You searched for all attacks that gain the King's Rock flinch bonus. 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. |
| Aeroblast | Flying | Has a high critical hit ratio. |
| Air Cutter | Flying | Has a high critical hit ratio. |
| Air Slash | Flying | Has a 30% chance to make the target flinch. |
| 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. |
| Attack Order | Bug | Has a high critical hit ratio. |
| Aura Sphere | Fighting | Ignores Evasion and Accuracy modifiers and never misses except against Protect, Detect or a target in the middle of Dig, Fly, Dive or Bounce. |
| 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. |
| Barrage | 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. |
| Beat Up | Dark | Each 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. |
| 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. |
| Blast Burn | Fire | The user recharges during its next turn; as a result, until the end of the next turn, the user becomes uncontrollable. |
| Bone Rush | Ground | 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. |
| Bonemerang | Ground | Strikes twice; if the first hit breaks the target's Substitute, the real Pokemon will take damage from the second hit. |
| 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. |
| Brine | Water | Base power doubles if the target is at least 50% below full health. |
| 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. |
| Bullet Seed | Grass | 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. |
| Charge Beam | Electric | Has a 70% chance to raise the user's Special Attack by 1 stage. |
| 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. |
| 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. |
| Crush Grip | Normal | Base power decreases as the target's HP decreases. |
| Cut | Normal | Damages the target. |
| Dark Pulse | Dark | Has a 20% chance to make the target flinch. |
| 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. |
| Discharge | Electric | Has a 30% chance to paralyze the target. |
| 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. |
| 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. |
| Draco Meteor | Dragon | Lowers the user's Special Attack by 2 stages after use. |
| Dragon Claw | Dragon | Damages the target. |
| Dragon Pulse | Dragon | Damages the target. |
| Dragon Rage | Dragon | Always deals 40 points of damage. |
| Dragon Rush | Dragon | Has a 20% chance to make the target flinch. |
| DragonBreath | Dragon | Has a 30% chance to paralyze the target. |
| Drain Punch | Fighting | Restores the user's HP by 1/2 of the damage inflicted on the target. |
| Drill Peck | Flying | Damages the target. |
| Earth Power | Ground | Has a 10% chance to lower the target's Special Defense by 1 stage. |
| Earthquake | Ground | Power doubles when performed against Pokemon using Dig. |
| Egg Bomb | Normal | Damages the target. |
| Endeavor | Normal | Inflicts damage equal to the target's current HP - the user's current HP. |
| Eruption | Fire | Base power decreases as the user's HP decreases. |
| Explosion | Normal | The Defense stat of other Pokemon is halved against this attack, essentially doubling the move's base power; causes the user to faint. |
| ExtremeSpeed | Normal | Usually goes first. |
| 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. |
| 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 Spin | Fire | 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 it uses U-Turn. |
| Flail | Normal | Base power increases as the user's HP decreases. |
| Flash Cannon | Steel | Has a 10% chance to lower the target's Special Defense by 1 stage. |
| 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. |
| Force Palm | Fighting | Has a 30% chance to paralyze the target. |
| Frenzy Plant | Grass | The user recharges during its next turn; as a result, until the end of the next turn, the user becomes uncontrollable. |
| 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. |
| Gunk Shot | Poison | Has a 30% chance to poison the target. |
| Gust | Flying | Power doubles if the target is in mid-air via Fly or Bounce. |
| 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. |
| Hi Jump Kick | Fighting | If this attack misses the target, the user receives 1/8 "recoil" damage of what it would have inflicted. |
| Hidden Power | Normal | Varies 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 Attack | Normal | Damages the target. |
| Hydro Cannon | Water | The user recharges during its next turn; as a result, until the end of the next turn, the user becomes uncontrollable. |
| Hydro Pump | Water | Damages the target. |
| Hyper Beam | Normal | The user recharges during its next turn; as a result, until the end of the next turn, the user becomes uncontrollable. |
| 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 Shard | Ice | Usually goes first. |
| Icicle Spear | Ice | 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. |
| Iron Head | Steel | Has a 30% chance to make the target flinch. |
| Judgment | Normal | This move's type changes according to the user's held plate. |
| 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. |
| 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. |
| Lava Plume | Fire | Has a 30% chance to burn the target. |
| Leaf Blade | Grass | Has a high critical hit ratio. |
| Leaf Storm | Grass | Lowers the user's Special Attack by 2 stages after use. |
| Low Kick | Fighting | Base power increases as the target's weight increases. |
| Mach Punch | Fighting | Usually goes first. |
| Magical Leaf | Grass | Ignores Evasion and Accuracy modifiers and never misses except against Protect, Detect or a target in the middle of Dig, Fly, Dive or Bounce. |
| Magma Storm | Fire | 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. |
