You searched for all direct attacks. Results:
| Aerial Ace | Flying | Ignores Evasion and Accuracy modifiers and never misses except against Protect, Detect or a target in the middle of Dig, Fly, Dive or Bounce. |
| Aqua Jet | Water | Usually goes first. |
| Aqua Tail | Water | Damages the target. |
| Arm Thrust | Fighting | Attacks 2-5 times in one turn; if one of these attacks breaks a target's Substitute, the target will take damage for the rest of the hits. This move has a 3/8 chance to hit twice, a 3/8 chance to hit three times, a 1/8 chance to hit four times and a 1/8 chance to hit five times. If the user of this move has Skill Link, this move will always strike five times. |
| Assurance | Dark | Base power doubles if, since the beginning of the current turn, the target has taken residual damage from any factors such as recoil, Spikes, Stealth Rock or the effects of holding Life Orb. |
| Astonish | Ghost | Has a 30% chance to make the target flinch. |
| Avalanche | Ice | Almost always goes last, even after another Pokemon's Focus Punch; this move's base power doubles if the user is damaged before its turn. |
| Bide | Normal | Usually goes first for the duration of the move. The user absorbs all damage for two turns and then, during the third turn, the user inflicts twice the absorbed damage on its target. This move ignores the target's type and even hits Ghost-type Pokemon. |
| Bind | Normal | Traps the target for 2-5 turns, causing damage equal to 1/16 of its max HP each turn; this trapped effect can be broken by Rapid Spin. The target can still switch out if it is holding Shed Shell or uses Baton Pass or U-Turn. |
| Bite | Dark | Has a 30% chance to make the target flinch. |
| Blaze Kick | Fire | Has a high critical hit ratio and a 10% chance to burn the target. |
| Body Slam | Normal | Has a 30% chance to paralyze the target. |
| Bounce | Flying | On the first turn, the user bounces into the air, becoming uncontrollable, and evades most attacks. Gust, Twister, Thunder and Sky Uppercut have normal accuracy against a mid-air Pokemon, with Gust and Twister also gaining doubled power. The user may also be hit in mid-air if it was previously targeted by Lock-On or Mind Reader or if it is attacked by a Pokemon with No Guard. On the second turn, the user descends and has a 30% chance to paralyze the target. |
| Brave Bird | Flying | The user receives 1/3 recoil damage. |
| Brick Break | Fighting | Reflect and Light Screen are removed from the target's field even if the attack misses or the target is a Ghost-type. |
| Bug Bite | Bug | The user eats the target's held berry and, if applicable, receives its benefits. Jaboca Berry will be removed without damaging the user, but Tanga Berry will still activate and reduce this move's power. The target can still recover its held berry by using Recycle. |
| Bullet Punch | Steel | Usually goes first. |
| Clamp | Water | Traps the target for 2-5 turns, causing damage equal to 1/16 of its max HP each turn; this trapped effect can be broken by Rapid Spin. The target can still switch out if it is holding Shed Shell or uses Baton Pass or U-Turn. |
| Close Combat | Fighting | Lowers the user's Defense and Special Defense by 1 stage. |
| Comet Punch | Normal | Attacks 2-5 times in one turn; if one of these attacks breaks a target's Substitute, the target will take damage for the rest of the hits. This move has a 3/8 chance to hit twice, a 3/8 chance to hit three times, a 1/8 chance to hit four times and a 1/8 chance to hit five times. If the user of this move has Skill Link, this move will always strike five times. |
| Constrict | Normal | Has a 10% chance to lower the target's Speed by 1 stage. |
| Counter | Fighting | Almost always goes last; if an opponent strikes with a Physical attack before the user's turn, the user retaliates for twice the damage it had endured. In double battles, this attack targets the last opponent to hit the user with a Physical attack and cannot hit the user's teammate. |
