DexDB.io

Contact moves

Moves that physically touch the target. 267 moves, 171 of them in Pokémon Champions, and 6 Z-Moves or Max Moves.

What cares about them

Abilities

267 moves
  1. AccelerockUsually goes first.RockPhysicalPower 40Acc. 100%PP 200.2% of Pokémon on Showdown
  2. AcrobaticsPower doubles if the user has no held item.FlyingPhysicalPower 55Acc. 100%PP 15–
  3. Aerial AceThis move does not check accuracy.FlyingPhysicalPower 60Acc. —PP 20–
  4. Anchor ShotPrevents the target from switching out.SteelPhysicalPower 80Acc. 100%PP 20–
  5. Aqua JetUsually goes first.WaterPhysicalPower 40Acc. 100%PP 203.3% of Pokémon on Showdown
  6. Aqua Step100% chance to raise the user's Speed by 1.raises Speed by 1: Spe ▲1user100%WaterPhysicalPower 80Acc. 100%PP 10–
  7. Aqua TailNo additional effect.WaterPhysicalPower 90Acc. 90%PP 10–
  8. Arm ThrustHits 2-5 times in one turn.FightingPhysicalPower 15Acc. 100%PP 20–
  9. AssurancePower doubles if target was damaged this turn.DarkPhysicalPower 60Acc. 100%PP 10–
  10. Astonish30% chance to make the target flinch.GhostPhysicalPower 30Acc. 100%PP 15–
  11. AvalanchePower doubles if user is damaged by the target.IcePhysicalPower 60Acc. 100%PP 10–
  12. Axe Kick30% confusion. User loses 50% max HP if miss.FightingPhysicalPower 120Acc. 90%PP 10–
  13. Behemoth BashNo additional effect.SteelPhysicalPower 100Acc. 100%PP 5–
  14. Behemoth BladeNo additional effect.SteelPhysicalPower 100Acc. 100%PP 5–
  15. BideWaits 2 turns; deals double the damage taken.NormalPhysicalPower –Acc. —PP 10–
  16. BindTraps and damages the target for 4-5 turns.NormalPhysicalPower 15Acc. 85%PP 20–
  17. Bite30% chance to make the target flinch.DarkPhysicalPower 60Acc. 100%PP 25–
  18. Bitter BladeUser recovers 50% of the damage dealt.FirePhysicalPower 90Acc. 100%PP 100.4% of Pokémon on Showdown
  19. Blaze KickHigh critical hit ratio. 10% chance to burn.FirePhysicalPower 85Acc. 90%PP 10–
  20. Body PressUses user's Def stat as Atk in damage calculation.FightingPhysicalPower 80Acc. 100%PP 100.7% of Pokémon on Showdown
  21. Body Slam30% chance to paralyze the target.NormalPhysicalPower 85Acc. 100%PP 15–
  22. Bolt BeakPower doubles if user moves before the target.ElectricPhysicalPower 85Acc. 100%PP 10–
  23. Bolt Strike20% chance to paralyze the target.ElectricPhysicalPower 130Acc. 85%PP 5–
  24. BounceBounces turn 1. Hits turn 2. 30% paralyze.FlyingPhysicalPower 85Acc. 85%PP 5–
  25. Branch PokeNo additional effect.GrassPhysicalPower 40Acc. 100%PP 40–
  26. Brave BirdHas 33% recoil.FlyingPhysicalPower 120Acc. 100%PP 151.6% of Pokémon on Showdown
  27. Breaking Swipe100% chance to lower the foe(s) Attack by 1.lowers Attack by 1: Atk ▼1both foes100%DragonPhysicalPower 60Acc. 100%PP 15–
  28. Brick BreakDestroys screens, unless the target is immune.FightingPhysicalPower 75Acc. 100%PP 15–
  29. Brutal SwingNo additional effect. Hits adjacent Pokémon.DarkPhysicalPower 60Acc. 100%PP 20–
  30. Bug BiteUser steals and eats the target's Berry.BugPhysicalPower 60Acc. 100%PP 200.1% of Pokémon on Showdown
  31. Bullet PunchUsually goes first.SteelPhysicalPower 40Acc. 100%PP 300.2% of Pokémon on Showdown
  32. Ceaseless EdgeSets a layer of Spikes on the opposing side.DarkPhysicalPower 65Acc. 90%PP 15–
  33. Chip AwayIgnores the target's stat stage changes.NormalPhysicalPower 70Acc. 100%PP 20–
  34. Circle ThrowForces the target to switch to a random ally.FightingPhysicalPower 60Acc. 90%PP 10–
  35. ClampTraps and damages the target for 4-5 turns.WaterPhysicalPower 35Acc. 85%PP 15–
