Psypoke - The Psychic Pokemon Connection
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POKEMON ATTACKS LISTING

Move Effect Damage Type PP Power Acc
Absorb Gains back HP for 1/2 the damage dealt Special Damage Grass 25 20 100%
Acid 10% chance of lowering opponent's Special Defense by 1 stage Special Damage Poison 30 40 100%
Acid Armor Raises Defense by 2 stages Other Damage Poison 40 N/A N/A
Acupressure Randomly raises one of the user's stats by 2 stages. Other Damage Normal 30 N/A N/A
Aerial Ace Ignores Evasion and Accuracy modifiers Physical Damage Flying 20 60 100%
Aeroblast Has a high critical hit ratio Special Damage Flying 5 100 95%
Agility Raises Speed by 2 stages Other Damage Psychic 30 N/A N/A
Air Cutter Has a high critical hit ratio Special Damage Flying 25 55 95%
Air Slash 30% chance of making the opponent flinch Special Damage Flying 20 75 95%
Amnesia Raises Special Defense by 2 stages Other Damage Psychic 20 N/A N/A
AncientPower 10% chance of raising all of user's stats by 1 stage Special Damage Rock 5 60 100%
Aqua Jet Always attacks first Physical Damage Water 20 40 100%
Aqua Ring Recovers some HP each turn. Other Damage Water 20 N/A N/A
Aqua Tail Damages the opponent Physical Damage Water 10 90 90%
Arm Thrust Attacks 2-5 times in one turn; if one of these attacks breaks an opponent's Substitute, the real Pokemon will take damage for the rest of the hits. Physical Damage Fighting 20 15 100%
Aromatherapy Cures all status ailments for all Allies Other Damage Grass 5 N/A N/A
Assist (2 vs. 2) Randomly uses one of your partner's moves; (1 vs. 1) Randomly uses an attack from a random Pokemon in your party. Other Damage Normal 20 Copy N/A
Assurance If the opponent has already taken damage this turn, this move's power is doubled. Physical Damage Dark 10 50 100%
Astonish 30% chance of making the opponent flinch Physical Damage Ghost 15 30 100%
Attack Order Has a high critical hit ratio Physical Damage Bug 15 90 100%
Attract Attracts Pokemon of opposite gender, even if they have a Substitute - 50% chance of the opponent's attack failing Other Damage Normal 15 N/A 100%
Aura Sphere Ignores Evasion and Accuracy modifiers Special Damage Fighting 20 90 100%
Aurora Beam 10% chance of lowering opponent's Attack by 1 stage Special Damage Ice 20 65 100%
Avalanche Always goes last; base power doubles if the user is damaged before it attacks Physical Damage Ice 10 60 100%
Barrage Attacks 2-5 times in one turn; if one of these attacks breaks an opponent's Substitute, the real Pokemon will take damage for the rest of the hits. Physical Damage Normal 20 15 85%
Barrier Raises Defense by 2 stages Other Damage Psychic 30 N/A N/A
Baton Pass Passes all stat changes, (positive or negative,) trapping moves, Mist, Stockpile, Ingrain, Leech Seed, Ghost Curses and Substitutes to another Pokemon in the party. Other Damage Normal 40 N/A N/A
Beat Up Each healthy, (i.e. not fainted or inflicted with a status condition,) Pokemon in your party contributes a 10-power hit based on their physical Attack and Defense stats Physical Damage Dark 10 10 100%
Belly Drum User maximizes attack but sacrifices 50% of its maximum HP Other Damage Normal 10 N/A N/A
Bide Absorbs damage for 2-3 turns, then pays it back double Physical Damage Normal 10 Var Dmg 100%
Bind Traps opponent for 2-5 turns, causing 1/16 max HP damage each turn; can be Baton Passed or broken by Rapid Spin Physical Damage Normal 20 15 75%
Bite 30% chance of making the opponent flinch Physical Damage Dark 25 60 100%
Blast Burn Attack on first turn, recharge on second Special Damage Fire 5 150 90%
Blaze Kick Has a high critical hit ratio, may inflict Burn on opponent Physical Damage Fire 10 85 90%
Blizzard 10% chance of freezing the opponent Special Damage Ice 5 120 70%
Block Opponent cannot switch while user is in battle; can be Baton Passed by user Other Damage Normal 5 N/A N/A
Body Slam 30% chance of paralyzing the opponent Physical Damage Normal 15 85 100%
Bone Club 10% chance of making the opponent flinch Physical Damage Ground 20 65 85%
