.
#312

aromatherapy

grass
Power -
Acc -
PP 5
Cures the entire party of major status effects.
#313

fake-tears

dark
Power -
Acc 100
PP 20
Lowers the target’s Special Defense by two stages.
#314

air-cutter

flying
Power 60
Acc 95
PP 25
Has an increased chance for a critical hit.
#315

overheat

fire
Power 130
Acc 90
PP 5
Lowers the user’s Special Attack by two stages after inflicting damage.
#316

odor-sleuth

normal
Power -
Acc -
PP 40
Forces the target to have no Evade, and allows it to be hit by Normal and Fighting moves even if it’s a Ghost.
#317

rock-tomb

rock
Power 60
Acc 95
PP 15
Has a 100% chance to lower the target’s Speed by one stage.
#318

silver-wind

bug
Power 60
Acc 100
PP 5
Has a 10% chance to raise all of the user’s stats by one stage.
#319

metal-sound

steel
Power -
Acc 85
PP 40
Lowers the target’s Special Defense by two stages.
#320

grass-whistle

grass
Power -
Acc 55
PP 15
Puts the target to sleep.
#321

tickle

normal
Power -
Acc 100
PP 20
Lowers the target’s Attack and Defense by one stage.
#322

cosmic-power

psychic
Power -
Acc -
PP 20
Raises the user’s Defense and Special Defense by one stage.
#323

water-spout

water
Power 150
Acc 100
PP 5
Inflicts more damage when the user has more HP remaining, with a maximum of 150 power.
#324

signal-beam

bug
Power 75
Acc 100
PP 15
Has a 10% chance to confuse the target.
#325

shadow-punch

ghost
Power 60
Acc -
PP 20
Never misses.
#326

extrasensory

psychic
Power 80
Acc 100
PP 20
Has a 10% chance to make the target flinch.
#327

sky-uppercut

fighting
Power 85
Acc 90
PP 15
Inflicts regular damage and can hit Bounce and Fly users.
#328

sand-tomb

ground
Power 35
Acc 85
PP 15
Prevents the target from fleeing and inflicts damage for 2-5 turns.
#329

sheer-cold

ice
Power -
Acc 30
PP 5
Causes a one-hit KO.
#330

muddy-water

water
Power 90
Acc 85
PP 10
Has a 30% chance to lower the target’s accuracy by one stage.
#331

bullet-seed

grass
Power 25
Acc 100
PP 30
Hits 2-5 times in one turn.
#332

aerial-ace

flying
Power 60
Acc -
PP 20
Never misses.
#333

icicle-spear

ice
Power 25
Acc 100
PP 30
Hits 2-5 times in one turn.
#334

iron-defense

steel
Power -
Acc -
PP 15
Raises the user’s Defense by two stages.
#335

block

normal
Power -
Acc -
PP 5
Prevents the target from leaving battle.
#336

howl

normal
Power -
Acc -
PP 40
Raises the user’s Attack by one stage.
#337

dragon-claw

dragon
Power 80
Acc 100
PP 15
Inflicts regular damage with no additional effect.
#338

frenzy-plant

grass
Power 150
Acc 90
PP 5
User foregoes its next turn to recharge.
#339

bulk-up

fighting
Power -
Acc -
PP 20
Raises the user’s Attack and Defense by one stage.
#340

bounce

flying
Power 85
Acc 85
PP 5
User bounces high into the air, dodging all attacks, and hits next turn.
#341

mud-shot

ground
Power 55
Acc 95
PP 15
Has a 100% chance to lower the target’s Speed by one stage.
#342

poison-tail

poison
Power 50
Acc 100
PP 25
Has an increased chance for a critical hit and a 10% chance to poison the target.
#343

covet

normal
Power 60
Acc 100
PP 25
Takes the target’s item.
#344

volt-tackle

electric
Power 120
Acc 100
PP 15
User takes 1/3 the damage inflicted in recoil. Has a 10% chance to paralyze the target.
#345

magical-leaf

grass
Power 60
Acc -
PP 20
Never misses.
#346

water-sport

water
Power -
Acc -
PP 15
Halves all Fire-type damage.
#347

calm-mind

psychic
Power -
Acc -
PP 20
Raises the user’s Special Attack and Special Defense by one stage.
#348

leaf-blade

grass
Power 90
Acc 100
PP 15
Has an increased chance for a critical hit.
#349

dragon-dance

dragon
Power -
Acc -
PP 20
Raises the user’s Attack and Speed by one stage.
#350

rock-blast

rock
Power 25
Acc 90
PP 10
Hits 2-5 times in one turn.
#351

shock-wave

electric
Power 60
Acc -
PP 20
Never misses.
#352

water-pulse

water
Power 60
Acc 100
PP 20
Has a 20% chance to confuse the target.
#353

doom-desire

steel
Power 140
Acc 100
PP 5
Hits the target two turns later.
#354

psycho-boost

psychic
Power 140
Acc 90
PP 5
Lowers the user’s Special Attack by two stages after inflicting damage.
#355

roost

flying
Power -
Acc -
PP 5
Heals the user by half its max HP.
#356

gravity

psychic
Power -
Acc -
PP 5
Disables moves and immunities that involve flying or levitating for five turns.
#357

miracle-eye

psychic
Power -
Acc -
PP 40
Forces the target to have no evasion, and allows it to be hit by Psychic moves even if it’s Dark.
#358

wake-up-slap

fighting
Power 70
Acc 100
PP 10
If the target is asleep, has double power and wakes it up.
#359

hammer-arm

fighting
Power 100
Acc 90
PP 10
Lowers user’s Speed by one stage.
#360

gyro-ball

steel
Power -
Acc 100
PP 5
Power raises when the user has lower Speed, up to a maximum of 150.
#361

healing-wish

psychic
Power -
Acc -
PP 10
User faints. Its replacement has its HP fully restored and any major status effect removed.
#362

brine

water
Power 65
Acc 100
PP 10
Has double power against Pokémon that have less than half their max HP remaining.
#363

natural-gift

normal
Power -
Acc 100
PP 15
Power and type depend on the held berry.
#364

feint

normal
Power 30
Acc 100
PP 10
Hits through Protect and Detect.
#365

pluck

flying
Power 60
Acc 100
PP 20
If target has a berry, inflicts double damage and uses the berry.
#366

tailwind

flying
Power -
Acc -
PP 15
For three turns, friendly Pokémon have doubled Speed.
#367

acupressure

normal
Power -
Acc -
PP 30
Raises one of a friendly Pokémon’s stats at random by two stages.
#368

metal-burst

steel
Power -
Acc 100
PP 10
Strikes back at the last Pokémon to hit the user this turn with 1.5× the damage.
#369

u-turn

bug
Power 70
Acc 100
PP 20
User must switch out after attacking.
#370

close-combat

fighting
Power 120
Acc 100
PP 5
Lowers the user’s Defense and Special Defense by one stage after inflicting damage.
#371

payback

dark
Power 50
Acc 100
PP 10
Power is doubled if the target has already moved this turn.
#372

assurance

dark
Power 60
Acc 100
PP 10
Power is doubled if the target has already received damage this turn.
#373

embargo

dark
Power -
Acc 100
PP 15
Target cannot use held items.
#374

fling

dark
Power -
Acc 100
PP 10
Throws held item at the target; power depends on the item.
#375

psycho-shift

psychic
Power -
Acc 100
PP 10
Transfers the user’s major status effect to the target.
#376

trump-card

normal
Power -
Acc -
PP 5
Power increases when this move has less PP, up to a maximum of 200.
#377

heal-block

psychic
Power -
Acc 100
PP 15
Prevents target from restoring its HP for five turns.
#378

wring-out

normal
Power -
Acc 100
PP 5
Power increases against targets with more HP remaining, up to a maximum of 121 power.
#379

power-trick

psychic
Power -
Acc -
PP 10
User swaps Attack and Defense.
#380

gastro-acid

poison
Power -
Acc 100
PP 10
Nullifies target’s ability until it leaves battle.
#381

lucky-chant

normal
Power -
Acc -
PP 30
Prevents the target from scoring critical hits for five turns.
#382

me-first

normal
Power -
Acc -
PP 20
Uses the target’s move against it before it attacks, with power increased by half.
#383

copycat

normal
Power -
Acc -
PP 20
Uses the target’s last used move.
#384

power-swap

psychic
Power -
Acc -
PP 10
User swaps Attack and Special Attack changes with the target.
#385