  36. Close CombatLowers the user's Defense and Sp. Def by 1.lowers Defense by 1; lowers Sp. Def by 1: Def ▼1SpD ▼1userFightingPhysicalPower 120Acc. 100%PP 59.8% of Pokémon on Showdown
  37. Collision CourseDeals 1.3333× damage with supereffective hits.FightingPhysicalPower 100Acc. 100%PP 5–
  38. Comet PunchHits 2-5 times in one turn.NormalPhysicalPower 18Acc. 85%PP 15–
  39. ComeuppanceIf hit by an attack, returns 1.5× damage.DarkPhysicalPower 1Acc. 100%PP 10–
  40. Constrict10% chance to lower the target's Speed by 1.lowers Speed by 1: Spe ▼1target10%NormalPhysicalPower 10Acc. 100%PP 35–
  41. CounterIf hit by physical attack, returns double damage.FightingPhysicalPower –Acc. 100%PP 20–
  42. CovetIf the user has no item, it steals the target's.NormalPhysicalPower 60Acc. 100%PP 25–
  43. Crabhammer ChangedHigh critical hit ratio.WaterPhysicalPower 100Acc. 95%PP 10–
  44. Cross ChopHigh critical hit ratio.FightingPhysicalPower 100Acc. 80%PP 5–
  45. Cross PoisonHigh critical hit ratio. 10% chance to poison.PoisonPhysicalPower 70Acc. 100%PP 20–
  46. Crunch20% chance to lower the target's Defense by 1.lowers Defense by 1: Def ▼1target20%DarkPhysicalPower 80Acc. 100%PP 150.1% of Pokémon on Showdown
  47. Crush Claw50% chance to lower the target's Defense by 1.lowers Defense by 1: Def ▼1target50%NormalPhysicalPower 75Acc. 95%PP 10–
  48. Crush GripMore power the more HP the target has left.NormalPhysicalPower –Acc. 100%PP 5–
  49. CutNo additional effect.NormalPhysicalPower 50Acc. 95%PP 30–
  50. Darkest LariatIgnores the target's stat stage changes.DarkPhysicalPower 85Acc. 100%PP 101.6% of Pokémon on Showdown
  51. DigDigs underground turn 1, strikes turn 2.GroundPhysicalPower 80Acc. 100%PP 10–
  52. Dire Claw50% chance to sleep, poison, or paralyze target.PoisonPhysicalPower 80Acc. 100%PP 155.5% of Pokémon on Showdown
  53. DiveDives underwater turn 1, strikes turn 2.WaterPhysicalPower 80Acc. 100%PP 10–
  54. Dizzy Punch20% chance to confuse the target.NormalPhysicalPower 70Acc. 100%PP 10–
  55. Double HitHits 2 times in one turn.NormalPhysicalPower 35Acc. 90%PP 10–
  56. Double Iron BashHits twice. 30% chance to make the target flinch.SteelPhysicalPower 60Acc. 100%PP 5–
  57. Double KickHits 2 times in one turn.FightingPhysicalPower 30Acc. 100%PP 30–
  58. Double ShockUser's Electric type: typeless; must be Electric.ElectricPhysicalPower 120Acc. 100%PP 50.5% of Pokémon on Showdown
  59. Double SlapHits 2-5 times in one turn.NormalPhysicalPower 15Acc. 85%PP 10–
  60. Double-EdgeHas 33% recoil.NormalPhysicalPower 120Acc. 100%PP 151.7% of Pokémon on Showdown
  61. Dragon AscentLowers the user's Defense and Sp. Def by 1.lowers Defense by 1; lowers Sp. Def by 1: Def ▼1SpD ▼1userFlyingPhysicalPower 120Acc. 100%PP 5–
  62. Dragon ClawNo additional effect.DragonPhysicalPower 80Acc. 100%PP 151.6% of Pokémon on Showdown
  63. Dragon HammerNo additional effect.DragonPhysicalPower 90Acc. 100%PP 15–
  64. Dragon Rush20% chance to make the target flinch.DragonPhysicalPower 100Acc. 75%PP 10–
  65. Dragon TailForces the target to switch to a random ally.DragonPhysicalPower 60Acc. 90%PP 10–
  66. Drain PunchUser recovers 50% of the damage dealt.FightingPhysicalPower 75Acc. 100%PP 100.3% of Pokémon on Showdown
  67. Draining KissUser recovers 75% of the damage dealt.FairySpecialPower 50Acc. 100%PP 100.6% of Pokémon on Showdown
  68. Drill PeckNo additional effect.FlyingPhysicalPower 80Acc. 100%PP 20–
