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King's Rock List

You searched for all attacks that gain the King's Rock flinch bonus. 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.
AeroblastFlyingHas a high critical hit ratio.
Air CutterFlyingHas a high critical hit ratio.
Air SlashFlyingHas a 30% chance to make the target flinch.
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.
Attack OrderBugHas a high critical hit ratio.
Aura SphereFightingIgnores Evasion and Accuracy modifiers and never misses except against Protect, Detect or a target in the middle of Dig, Fly, Dive or Bounce.
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.
BarrageNormalAttacks 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.
Beat UpDarkEach healthy (i.e. not fainted nor inflicted with a status condition) Pokemon in your party contributes a typeless 10 base power hit determined solely by their base Attack and Defense stats.
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.
Blast BurnFireThe user recharges during its next turn; as a result, until the end of the next turn, the user becomes uncontrollable.
Bone RushGroundAttacks 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.
BonemerangGroundStrikes twice; if the first hit breaks the target's Substitute, the real Pokemon will take damage from the second hit.
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.
BrineWaterBase power doubles if the target is at least 50% below full health.
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.
Bullet SeedGrassAttacks 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.
Charge BeamElectricHas a 70% chance to raise the user's Special Attack by 1 stage.
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.
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.
Crush GripNormalBase power decreases as the target's HP decreases.
CutNormalDamages the target.
Dark PulseDarkHas a 20% chance to make the target flinch.
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.
DischargeElectricHas a 30% chance to paralyze the target.
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.
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.
Draco MeteorDragonLowers the user's Special Attack by 2 stages after use.
Dragon ClawDragonDamages the target.
Dragon PulseDragonDamages the target.
Dragon RageDragonAlways deals 40 points of damage.
Dragon RushDragonHas a 20% chance to make the target flinch.
DragonBreathDragonHas a 30% chance to paralyze the target.
Drain PunchFightingRestores the user's HP by 1/2 of the damage inflicted on the target.
Drill PeckFlyingDamages the target.
Earth PowerGroundHas a 10% chance to lower the target's Special Defense by 1 stage.
EarthquakeGroundPower doubles when performed against Pokemon using Dig.
Egg BombNormalDamages the target.
EndeavorNormalInflicts damage equal to the target's current HP - the user's current HP.
EruptionFireBase power decreases as the user's HP decreases.
ExplosionNormalThe Defense stat of other Pokemon is halved against this attack, essentially doubling the move's base power; causes the user to faint.
ExtremeSpeedNormalUsually goes first.
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.
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 SpinFireTraps 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 it uses U-Turn.
FlailNormalBase power increases as the user's HP decreases.
Flash CannonSteelHas a 10% chance to lower the target's Special Defense by 1 stage.
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.
Force PalmFightingHas a 30% chance to paralyze the target.
Frenzy PlantGrassThe user recharges during its next turn; as a result, until the end of the next turn, the user becomes uncontrollable.
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.
Gunk ShotPoisonHas a 30% chance to poison the target.
GustFlyingPower doubles if the target is in mid-air via Fly or Bounce.
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.
Hi Jump KickFightingIf this attack misses the target, the user receives 1/8 "recoil" damage of what it would have inflicted.
Hidden PowerNormalVaries in power and type depending on the user's IVs; maximum 70 BP. Will always run off the user's Special Attack regardless of type.
Horn AttackNormalDamages the target.
Hydro CannonWaterThe user recharges during its next turn; as a result, until the end of the next turn, the user becomes uncontrollable.
Hydro PumpWaterDamages the target.
Hyper BeamNormalThe user recharges during its next turn; as a result, until the end of the next turn, the user becomes uncontrollable.
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 ShardIceUsually goes first.
Icicle SpearIceAttacks 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.
Iron HeadSteelHas a 30% chance to make the target flinch.
JudgmentNormalThis move's type changes according to the user's held plate.
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.
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.
Lava PlumeFireHas a 30% chance to burn the target.
Leaf BladeGrassHas a high critical hit ratio.
Leaf StormGrassLowers the user's Special Attack by 2 stages after use.
Low KickFightingBase power increases as the target's weight increases.
Mach PunchFightingUsually goes first.
Magical LeafGrassIgnores Evasion and Accuracy modifiers and never misses except against Protect, Detect or a target in the middle of Dig, Fly, Dive or Bounce.
Magma StormFireTraps 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.
Magnet BombSteelIgnores Evasion and Accuracy modifiers and never misses except against Protect, Detect or a target in the middle of Dig, Fly, Dive or Bounce.
MagnitudeGroundDeals variable damage, between 10 base power and 130 base power, as well as double damage against Digging Pokemon.
Mega KickNormalDamages the target.
Mega PunchNormalDamages the target.
MegahornBugDamages the target.
Meteor MashSteelHas a 20% chance to raise the user's Attack by 1 stage.
Mirror ShotSteelHas a 30% chance to lower the target's Accuracy by 1 stage.