Bone Rush Attacks 2-5 times in one turn; if one of these attacks breaks an opponent's Substitute, the real Pokemon will take damage for the rest of the hits. Physical Damage Ground 10 25 80%
Bonemerang Strikes twice; if the first hit breaks an opponent's Substitute, the opponent takes damage from the second hit. Physical Damage Ground 10 50 90%
Bounce In the first turn, user bounces into the air and cannot be hit by attacks; in second turn, user attacks; 30% chance of paralyzing the opponent Physical Damage Flying 5 85 85%
Brave Bird 1/4 damage recoil Physical Damage Flying 15 120 100%
Brick Break The effects of Reflect and Light Screen are removed Physical Damage Fighting 15 75 100%
Brine Power is doubled if the target's HP is below 50% Special Damage Water 10 65 100%
Bubble 10% chance of lowering opponent's Speed by 1 stage Special Damage Water 30 20 100%
BubbleBeam 10% chance of lowering opponent's Speed by 1 stage Special Damage Water 20 65 100%
Bug Bite Eats the opponent's held berry Physical Damage Bug 20 60 100%
Bug Buzz 10% chance of lowering opponent's Special Defense by 1 stage Special Damage Bug 10 90 100%
Bulk Up Raises Attack and Defense by 1 stage each Other Damage Fighting 20 N/A N/A
Bullet Punch Always attacks first Physical Damage Steel 30 40 100%
Bullet Seed Attacks 2-5 times in one turn; if one of these attacks breaks an opponent's Substitute, the real Pokemon will take damage for the rest of the hits. Physical Damage Grass 30 10 100%
Calm Mind Raises Special Attack and Special Defense by 1 level each Other Damage Psychic 20 N/A N/A
Camouflage Type changes based on surroundings. In tall grass, changes to Grass type. On and under water, changes to Water type. In caves and on rocks, changes to Rock type. On sand, changes to Ground type. Elsewhere, changes to Normal type. Other Damage Normal 20 N/A N/A
Captivate If the target's gender is opposite that of the user, the target's Special Attack is lowered by two stages Other Damage Normal 20 N/A 100%
Charge Doubles the power of Electric attacks and increases the user's Special Defense by 1 stage Other Damage Electric 20 N/A N/A
Charge Beam 70% probability of raising the user's Special Attack. Special Damage Electric 10 50 90%
Charm Lowers opponent's Attack by 2 stages Other Damage Normal 20 N/A 100%
Chatter Confuses the opponent. Special Damage Flying 20 60 100%
Clamp Traps opponent for 2-5 turns, causing 1/16 max HP damage each turn; can be Baton Passed or broken by Rapid Spin Physical Damage Water 10 35 75%
Close Combat Lowers the user's Defense and Sp. Def by 1 stage. Physical Damage Fighting 5 120 100%
Comet Punch Attacks 2-5 times in one turn; if one of these attacks breaks an opponent's Substitute, the real Pokemon will take damage for the rest of the hits. Physical Damage Normal 15 18 85%
Confuse Ray Confuses the opponent Other Damage Ghost 10 N/A 100%
Confusion 10% chance of confusing the opponent Special Damage Psychic 25 50 100%
Constrict 10% chance of lowering opponent's Speed by 1 stage Physical Damage Normal 35 10 100%
Conversion Changes user's type to one of user's attack's types Other Damage Normal 30 N/A N/A
Conversion 2 Changes user's type to one that's resistant against opponent's last move Other Damage Normal 30 N/A N/A
Copycat Uses the last attack the opponent used Other Damage Normal 20 Copy N/A
Cosmic Power Raises Defense and Special Defense by 1 stage each Other Damage Psychic 20 N/A N/A
Cotton Spore Lowers opponent's Speed by 2 stages Other Damage Grass 40 N/A 85%
Counter Always attacks last; if user is hit by Physical attacks that turn, it deals twice the damage inflicted Physical Damage Fighting 20 Var Dmg 100%
Covet Steals opponent's held item Physical Damage Normal 40 40 100%
Crabhammer Has a high critical hit ratio Physical Damage Water 10 90 85%
Cross Chop Has a high critical hit ratio Physical Damage Fighting 5 100 80%
Cross Poison Has a high critical hit ratio, may inflict Poison on opponent Physical Damage Poison 20 70 100%
Crunch 20% chance of lowering opponent's Defense by 1 stage Physical Damage Dark 15 80 100%