  69. Drill RunHigh critical hit ratio.GroundPhysicalPower 80Acc. 95%PP 100.2% of Pokémon on Showdown
  70. Dual ChopHits 2 times in one turn.DragonPhysicalPower 40Acc. 90%PP 15–
  71. Dual WingbeatHits 2 times in one turn.FlyingPhysicalPower 40Acc. 90%PP 100.7% of Pokémon on Showdown
  72. Dynamic Punch100% chance to confuse the target.FightingPhysicalPower 100Acc. 50%PP 5–
  73. Electro DriftDeals 1.3333× damage with supereffective hits.ElectricSpecialPower 100Acc. 100%PP 5–
  74. EndeavorLowers the target's HP to the user's HP.NormalPhysicalPower –Acc. 100%PP 5–
  75. Extreme SpeedNearly always goes first.NormalPhysicalPower 80Acc. 100%PP 51.9% of Pokémon on Showdown
  76. FacadePower doubles if user is burn/poison/paralyzed.NormalPhysicalPower 70Acc. 100%PP 20–
  77. Fake OutHits first. First turn out only. 100% flinch chance.NormalPhysicalPower 40Acc. 100%PP 1019.3% of Pokémon on Showdown
  78. False SurrenderThis move does not check accuracy.DarkPhysicalPower 80Acc. —PP 10–
  79. False SwipeAlways leaves the target with at least 1 HP.NormalPhysicalPower 40Acc. 100%PP 40–
  80. Feint AttackThis move does not check accuracy.DarkPhysicalPower 60Acc. —PP 20–
  81. Fell StingerRaises user's Attack by 3 if this KOes the target.raises Attack by 3: Atk ▲3userif it knocks the target outBugPhysicalPower 50Acc. 100%PP 25–
  82. Fire Fang10% chance to burn. 10% chance to flinch.FirePhysicalPower 65Acc. 95%PP 15–
  83. Fire Lash Changed100% chance to lower the target's Defense by 1.lowers Defense by 1: Def ▼1target100%FirePhysicalPower 90Acc. 100%PP 15–
  84. Fire Punch10% chance to burn the target.FirePhysicalPower 75Acc. 100%PP 15–
  85. First Impression ChangedNearly always goes first. First turn out only.BugPhysicalPower 100Acc. 100%PP 100.7% of Pokémon on Showdown
  86. Fishious RendPower doubles if user moves before the target.WaterPhysicalPower 85Acc. 100%PP 10–
  87. FlailMore power the less HP the user has left.NormalPhysicalPower –Acc. 100%PP 15–
  88. Flame Charge100% chance to raise the user's Speed by 1.raises Speed by 1: Spe ▲1user100%FirePhysicalPower 50Acc. 100%PP 20–
  89. Flame Wheel10% chance to burn the target. Thaws user.FirePhysicalPower 60Acc. 100%PP 25–
  90. Flare BlitzHas 33% recoil. 10% chance to burn. Thaws user.FirePhysicalPower 120Acc. 100%PP 157.2% of Pokémon on Showdown
  91. Flip TurnUser switches out after damaging the target.WaterPhysicalPower 60Acc. 100%PP 201.6% of Pokémon on Showdown
  92. FlyFlies up on first turn, then strikes the next turn.FlyingPhysicalPower 90Acc. 95%PP 15–
  93. Flying PressCombines Flying in its type effectiveness.FightingPhysicalPower 100Acc. 95%PP 10–
  94. Focus PunchFails if the user takes damage before it hits.FightingPhysicalPower 150Acc. 100%PP 20–
  95. Force Palm30% chance to paralyze the target.FightingPhysicalPower 60Acc. 100%PP 10–
  96. Foul PlayUses target's Attack stat in damage calculation.DarkPhysicalPower 95Acc. 100%PP 150.2% of Pokémon on Showdown
  97. FrustrationMax 102 power at minimum Happiness.NormalPhysicalPower –Acc. 100%PP 20–
  98. Fury AttackHits 2-5 times in one turn.NormalPhysicalPower 15Acc. 85%PP 20–
  99. Fury CutterPower doubles with each hit, up to 160.BugPhysicalPower 40Acc. 95%PP 20–
  100. Fury SwipesHits 2-5 times in one turn.NormalPhysicalPower 18Acc. 80%PP 15–
  101. Gear GrindHits 2 times in one turn.SteelPhysicalPower 50Acc. 85%PP 15–
  102. Giga ImpactUser cannot move next turn.NormalPhysicalPower 150Acc. 90%PP 5–