guard-swap

psychic
Power -
Acc -
PP 10
User swaps Defense and Special Defense changes with the target.
#386

punishment

dark
Power -
Acc 100
PP 5
Power increases against targets with more raised stats, up to a maximum of 200.
#387

last-resort

normal
Power 140
Acc 100
PP 5
Can only be used after all of the user’s other moves have been used.
#388

worry-seed

grass
Power -
Acc 100
PP 10
Changes the target’s ability to Insomnia.
#389

sucker-punch

dark
Power 70
Acc 100
PP 5
Only works if the target is about to use a damaging move.
#390

toxic-spikes

poison
Power -
Acc -
PP 20
Scatters poisoned spikes, poisoning opposing Pokémon that switch in.
#391

heart-swap

psychic
Power -
Acc -
PP 10
User and target swap stat changes.
#392

aqua-ring

water
Power -
Acc -
PP 20
Restores 1/16 of the user’s max HP each turn.
#393

magnet-rise

electric
Power -
Acc -
PP 10
User is immune to Ground moves and effects for five turns.
#394

flare-blitz

fire
Power 120
Acc 100
PP 15
User takes 1/3 the damage inflicted in recoil. Has a 10% chance to burn the target.
#395

force-palm

fighting
Power 60
Acc 100
PP 10
Has a 30% chance to paralyze the target.
#396

aura-sphere

fighting
Power 80
Acc -
PP 20
Never misses.
#397

rock-polish

rock
Power -
Acc -
PP 20
Raises the user’s Speed by two stages.
#398

poison-jab

poison
Power 80
Acc 100
PP 20
Has a 30% chance to poison the target.
#399

dark-pulse

dark
Power 80
Acc 100
PP 15
Has a 20% chance to make the target flinch.
#400

night-slash

dark
Power 70
Acc 100
PP 15
Has an increased chance for a critical hit.
#401

aqua-tail

water
Power 90
Acc 90
PP 10
Inflicts regular damage with no additional effect.
#402

seed-bomb

grass
Power 80
Acc 100
PP 15
Inflicts regular damage with no additional effect.
#403

air-slash

flying
Power 75
Acc 95
PP 15
Has a 30% chance to make the target flinch.
#404

x-scissor

bug
Power 80
Acc 100
PP 15
Inflicts regular damage with no additional effect.
#405

bug-buzz

bug
Power 90
Acc 100
PP 10
Has a 10% chance to lower the target’s Special Defense by one stage.
#406

dragon-pulse

dragon
Power 85
Acc 100
PP 10
Inflicts regular damage with no additional effect.
#407

dragon-rush

dragon
Power 100
Acc 75
PP 10
Has a 20% chance to make the target flinch.
#408

power-gem

rock
Power 80
Acc 100
PP 20
Inflicts regular damage with no additional effect.
#409

drain-punch

fighting
Power 75
Acc 100
PP 10
Drains half the damage inflicted to heal the user.
#410

vacuum-wave

fighting
Power 40
Acc 100
PP 30
Inflicts regular damage with no additional effect.
#411

focus-blast

fighting
Power 120
Acc 70
PP 5
Has a 10% chance to lower the target’s Special Defense by one stage.
#412

energy-ball

grass
Power 90
Acc 100
PP 10
Has a 10% chance to lower the target’s Special Defense by one stage.
#413

brave-bird

flying
Power 120
Acc 100
PP 15
User receives 1/3 the damage inflicted in recoil.
#414

earth-power

ground
Power 90
Acc 100
PP 10
Has a 10% chance to lower the target’s Special Defense by one stage.
#415

switcheroo

dark
Power -
Acc 100
PP 10
User and target swap items.
#416

giga-impact

normal
Power 150
Acc 90
PP 5
User foregoes its next turn to recharge.
#417

nasty-plot

dark
Power -
Acc -
PP 20
Raises the user’s Special Attack by two stages.
#418

bullet-punch

steel
Power 40
Acc 100
PP 30
Inflicts regular damage with no additional effect.
#419

avalanche

ice
Power 60
Acc 100
PP 10
Inflicts double damage if the user takes damage before attacking this turn.
#420

ice-shard

ice
Power 40
Acc 100
PP 30
Inflicts regular damage with no additional effect.
#421

shadow-claw

ghost
Power 70
Acc 100
PP 15
Has an increased chance for a critical hit.
#422

thunder-fang

electric
Power 65
Acc 95
PP 15
Has a 10% chance to paralyze the target and a 10% chance to make the target flinch.
#423

ice-fang

ice
Power 65
Acc 95
PP 15
Has a 10% chance to freeze the target and a 10% chance to make the target flinch.
#424

fire-fang

fire
Power 65
Acc 95
PP 15
Has a 10% chance to burn the target and a 10% chance to make the target flinch.
#425

shadow-sneak

ghost
Power 40
Acc 100
PP 30
Inflicts regular damage with no additional effect.
#426

mud-bomb

ground
Power 65
Acc 85
PP 10
Has a 30% chance to lower the target’s accuracy by one stage.
#427

psycho-cut

psychic
Power 70
Acc 100
PP 20
Has an increased chance for a critical hit.
#428

zen-headbutt

psychic
Power 80
Acc 90
PP 15
Has a 20% chance to make the target flinch.
#429

mirror-shot

steel
Power 65
Acc 85
PP 10
Has a 30% chance to lower the target’s accuracy by one stage.
#430

flash-cannon

steel
Power 80
Acc 100
PP 10
Has a 10% chance to lower the target’s Special Defense by one stage.
#431

rock-climb

normal
Power 90
Acc 85
PP 20
Has a 20% chance to confuse the target.
#432

defog

flying
Power -
Acc -
PP 15
Lowers the target’s evasion by one stage. Removes field effects from the enemy field.
#433

trick-room

psychic
Power -
Acc -
PP 5
For five turns, slower Pokémon will act before faster Pokémon.
#434

draco-meteor

dragon
Power 130
Acc 90
PP 5
Lowers the user’s Special Attack by two stages after inflicting damage.
#435

discharge

electric
Power 80
Acc 100
PP 15
Has a 30% chance to paralyze the target.
#436

lava-plume

fire
Power 80
Acc 100
PP 15
Has a 30% chance to burn the target.
#437

leaf-storm

grass
Power 130
Acc 90
PP 5
Lowers the user’s Special Attack by two stages after inflicting damage.
#438

power-whip

grass
Power 120
Acc 85
PP 10
Inflicts regular damage with no additional effect.
#439

rock-wrecker

rock
Power 150
Acc 90
PP 5
User foregoes its next turn to recharge.
#440

cross-poison

poison
Power 70
Acc 100
PP 20
Has an increased chance for a critical hit and a 10% chance to poison the target.
#441

gunk-shot

poison
Power 120
Acc 80
PP 5
Has a 30% chance to poison the target.
#442

iron-head

steel
Power 80
Acc 100
PP 15
Has a 30% chance to make the target flinch.
#443

magnet-bomb

steel
Power 60
Acc -
PP 20
Never misses.
#444

stone-edge

rock
Power 100
Acc 80
PP 5
Has an increased chance for a critical hit.
#445

captivate

normal
Power -
Acc 100
PP 20
Lowers the target’s Special Attack by two stages if it’s the opposite gender.
#446

stealth-rock

rock
Power -
Acc -
PP 20
Causes damage when opposing Pokémon switch in.
#447

grass-knot

grass
Power -
Acc 100
PP 20
Inflicts more damage to heavier targets, with a maximum of 120 power.
#448

chatter

flying
Power 65
Acc 100
PP 20
Has a higher chance to confuse the target when the recorded sound is louder.
#449

judgment

normal
Power 100
Acc 100
PP 10
If the user is holding a appropriate plate or drive, the damage inflicted will match it.
#450

bug-bite

bug
Power 60
Acc 100
PP 20
If target has a berry, inflicts double damage and uses the berry.
#451

charge-beam

electric
Power 50
Acc 90
PP 10
Has a 70% chance to raise the user’s Special Attack by one stage.
#452

wood-hammer

grass
Power 120
Acc 100
PP 15
User receives 1/3 the damage inflicted in recoil.
#453

aqua-jet

water
Power 40
Acc 100
PP 20
Inflicts regular damage with no additional effect.
#454

attack-order

bug
Power 90
Acc 100
PP 15
Has an increased chance for a critical hit.
#455

defend-order

bug
Power -
Acc -
PP 10
Raises the user’s Defense and Special Defense by one stage.
#456