| Magnet Bomb | Steel | Ignores Evasion and Accuracy modifiers and never misses except against Protect, Detect or a target in the middle of Dig, Fly, Dive or Bounce. |
| Magnitude | Ground | Deals variable damage, between 10 base power and 130 base power, as well as double damage against Digging Pokemon. |
| Mega Kick | Normal | Damages the target. |
| Mega Punch | Normal | Damages the target. |
| Megahorn | Bug | Damages the target. |
| Meteor Mash | Steel | Has a 20% chance to raise the user's Attack by 1 stage. |
| Mirror Shot | Steel | Has a 30% chance to lower the target's Accuracy by 1 stage. |
| Mud Bomb | Ground | Has a 30% chance to lower the target's Accuracy by 1 stage. |
| Mud Shot | Ground | Lowers the target's Speed by 1 stage. |
| Muddy Water | Water | Has a 30% chance to lower the target's Accuracy by 1 stage. |
| Night Shade | Ghost | Does damage equal to user's level. |
| Night Slash | Dark | Has a high critical hit ratio. |
| Ominous Wind | Ghost | Has a 10% chance to raise all of the user's stats by 1 stage. |
| Outrage | Dragon | The user attacks uncontrollably for 2-3 turns and then gets confused. |
| Overheat | Fire | Lowers the user's Special Attack by 2 stages after use. |
| Pay Day | Normal | The 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. |
| 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. |
| Pin Missile | Bug | 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. |
| 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 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 Gem | Rock | Damages the target. |
| Power Whip | Grass | Damages the target. |
| Psycho Boost | Psychic | Lowers the user's Special Attack by 2 stages after use. |
| Psycho Cut | Psychic | Has a high critical hit ratio. |
| Psywave | Psychic | Randomly 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. |
| Punishment | Dark | Power increases for every positive stat modifier of the target's. |
| 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. |
| Razor Leaf | Grass | Has a high critical hit ratio. |
| Razor Wind | Normal | The user prepares on turn one, becoming uncontrollable, and then attacks on turn two. Has a high critical hit ratio. |
| 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. |
| Roar of Time | Dragon | The user recharges during its next turn; as a result, until the end of the next turn, the user becomes uncontrollable. |
| Rock Blast | Rock | 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. |
| Rock Climb | Normal | Has a 20% chance to confuse the target. |
| Rock Throw | Rock | Damages the target. |
| Rock Wrecker | Rock | The user recharges during its next turn; as a result, until the end of the next turn, the user becomes uncontrollable. |
| 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. |
| Sand Tomb | Ground | 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. |
| Scratch | Normal | Damages the target. |
| Seed Bomb | Grass | Damages the target. |
| Seed Flare | Grass | Has a 40% chance to lower the target's Special Defense by 2 stages. |
| Seismic Toss | Fighting | Does damage equal to user's level. |
| Selfdestruct | Normal | The Defense stat of other Pokemon is halved against this attack, essentially doubling the move's base power; causes the user to faint. |
| 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. |
| Shock Wave | Electric | Ignores Evasion and Accuracy modifiers and never misses except against Protect, Detect or a target in the middle of Dig, Fly, Dive or Bounce. |
| Signal Beam | Bug | Has a 10% chance to confuse the target. |
| Silver Wind | Bug | Has a 10% chance to raise all of the user's stats by 1 stage. |
| 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 Attack | Flying | The user prepares on turn one, becoming uncontrollable, and then attacks on turn two. Also has a 30% chance to make the target flinch. |
| 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. |
| Snore | Normal | Has a 30% chance to make the target flinch; fails if user is awake. |
| SolarBeam | Grass | The 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. |
| SonicBoom | Normal | Always deals 20 points of damage. |
| Spacial Rend | Dragon | Has a high critical hit ratio. |
| Spike Cannon | 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. |
| Spit Up | Normal | Power increases with user's Stockpile count; fails with zero Stockpiles. |
| Steel Wing | Steel | Has a 10% chance to raise the user's Defense by 1 stage. |
| Stone Edge | Rock | Has a high critical hit ratio. |
| 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. |
| Surf | Water | Power doubles against a target who is in the middle of using Dive. |
| Swift | Normal | Ignores Evasion and Accuracy modifiers and never misses except against Protect, Detect or a target in the middle of Dig, Fly, Dive or Bounce. |
| Tackle | Normal | Damages the target. |
| Take Down | Normal | The user receives 1/4 recoil damage. |
| 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. |
| 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. |
| Twister | Dragon | Has a 20% chance to make the target flinch; power doubles while the target is in mid-air via Fly or Bounce. |
| 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. |
| Uproar | Normal | The 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 Wave | Fighting | Usually goes first. |
| 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. |
| Water Gun | Water | Damages the target. |
| Water Pulse | Water | Has a 20% chance to confuse the target. |
| Waterfall | Water | Has a 20% chance to make the target flinch. |
| Weather Ball | Normal | Base 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. |
| Whirlpool | 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. Base power also doubles when performed against a Pokemon in the middle of using Dive. |
| 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. |