  103. Glaive RushUser takes sure-hit 2× damage until its next turn.DragonPhysicalPower 120Acc. 100%PP 50.5% of Pokémon on Showdown
  104. Grass KnotMore power the heavier the target.GrassSpecialPower –Acc. 100%PP 20–
  105. Grassy GlideUser on Grassy Terrain: +1 priority.GrassPhysicalPower 55Acc. 100%PP 207.7% of Pokémon on Showdown
  106. GuillotineOHKOs the target. Fails if user is a lower level.NormalPhysicalPower –Acc. 30%PP 5–
  107. Gyro BallMore power the slower the user than the target.SteelPhysicalPower –Acc. 100%PP 5–
  108. Hammer ArmLowers the user's Speed by 1.lowers Speed by 1: Spe ▼1userFightingPhysicalPower 100Acc. 90%PP 10–
  109. Hard PressMore power the more HP the target has left.SteelPhysicalPower –Acc. 100%PP 10–
  110. Head ChargeHas 1/4 recoil.NormalPhysicalPower 120Acc. 100%PP 15–
  111. Head SmashHas 1/2 recoil.RockPhysicalPower 150Acc. 80%PP 51.8% of Pokémon on Showdown
  112. Headbutt30% chance to make the target flinch.NormalPhysicalPower 70Acc. 100%PP 15–
  113. Headlong RushLowers the user's Defense and Sp. Def by 1.lowers Defense by 1; lowers Sp. Def by 1: Def ▼1SpD ▼1userGroundPhysicalPower 120Acc. 100%PP 5–
  114. Heart Stamp30% chance to make the target flinch.PsychicPhysicalPower 60Acc. 100%PP 25–
  115. Heat CrashMore power the heavier the user than the target.FirePhysicalPower –Acc. 100%PP 10–
  116. Heavy SlamMore power the heavier the user than the target.SteelPhysicalPower –Acc. 100%PP 100.1% of Pokémon on Showdown
  117. High HorsepowerNo additional effect.GroundPhysicalPower 95Acc. 95%PP 105.2% of Pokémon on Showdown
  118. High Jump KickUser is hurt by 50% of its max HP if it misses.FightingPhysicalPower 130Acc. 90%PP 100.1% of Pokémon on Showdown
  119. Hold BackAlways leaves the target with at least 1 HP.NormalPhysicalPower 40Acc. 100%PP 40–
  120. Horn AttackNo additional effect.NormalPhysicalPower 65Acc. 100%PP 25–
  121. Horn DrillOHKOs the target. Fails if user is a lower level.NormalPhysicalPower –Acc. 30%PP 5–
  122. Horn LeechUser recovers 50% of the damage dealt.GrassPhysicalPower 75Acc. 100%PP 10–
  123. Hyper DrillBypasses protection without breaking it.NormalPhysicalPower 100Acc. 100%PP 5–
  124. Hyper Fang10% chance to make the target flinch.NormalPhysicalPower 80Acc. 90%PP 15–
  125. Ice BallPower doubles with each hit. Repeats for 5 turns.IcePhysicalPower 30Acc. 90%PP 20–
  126. Ice Fang10% chance to freeze. 10% chance to flinch.IcePhysicalPower 65Acc. 95%PP 150.2% of Pokémon on Showdown
  127. Ice HammerLowers the user's Speed by 1.lowers Speed by 1: Spe ▼1userIcePhysicalPower 100Acc. 90%PP 100.1% of Pokémon on Showdown
  128. Ice Punch10% chance to freeze the target.IcePhysicalPower 75Acc. 100%PP 151.6% of Pokémon on Showdown
  129. Ice SpinnerEnds the effects of terrain.IcePhysicalPower 80Acc. 100%PP 150.1% of Pokémon on Showdown
  130. InfestationTraps and damages the target for 4-5 turns.BugSpecialPower 20Acc. 100%PP 200.2% of Pokémon on Showdown
  131. Iron Head30% chance to make the target flinch.SteelPhysicalPower 80Acc. 100%PP 157.0% of Pokémon on Showdown
  132. Iron Tail30% chance to lower the target's Defense by 1.lowers Defense by 1: Def ▼1target30%SteelPhysicalPower 100Acc. 75%PP 15–
  133. Jaw LockPrevents both user and target from switching out.DarkPhysicalPower 80Acc. 100%PP 10–
  134. Jet PunchUsually goes first.WaterPhysicalPower 60Acc. 100%PP 150.1% of Pokémon on Showdown
  135. Jump KickUser is hurt by 50% of its max HP if it misses.FightingPhysicalPower 100Acc. 95%PP 10–
  136. Karate ChopHigh critical hit ratio.FightingPhysicalPower 50Acc. 100%PP 25–