| Covet | Normal | Steals the target's held item unless the user is already holding an item or the target has Sticky Hold or Multitype. Recycle cannot recover the stolen item. |
| Crabhammer | Water | Has a high critical hit ratio. |
| Cross Chop | Fighting | Has a high critical hit ratio. |
| Cross Poison | Poison | Has a high critical hit ratio and a 10% chance to poison the target. |
| Crunch | Dark | Has a 20% chance to lower the target's Defense by 1 stage. |
| Crush Claw | Normal | Has a 50% chance to lower the target's Defense by 1 stage. |
| Crush Grip | Normal | Base power decreases as the target's HP decreases. |
| Cut | Normal | Damages the target. |
| Dig | Ground | On the first turn, the user digs underground, becoming uncontrollable, and evades all attacks. Earthquake and Magnitude can hit underground and gain doubled power. The user may also be hit underground if it was previously targeted by Lock-On or Mind Reader or if it is attacked by a Pokemon with No Guard. On the second turn, the user attacks. |
| Dive | Water | On the first turn, the user dives underwater, becoming uncontrollable, and evades all attacks except for Surf and Whirlpool, which have doubled power; the user may also be hit underwater if it was previously targeted by Lock-On or Mind Reader or if it is attacked by a Pokemon with No Guard. On the second turn, the user attacks. |
| Dizzy Punch | Normal | Has a 20% chance to confuse the target. |
| Double Hit | Normal | Strikes twice; if the first hit breaks the target's Substitute, the real Pokemon will take damage from the second hit. |
| Double Kick | Fighting | Strikes twice; if the first hit breaks the target's Substitute, the real Pokemon will take damage from the second hit. |
| Double-edge | Normal | The user receives 1/3 recoil damage. |
| DoubleSlap | Normal | Attacks 2-5 times in one turn; if one of these attacks breaks a target's Substitute, the target will take damage for the rest of the hits. This move has a 3/8 chance to hit twice, a 3/8 chance to hit three times, a 1/8 chance to hit four times and a 1/8 chance to hit five times. If the user of this move has Skill Link, this move will always strike five times. |
| Dragon Claw | Dragon | Damages the target. |
| Dragon Rush | Dragon | Has a 20% chance to make the target flinch. |
| Drain Punch | Fighting | Restores the user's HP by 1/2 of the damage inflicted on the target. |
| Drill Peck | Flying | Damages the target. |
| DynamicPunch | Fighting | Confuses the target. |
| Endeavor | Normal | Inflicts damage equal to the target's current HP - the user's current HP. |
| ExtremeSpeed | Normal | Usually goes first. |
| Facade | Normal | Power doubles if the user is inflicted with burn, paralysis or poison. |
| Faint Attack | Dark | Ignores Evasion and Accuracy modifiers and never misses except against Protect, Detect or a target in the middle of Dig, Fly, Dive or Bounce. |
| Fake Out | Normal | If this is the user's first move after being sent or switched into battle, the target flinches; this move fails otherwise and against targets with Inner Focus. |
| False Swipe | Normal | Leaves the target with at least 1 HP. |
| Fire Fang | Fire | Has a 10% chance to burn the target. Has a 10% chance to make the target flinch. Both effects can occur from a single use. |
| Fire Punch | Fire | Has a 10% chance to burn the target. |
| Flail | Normal | Base power increases as the user's HP decreases. |
| Flame Wheel | Fire | Has a 10% chance to burn the target; can be used while frozen, which both attacks the target normally and thaws the user. |
| Flare Blitz | Fire | The user receives 1/3 recoil damage; has a 10% chance to burn the target. |
| Fly | Flying | On the first turn, the user flies into the air, becoming uncontrollable, and evades most attacks. Gust, Twister, Thunder and Sky Uppercut have normal accuracy against a mid-air Pokemon, with Gust and Twister also gaining doubled power. The user may also be hit in mid-air if it was previously targeted by Lock-On or Mind Reader or if it is attacked by a Pokemon with No Guard. On the second turn, the user attacks. |
