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Direct Attack List

You searched for all direct attacks. Results:

Name Type Effect
Aerial AceFlyingIgnores Evasion and Accuracy modifiers and never misses except against Protect, Detect or a target in the middle of Dig, Fly, Dive or Bounce.
Aqua JetWaterUsually goes first.
Aqua TailWaterDamages the target.
Arm ThrustFightingAttacks 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.
AssuranceDarkBase 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.
AstonishGhostHas a 30% chance to make the target flinch.
AvalancheIceAlmost always goes last, even after another Pokemon's Focus Punch; this move's base power doubles if the user is damaged before its turn.
BideNormalUsually 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.
BindNormalTraps 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.
BiteDarkHas a 30% chance to make the target flinch.
Blaze KickFireHas a high critical hit ratio and a 10% chance to burn the target.
Body SlamNormalHas a 30% chance to paralyze the target.
BounceFlyingOn 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 BirdFlyingThe user receives 1/3 recoil damage.
Brick BreakFightingReflect and Light Screen are removed from the target's field even if the attack misses or the target is a Ghost-type.
Bug BiteBugThe 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 PunchSteelUsually goes first.
ClampWaterTraps 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 CombatFightingLowers the user's Defense and Special Defense by 1 stage.
Comet PunchNormalAttacks 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.
ConstrictNormalHas a 10% chance to lower the target's Speed by 1 stage.
CounterFightingAlmost 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.
CovetNormalSteals 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.
CrabhammerWaterHas a high critical hit ratio.
Cross ChopFightingHas a high critical hit ratio.
Cross PoisonPoisonHas a high critical hit ratio and a 10% chance to poison the target.
CrunchDarkHas a 20% chance to lower the target's Defense by 1 stage.
Crush ClawNormalHas a 50% chance to lower the target's Defense by 1 stage.
Crush GripNormalBase power decreases as the target's HP decreases.
CutNormalDamages the target.
DigGroundOn 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.
DiveWaterOn 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 PunchNormalHas a 20% chance to confuse the target.
Double HitNormalStrikes twice; if the first hit breaks the target's Substitute, the real Pokemon will take damage from the second hit.
Double KickFightingStrikes twice; if the first hit breaks the target's Substitute, the real Pokemon will take damage from the second hit.
Double-edgeNormalThe user receives 1/3 recoil damage.
DoubleSlapNormalAttacks 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 ClawDragonDamages the target.
Dragon RushDragonHas a 20% chance to make the target flinch.
Drain PunchFightingRestores the user's HP by 1/2 of the damage inflicted on the target.
Drill PeckFlyingDamages the target.
DynamicPunchFightingConfuses the target.
EndeavorNormalInflicts damage equal to the target's current HP - the user's current HP.
ExtremeSpeedNormalUsually goes first.
FacadeNormalPower doubles if the user is inflicted with burn, paralysis or poison.
Faint AttackDarkIgnores Evasion and Accuracy modifiers and never misses except against Protect, Detect or a target in the middle of Dig, Fly, Dive or Bounce.
Fake OutNormalIf 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 SwipeNormalLeaves the target with at least 1 HP.
Fire FangFireHas 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 PunchFireHas a 10% chance to burn the target.
FlailNormalBase power increases as the user's HP decreases.
Flame WheelFireHas a 10% chance to burn the target; can be used while frozen, which both attacks the target normally and thaws the user.
Flare BlitzFireThe user receives 1/3 recoil damage; has a 10% chance to burn the target.
FlyFlyingOn 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 PunchFightingAt 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 PalmFightingHas a 30% chance to paralyze the target.
FrustrationNormalPower increases as user's happiness decreases; maximum 102 BP.
Fury AttackNormalAttacks 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 CutterBugThe 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 SwipesNormalAttacks 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 ImpactNormalThe user recharges during its next turn; as a result, until the end of the next turn, the user becomes uncontrollable.
Grass KnotGrassBase power increases as the target's weight increases.
GuillotineNormalThe target faints; doesn't work on higher-leveled Pokemon.
Gyro BallSteelPower 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 ArmFightingLowers the user's Speed by 1 stage.
Head SmashRockThe user receives 1/2 recoil damage.
HeadbuttNormalHas a 30% chance to make the target flinch.
Hi Jump KickFightingIf this attack misses the target, the user receives 1/8 "recoil" damage of what it would have inflicted.
Horn AttackNormalDamages the target.
Horn DrillNormalThe target faints; doesn't work on higher-leveled Pokemon.
Hyper FangNormalHas a 10% chance to make the target flinch.
Ice BallIceThe 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 FangIceHas a 10% chance to freeze the target. Has 10% chance to make the target flinch. Both effects can occur from a single use.
Ice PunchIceHas a 10% chance to freeze the target.
