Gen Move Category Contest Power Accuracy PP Range Description IV Assurance Physical Clever 60 100% 10 (max 16)
     
     
Normal
This move's power is doubled if the target has already taken some damage in the same turn. VII Baddy Bad Special 80 95% 15 (max 24)
     
     
Normal
The user acts bad and attacks the target. A wondrous wall of light is put up to weaken the power of the opposing Pokémon’s physical moves. II Beat Up Physical Clever 100% 10 (max 16)
     
     
Normal
The user gets all party Pokémon to attack the target. The more party Pokémon, the greater the number of attacks. I Bite Physical Tough 60 100% 25 (max 40)
     
     
Normal
The target is bitten with viciously sharp fangs. This may also make the target flinch. VII Black Hole Eclipse Physical % 1 (max 1)
     
     
Normal
The user gathers dark energy using its Z-Power and sucks the target into it. The power varies, depending on the original move. VII Black Hole Eclipse Special % 1 (max 1)
     
     
Normal
The user gathers dark energy using its Z-Power and sucks the target into it. The power varies, depending on the original move. VII Brutal Swing Physical 60 100% 20 (max 32)
     
     
All Others
The user swings its body around violently to inflict damage on everything in its vicinity. VIII Ceaseless Edge Physical 65 90% 15 (max 24)
     
     
Normal
The user slashes its shell blade at the target, aiming to land a critical hit. Shell splinters left behind by this attack remain scattered under the target as spikes. IX Comeuppance Physical 100% 10 (max 16)
     
     
Varies
The user retaliates with much greater force against the opponent that last inflicted damage on it. II Crunch Physical Tough 80 100% 15 (max 24)
     
     
Normal
The user crunches up the target with sharp fangs. This may also lower the target's Defense stat. IV Dark Pulse Special Cool 80 100% 15 (max 24)
     
     
Normal (long-range)
The user releases a horrible aura imbued with ill intent. This may also make the target flinch. IV Dark Void Status Clever 50% 10 (max 16)
     
     
Many Others
Opposing Pokémon are dragged into a world of total darkness that puts them to sleep. VII Darkest Lariat Physical 85 100% 10 (max 16)
     
     
Normal
The user swings both arms and hits the target. The target's stat changes don't affect the damage inflicted by this move. IV Embargo Status Clever 100% 15 (max 24)
     
     
Normal
This move prevents the target from using its held item for five turns. Its Trainer is also prevented from using items on it. III Fake Tears Status Cute 100% 20 (max 32)
     
     
Normal
The user feigns crying to fluster the target. This harshly lowers the target's Sp. Def stat. VIII False Surrender Physical 80 % 10 (max 16)
     
     
Normal
The user pretends to bow its head, but then it stabs the target with its disheveled hair. This attack never misses. II Feint Attack Physical Clever 60 % 20 (max 32)
     
     
Normal
The user approaches the target disarmingly, then throws a sucker punch. This attack never misses. VIII Fiery Wrath Special 90 100% 10 (max 16)
     
     
Many Others
The user transforms its wrath into a fire-like aura to attack. This may also make opposing Pokémon flinch. III Flatter Status Clever 100% 15 (max 24)
     
     
Normal
Flattery is used to confuse the target. However, this also boosts the target's Sp. Atk stat. IV Fling Physical Cute 100% 10 (max 16)
     
     
Normal
The user flings its held item at the target to attack. This move's power and effects depend on the item. V Foul Play Physical Clever 95 100% 15 (max 24)
     
     
Normal
The user turns the target's strength against it. The higher the target's Attack stat, the greater the damage this move inflicts. VIII G-Max One Blow Physical % 3 (max 4)
     
     
1 Other
A Dark-type attack that Gigantamax Urshifu use. This single-strike move can ignore Max Guard. VIII G-Max One Blow Special % 3 (max 4)
     
     
1 Other
A Dark-type attack that Gigantamax Urshifu use. This single-strike move can ignore Max Guard. VIII G-Max Snooze Physical % 3 (max 4)
     
     
1 Other
A Dark-type attack that Gigantamax Grimmsnarl use. The user lets loose a huge yawn that lulls the targets into falling asleep on the next turn. VIII G-Max Snooze Special % 3 (max 4)
     
     
1 Other
A Dark-type attack that Gigantamax Grimmsnarl use. The user lets loose a huge yawn that lulls the targets into falling asleep on the next turn. V Hone Claws Status Cute % 15 (max 24)
     
     
Self
The user sharpens its claws to boost its Attack stat and accuracy. VI Hyperspace Fury Physical Tough 100 % 5 (max 8)
     
     
Normal
Using its many arms, the user unleashes a barrage of attacks that ignore the effects of moves like Protect and Detect. This also lowers the user's Defense stat. VIII Jaw Lock Physical 80 100% 10 (max 16)
     