| Focus Punch | Fighting | At the beginning of the round, the user tightens its focus; the attack itself usually goes last and will fail if the user is attacked by any other Pokemon during the turn. |
| Force Palm | Fighting | Has a 30% chance to paralyze the target. |
| Frustration | Normal | Power increases as user's happiness decreases; maximum 102 BP. |
| Fury Attack | Normal | Attacks 2-5 times in one turn; if one of these attacks breaks a target's Substitute, the target will take damage for the rest of the hits. This move has a 3/8 chance to hit twice, a 3/8 chance to hit three times, a 1/8 chance to hit four times and a 1/8 chance to hit five times. If the user of this move has Skill Link, this move will always strike five times. |
| Fury Cutter | Bug | The base power of this move doubles with each consecutive hit; however, power is capped at a maximum 160 BP and remains there for any subsequent uses. If this move misses, base power will be reset to 10 BP on the next turn. The user can also select other attacks without resetting this move's power; it will continue to double after each use until it either misses or reaches the 160 BP cap. |
| Fury Swipes | Normal | Attacks 2-5 times in one turn; if one of these attacks breaks a target's Substitute, the target will take damage for the rest of the hits. This move has a 3/8 chance to hit twice, a 3/8 chance to hit three times, a 1/8 chance to hit four times and a 1/8 chance to hit five times. If the user of this move has Skill Link, this move will always strike five times. |
| Giga Impact | Normal | The user recharges during its next turn; as a result, until the end of the next turn, the user becomes uncontrollable. |
| Grass Knot | Grass | Base power increases as the target's weight increases. |
| Guillotine | Normal | The target faints; doesn't work on higher-leveled Pokemon. |
| Gyro Ball | Steel | Power is determined from the speeds of the user and the target; stat modifiers are taken into account. Max power, 150 BP, is achieved when the user is much slower than the target. |
| Hammer Arm | Fighting | Lowers the user's Speed by 1 stage. |
| Head Smash | Rock | The user receives 1/2 recoil damage. |
| Headbutt | Normal | Has a 30% chance to make the target flinch. |
| Hi Jump Kick | Fighting | If this attack misses the target, the user receives 1/8 "recoil" damage of what it would have inflicted. |
| Horn Attack | Normal | Damages the target. |
| Horn Drill | Normal | The target faints; doesn't work on higher-leveled Pokemon. |
| Hyper Fang | Normal | Has a 10% chance to make the target flinch. |
| Ice Ball | Ice | The user attacks uncontrollably for five turns; this move's power doubles after each turn and also if Defense Curl was used beforehand. Its power resets after five turns have ended or if the attack misses. |
| Ice Fang | Ice | Has a 10% chance to freeze the target. Has 10% chance to make the target flinch. Both effects can occur from a single use. |
| Ice Punch | Ice | Has a 10% chance to freeze the target. |
| Iron Head | Steel | Has a 30% chance to make the target flinch. |
| Iron Tail | Steel | Has a 30% chance to lower the target's Defense by 1 stage. |
| Jump Kick | Fighting | If this attack misses the target, the user receives 1/8 "recoil" damage of what it would have inflicted. |
| Karate Chop | Fighting | Has a high critical hit ratio. |
| Knock Off | Dark | Disables the target's held item unless it has Sticky Hold or Multitype. Items lost to this move cannot be recovered by using Recycle. |
| Last Resort | Normal | Fails until each other move in the user's moveset has been performed at least once; the user must also know at least one other move. |
| Leaf Blade | Grass | Has a high critical hit ratio. |
| Leech Life | Bug | Restores the user's HP by 1/2 of the damage inflicted on the target. |