  137. Knock Off1.5× damage if foe holds an item. Removes item.DarkPhysicalPower 65Acc. 100%PP 201.9% of Pokémon on Showdown
  138. Kowtow CleaveThis move does not check accuracy.DarkPhysicalPower 85Acc. —PP 104.2% of Pokémon on Showdown
  139. Lash Out2× power if the user had a stat lowered this turn.DarkPhysicalPower 75Acc. 100%PP 5–
  140. Last ResortFails unless each known move has been used.NormalPhysicalPower 140Acc. 100%PP 5–
  141. Leaf BladeHigh critical hit ratio.GrassPhysicalPower 90Acc. 100%PP 150.1% of Pokémon on Showdown
  142. Leech LifeUser recovers 50% of the damage dealt.BugPhysicalPower 80Acc. 100%PP 102.4% of Pokémon on Showdown
  143. Lick30% chance to paralyze the target.GhostPhysicalPower 30Acc. 100%PP 30–
  144. Liquidation20% chance to lower the target's Defense by 1.lowers Defense by 1: Def ▼1target20%WaterPhysicalPower 85Acc. 100%PP 101.0% of Pokémon on Showdown
  145. Low KickMore power the heavier the target.FightingPhysicalPower –Acc. 100%PP 203.3% of Pokémon on Showdown
  146. Low Sweep100% chance to lower the target's Speed by 1.lowers Speed by 1: Spe ▼1target100%FightingPhysicalPower 65Acc. 100%PP 20–
  147. Lunge100% chance to lower the target's Attack by 1.lowers Attack by 1: Atk ▼1target100%BugPhysicalPower 80Acc. 100%PP 15–
  148. Mach PunchUsually goes first.FightingPhysicalPower 40Acc. 100%PP 300.1% of Pokémon on Showdown
  149. Mega KickNo additional effect.NormalPhysicalPower 120Acc. 75%PP 5–
  150. Mega PunchNo additional effect.NormalPhysicalPower 80Acc. 85%PP 20–
  151. MegahornNo additional effect.BugPhysicalPower 120Acc. 85%PP 10–
  152. Metal Claw10% chance to raise the user's Attack by 1.raises Attack by 1: Atk ▲1user10%SteelPhysicalPower 50Acc. 95%PP 35–
  153. Meteor Mash20% chance to raise the user's Attack by 1.raises Attack by 1: Atk ▲1user20%SteelPhysicalPower 90Acc. 90%PP 100.1% of Pokémon on Showdown
  154. Mighty CleaveBypasses protection without breaking it.RockPhysicalPower 95Acc. 100%PP 5–
  155. Mortal SpinPoisons foes, frees user from hazards/bind/leech.PoisonPhysicalPower 30Acc. 100%PP 15–
  156. Multi-AttackType varies based on the held Memory.NormalPhysicalPower 120Acc. 100%PP 10–
  157. Needle Arm30% chance to make the target flinch.GrassPhysicalPower 60Acc. 100%PP 15–
  158. Night Slash ChangedHigh critical hit ratio.DarkPhysicalPower 70Acc. 100%PP 200.4% of Pokémon on Showdown
  159. Nuzzle100% chance to paralyze the target.ElectricPhysicalPower 20Acc. 100%PP 20–
  160. OutrageLasts 2-3 turns. Confuses the user afterwards.DragonPhysicalPower 120Acc. 100%PP 10–
  161. PaybackPower doubles if the user moves after the target.DarkPhysicalPower 50Acc. 100%PP 10–
  162. PeckNo additional effect.FlyingPhysicalPower 35Acc. 100%PP 35–
  163. Petal DanceLasts 2-3 turns. Confuses the user afterwards.GrassSpecialPower 120Acc. 100%PP 10–
  164. Phantom ForceDisappears turn 1. Hits turn 2. Breaks protection.GhostPhysicalPower 90Acc. 100%PP 100.2% of Pokémon on Showdown
  165. Plasma FistsNormal moves become Electric type this turn.ElectricPhysicalPower 100Acc. 100%PP 15–
  166. Play Rough10% chance to lower the target's Attack by 1.lowers Attack by 1: Atk ▼1target10%FairyPhysicalPower 90Acc. 90%PP 100.3% of Pokémon on Showdown
  167. PluckUser steals and eats the target's Berry.FlyingPhysicalPower 60Acc. 100%PP 20–
  168. Poison Fang50% chance to badly poison the target.PoisonPhysicalPower 50Acc. 100%PP 15–
  169. Poison Jab30% chance to poison the target.PoisonPhysicalPower 80Acc. 100%PP 200.5% of Pokémon on Showdown