Mud BombGroundHas a 30% chance to lower the target's Accuracy by 1 stage.
Mud ShotGroundLowers the target's Speed by 1 stage.
Muddy WaterWaterHas a 30% chance to lower the target's Accuracy by 1 stage.
Night ShadeGhostDoes damage equal to user's level.
Night SlashDarkHas a high critical hit ratio.
Ominous WindGhostHas a 10% chance to raise all of the user's stats by 1 stage.
OutrageDragonThe user attacks uncontrollably for 2-3 turns and then gets confused.
OverheatFireLowers the user's Special Attack by 2 stages after use.
Pay DayNormalThe player picks up extra money after in-game battles; the money received is equal to: [user's level * 5 * number of times Pay Day is used]. The player does not lose money if the opponent uses Pay Day but the player wins the battle.
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.
Pin MissileBugAttacks 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.
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 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 GemRockDamages the target.
Power WhipGrassDamages the target.
Psycho BoostPsychicLowers the user's Special Attack by 2 stages after use.
Psycho CutPsychicHas a high critical hit ratio.
PsywavePsychicRandomly inflicts set damage equal to .5x, .6x, .7x, .8x, .9x, 1.0x, 1.1x, 1.2x, 1.3x, 1.4x or 1.5x the user's level.
PunishmentDarkPower increases for every positive stat modifier of the target's.
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.
Razor LeafGrassHas a high critical hit ratio.
Razor WindNormalThe user prepares on turn one, becoming uncontrollable, and then attacks on turn two. Has a high critical hit ratio.
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.
Roar of TimeDragonThe user recharges during its next turn; as a result, until the end of the next turn, the user becomes uncontrollable.
Rock BlastRockAttacks 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.
Rock ClimbNormalHas a 20% chance to confuse the target.
Rock ThrowRockDamages the target.
Rock WreckerRockThe user recharges during its next turn; as a result, until the end of the next turn, the user becomes uncontrollable.
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.
Sand TombGroundTraps 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.
ScratchNormalDamages the target.
Seed BombGrassDamages the target.
Seed FlareGrassHas a 40% chance to lower the target's Special Defense by 2 stages.
Seismic TossFightingDoes damage equal to user's level.
SelfdestructNormalThe Defense stat of other Pokemon is halved against this attack, essentially doubling the move's base power; causes the user to faint.
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.
Shock WaveElectricIgnores Evasion and Accuracy modifiers and never misses except against Protect, Detect or a target in the middle of Dig, Fly, Dive or Bounce.
Signal BeamBugHas a 10% chance to confuse the target.
Silver WindBugHas a 10% chance to raise all of the user's stats by 1 stage.
Skull BashNormalThe user prepares on turn one, raising its Defense by 1 stage and becoming uncontrollable, and then attacks on turn two.
Sky AttackFlyingThe user prepares on turn one, becoming uncontrollable, and then attacks on turn two. Also has a 30% chance to make the target flinch.
Sky UppercutFightingAlso hits targets in mid-air via Fly or Bounce.
SlamNormalDamages the target.
SlashNormalHas a high critical hit ratio.
SnoreNormalHas a 30% chance to make the target flinch; fails if user is awake.
SolarBeamGrassThe user prepares on turn one, becoming uncontrollable, and then attacks on turn two. During Sunny Day, this move fires immediately; during Rain Dance, Sandstorm and Hail, this move has half power.
SonicBoomNormalAlways deals 20 points of damage.
Spacial RendDragonHas a high critical hit ratio.
Spike CannonNormalAttacks 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.
Spit UpNormalPower increases with user's Stockpile count; fails with zero Stockpiles.
Steel WingSteelHas a 10% chance to raise the user's Defense by 1 stage.
Stone EdgeRockHas a high critical hit ratio.
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.
SurfWaterPower doubles against a target who is in the middle of using Dive.
SwiftNormalIgnores Evasion and Accuracy modifiers and never misses except against Protect, Detect or a target in the middle of Dig, Fly, Dive or Bounce.
TackleNormalDamages the target.
Take DownNormalThe user receives 1/4 recoil damage.
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.
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.
TwisterDragonHas a 20% chance to make the target flinch; power doubles while the target is in mid-air via Fly or Bounce.
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.
UproarNormalThe user causes an Uproar and attacks uncontrollably for 2-5 turns. During the effects of the Uproar, active Pokemon cannot fall asleep and sleeping Pokemon sent into battle will wake up.
Vacuum WaveFightingUsually goes first.
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.
Water GunWaterDamages the target.
Water PulseWaterHas a 20% chance to confuse the target.
WaterfallWaterHas a 20% chance to make the target flinch.
Weather BallNormalBase power doubles and move's type changes during weather effects: becomes Fire-type during Sunny Day, Water-type during Rain Dance, Ice-type during Hail and Rock-type during Sandstorm.
WhirlpoolWaterTraps 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. Base power also doubles when performed against a Pokemon in the middle of using Dive.
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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