heal-order

bug
Power -
Acc -
PP 10
Heals the user by half its max HP.
#457

head-smash

rock
Power 150
Acc 80
PP 5
User receives 1/2 the damage inflicted in recoil.
#458

double-hit

normal
Power 35
Acc 90
PP 10
Hits twice in one turn.
#459

roar-of-time

dragon
Power 150
Acc 90
PP 5
User foregoes its next turn to recharge.
#460

spacial-rend

dragon
Power 100
Acc 95
PP 5
Has an increased chance for a critical hit.
#461

lunar-dance

psychic
Power -
Acc -
PP 10
User faints, and its replacement is fully healed.
#462

crush-grip

normal
Power -
Acc 100
PP 5
Power increases against targets with more HP remaining, up to a maximum of 121 power.
#463

magma-storm

fire
Power 100
Acc 75
PP 5
Prevents the target from fleeing and inflicts damage for 2-5 turns.
#464

dark-void

dark
Power -
Acc 50
PP 10
Puts the target to sleep.
#465

seed-flare

grass
Power 120
Acc 85
PP 5
Has a 40% chance to lower the target’s Special Defense by two stages.
#466

ominous-wind

ghost
Power 60
Acc 100
PP 5
Has a 10% chance to raise all of the user’s stats by one stage.
#467

shadow-force

ghost
Power 120
Acc 100
PP 5
User vanishes, dodging all attacks, and hits next turn. Hits through Protect and Detect.
#468

hone-claws

dark
Power -
Acc -
PP 15
Raises the user’s Attack and accuracy by one stage.
#469

wide-guard

rock
Power -
Acc -
PP 10
Prevents any multi-target moves from hitting friendly Pokémon this turn.
#470

guard-split

psychic
Power -
Acc -
PP 10
Averages Defense and Special Defense with the target.
#471

power-split

psychic
Power -
Acc -
PP 10
Averages Attack and Special Attack with the target.
#472

wonder-room

psychic
Power -
Acc -
PP 10
All Pokémon’s Defense and Special Defense are swapped for 5 turns.
#473

psyshock

psychic
Power 80
Acc 100
PP 10
Inflicts damage based on the target’s Defense, not Special Defense.
#474

venoshock

poison
Power 65
Acc 100
PP 10
Inflicts double damage if the target is Poisoned.
#475

autotomize

steel
Power -
Acc -
PP 15
Raises the user’s Speed by two stages and halves the user’s weight.
#476

rage-powder

bug
Power -
Acc -
PP 20
Redirects the target’s single-target effects to the user for this turn.
#477

telekinesis

psychic
Power -
Acc -
PP 15
Moves have 100% accuracy against the target for three turns.
#478

magic-room

psychic
Power -
Acc -
PP 10
Negates held items for five turns.
#479

smack-down

rock
Power 50
Acc 100
PP 15
Removes any immunity to Ground damage.
#480

storm-throw

fighting
Power 60
Acc 100
PP 10
Always scores a critical hit.
#481

flame-burst

fire
Power 70
Acc 100
PP 15
Deals splash damage to Pokémon next to the target.
#482

sludge-wave

poison
Power 95
Acc 100
PP 10
Has a 10% chance to poison the target.
#483

quiver-dance

bug
Power -
Acc -
PP 20
Raises the user’s Special Attack, Special Defense, and Speed by one stage each.
#484

heavy-slam

steel
Power -
Acc 100
PP 10
Power is higher when the user weighs more than the target, up to a maximum of 120.
#485

synchronoise

psychic
Power 120
Acc 100
PP 10
Hits any Pokémon that shares a type with the user.
#486

electro-ball

electric
Power -
Acc 100
PP 10
Power is higher when the user has greater Speed than the target, up to a maximum of 150.
#487

soak

water
Power -
Acc 100
PP 20
Changes the target’s type to Water.
#488

flame-charge

fire
Power 50
Acc 100
PP 20
Inflicts regular damage. Raises the user’s Speed by one stage.
#489

coil

poison
Power -
Acc -
PP 20
Raises the user’s Attack, Defense, and accuracy by one stage each.
#490

low-sweep

fighting
Power 65
Acc 100
PP 20
Lowers the target’s Speed by one stage.
#491

acid-spray

poison
Power 40
Acc 100
PP 20
Lowers the target’s Special Defense by two stages.
#492

foul-play

dark
Power 95
Acc 100
PP 15
Calculates damage with the target’s attacking stat.
#493

simple-beam

normal
Power -
Acc 100
PP 15
Changes the target’s ability to Simple.
#494

entrainment

normal
Power -
Acc 100
PP 15
Copies the user’s ability onto the target.
#495

after-you

normal
Power -
Acc -
PP 15
Makes the target act next this turn.
#496

round

normal
Power 60
Acc 100
PP 15
Has double power if it’s used more than once per turn.
#497

echoed-voice

normal
Power 40
Acc 100
PP 15
Power increases by 100% for each consecutive use by any friendly Pokémon, to a maximum of 200.
#498

chip-away

normal
Power 70
Acc 100
PP 20
Ignores the target’s stat modifiers.
#499

clear-smog

poison
Power 50
Acc -
PP 15
Removes all of the target’s stat modifiers.
#500

stored-power

psychic
Power 20
Acc 100
PP 10
Power is higher the more the user’s stats have been raised, to a maximum of 31×.
#501

quick-guard

fighting
Power -
Acc -
PP 15
Prevents any priority moves from hitting friendly Pokémon this turn.
#502

ally-switch

psychic
Power -
Acc -
PP 15
User switches places with the friendly Pokémon opposite it.
#503

scald

water
Power 80
Acc 100
PP 15
Has a 30% chance to burn the target.
#504

shell-smash

normal
Power -
Acc -
PP 15
Raises user’s Attack, Special Attack, and Speed by two stages. Lower user’s Defense and Special Defense by one stage.
#505

heal-pulse

psychic
Power -
Acc -
PP 10
Heals the target for half its max HP.
#506

hex

ghost
Power 65
Acc 100
PP 10
Has double power if the target has a major status ailment.
#507

sky-drop

flying
Power 60
Acc 100
PP 10
Carries the target high into the air, dodging all attacks against either, and drops it next turn.
#508

shift-gear

steel
Power -
Acc -
PP 10
Raises the user’s Attack by one stage and its Speed by two stages.
#509

circle-throw

fighting
Power 60
Acc 90
PP 10
Ends wild battles. Forces trainers to switch Pokémon.
#510

incinerate

fire
Power 60
Acc 100
PP 15
Destroys the target’s held berry.
#511

quash

dark
Power -
Acc 100
PP 15
Makes the target act last this turn.
#512

acrobatics

flying
Power 55
Acc 100
PP 15
Has double power if the user has no held item.
#513

reflect-type

normal
Power -
Acc -
PP 15
User becomes the target’s type.
#514

retaliate

normal
Power 70
Acc 100
PP 5
Has double power if a friendly Pokémon fainted last turn.
#515

final-gambit

fighting
Power -
Acc 100
PP 5
Inflicts damage equal to the user’s remaining HP. User faints.
#516

bestow

normal
Power -
Acc -
PP 15
Gives the user’s held item to the target.
#517

inferno

fire
Power 100
Acc 50
PP 5
Has a 100% chance to burn the target.
#518

water-pledge

water
Power 80
Acc 100
PP 10
With Grass Pledge, halves opposing Pokémon’s Speed for four turns.
#519

fire-pledge

fire
Power 80
Acc 100
PP 10
With Water Pledge, doubles the effect chance of friendly Pokémon’s moves for four turns.
#520

grass-pledge

grass
Power 80
Acc 100
PP 10
With Fire Pledge, damages opposing Pokémon for 1/8 their max HP every turn for four turns.
#521

volt-switch

electric
Power 70
Acc 100
PP 20
User must switch out after attacking.
#522

struggle-bug

bug
Power 50
Acc 100
PP 20
Has a 100% chance to lower the target’s Special Attack by one stage.
#523

bulldoze

ground
Power 60
Acc 100
PP 20
Has a 100% chance to lower the target’s Speed by one stage.
#524

frost-breath

ice
Power 60
Acc 90
PP 10
Always scores a critical hit.
#525

dragon-tail

dragon
Power 60
Acc 90
PP 10
Ends wild battles. Forces trainers to switch Pokémon.
#526