  170. Poison TailHigh critical hit ratio. 10% chance to poison.PoisonPhysicalPower 50Acc. 100%PP 25–
  171. Population BombHits 10 times. Each hit can miss.NormalPhysicalPower 20Acc. 90%PP 100.2% of Pokémon on Showdown
  172. Pounce100% chance to lower the target's Speed by 1.lowers Speed by 1: Spe ▼1target100%BugPhysicalPower 50Acc. 100%PP 20–
  173. PoundNo additional effect.NormalPhysicalPower 40Acc. 100%PP 35–
  174. Power Trip + 20 power for each of the user's stat boosts.DarkPhysicalPower 20Acc. 100%PP 100.1% of Pokémon on Showdown
  175. Power WhipNo additional effect.GrassPhysicalPower 120Acc. 85%PP 100.1% of Pokémon on Showdown
  176. Power-Up Punch100% chance to raise the user's Attack by 1.raises Attack by 1: Atk ▲1user100%FightingPhysicalPower 40Acc. 100%PP 20–
  177. PsybladeDuring Electric Terrain: 1.5× power.PsychicPhysicalPower 80Acc. 100%PP 15–
  178. Psychic FangsDestroys screens, unless the target is immune.PsychicPhysicalPower 85Acc. 100%PP 101.1% of Pokémon on Showdown
  179. Psyshield Bash Changed100% chance to raise the user's Defense by 1.raises Defense by 1: Def ▲1user100%PsychicPhysicalPower 90Acc. 90%PP 10–
  180. Punishment60 power +20 for each of the target's stat boosts.DarkPhysicalPower –Acc. 100%PP 5–
  181. PursuitIf a foe is switching out, hits it at 2× power.DarkPhysicalPower 40Acc. 100%PP 20–
  182. Quick AttackUsually goes first.NormalPhysicalPower 40Acc. 100%PP 301.3% of Pokémon on Showdown
  183. RageRaises the user's Attack by 1 if hit during use.raises Attack by 1: Atk ▲1usereach time it’s hitNormalPhysicalPower 20Acc. 100%PP 20–
  184. Rage Fist+50 power for each time user was hit. Max 6 hits.GhostPhysicalPower 50Acc. 100%PP 100.2% of Pokémon on Showdown
  185. Raging BullDestroys screens. Type depends on user's form.NormalPhysicalPower 90Acc. 100%PP 10–
  186. Rapid SpinFree user from hazards/bind/Leech Seed; +1 Spe.raises Speed by 1: Spe ▲1user100%NormalPhysicalPower 50Acc. 100%PP 40–
  187. Razor Shell50% chance to lower the target's Defense by 1.lowers Defense by 1: Def ▼1target50%WaterPhysicalPower 75Acc. 95%PP 10–
  188. RetaliatePower doubles if an ally fainted last turn.NormalPhysicalPower 70Acc. 100%PP 5–
  189. ReturnMax 102 power at maximum Happiness.NormalPhysicalPower –Acc. 100%PP 20–
  190. RevengePower doubles if user is damaged by the target.FightingPhysicalPower 60Acc. 100%PP 10–
  191. ReversalMore power the less HP the user has left.FightingPhysicalPower –Acc. 100%PP 15–
  192. Rock Climb20% chance to confuse the target.NormalPhysicalPower 90Acc. 85%PP 20–
  193. Rock Smash50% chance to lower the target's Defense by 1.lowers Defense by 1: Def ▼1target50%FightingPhysicalPower 40Acc. 100%PP 15–
  194. Rolling Kick30% chance to make the target flinch.FightingPhysicalPower 60Acc. 85%PP 15–
  195. RolloutPower doubles with each hit. Repeats for 5 turns.RockPhysicalPower 30Acc. 90%PP 20–
  196. Sacred SwordIgnores the target's stat stage changes.FightingPhysicalPower 90Acc. 100%PP 150.3% of Pokémon on Showdown
  197. ScratchNo additional effect.NormalPhysicalPower 40Acc. 100%PP 35–
  198. Seismic TossDoes damage equal to the user's level.FightingPhysicalPower –Acc. 100%PP 20–
  199. Shadow ClawHigh critical hit ratio.GhostPhysicalPower 70Acc. 100%PP 150.4% of Pokémon on Showdown
  200. Shadow ForceDisappears turn 1. Hits turn 2. Breaks protection.GhostPhysicalPower 120Acc. 100%PP 5–
  201. Shadow PunchThis move does not check accuracy.GhostPhysicalPower 60Acc. —PP 20–