     
Normal
This move prevents the user and the target from switching out until either of them faints. The effect goes away if either of the Pokémon leaves the field. III Knock Off Physical Clever 65 100% 20 (max 32)
     
     
Normal
The user slaps down the target's held item, making it unusable for that battle. This move does more damage if the target has a held item. IX Kowtow Cleave Physical 85 % 10 (max 16)
     
     
Normal
The user slashes at the target after kowtowing to make the target let down its guard. This attack never misses. VIII Lash Out Physical 75 100% 5 (max 8)
     
     
Normal
The user lashes out to vent its frustration toward the target. This move's power is doubled if the user's stats were lowered during this turn. VII Malicious Moonsault Physical 180 % 1 (max 1)
     
     
Normal
The user, Incineroar, strengthens its body using its Z-Power and crashes into the target with full force. VIII Max Darkness Physical % 3 (max 4)
     
     
1 Other
This is a Dark-type attack Dynamax Pokémon use. This lowers the target's Sp. Def stat. VIII Max Darkness Special % 3 (max 4)
     
     
1 Other
This is a Dark-type attack Dynamax Pokémon use. This lowers the target's Sp. Def stat. III Memento Status Tough 100% 10 (max 16)
     
     
Normal
The user faints. In return, the target's Attack and Sp. Atk stats are harshly lowered. IV Nasty Plot Status Clever % 20 (max 32)
     
     
Self
The user stimulates its brain by thinking bad thoughts. This sharply boosts the user's Sp. Atk stat. V Night Daze Special Cool 85 95% 10 (max 16)
     
     
Normal
The user looses a pitch-black shock wave at the target to inflict damage. This may also lower the target's accuracy. IV Night Slash Physical Cool 70 100% 15 (max 24)
     
     
Normal
The user slashes the target the instant an opportunity arises. This move has a heightened chance of landing a critical hit. VIII Obstruct Status 100% 10 (max 16)
     
     
Self
This move enables the user to protect itself from all attacks. Its chance of failing rises if used in succession. Direct contact harshly lowers the attacker's Defense stat. VI Parting Shot Status Cool 100% 20 (max 32)
     
     
Normal
With a parting threat, the user lowers the target's Attack and Sp. Atk stats. Then it switches places with a party Pokémon in waiting. IV Payback Physical Tough 50 100% 10 (max 16)
     
     
Normal
The user stores power, then attacks. This move's power is doubled if the user moves after the target. VII Power Trip Physical 20 100% 10 (max 16)
     
     
Normal
The user boasts its strength and attacks the target. The more the user's stats are boosted, the greater the move's power. IV Punishment Physical Cool 100% 5 (max 8)
     
     
Normal
The more the target has powered up with stat changes, the greater the move's power. II Pursuit Physical Clever 40 100% 20 (max 32)
     
     
Normal
The power of this attack move is doubled if it's used on a target that's switching out of battle. V Quash Status Clever 100% 15 (max 24)
     
     
Normal
The user suppresses the target and makes its move go last. IX Ruination Special 90% 10 (max 16)
     
     
Normal
The user summons a ruinous disaster. This cuts the target's HP in half. V Snarl Special Tough 55 95% 15 (max 24)
     
     
Many Others
The user yells as if it's ranting about something, which lowers the Sp. Atk stats of opposing Pokémon. III Snatch Status Clever % 10 (max 16)
     
     
Self
The user steals the effects of any attempts to use a healing or stat-changing move. IV Sucker Punch Physical Clever 70 100% 5 (max 8)
     
     
Normal
This move enables the user to attack first. This move fails if the target is not readying an attack. IV Switcheroo Status Clever 100% 10 (max 16)
     
     
Normal
The user trades held items with the target faster than the eye can follow. III Taunt Status Clever 100% 20 (max 32)
     
     
Normal
The target is taunted into a rage that allows it to use only attack moves for three turns. II Thief Physical Tough 60 100% 25 (max 40)
     
     
Normal
The user attacks and steals the target's held item simultaneously. The user can't steal anything if it already holds an item. VII Throat Chop Physical 80 100% 15 (max 24)
     
     
Normal
The user attacks the target's throat, and the resultant suffering prevents the target from using sound-based moves for two turns. VI Topsy-Turvy Status Clever % 20 (max 32)
     
     
Normal
All stat changes affecting the target turn topsy-turvy and become the opposite of what they were. III Torment Status Tough 100% 15 (max 24)
     
     
Normal
The user torments and enrages the target, making it incapable of using the same move twice in a row. VIII Wicked Blow Physical 75 100% 5 (max 8)
     
     
Normal
The user, having mastered the Dark style, strikes the target with a fierce blow. This move always lands a critical hit. IX Wicked Torque Physical 80 100% 10 (max 16)
     
     
Normal
This move is only used by a Starmobile. It may cause the opponent to fall asleep.* All details are accurate to Generation VII games. For details that have changed between generations, please see an individual move's page. Target data assumes user is in the lower left.