work-up

normal
Power -
Acc -
PP 30
Raises the user’s Attack and Special Attack by one stage each.
#527

electroweb

electric
Power 55
Acc 95
PP 15
Lowers the target’s Speed by one stage.
#528

wild-charge

electric
Power 90
Acc 100
PP 15
User receives 1/4 the damage it inflicts in recoil.
#529

drill-run

ground
Power 80
Acc 95
PP 10
Has an increased chance for a critical hit.
#530

dual-chop

dragon
Power 40
Acc 90
PP 15
Hits twice in one turn.
#531

heart-stamp

psychic
Power 60
Acc 100
PP 25
Has a 30% chance to make the target flinch.
#532

horn-leech

grass
Power 75
Acc 100
PP 10
Drains half the damage inflicted to heal the user.
#533

sacred-sword

fighting
Power 90
Acc 100
PP 15
Ignores the target’s stat modifiers.
#534

razor-shell

water
Power 75
Acc 95
PP 10
Has a 50% chance to lower the target’s Defense by one stage.
#535

heat-crash

fire
Power -
Acc 100
PP 10
Power is higher when the user weighs more than the target, up to a maximum of 120.
#536

leaf-tornado

grass
Power 65
Acc 90
PP 10
Has a 50% chance to lower the target’s accuracy by one stage.
#537

steamroller

bug
Power 65
Acc 100
PP 20
Has a 30% chance to make the target flinch.
#538

cotton-guard

grass
Power -
Acc -
PP 10
Raises the user’s Defense by three stages.
#539

night-daze

dark
Power 85
Acc 95
PP 10
Has a 40% chance to lower the target’s accuracy by one stage.
#540

psystrike

psychic
Power 100
Acc 100
PP 10
Inflicts damage based on the target’s Defense, not Special Defense.
#541

tail-slap

normal
Power 25
Acc 85
PP 10
Hits 2-5 times in one turn.
#542

hurricane

flying
Power 110
Acc 70
PP 10
Has a 30% chance to confuse the target.
#543

head-charge

normal
Power 120
Acc 100
PP 15
User receives 1/4 the damage it inflicts in recoil.
#544

gear-grind

steel
Power 50
Acc 85
PP 15
Hits twice in one turn.
#545

searing-shot

fire
Power 100
Acc 100
PP 5
Has a 30% chance to burn the target.
#546

techno-blast

normal
Power 120
Acc 100
PP 5
If the user is holding a appropriate plate or drive, the damage inflicted will match it.
#547

relic-song

normal
Power 75
Acc 100
PP 10
Has a 10% chance to put the target to sleep.
#548

secret-sword

fighting
Power 85
Acc 100
PP 10
Inflicts damage based on the target’s Defense, not Special Defense.
#549

glaciate

ice
Power 65
Acc 95
PP 10
Lowers the target’s Speed by one stage.
#550

bolt-strike

electric
Power 130
Acc 85
PP 5
Has a 20% chance to paralyze the target.
#551

blue-flare

fire
Power 130
Acc 85
PP 5
Has a 20% chance to burn the target.
#552

fiery-dance

fire
Power 80
Acc 100
PP 10
Has a 50% chance to raise the user’s Special Attack by one stage.
#553

freeze-shock

ice
Power 140
Acc 90
PP 5
Requires a turn to charge before attacking. Has a 30% chance to paralyze the target.
#554

ice-burn

ice
Power 140
Acc 90
PP 5
Requires a turn to charge before attacking. Has a 30% chance to burn the target.
#555

snarl

dark
Power 55
Acc 95
PP 15
Has a 100% chance to lower the target’s Special Attack by one stage.
#556

icicle-crash

ice
Power 85
Acc 90
PP 10
Has a 30% chance to make the target flinch.
#557

v-create

fire
Power 180
Acc 95
PP 5
Lowers the user’s Defense, Special Defense, and Speed by one stage each.
#558

fusion-flare

fire
Power 100
Acc 100
PP 5
With Fusion Bolt, inflicts double damage.
#559

fusion-bolt

electric
Power 100
Acc 100
PP 5
With Fusion Flare, inflicts double damage.
#560

flying-press

fighting
Power 100
Acc 95
PP 10
Deals both fighting and flying-type damage.
#561

mat-block

fighting
Power -
Acc -
PP 10
Protects all friendly Pokémon from damaging moves. Only works on the first turn after the user is sent out.
#562

belch

poison
Power 120
Acc 90
PP 10
Can only be used after the user has eaten a berry.
#563

rototiller

ground
Power -
Acc -
PP 10
Raises the Attack and Special Attack of all grass Pokémon in battle.
#564

sticky-web

bug
Power -
Acc -
PP 20
Covers the opposing field, lowering opponents’ Speed by one stage upon switching in.
#565

fell-stinger

bug
Power 50
Acc 100
PP 25
Raises the user’s Attack by two stages if it KOs the target.
#566

phantom-force

ghost
Power 90
Acc 100
PP 10
User vanishes, dodging all attacks, and hits next turn. Hits through Protect and Detect.
#567

trick-or-treat

ghost
Power -
Acc 100
PP 20
Adds ghost to the target’s types.
#568

noble-roar

normal
Power -
Acc 100
PP 30
Lowers the target’s Attack and Special Attack by one stage.
#569

ion-deluge

electric
Power -
Acc -
PP 25
Changes all normal moves to electric moves for the rest of the turn.
#570

parabolic-charge

electric
Power 65
Acc 100
PP 20
Heals the user for half the total damage dealt to all targets.
#571

forests-curse

grass
Power -
Acc 100
PP 20
Adds grass to the target’s types.
#572

petal-blizzard

grass
Power 90
Acc 100
PP 15
Inflicts regular damage.
#573

freeze-dry

ice
Power 70
Acc 100
PP 20
Super-effective against water.
#574

disarming-voice

fairy
Power 40
Acc -
PP 15
Never misses.
#575

parting-shot

dark
Power -
Acc 100
PP 20
Lowers all targets’ Attack and Special Attack by one stage. Makes the user switch out.
#576

topsy-turvy

dark
Power -
Acc -
PP 20
Inverts the target’s stat modifiers.
#577

draining-kiss

fairy
Power 50
Acc 100
PP 10
Drains 75% of the damage inflicted to heal the user.
#578

crafty-shield

fairy
Power -
Acc -
PP 10
Protects all friendly Pokémon from non-damaging moves.
#579

flower-shield

fairy
Power -
Acc -
PP 10
Raises the Defense of all grass Pokémon in battle.
#580

grassy-terrain

grass
Power -
Acc -
PP 10
For five turns, heals all Pokémon on the ground for 1/16 max HP each turn and strengthens their grass moves to 1.5× their power.
#581

misty-terrain

fairy
Power -
Acc -
PP 10
For five turns, protects all Pokémon on the ground from major status ailments and confusion, and halves the power of incoming dragon moves.
#582

electrify

electric
Power -
Acc -
PP 20
Changes the target’s move’s type to electric if it hasn’t moved yet this turn.
#583

play-rough

fairy
Power 90
Acc 90
PP 10
Has a 10% chance to lower the target’s Attack by one stage.
#584

fairy-wind

fairy
Power 40
Acc 100
PP 30
Inflicts regular damage with no additional effect.
#585

moonblast

fairy
Power 95
Acc 100
PP 15
Has a 30% chance to lower the target’s Special Attack by one stage.
#586

boomburst

normal
Power 140
Acc 100
PP 10
Inflicts regular damage.
#587

fairy-lock

fairy
Power -
Acc -
PP 10
Prevents all Pokémon from fleeing or switching out during the next turn.
#588

kings-shield

steel
Power -
Acc -
PP 10
Blocks damaging attacks and lowers attacking Pokémon’s Attack by two stages on contact. Switches Aegislash to Shield Forme.
#589

play-nice

normal
Power -
Acc -
PP 20
Lowers the target’s Attack by one stage.
#590

confide

normal
Power -
Acc -
PP 20
Lowers the target’s Special Attack by one stage.
#591

diamond-storm

rock
Power 100
Acc 95
PP 5
Has a 50% chance to raise the user’s Defense by two stages for each target hit.
#592

steam-eruption

water
Power 110
Acc 95
PP 5
Has a 30% chance to burn the target.
#593

hyperspace-hole

psychic
Power 80
Acc -
PP 5
Ignores and destroys protection effects.
#594

water-shuriken

water
Power 15
Acc 100
PP 20
Hits 2–5 times.
#595

mystical-fire

fire
Power 75
Acc 100
PP 10
Has a 100% chance to lower the target’s Special Attack by one stage.
#596