Crush Claw 50% chance of lowering opponent's Defense by 1 stage Physical Damage Normal 10 75 95%
Crush Grip Attack becomes weaker the less HP the opponent has. Physical Damage Normal 5 Var BP 100%
Curse Lowers Speed by 1 stage, raises Attack and Defense by 1 stage. For Ghost types: Halves user's total HP and damages opponent 1/4 their max HP per turn Other Damage ??? 10 N/A N/A
Cut Damages the opponent Physical Damage Normal 30 50 95%
Dark Pulse 20% chance of making the opponent flinch Special Damage Dark 15 80 100%
Dark Void Puts the opponent to Sleep Other Damage Dark 10 N/A 80%
Defend Order Raises Defense and Special Defense by 1 stage each Other Damage Bug 10 N/A N/A
Defense Curl Raises Defense by 1 stage, doubles the power of Rollout Other Damage Normal 40 N/A N/A
Defog Reduces the opponent's Evasion by 1 stage. Outside of battle, Defog clears out foggy areas. Other Damage Flying 15 N/A N/A
Destiny Bond Causes opponent to faint if their next attack KOs the user. Other Damage Ghost 5 N/A N/A
Detect Evades attacks that turn, always attacks first, success rate halves if used consecutively Other Damage Fighting 5 N/A N/A
Dig In the first turn, user burrows underground and evades all attacks except for Earthquake, Magnitude and Fissure; in the second turn, user attacks Physical Damage Ground 10 80 100%
Disable Prevents opponent from using one of their attacks for 2-5 turns Other Damage Normal 20 N/A 80%
Discharge 30% chance of paralyzing the opponent Special Damage Electric 15 80 100%
Dive In the first turn, user dives underwater and evades all attacks except for Surf; in the second turn, user attacks Physical Damage Water 10 80 100%
Dizzy Punch 20% chance of confusing the opponent Physical Damage Normal 10 70 100%
Doom Desire Causes damage 2 turns after use Special Damage Steel 5 120 85%
Double Hit Strikes twice; if the first hit breaks an opponent's Substitute, the opponent takes damage from the second hit. Physical Damage Normal 10 35 90%
Double Kick Strikes twice; if the first hit breaks an opponent's Substitute, the opponent takes damage from the second hit Physical Damage Fighting 30 30 100%
Double Team Raises Evasion by 1 stage Other Damage Normal 15 N/A N/A
Double-edge 1/4 damage recoil Physical Damage Normal 15 120 100%
DoubleSlap Attacks 2-5 times in one turn; if one of these attacks breaks an opponent's Substitute, the real Pokemon will take damage for the rest of the hits. Physical Damage Normal 10 15 85%
Draco Meteor Lowers user's Special Attack by 2 stages after use Special Damage Dragon 5 140 90%
Dragon Claw Damages the opponent Physical Damage Dragon 15 80 100%
Dragon Dance Raises Attack and Speed by 1 stage each Other Damage Dragon 20 N/A N/A
Dragon Pulse Damages the opponent Special Damage Dragon 10 90 100%
Dragon Rage Always deals 40 points of damage Special Damage Dragon 10 Set 100%
Dragon Rush 20% chance of making the opponent flinch Physical Damage Dragon 10 100 75%
DragonBreath 30% chance of paralyzing the opponent Special Damage Dragon 20 60 100%
Drain Punch Gains back HP for 1/2 the damage dealt Physical Damage Fighting 5 60 100%
Dream Eater Gains back HP for 1/2 the damage dealt, only works on sleeping Pokemon Special Damage Psychic 15 100 100%
Drill Peck Damages the opponent Physical Damage Flying 20 80 100%
DynamicPunch Confuses the opponent Physical Damage Fighting 5 100 50%
Earth Power 10% chance of lowering opponent's Special Defense by 1 stage Special Damage Ground 10 90 100%
Earthquake Double the power when used on a Pokemon using Dig Physical Damage Ground 10 100 100%
Egg Bomb Damages the opponent Physical Damage Normal 10 100 75%
Embargo Prevents the opponent from using any items. Other Damage Dark 15 N/A 100%
Ember 10% chance of burning the opponent Special Damage Fire 25 40 100%
Encore Forces opponent to use the attack they used last for the next 2-6 turns Other Damage Normal 5 N/A 100%
Endeavor Damage equals your opponent's current HP - user's current HP Physical Damage Normal 5 Var Dmg 100%
Endure Leaves user with at least 1 HP, always attacks first, success rate halves after consecutive uses Other Damage Normal 10 N/A N/A