| Lick | Ghost | Has a 30% chance to paralyze the target. |
| Low Kick | Fighting | Base power increases as the target's weight increases. |
| Mach Punch | Fighting | Usually goes first. |
| Mega Kick | Normal | Damages the target. |
| Mega Punch | Normal | Damages the target. |
| Megahorn | Bug | Damages the target. |
| Metal Claw | Steel | Has a 10% chance to raise the user's Attack by 1 stage. |
| Meteor Mash | Steel | Has a 20% chance to raise the user's Attack by 1 stage. |
| Needle Arm | Grass | Has a 30% chance to make the target flinch. |
| Night Slash | Dark | Has a high critical hit ratio. |
| Outrage | Dragon | The user attacks uncontrollably for 2-3 turns and then gets confused. |
| Payback | Dark | Power doubles if the target switches out or goes before the user. |
| Peck | Flying | Damages the target. |
| Petal Dance | Grass | The user attacks uncontrollably for 2-3 turns and then gets confused. |
| Pluck | Flying | The user eats the target's held berry and, if applicable, receives its benefits. Jaboca Berry will be removed without damaging the user, but Coba Berry will still activate and reduce this move's power. The target can still recover its held berry by using Recycle. |
| Poison Fang | Poison | Has a 30% chance to inflict Toxic poison on the target. |
| Poison Jab | Poison | Has a 30% chance to poison the target. |
| Poison Tail | Poison | Has a high critical hit ratio and a 10% chance to poison the target. |
| Pound | Normal | Damages the target. |
| Power Whip | Grass | Damages the target. |
| Punishment | Dark | Power increases for every positive stat modifier of the target's. |
| Pursuit | Dark | If the target switches out on the current turn, this move strikes with doubled power before the switch. Baton Passers still escape safely. When a faster Pokemon uses Pursuit against a U-Turner, the U-Turner is hit for normal damage; when a slower Pokemon uses Pursuit against a U-Turner, the U-Turner makes its attack, then is hit by Pursuit for double power, and switches out. |
| Quick Attack | Normal | Usually goes first. |
| Rage | Normal | The user's Attack rises by 1 stage if attacked before its next move. |
| Rapid Spin | Normal | Removes Spikes, Stealth Rock, Toxic Spikes and Leech Seed from the user's side of the field; also frees the user from Bind, Clamp, Fire Spin, Magma Storm, Sand Tomb, Whirlpool and Wrap. These effects do not occur if the move misses or is used against Ghost-type Pokemon. |
| Return | Normal | Power increases as user's happiness increases; maximum 102 BP. |
| Revenge | Fighting | Almost always goes last, even after another Pokemon's Focus Punch; this move's base power doubles if the user is damaged before its turn. |
| Reversal | Fighting | Base power increases as the user's HP decreases. |
| Rock Climb | Normal | Has a 20% chance to confuse the target. |
| Rock Smash | Fighting | Has a 50% chance to lower the target's Defense by 1 stage. |
| Rolling Kick | Fighting | Has a 30% chance to make the target flinch. |
| Rollout | Rock | The user attacks uncontrollably for five turns; this move's power doubles after each turn and also if Defense Curl was used beforehand. Its power resets after five turns have ended or if the attack misses. |
| Scratch | Normal | Damages the target. |
| Seismic Toss | Fighting | Does damage equal to user's level. |
| Shadow Claw | Ghost | Has a high critical hit ratio. |
| Shadow Force | Ghost | The user disappears on the first turn, becoming uncontrollable and evading all attacks, and strikes on the second turn. This move is not stopped by Protect or Detect. |
| Shadow Punch | Ghost | Ignores Evasion and Accuracy modifiers and never misses except against Protect, Detect or a target in the middle of Dig, Fly, Dive or Bounce. |
| Shadow Sneak | Ghost | Usually goes first. |
| Skull Bash | Normal | The user prepares on turn one, raising its Defense by 1 stage and becoming uncontrollable, and then attacks on turn two. |
| Sky Uppercut | Fighting | Also hits targets in mid-air via Fly or Bounce. |