spiky-shield

grass
Power -
Acc -
PP 10
Blocks damaging attacks and damages attacking Pokémon for 1/8 their max HP.
#597

aromatic-mist

fairy
Power -
Acc -
PP 20
Raises a selected ally’s Special Defense by one stage.
#598

eerie-impulse

electric
Power -
Acc 100
PP 15
Lowers the target’s Special Attack by two stages.
#599

venom-drench

poison
Power -
Acc 100
PP 20
Lowers the target’s Attack, Special Attack, and Speed by one stage if it is poisoned.
#600

powder

bug
Power -
Acc 100
PP 20
Explodes if the target uses a fire move this turn, damaging it for 1/4 its max HP and preventing the move.
#601

geomancy

fairy
Power -
Acc -
PP 10
Takes one turn to charge, then raises the user’s Special Attack, Special Defense, and Speed by two stages.
#602

magnetic-flux

electric
Power -
Acc -
PP 20
Raises the Defense and Special Defense of all friendly Pokémon with plus or minus by one stage.
#603

happy-hour

normal
Power -
Acc -
PP 30
Doubles prize money.
#604

electric-terrain

electric
Power -
Acc -
PP 10
For five turns, prevents all Pokémon on the ground from sleeping and strengthens their electric moves to 1.5× their power.
#605

dazzling-gleam

fairy
Power 80
Acc 100
PP 10
Inflicts regular damage with no additional effect.
#606

celebrate

normal
Power -
Acc -
PP 40
Does nothing.
#607

hold-hands

normal
Power -
Acc -
PP 40
Does nothing.
#608

baby-doll-eyes

fairy
Power -
Acc 100
PP 30
Lowers the target’s Attack by one stage.
#609

nuzzle

electric
Power 20
Acc 100
PP 20
Has a 100% chance to paralyze the target.
#610

hold-back

normal
Power 40
Acc 100
PP 40
Cannot lower the target’s HP below 1.
#611

infestation

bug
Power 20
Acc 100
PP 20
Prevents the target from fleeing and inflicts damage for 2-5 turns.
#612

power-up-punch

fighting
Power 40
Acc 100
PP 20
Raises the user’s Attack by one stage after inflicting damage.
#613

oblivion-wing

flying
Power 80
Acc 100
PP 10
Drains 75% of the damage inflicted to heal the user.
#614

thousand-arrows

ground
Power 90
Acc 100
PP 10
Grounds the target, and hits even Flying-type or levitating Pokémon.
#615

thousand-waves

ground
Power 90
Acc 100
PP 10
Prevents the target from leaving battle.
#616

lands-wrath

ground
Power 90
Acc 100
PP 10
Inflicts regular damage with no additional effect.
#617

light-of-ruin

fairy
Power 140
Acc 90
PP 5
User receives 1/2 the damage inflicted in recoil.
#618

origin-pulse

water
Power 110
Acc 85
PP 10
Inflicts regular damage with no additional effect.
#619

precipice-blades

ground
Power 120
Acc 85
PP 10
Inflicts regular damage with no additional effect.
#620

dragon-ascent

flying
Power 120
Acc 100
PP 5
Lowers the user’s Defense and Special Defense by one stage after inflicting damage.
#621

hyperspace-fury

dark
Power 100
Acc -
PP 5
Ignores and destroys protection effects.
#622

breakneck-blitz--physical

normal
Power -
Acc -
PP 1
Inflicts regular damage with no additional effect.
#623

breakneck-blitz--special

normal
Power -
Acc -
PP 1
Inflicts regular damage with no additional effect.
#624

all-out-pummeling--physical

fighting
Power -
Acc -
PP 1
Inflicts regular damage with no additional effect.
#625

all-out-pummeling--special

fighting
Power -
Acc -
PP 1
Inflicts regular damage with no additional effect.
#626

supersonic-skystrike--physical

flying
Power -
Acc -
PP 1
Inflicts regular damage with no additional effect.
#627

supersonic-skystrike--special

flying
Power -
Acc -
PP 1
Inflicts regular damage with no additional effect.
#628

acid-downpour--physical

poison
Power -
Acc -
PP 1
Inflicts regular damage with no additional effect.
#629

acid-downpour--special

poison
Power -
Acc -
PP 1
Inflicts regular damage with no additional effect.
#630

tectonic-rage--physical

ground
Power -
Acc -
PP 1
Inflicts regular damage with no additional effect.
#631

tectonic-rage--special

ground
Power -
Acc -
PP 1
Inflicts regular damage with no additional effect.
#632

continental-crush--physical

rock
Power -
Acc -
PP 1
Inflicts regular damage with no additional effect.
#633

continental-crush--special

rock
Power -
Acc -
PP 1
Inflicts regular damage with no additional effect.
#634

savage-spin-out--physical

bug
Power -
Acc -
PP 1
Inflicts regular damage with no additional effect.
#635

savage-spin-out--special

bug
Power -
Acc -
PP 1
Inflicts regular damage with no additional effect.
#636

never-ending-nightmare--physical

ghost
Power -
Acc -
PP 1
Inflicts regular damage with no additional effect.
#637

never-ending-nightmare--special

ghost
Power -
Acc -
PP 1
Inflicts regular damage with no additional effect.
#638

corkscrew-crash--physical

steel
Power -
Acc -
PP 1
Inflicts regular damage with no additional effect.
#639

corkscrew-crash--special

steel
Power -
Acc -
PP 1
Inflicts regular damage with no additional effect.
#640

inferno-overdrive--physical

fire
Power -
Acc -
PP 1
Inflicts regular damage with no additional effect.
#641

inferno-overdrive--special

fire
Power -
Acc -
PP 1
Inflicts regular damage with no additional effect.
#642

hydro-vortex--physical

water
Power -
Acc -
PP 1
Inflicts regular damage with no additional effect.
#643

hydro-vortex--special

water
Power -
Acc -
PP 1
Inflicts regular damage with no additional effect.
#644

bloom-doom--physical

grass
Power -
Acc -
PP 1
Inflicts regular damage with no additional effect.
#645

bloom-doom--special

grass
Power -
Acc -
PP 1
Inflicts regular damage with no additional effect.
#646

gigavolt-havoc--physical

electric
Power -
Acc -
PP 1
Inflicts regular damage with no additional effect.
#647

gigavolt-havoc--special

electric
Power -
Acc -
PP 1
Inflicts regular damage with no additional effect.
#648

shattered-psyche--physical

psychic
Power -
Acc -
PP 1
Inflicts regular damage with no additional effect.
#649

shattered-psyche--special

psychic
Power -
Acc -
PP 1
Inflicts regular damage with no additional effect.
#650

subzero-slammer--physical

ice
Power -
Acc -
PP 1
Inflicts regular damage with no additional effect.
#651

subzero-slammer--special

ice
Power -
Acc -
PP 1
Inflicts regular damage with no additional effect.
#652

devastating-drake--physical

dragon
Power -
Acc -
PP 1
Inflicts regular damage with no additional effect.
#653

devastating-drake--special

dragon
Power -
Acc -
PP 1
Inflicts regular damage with no additional effect.
#654

black-hole-eclipse--physical

dark
Power -
Acc -
PP 1
Inflicts regular damage with no additional effect.
#655

black-hole-eclipse--special

dark
Power -
Acc -
PP 1
Inflicts regular damage with no additional effect.
#656

twinkle-tackle--physical

fairy
Power -
Acc -
PP 1
Inflicts regular damage with no additional effect.
#657

twinkle-tackle--special

fairy
Power -
Acc -
PP 1
Inflicts regular damage with no additional effect.
#658

catastropika

electric
Power 210
Acc -
PP 1
Inflicts regular damage with no additional effect.
#659

shore-up

ground
Power -
Acc -
PP 5
Heals the user for ½ its max HP, or ⅔ during a sandstorm.
#660

first-impression

bug
Power 90
Acc 100
PP 10
Can only be used as the first move after the user enters battle.
#661

baneful-bunker

poison
Power -
Acc -
PP 10
Grants the user protection for the rest of the turn and poisons any Pokémon that tries to use a contact move on it.
#662

