Razor Wind
Sun & Moon and Ultra Sun & Ultra Moon
Charges, then hits foe(s) turn 2. High ratio.
- Power
- 80
- Accuracy
- 100%
- PP
- 10
- Hits
- Both foes (spread move)
Changes over time
How Razor Wind changed from game to game, newest first.
- Gen V
… turn and executes on the second. added: If the user is holding a Power Herb, the move completes in one turn.
- Gen IV
Became Special (the physical/special split)
added: Has a higher chance for a critical hit. This attack charges on the first …
- Gen III
Accuracy 75% → 100% Buffed
dropped: Has a higher chance for a critical hit.This attack charges on the first … - Gen II
added: Has a higher chance for a critical hit. This attack charges on the first …
Numbers: PokéAPI’s changelog. Descriptions: Pokémon Showdown’s for each generation, PokéAPI’s notes where Showdown’s don’t differ. Champions: Pokémon Showdown.
See it in the games
No clip of Razor Wind here yet. Find Razor Wind on YouTube →
How it works in Gen VII
Has a higher chance for a . This attack charges on the first turn and executes on the second. If the user is holding a Power Herb, the move completes in one turn.
- Takes a turn to charge
“In this two-turn attack, blades of wind hit opposing Pokémon on the second turn. Critical hits land more easily.”
In-game text, Sun & Moon, Ultra Sun & Ultra Moon and Let's Go Pikachu & Eevee
Good to know
- Hits both opponents in Doubles, at 0.75× damage each.Spread moves
- High critical-hit ratio. Super Luck, Scope Lens and Razor Claw raise it more; Sniper makes crits stronger.High critical-hit moves
- Charges for a turn before attacking; Power Herb skips the wait once.Charging moves
- Doesn't make contact: Rough Skin, Rocky Helmet and similar don't trigger.
- Can't be used through: Sleep Talk, Instruct.
Who learns Razor Wind
It isn’t in Pokémon Champions.