Iron HeadSteelHas a 30% chance to make the target flinch.
Iron TailSteelHas a 30% chance to lower the target's Defense by 1 stage.
Jump KickFightingIf this attack misses the target, the user receives 1/8 "recoil" damage of what it would have inflicted.
Karate ChopFightingHas a high critical hit ratio.
Knock OffDarkDisables the target's held item unless it has Sticky Hold or Multitype. Items lost to this move cannot be recovered by using Recycle.
Last ResortNormalFails 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 BladeGrassHas a high critical hit ratio.
Leech LifeBugRestores the user's HP by 1/2 of the damage inflicted on the target.
LickGhostHas a 30% chance to paralyze the target.
Low KickFightingBase power increases as the target's weight increases.
Mach PunchFightingUsually goes first.
Mega KickNormalDamages the target.
Mega PunchNormalDamages the target.
MegahornBugDamages the target.
Metal ClawSteelHas a 10% chance to raise the user's Attack by 1 stage.
Meteor MashSteelHas a 20% chance to raise the user's Attack by 1 stage.
Needle ArmGrassHas a 30% chance to make the target flinch.
Night SlashDarkHas a high critical hit ratio.
OutrageDragonThe user attacks uncontrollably for 2-3 turns and then gets confused.
PaybackDarkPower doubles if the target switches out or goes before the user.
PeckFlyingDamages the target.
Petal DanceGrassThe user attacks uncontrollably for 2-3 turns and then gets confused.
PluckFlyingThe 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 FangPoisonHas a 30% chance to inflict Toxic poison on the target.
Poison JabPoisonHas a 30% chance to poison the target.
Poison TailPoisonHas a high critical hit ratio and a 10% chance to poison the target.
PoundNormalDamages the target.
Power WhipGrassDamages the target.
PunishmentDarkPower increases for every positive stat modifier of the target's.
PursuitDarkIf 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 AttackNormalUsually goes first.
RageNormalThe user's Attack rises by 1 stage if attacked before its next move.
Rapid SpinNormalRemoves 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.
ReturnNormalPower increases as user's happiness increases; maximum 102 BP.
RevengeFightingAlmost always goes last, even after another Pokemon's Focus Punch; this move's base power doubles if the user is damaged before its turn.
ReversalFightingBase power increases as the user's HP decreases.
Rock ClimbNormalHas a 20% chance to confuse the target.
Rock SmashFightingHas a 50% chance to lower the target's Defense by 1 stage.
Rolling KickFightingHas a 30% chance to make the target flinch.
RolloutRockThe 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.
ScratchNormalDamages the target.
Seismic TossFightingDoes damage equal to user's level.
Shadow ClawGhostHas a high critical hit ratio.
Shadow ForceGhostThe 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 PunchGhostIgnores Evasion and Accuracy modifiers and never misses except against Protect, Detect or a target in the middle of Dig, Fly, Dive or Bounce.
Shadow SneakGhostUsually goes first.
Skull BashNormalThe user prepares on turn one, raising its Defense by 1 stage and becoming uncontrollable, and then attacks on turn two.
Sky UppercutFightingAlso hits targets in mid-air via Fly or Bounce.
SlamNormalDamages the target.
SlashNormalHas a high critical hit ratio.
SmellingSaltNormalIf the target is paralyzed, power is doubled but the target will be cured.
SparkElectricHas a 30% chance to paralyze the target.
Steel WingSteelHas a 10% chance to raise the user's Defense by 1 stage.
StompNormalHas a 30% chance to make the target flinch; also retains its normal accuracy and gains doubled power against Minimized Pokemon.
StrengthNormalDamages the target.
StruggleNoneUsed 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.
SubmissionFightingThe user receives 1/4 recoil damage.
Sucker PunchDarkAlmost 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 FangNormalThis move halves the target's current HP.
SuperpowerFightingLowers the user's Attack and Defense by 1 stage each after use.
TackleNormalDamages the target.
Take DownNormalThe user receives 1/4 recoil damage.
ThiefDarkSteals 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.
ThrashNormalThe user attacks uncontrollably for 2-3 turns and then gets confused.
Thunder FangElectricHas a 10% chance to paralyze the target. Has 10% chance to make the target flinch. Both effects can occur from a single use.
ThunderPunchElectricHas a 10% chance to paralyze the target.
Triple KickFightingAttacks 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 CardNormalThis move's base power increases as its remaining PP decreases.
U-TurnBugThe 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.
VicegripNormalDamages the target.
Vine WhipGrassDamages the target.
Vital ThrowFightingThis 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 TackleElectricThe user receives 1/3 recoil damage; has a 10% chance to paralyze the target.
Wake-Up SlapFightingIf the target is asleep, power is doubled but the target will awaken.
WaterfallWaterHas a 20% chance to make the target flinch.
Wing AttackFlyingDamages the target.
Wood HammerGrassThe user receives 1/3 recoil damage.
WrapNormalTraps 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 OutNormalBase power decreases as the target's HP decreases.
X-ScissorBugDamages the target.
Zen HeadbuttPsychicHas a 20% chance to make the target flinch.

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