spirit-shackle

ghost
Power 80
Acc 100
PP 10
Traps the target.
#663

darkest-lariat

dark
Power 85
Acc 100
PP 10
Ignores the target’s stat modifiers.
#664

sparkling-aria

water
Power 90
Acc 100
PP 10
Cures the target of burns.
#665

ice-hammer

ice
Power 100
Acc 90
PP 10
Lowers user’s Speed by one stage.
#666

floral-healing

fairy
Power -
Acc -
PP 10
Heals the target for ½ its max HP, or ⅔ on Grassy Terrain.
#667

high-horsepower

ground
Power 95
Acc 95
PP 10
Inflicts regular damage with no additional effect.
#668

strength-sap

grass
Power -
Acc 100
PP 10
Heals the user by the target’s current Attack stat and lowers the target’s Attack by one stage.
#669

solar-blade

grass
Power 125
Acc 100
PP 10
Requires a turn to charge before attacking.
#670

leafage

grass
Power 40
Acc 100
PP 40
Inflicts regular damage with no additional effect.
#671

spotlight

normal
Power -
Acc -
PP 15
Forces the target’s opponents to aim at the target for the rest of the turn.
#672

toxic-thread

poison
Power -
Acc 100
PP 20
Poisons the target and lowers its Speed by one stage.
#673

laser-focus

normal
Power -
Acc -
PP 30
Guarantees a critical hit with the user’s next move.
#674

gear-up

steel
Power -
Acc -
PP 20
Raises the Attack and Special Attack of all friendly Pokémon with plus or minus by one stage.
#675

throat-chop

dark
Power 80
Acc 100
PP 15
Prevents the target from using sound-based moves for two turns.
#676

pollen-puff

bug
Power 90
Acc 100
PP 15
Damages opponents, but heals allies for 50% of their max HP.
#677

anchor-shot

steel
Power 80
Acc 100
PP 20
Traps the target.
#678

psychic-terrain

psychic
Power -
Acc -
PP 10
Protects Pokémon on the ground from priority moves and increases the power of their Psychic moves by 50%.
#679

lunge

bug
Power 80
Acc 100
PP 15
Lowers the target’s Attack by one stage after inflicting damage.
#680

fire-lash

fire
Power 80
Acc 100
PP 15
Lowers the target’s Defense by one stage after inflicting damage.
#681

power-trip

dark
Power 20
Acc 100
PP 10
Power is higher the more the user’s stats have been raised, to a maximum of 31×.
#682

burn-up

fire
Power 130
Acc 100
PP 5
Removes the user’s fire type after inflicting damage.
#683

speed-swap

psychic
Power -
Acc -
PP 10
Exchanges the user’s Speed with the target’s.
#684

smart-strike

steel
Power 70
Acc -
PP 10
Never misses.
#685

purify

poison
Power -
Acc -
PP 20
Cures the target of a major status ailment and heals the user for 50% of its max HP.
#686

revelation-dance

normal
Power 90
Acc 100
PP 15
Has the same type as the user.
#687

core-enforcer

dragon
Power 100
Acc 100
PP 10
Nullifies the target’s ability if it moves earlier.
#688

trop-kick

grass
Power 70
Acc 100
PP 15
Lowers the target’s Attack by one stage after inflicting damage.
#689

instruct

psychic
Power -
Acc -
PP 15
Forces the target to repeat its last used move.
#690

beak-blast

flying
Power 100
Acc 100
PP 15
Inflicts a burn on any Pokémon that makes contact before the attack.
#691

clanging-scales

dragon
Power 110
Acc 100
PP 5
Lowers the user’s Defense by one stage after inflicting damage.
#692

dragon-hammer

dragon
Power 90
Acc 100
PP 15
Inflicts regular damage with no additional effect.
#693

brutal-swing

dark
Power 60
Acc 100
PP 20
Inflicts regular damage with no additional effect.
#694

aurora-veil

ice
Power -
Acc -
PP 20
Reduces damage five turns, but must be used during hail.
#695

sinister-arrow-raid

ghost
Power 180
Acc -
PP 1
Inflicts regular damage with no additional effect.
#696

malicious-moonsault

dark
Power 180
Acc -
PP 1
Inflicts regular damage with no additional effect.
#697

oceanic-operetta

water
Power 195
Acc -
PP 1
Inflicts regular damage with no additional effect.
#698

guardian-of-alola

fairy
Power -
Acc -
PP 1
Damages the target for 75% of its remaining HP.
#699

soul-stealing-7-star-strike

ghost
Power 195
Acc -
PP 1
Inflicts regular damage with no additional effect.
#700

stoked-sparksurfer

electric
Power 175
Acc -
PP 1
Has a 100% chance to paralyze the target.
#701

pulverizing-pancake

normal
Power 210
Acc -
PP 1
Inflicts regular damage with no additional effect.
#702

extreme-evoboost

normal
Power -
Acc -
PP 1
Raises all of the user’s stats by two stages.
#703

genesis-supernova

psychic
Power 185
Acc -
PP 1
Changes the terrain to Psychic Terrain after inflicting damage.
#704

shell-trap

fire
Power 150
Acc 100
PP 5
Only inflicts damage if the user was hit by a physical move this turn.
#705

fleur-cannon

fairy
Power 130
Acc 90
PP 5
Lowers the user’s Special Attack by two stages after inflicting damage.
#706

psychic-fangs

psychic
Power 85
Acc 100
PP 10
Destroys Reflect and Light Screen.
#707

stomping-tantrum

ground
Power 75
Acc 100
PP 10
Has double power if the user’s last move failed.
#708

shadow-bone

ghost
Power 85
Acc 100
PP 10
Has a 20% chance to lower the target’s Defense by one stage.
#709

accelerock

rock
Power 40
Acc 100
PP 20
Inflicts regular damage with no additional effect.
#710

liquidation

water
Power 85
Acc 100
PP 10
Has a 20% chance to lower the target’s Defense by one stage.
#711

prismatic-laser

psychic
Power 160
Acc 100
PP 10
User foregoes its next turn to recharge.
#712

spectral-thief

ghost
Power 90
Acc 100
PP 10
Steals the target’s stat increases, then inflicts damage.
#713

sunsteel-strike

steel
Power 100
Acc 100
PP 5
Cannot be disrupted by abilities.
#714

moongeist-beam

ghost
Power 100
Acc 100
PP 5
Cannot be disrupted by abilities.
#715

tearful-look

normal
Power -
Acc -
PP 20
Lowers the target’s Attack and Special Attack by one stage.
#716

zing-zap

electric
Power 80
Acc 100
PP 10
Has a 30% chance to make the target flinch.
#717

natures-madness

fairy
Power -
Acc 90
PP 10
Inflicts damage equal to half the target’s HP.
#718

multi-attack

normal
Power 120
Acc 100
PP 10
If the user is holding a appropriate plate or drive, the damage inflicted will match it.
#719

10-000-000-volt-thunderbolt

electric
Power 195
Acc -
PP 1
Inflicts regular damage with no additional effect.
#720

mind-blown

fire
Power 150
Acc 100
PP 5
Inflicts damage, and the user takes damage equal to half of its max HP, rounded up.
#721

plasma-fists

electric
Power 100
Acc 100
PP 15
After inflicting damage, causes all Normal-type moves to become Electric-type for the remainder of the turn.
#722

photon-geyser

psychic
Power 100
Acc 100
PP 5
Inflicts regular damage with no additional effect.
#723

light-that-burns-the-sky

psychic
Power 200
Acc -
PP 1
Inflicts damage using either Attack or Special Attack stat, whichever is higher.
#724

searing-sunraze-smash

steel
Power 200
Acc -
PP 1
Cannot be disrupted by abilities.
#725

menacing-moonraze-maelstrom

ghost
Power 200
Acc -
PP 1
Cannot be disrupted by abilities.
#726

lets-snuggle-forever

fairy
Power 190
Acc -
PP 1
Inflicts regular damage with no additional effect.
#727

splintered-stormshards

rock
Power 190
Acc -
PP 1
Inflicts damage and removes any terrain present on the battlefield.
#728

clangorous-soulblaze

dragon
Power 185
Acc -
PP 1
Inflicts damage to all opposing Pokémon and increases the user’s Attack, Defense, Special Attack, Special Defense, and Speed by one stage each.
#729

zippy-zap

electric
Power 80
Acc 100
PP 10
Inflicts regular damage with no additional effect.
#730

splishy-splash

water
Power 90
Acc 100
PP 15
Inflicts regular damage with no additional effect.
#731