  202. Shadow SneakUsually goes first.GhostPhysicalPower 40Acc. 100%PP 300.4% of Pokémon on Showdown
  203. Skitter Smack100% chance to lower target's Sp. Atk by 1.lowers Sp. Atk by 1: SpA ▼1target100%BugPhysicalPower 70Acc. 90%PP 10–
  204. Skull BashRaises user's Defense by 1 on turn 1. Hits turn 2.raises Defense by 1: Def ▲1useron the turn it chargesNormalPhysicalPower 130Acc. 100%PP 10–
  205. Sky DropUser and foe fly up turn 1. Damages on turn 2.FlyingPhysicalPower 60Acc. 100%PP 10–
  206. Sky UppercutCan hit Pokémon using Bounce, Fly, or Sky Drop.FightingPhysicalPower 85Acc. 90%PP 15–
  207. SlamNo additional effect.NormalPhysicalPower 80Acc. 75%PP 20–
  208. Slash ChangedHigh critical hit ratio.NormalPhysicalPower 80Acc. 100%PP 20–
  209. Smart StrikeThis move does not check accuracy.SteelPhysicalPower 70Acc. —PP 10–
  210. Smelling SaltsPower doubles if target is paralyzed, and cures it.NormalPhysicalPower 70Acc. 100%PP 10–
  211. Snap Trap ChangedTraps and damages the target for 4-5 turns.SteelPhysicalPower 35Acc. 100%PP 15–
  212. Solar BladeCharges turn 1. Hits turn 2. No charge in sunlight.GrassPhysicalPower 125Acc. 100%PP 10–
  213. Spark30% chance to paralyze the target.ElectricPhysicalPower 65Acc. 100%PP 20–
  214. Spectral ThiefSteals target's boosts before dealing damage.GhostPhysicalPower 90Acc. 100%PP 10–
  215. Spin OutLowers the user's Speed by 2.lowers Speed by 2: Spe ▼2userSteelPhysicalPower 100Acc. 100%PP 5–
  216. Spirit Break100% chance to lower the target's Sp. Atk by 1.lowers Sp. Atk by 1: SpA ▼1target100%FairyPhysicalPower 75Acc. 100%PP 150.7% of Pokémon on Showdown
  217. Steamroller30% chance to make the target flinch.BugPhysicalPower 65Acc. 100%PP 20–
  218. Steel RollerFails if there is no terrain active. Ends the terrain.SteelPhysicalPower 130Acc. 100%PP 50.4% of Pokémon on Showdown
  219. Steel Wing10% chance to raise the user's Defense by 1.raises Defense by 1: Def ▲1user10%SteelPhysicalPower 70Acc. 90%PP 25–
  220. Stomp30% chance to make the target flinch.NormalPhysicalPower 65Acc. 100%PP 20–
  221. Stomping TantrumPower doubles if the user's last move failed.GroundPhysicalPower 75Acc. 100%PP 101.6% of Pokémon on Showdown
  222. Stone AxeSets Stealth Rock on the target's side.RockPhysicalPower 65Acc. 90%PP 150.1% of Pokémon on Showdown
  223. Storm ThrowAlways results in a critical hit.FightingPhysicalPower 60Acc. 100%PP 100.1% of Pokémon on Showdown
  224. StrengthNo additional effect.NormalPhysicalPower 80Acc. 100%PP 15–
  225. StruggleUser loses 1/4 of its max HP.NormalPhysicalPower 50Acc. —PP 1–
  226. SubmissionHas 1/4 recoil.FightingPhysicalPower 80Acc. 80%PP 20–
  227. Sucker PunchUsually goes first. Fails if target is not attacking.DarkPhysicalPower 70Acc. 100%PP 55.2% of Pokémon on Showdown
  228. Sunsteel StrikeIgnores the Abilities of other Pokémon.SteelPhysicalPower 100Acc. 100%PP 5–
  229. Super FangDoes damage equal to 1/2 target's current HP.NormalPhysicalPower –Acc. 90%PP 100.2% of Pokémon on Showdown
  230. Supercell SlamUser is hurt by 50% of its max HP if it misses.ElectricPhysicalPower 100Acc. 95%PP 15–
  231. SuperpowerLowers the user's Attack and Defense by 1.lowers Attack by 1; lowers Defense by 1: Atk ▼1Def ▼1userFightingPhysicalPower 120Acc. 100%PP 50.3% of Pokémon on Showdown
  232. Surging StrikesAlways results in a critical hit. Hits 3 times.WaterPhysicalPower 25Acc. 100%PP 5–
  233. TackleNo additional effect.NormalPhysicalPower 40Acc. 100%PP 35–