Energy Ball 10% chance of lowering opponent's Special Defense by 1 stage Special Damage Grass 10 80 100%
Eruption Power decreases as user's HP gets lower Special Damage Fire 5 Var BP 100%
Explosion Opponent's defense is halved against this attack, essentially doubling move's base power; causes user to faint Physical Damage Normal 5 250 100%
Extrasensory 10% chance of making the opponent flinch Special Damage Psychic 30 80 100%
ExtremeSpeed Always attacks first Physical Damage Normal 5 80 100%
Facade Double the power if user is inflicted with Burn, Paralysis or Poison Physical Damage Normal 20 70 100%
Faint Attack Ignores Evasion and Accuracy modifiers Physical Damage Dark 20 60 100%
Fake Out Will flinch opponent if it is the first attack that the user chooses after being sent/switched into battle Physical Damage Normal 10 40 100%
Fake Tears Lowers opponent's Special Defense by 2 stages Other Damage Dark 20 N/A 100%
False Swipe Leaves opponent with at least 1 HP Physical Damage Normal 40 40 100%
FeatherDance Lowers opponent's Attack by 2 stages Other Damage Flying 15 N/A 100%
Feint If the opponent does not use Protect or Detect, the move fails. Physical Damage Normal 10 50 100%
Fire Blast 10% chance of burning the opponent Special Damage Fire 5 120 85%
Fire Fang 10% probability of burning the opponent or causing it to flinch. Physical Damage Fire 15 65 95%
Fire Punch 10% chance of burning the opponent Physical Damage Fire 15 75 100%
Fire Spin Traps opponent for 2-5 turns, causing 1/16 max HP damage each turn; can be Baton Passed or broken by Rapid Spin Special Damage Fire 15 15 70%
Fissure Makes opponent faint; doesn't work on higher leveled Pokemon, but does work on Digging Pokemon Physical Damage Ground 5 KO 30%
Flail The fewer the HP the user has left, the more powerful the attack Physical Damage Normal 15 Var BP 100%
Flame Wheel 10% chance of burning the opponent, thaws user out if frozen Physical Damage Fire 25 60 100%
Flamethrower 10% chance of burning the opponent Special Damage Fire 15 95 100%
Flare Blitz User receives 1/3 recoil damage. 10% chance of burning the opponent. Physical Damage Fire 15 120 100%
Flash Lowers opponent's Accuracy by 1 stage Other Damage Normal 20 N/A 100%
Flash Cannon 10% chance of lowering opponent's Special Defense by 1 stage Special Damage Steel 10 80 100%
Flatter Confuses the opponent and raises their Special Attack by 2 stages Other Damage Dark 15 N/A 100%
Fling Throws the user's held item at the opponent. Damage and effects vary with the item. Physical Damage Dark 10 Var BP 100%
Fly In the first turn, user flies into the air and evades all attacks except for Gust, Twister, Thunder, and Sky Uppercut; in the second turn, user attacks Physical Damage Flying 15 90 95%
Focus Blast 10% chance of lowering opponent's Special Defense by 1 stage Special Damage Fighting 5 120 70%
Focus Energy User has extra 25% chance for a Critical Hit Other Damage Normal 30 N/A N/A
Focus Punch At the beginning of the round, user tightens its focus; attacks if opponent does not directly damage user during turn Physical Damage Fighting 20 150 100%
Follow Me (2 vs. 2) User takes all hits from all opponents' attacks Other Damage Normal 20 N/A N/A
Force Palm 30% chance of paralyzing the opponent Physical Damage Fighting 10 60 100%
Foresight Removes Accuracy and Evasion modifiers, allows Normal and Fighting moves to hit Ghosts. Other Damage Normal 40 N/A N/A
Frenzy Plant Attack on first turn, recharge on second Special Damage Grass 5 150 90%
Frustration Power increases the more your Pokemon dislikes you; maximum 102 base power Physical Damage Normal 20 Var BP 100%
Fury Attack Attacks 2-5 times in one turn; if one of these attacks breaks an opponent's Substitute, the real Pokemon will take damage for the rest of the hits. Physical Damage Normal 20 15 85%
Fury Cutter Doubles in power with each consecutive hit, resets if it misses Physical Damage Bug 20 10 95%
Fury Swipes Attacks 2-5 times in one turn; if one of these attacks breaks an opponent's Substitute, the real Pokemon will take damage for the rest of the hits. Physical Damage Normal 15 18 80%