floaty-fall

flying
Power 90
Acc 95
PP 15
Inflicts regular damage with no additional effect.
#732

pika-papow

electric
Power -
Acc -
PP 20
Inflicts regular damage with no additional effect.
#733

bouncy-bubble

water
Power 60
Acc 100
PP 20
Inflicts regular damage with no additional effect.
#734

buzzy-buzz

electric
Power 60
Acc 100
PP 20
Inflicts regular damage with no additional effect.
#735

sizzly-slide

fire
Power 60
Acc 100
PP 20
Inflicts regular damage with no additional effect.
#736

glitzy-glow

psychic
Power 80
Acc 95
PP 15
Inflicts regular damage with no additional effect.
#737

baddy-bad

dark
Power 80
Acc 95
PP 15
Inflicts regular damage with no additional effect.
#738

sappy-seed

grass
Power 100
Acc 90
PP 10
Inflicts regular damage with no additional effect.
#739

freezy-frost

ice
Power 100
Acc 90
PP 10
Inflicts regular damage with no additional effect.
#740

sparkly-swirl

fairy
Power 120
Acc 85
PP 5
Inflicts regular damage with no additional effect.
#741

veevee-volley

normal
Power -
Acc -
PP 20
Inflicts regular damage with no additional effect.
#742

double-iron-bash

steel
Power 60
Acc 100
PP 5
Hits twice in one turn.
#743

max-guard

normal
Power -
Acc -
PP 10
Prevents any moves from hitting the user this turn.
#744

dynamax-cannon

dragon
Power 100
Acc 100
PP 5
Sets Light Screen on the user’s side of the field after inflicting damage.
#745

snipe-shot

water
Power 80
Acc 100
PP 15
Sets Reflect on the user’s side of the field after inflicting damage.
#746

jaw-lock

dark
Power 80
Acc 100
PP 10
Seeds the target after inflicting damage.
#747

stuff-cheeks

normal
Power -
Acc -
PP 10
Cures the entire party of major status effects after inflicting damage.
#748

no-retreat

fighting
Power -
Acc -
PP 5
Hits twice in one turn, with a 100% chance to make the target flinch.
#749

tar-shot

rock
Power -
Acc 100
PP 15
#750

magic-powder

psychic
Power -
Acc 100
PP 20
#751

dragon-darts

dragon
Power 50
Acc 100
PP 10
#752

teatime

normal
Power -
Acc -
PP 10
#753

octolock

fighting
Power -
Acc 100
PP 15
#754

bolt-beak

electric
Power 85
Acc 100
PP 10
#755

fishious-rend

water
Power 85
Acc 100
PP 10
#756

court-change

normal
Power -
Acc 100
PP 10
#757

max-flare

fire
Power 100
Acc -
PP 10
Inflicts regular damage with no additional effect.
#758

max-flutterby

bug
Power 10
Acc -
PP 10
Inflicts regular damage with no additional effect.
#759

max-lightning

electric
Power 10
Acc -
PP 10
Inflicts regular damage with no additional effect.
#760

max-strike

normal
Power 10
Acc -
PP 10
Inflicts regular damage with no additional effect.
#761

max-knuckle

fighting
Power 10
Acc -
PP 10
Inflicts regular damage with no additional effect.
#762

max-phantasm

ghost
Power 10
Acc -
PP 10
Inflicts regular damage with no additional effect.
#763

max-hailstorm

ice
Power 10
Acc -
PP 10
Inflicts regular damage with no additional effect.
#764

max-ooze

poison
Power 10
Acc -
PP 10
Inflicts regular damage with no additional effect.
#765

max-geyser

water
Power 10
Acc -
PP 10
Inflicts regular damage with no additional effect.
#766

max-airstream

flying
Power 10
Acc -
PP 10
Inflicts regular damage with no additional effect.
#767

max-starfall

fairy
Power 10
Acc -
PP 10
Inflicts regular damage with no additional effect.
#768

max-wyrmwind

dragon
Power 10
Acc -
PP 10
Inflicts regular damage with no additional effect.
#769

max-mindstorm

psychic
Power 10
Acc -
PP 10
Inflicts regular damage with no additional effect.
#770

max-rockfall

rock
Power 10
Acc -
PP 10
Inflicts regular damage with no additional effect.
#771

max-quake

ground
Power 10
Acc -
PP 10
Inflicts regular damage with no additional effect.
#772

max-darkness

dark
Power 10
Acc -
PP 10
Inflicts regular damage with no additional effect.
#773

max-overgrowth

grass
Power 10
Acc -
PP 10
Inflicts regular damage with no additional effect.
#774

max-steelspike

steel
Power 10
Acc -
PP 10
Inflicts regular damage with no additional effect.
#775

clangorous-soul

dragon
Power -
Acc 100
PP 5
#776

body-press

fighting
Power 80
Acc 100
PP 10
#777

decorate

fairy
Power -
Acc -
PP 15
#778

drum-beating

grass
Power 80
Acc 100
PP 10
Has a 100% chance to lower the target’s Speed by one stage.
#779

snap-trap

grass
Power 35
Acc 100
PP 15
Prevents the target from fleeing and inflicts damage for 2-5 turns.
#780

pyro-ball

fire
Power 120
Acc 90
PP 5
Has a 10% chance to burn the target.
#781

behemoth-blade

steel
Power 100
Acc 100
PP 5
#782

behemoth-bash

steel
Power 100
Acc 100
PP 5
#783

aura-wheel

electric
Power 110
Acc 100
PP 10
#784

breaking-swipe

dragon
Power 60
Acc 100
PP 15
Lowers the target’s Attack by one stage after inflicting damage.
#785

branch-poke

grass
Power 40
Acc 100
PP 40
Inflicts regular damage with no additional effect.
#786

overdrive

electric
Power 80
Acc 100
PP 10
#787

apple-acid

grass
Power 80
Acc 100
PP 10
#788

grav-apple

grass
Power 80
Acc 100
PP 10
Lowers the target’s Defense by one stage after inflicting damage.
#789

spirit-break

fairy
Power 75
Acc 100
PP 15
Has a 100% chance to lower the target’s Special Attack by one stage.
#790

strange-steam

fairy
Power 90
Acc 95
PP 10
Has a 20% chance to confuse the target.
#791

life-dew

water
Power -
Acc -
PP 10
#792

obstruct

dark
Power -
Acc 100
PP 10
#793

false-surrender

dark
Power 80
Acc -
PP 10
Never misses.
#794

meteor-assault

fighting
Power 150
Acc 100
PP 5
User foregoes its next turn to recharge.
#795

eternabeam

dragon
Power 160
Acc 90
PP 5
User foregoes its next turn to recharge.
#796

steel-beam

steel
Power 140
Acc 95
PP 5
Inflicts damage, and the user takes damage equal to half of its max HP, rounded up.
#797

expanding-force

psychic
Power 80
Acc 100
PP 10
Inflicts regular damage with no additional effect.
#798

steel-roller

steel
Power 130
Acc 100
PP 5
Inflicts regular damage with no additional effect.
#799

scale-shot

dragon
Power 25
Acc 90
PP 20
Boosts the user’s Speed and lowers their Defense by one stage after inflicting damage two to five times in a row.
#800

meteor-beam

rock
Power 120
Acc 90
PP 10
Inflicts regular damage with no additional effect.
#801

shell-side-arm

poison
Power 90
Acc 100
PP 10
Inflicts regular damage with no additional effect.
#802

misty-explosion

fairy
Power 100
Acc 100
PP 5
Inflicts regular damage with no additional effect.
#803

grassy-glide

grass
Power 55
Acc 100
PP 20
Inflicts regular damage with no additional effect.
#804

rising-voltage

electric
Power 70
Acc 100
PP 20
Inflicts regular damage with no additional effect.
#805

terrain-pulse

normal
Power 50
Acc 100
PP 10
Inflicts regular damage with no additional effect.
#806

skitter-smack

bug
Power 70
Acc 90
PP 10
Inflicts regular damage with no additional effect.
#807

burning-jealousy

fire
Power 70
Acc 100
PP 5
Inflicts regular damage with no additional effect.
#808

lash-out

dark
Power 75
Acc 100
PP 5
Inflicts regular damage with no additional effect.
#809

poltergeist

ghost
Power 110
Acc 90
PP 5
Inflicts regular damage with no additional effect.
#810

corrosive-gas

poison
Power -
Acc 100
PP 40
Inflicts regular damage with no additional effect.
#811