  234. Tail SlapHits 2-5 times in one turn.NormalPhysicalPower 25Acc. 85%PP 10–
  235. Take DownHas 1/4 recoil.NormalPhysicalPower 90Acc. 85%PP 20–
  236. Temper FlarePower doubles if the user's last move failed.FirePhysicalPower 75Acc. 100%PP 10–
  237. ThiefIf the user has no item, it steals the target's.DarkPhysicalPower 60Acc. 100%PP 25–
  238. ThrashLasts 2-3 turns. Confuses the user afterwards.NormalPhysicalPower 120Acc. 100%PP 10–
  239. Throat ChopFor 2 turns, the target cannot use sound moves.DarkPhysicalPower 80Acc. 100%PP 152.8% of Pokémon on Showdown
  240. Thunder Fang10% chance to paralyze. 10% chance to flinch.ElectricPhysicalPower 65Acc. 95%PP 15–
  241. Thunder Punch10% chance to paralyze the target.ElectricPhysicalPower 75Acc. 100%PP 150.1% of Pokémon on Showdown
  242. Thunderous Kick100% chance to lower the target's Defense by 1.lowers Defense by 1: Def ▼1target100%FightingPhysicalPower 90Acc. 100%PP 10–
  243. Trailblaze100% chance to raise the user's Speed by 1.raises Speed by 1: Spe ▲1user100%GrassPhysicalPower 50Acc. 100%PP 20–
  244. Triple AxelHits 3 times. Each hit can miss, but power rises.IcePhysicalPower 20Acc. 90%PP 100.3% of Pokémon on Showdown
  245. Triple DiveHits 3 times.WaterPhysicalPower 30Acc. 95%PP 10–
  246. Triple KickHits 3 times. Each hit can miss, but power rises.FightingPhysicalPower 10Acc. 90%PP 10–
  247. Trop Kick Changed100% chance to lower the target's Attack by 1.lowers Attack by 1: Atk ▼1target100%GrassPhysicalPower 85Acc. 100%PP 15–
  248. Trump CardMore power the fewer PP this move has left.NormalSpecialPower –Acc. —PP 5–
  249. U-turnUser switches out after damaging the target.BugPhysicalPower 70Acc. 100%PP 204.3% of Pokémon on Showdown
  250. Upper Hand100% flinch. Fails unless target using priority attack.FightingPhysicalPower 65Acc. 100%PP 15–
  251. V-createLowers the user's Defense, Sp. Def, Speed by 1.lowers Defense by 1; lowers Sp. Def by 1; lowers Speed by 1: Def ▼1SpD ▼1Spe ▼1userFirePhysicalPower 180Acc. 95%PP 5–
  252. Vine WhipNo additional effect.GrassPhysicalPower 45Acc. 100%PP 25–
  253. Vise GripNo additional effect.NormalPhysicalPower 55Acc. 100%PP 30–
  254. Vital ThrowThis move does not check accuracy. Goes last.FightingPhysicalPower 70Acc. —PP 10–
  255. Volt TackleHas 33% recoil. 10% chance to paralyze target.ElectricPhysicalPower 120Acc. 100%PP 150.2% of Pokémon on Showdown
  256. Wake-Up SlapPower doubles if target is asleep, and wakes it.FightingPhysicalPower 70Acc. 100%PP 10–
  257. Waterfall20% chance to make the target flinch.WaterPhysicalPower 80Acc. 100%PP 150.1% of Pokémon on Showdown
  258. Wave CrashHas 33% recoil.WaterPhysicalPower 120Acc. 100%PP 104.1% of Pokémon on Showdown
  259. Wicked BlowAlways results in a critical hit.DarkPhysicalPower 75Acc. 100%PP 5–
  260. Wild ChargeHas 1/4 recoil.ElectricPhysicalPower 90Acc. 100%PP 15–
  261. Wing AttackNo additional effect.FlyingPhysicalPower 60Acc. 100%PP 35–
  262. Wood HammerHas 33% recoil.GrassPhysicalPower 120Acc. 100%PP 156.7% of Pokémon on Showdown
  263. WrapTraps and damages the target for 4-5 turns.NormalPhysicalPower 15Acc. 90%PP 20–
  264. Wring OutMore power the more HP the target has left.NormalSpecialPower –Acc. 100%PP 5–
  265. X-ScissorNo additional effect.BugPhysicalPower 80Acc. 100%PP 150.1% of Pokémon on Showdown
  266. Zen Headbutt20% chance to make the target flinch.PsychicPhysicalPower 80Acc. 90%PP 15–
  267. Zing Zap30% chance to make the target flinch.ElectricPhysicalPower 80Acc. 100%PP 10–