| Slam | Normal | Damages the target. |
| Slash | Normal | Has a high critical hit ratio. |
| SmellingSalt | Normal | If the target is paralyzed, power is doubled but the target will be cured. |
| Spark | Electric | Has a 30% chance to paralyze the target. |
| Steel Wing | Steel | Has a 10% chance to raise the user's Defense by 1 stage. |
| Stomp | Normal | Has a 30% chance to make the target flinch; also retains its normal accuracy and gains doubled power against Minimized Pokemon. |
| Strength | Normal | Damages the target. |
| Struggle | None | Used automatically when all of the user's other moves have run out of PP or are otherwise inaccessible. The user receives recoil damage equal to 1/4 of its max HP. Struggle is classified as a typeless move and will hit any Pokemon, including Rock-, Steel- and Ghost-type Pokemon, for normal damage. |
| Submission | Fighting | The user receives 1/4 recoil damage. |
| Sucker Punch | Dark | Almost always goes first, but fails if the target doesn't select a move that will damage the user. The move also fails if the target uses an attack with higher priority or if the target is faster and uses an attack with the same priority. |
| Super Fang | Normal | This move halves the target's current HP. |
| Superpower | Fighting | Lowers the user's Attack and Defense by 1 stage each after use. |
| Tackle | Normal | Damages the target. |
| Take Down | Normal | The user receives 1/4 recoil damage. |
| Thief | Dark | Steals the target's held item unless the user is already holding an item or the target has Sticky Hold or Multitype. A stolen item cannot be recovered by using Recycle. |
| Thrash | Normal | The user attacks uncontrollably for 2-3 turns and then gets confused. |
| Thunder Fang | Electric | Has a 10% chance to paralyze the target. Has 10% chance to make the target flinch. Both effects can occur from a single use. |
| ThunderPunch | Electric | Has a 10% chance to paralyze the target. |
| Triple Kick | Fighting | Attacks three times in one turn, adding 10 BP for each kick. If a kick misses, the move ends instantly; if one of the kicks breaks a target's Substitute, the real Pokemon will take damage for the remaining kicks. |
| Trump Card | Normal | This move's base power increases as its remaining PP decreases. |
| U-Turn | Bug | The user switches out after use, even if it is currently trapped by another Pokemon. If the replacement Pokemon knows U-Turn and is holding Choice Band, Choice Lens or Choice Scarf, it will be locked into U-Turn, though Pokemon holding those items who don't know U-Turn can select their attack as normal. When a faster Pokemon uses Pursuit against a U-Turner, the U-Turner is hit for normal damage; when a slower Pokemon uses Pursuit against a U-Turner, the U-Turner makes its attack, then is hit by Pursuit for double power, and switches out. |
| Vicegrip | Normal | Damages the target. |
| Vine Whip | Grass | Damages the target. |
| Vital Throw | Fighting | This move usually goes last. It ignores Evasion and Accuracy modifiers and never misses except against Protect, Detect or a target in the middle of Dig, Fly, Dive or Bounce. |
| Volt Tackle | Electric | The user receives 1/3 recoil damage; has a 10% chance to paralyze the target. |
| Wake-Up Slap | Fighting | If the target is asleep, power is doubled but the target will awaken. |
| Waterfall | Water | Has a 20% chance to make the target flinch. |
| Wing Attack | Flying | Damages the target. |
| Wood Hammer | Grass | The user receives 1/3 recoil damage. |
| Wrap | Normal | Traps the target for 2-5 turns, causing damage equal to 1/16 of its max HP each turn; this trapped effect can be broken by Rapid Spin. The target can still switch out if it is holding Shed Shell or uses Baton Pass or U-Turn. |
| Wring Out | Normal | Base power decreases as the target's HP decreases. |
| X-Scissor | Bug | Damages the target. |
| Zen Headbutt | Psychic | Has a 20% chance to make the target flinch. |