coaching

fighting
Power -
Acc -
PP 10
Inflicts regular damage with no additional effect.
#812

flip-turn

water
Power 60
Acc 100
PP 20
Inflicts regular damage with no additional effect.
#813

triple-axel

ice
Power 20
Acc 90
PP 10
Inflicts regular damage with no additional effect.
#814

dual-wingbeat

flying
Power 40
Acc 90
PP 10
Inflicts regular damage with no additional effect.
#815

scorching-sands

ground
Power 70
Acc 100
PP 10
Has a 30% chance to burn the target.
#816

jungle-healing

grass
Power -
Acc -
PP 10
Inflicts regular damage with no additional effect.
#817

wicked-blow

dark
Power 75
Acc 100
PP 5
Inflicts regular damage with no additional effect.
#818

surging-strikes

water
Power 25
Acc 100
PP 5
Inflicts regular damage with no additional effect.
#819

thunder-cage

electric
Power 80
Acc 90
PP 15
Inflicts regular damage with no additional effect.
#820

dragon-energy

dragon
Power 150
Acc 100
PP 5
Inflicts regular damage with no additional effect.
#821

freezing-glare

psychic
Power 90
Acc 100
PP 10
Inflicts regular damage with no additional effect.
#822

fiery-wrath

dark
Power 90
Acc 100
PP 10
Inflicts regular damage with no additional effect.
#823

thunderous-kick

fighting
Power 90
Acc 100
PP 10
Inflicts regular damage with no additional effect.
#824

glacial-lance

ice
Power 120
Acc 100
PP 5
Inflicts regular damage with no additional effect.
#825

astral-barrage

ghost
Power 120
Acc 100
PP 5
Inflicts regular damage with no additional effect.
#826

eerie-spell

psychic
Power 80
Acc 100
PP 5
Inflicts regular damage with no additional effect.
#827

dire-claw

poison
Power 80
Acc 100
PP 15
#828

psyshield-bash

psychic
Power 70
Acc 90
PP 10
#829

power-shift

normal
Power 0
Acc -
PP 10
#830

stone-axe

rock
Power 65
Acc 90
PP 15
#831

springtide-storm

fairy
Power 100
Acc 80
PP 5
#832

mystical-power

psychic
Power 70
Acc 90
PP 10
#833

raging-fury

fire
Power 120
Acc 100
PP 10
#834

wave-crash

water
Power 120
Acc 100
PP 10
#835

chloroblast

grass
Power 150
Acc 95
PP 5
#836

mountain-gale

ice
Power 100
Acc 85
PP 10
#837

victory-dance

fighting
Power 0
Acc -
PP 10
#838

headlong-rush

ground
Power 120
Acc 100
PP 5
#839

barb-barrage

poison
Power 60
Acc 100
PP 10
#840

esper-wing

psychic
Power 80
Acc 100
PP 10
#841

bitter-malice

ghost
Power 75
Acc 100
PP 10
#842

shelter

steel
Power 0
Acc -
PP 10
#843

triple-arrows

fighting
Power 90
Acc 100
PP 10
#844

infernal-parade

ghost
Power 60
Acc 100
PP 15
#845

ceaseless-edge

dark
Power 65
Acc 90
PP 15
#846

bleakwind-storm

flying
Power 100
Acc 80
PP 10
#847

wildbolt-storm

electric
Power 100
Acc 80
PP 10
#848

sandsear-storm

ground
Power 100
Acc 80
PP 10
#849

lunar-blessing

psychic
Power 0
Acc -
PP 5
#850

take-heart

psychic
Power 0
Acc -
PP 10
#851

tera-blast

normal
Power 80
Acc 100
PP 10
#852

silk-trap

bug
Power 0
Acc -
PP 10
#853

axe-kick

fighting
Power 120
Acc 90
PP 10
#854

last-respects

ghost
Power 50
Acc 100
PP 10
#855

lumina-crash

psychic
Power 80
Acc 100
PP 10
#856

order-up

dragon
Power 80
Acc 100
PP 10
#857

jet-punch

water
Power 60
Acc 100
PP 15
#858

spicy-extract

grass
Power 0
Acc -
PP 15
#859

spin-out

steel
Power 100
Acc 100
PP 5
#860

population-bomb

normal
Power 20
Acc 90
PP 10
#861

ice-spinner

ice
Power 80
Acc 100
PP 15
#862

glaive-rush

dragon
Power 120
Acc 100
PP 5
#863

revival-blessing

normal
Power 0
Acc -
PP 1
#864

salt-cure

rock
Power 40
Acc 100
PP 15
#865

triple-dive

water
Power 30
Acc 95
PP 10
#866

mortal-spin

poison
Power 30
Acc 100
PP 15
#867

doodle

normal
Power 0
Acc 100
PP 10
#868

fillet-away

normal
Power 0
Acc -
PP 10
#869

kowtow-cleave

dark
Power 85
Acc -
PP 10
#870

flower-trick

grass
Power 70
Acc -
PP 10
#871

torch-song

fire
Power 80
Acc 100
PP 10
#872

aqua-step

water
Power 80
Acc 100
PP 10
#873

raging-bull

normal
Power 90
Acc 100
PP 10
#874

make-it-rain

steel
Power 120
Acc 100
PP 5
#875

psyblade

psychic
Power 80
Acc 100
PP 15
#876

hydro-steam

water
Power 80
Acc 100
PP 15
#877

ruination

dark
Power 1
Acc 90
PP 10
#878

collision-course

fighting
Power 100
Acc 100
PP 5
#879

electro-drift

electric
Power 100
Acc 100
PP 5
#880

shed-tail

normal
Power 0
Acc -
PP 10
#881

chilly-reception

ice
Power 0
Acc -
PP 10
#882

tidy-up

normal
Power 0
Acc -
PP 10
#883

snowscape

ice
Power 0
Acc -
PP 10
#884

pounce

bug
Power 50
Acc 100
PP 20
#885

trailblaze

grass
Power 50
Acc 100
PP 20
#886

chilling-water

water
Power 50
Acc 100
PP 20
#887

hyper-drill

normal
Power 100
Acc 100
PP 5
#888

twin-beam

psychic
Power 40
Acc 100
PP 10
#889

rage-fist

ghost
Power 50
Acc 100
PP 10
#890

armor-cannon

fire
Power 120
Acc 100
PP 5
#891

bitter-blade

fire
Power 90
Acc 100
PP 10
#892

double-shock

electric
Power 120
Acc 100
PP 5
#893

gigaton-hammer

steel
Power 160
Acc 100
PP 5
#894

comeuppance

dark
Power 1
Acc 100
PP 10
#895

aqua-cutter

water
Power 70
Acc 100
PP 20
#896

blazing-torque

fire
Power 80
Acc 100
PP 10
#897

wicked-torque

dark
Power 80
Acc 100
PP 10
#898

noxious-torque

poison
Power 100
Acc 100
PP 10
#899

combat-torque

fighting
Power 100
Acc 100
PP 10
#900

magical-torque

fairy
Power 100
Acc 100
PP 10
#901

blood-moon

normal
Power 140
Acc 100
PP 5
#902

matcha-gotcha

grass
Power 80
Acc 90
PP 15
#903

syrup-bomb

grass
Power 60
Acc 85
PP 10
#904

ivy-cudgel

grass
Power 100
Acc 100
PP 10
#905

electro-shot

electric
Power 130
Acc 100
PP 10
#906

tera-starstorm

normal
Power 120
Acc 100
PP 5
#907

fickle-beam

dragon
Power 80
Acc 100
PP 5
#908

burning-bulwark

fire
Power 0
Acc 0
PP 10
#909

thunderclap

electric
Power 70
Acc 100
PP 5
#910

mighty-cleave

rock
Power 95
Acc 100
PP 5
#911

tachyon-cutter

steel
Power 50
Acc 0
PP 10
#912

hard-press

steel
Power 0
Acc 100
PP 10
#913

dragon-cheer

dragon
Power 0
Acc 0
PP 15
#914

alluring-voice

fairy
Power 80
Acc 100
PP 10
#915

temper-flare

fire
Power 75
Acc 100
PP 10
#916

supercell-slam

electric
Power 100
Acc 95
PP 15
#917

psychic-noise

psychic
Power 75
Acc 100
PP 10
#918

upper-hand

fighting
Power 65
Acc 100
PP 15
#919

malignant-chain

poison
Power 100
Acc 100
PP 5