Future Sight Causes damage 2 turns after use Special Damage Psychic 15 80 90%
Gastro Acid Negates the foe's ability. Other Damage Poison 10 N/A 100%
Giga Drain Gains back HP for 1/2 the damage dealt Special Damage Grass 10 60 100%
Giga Impact Attack on first turn, recharge on second Physical Damage Normal 5 150 90%
Glare Paralyzes the opponent Other Damage Normal 30 N/A 75%
Grass Knot Causes more damage the heavier the opponent is Special Damage Grass 20 Var BP 100%
GrassWhistle Puts the opponent to Sleep Other Damage Grass 15 N/A 55%
Gravity Negates Levitation and halts moves involving flight for 5 turns. Other Damage Psychic 5 N/A N/A
Growl Lowers opponent's Attack by 1 stage Other Damage Normal 40 N/A 100%
Growth Raises Special Attack by 1 stage Other Damage Normal 40 N/A N/A
Grudge If user is fainted by opponent's next move, that move's PP decreases to 0 Other Damage Ghost 5 N/A N/A
Guard Swap User swaps Defense/Sp. Def. stat changes with its target. Other Damage Psychic 10 N/A N/A
Guillotine Makes opponent faint, doesn't work on higher leveled Pokemon Physical Damage Normal 5 KO 30%
Gunk Shot 30% chance of poisoning the opponent Physical Damage Poison 5 120 70%
Gust Double the power when used on a Pokemon using Fly Special Damage Flying 35 40 100%
Gyro Ball Does more damage depending on how much faster the target is than the user. Physical Damage Steel 5 Var BP 100%
Hail Cancels effects of all other weather moves. For 5 turns: Damages both Pokemon unless they are Ice types; makes Blizzard 100% accurate. Other Damage Ice 10 N/A N/A
Hammer Arm Lowers the user's Speed by 1 stage Physical Damage Fighting 10 100 90%
Harden Raises Defense by 1 stage Other Damage Normal 30 N/A N/A
Haze Eliminates all changes affecting stats for both Pokemon Other Damage Ice 30 N/A N/A
Head Smash User receives 1/2 recoil damage. Physical Damage Rock 5 150 80%
Headbutt 30% chance of making the opponent flinch Physical Damage Normal 15 70 100%
Heal Bell Cures all status ailments for all Allies Other Damage Normal 5 N/A N/A
Heal Block Prevents the opponent from using healing moves for 5 turns. Other Damage Psychic 15 N/A 100%
Heal Order Restores 1/2 of user's max HP Other Damage Bug 10 N/A N/A
Healing Wish User faints so that its replacement is fully restored. Other Damage Psychic 10 N/A N/A
Heart Swap The user swaps stat changes with the opponent. Other Damage Psychic 10 N/A N/A
Heat Wave 10% chance of burning the opponent Special Damage Fire 10 100 90%
Helping Hand In 2 vs. 2 battles, user's partner's attacks are increased by 1.5x; does nothing in single battles Other Damage Normal 20 N/A N/A
Hi Jump Kick If it misses, user receives 1/8 the damage they would have dealt Physical Damage Fighting 20 100 90%
Hidden Power Varies in power and type depending on the user's DVs; maximum 70 base power Special Damage Normal 15 Var BP 100%
Horn Attack Damages the opponent Physical Damage Normal 25 65 100%
Horn Drill Makes opponent faint, doesn't work on higher leveled Pokemon Physical Damage Normal 5 KO 30%
Howl Raises Attack by 1 stage Other Damage Normal 40 N/A N/A
Hydro Cannon Attack on first turn, recharge on second Special Damage Water 5 150 90%
Hydro Pump Damages the opponent Special Damage Water 5 120 80%
Hyper Beam Attack on first turn, recharge on second Special Damage Normal 5 150 90%
Hyper Fang 10% chance of making the opponent flinch Physical Damage Normal 15 80 90%
Hyper Voice Damages the opponent Special Damage Normal 10 90 100%
Hypnosis Puts the opponent to Sleep Other Damage Psychic 20 N/A 70%
Ice Ball Attacks for 5 turns, power is doubled each turn, resets if it misses, base damage doubled if user used Defense Curl Physical Damage Ice 20 30 90%
Ice Beam 10% chance of freezing the opponent Special Damage Ice 10 95 100%
Ice Fang 10% probability of freezing the opponent or causing it to flinch. Physical Damage Ice 15 65 95%
Ice Punch 10% chance of freezing the opponent Physical Damage Ice 15 75 100%
Ice Shard Always attacks first Physical Damage Ice 30 40 100%
Icicle Spear Attacks 2-5 times in one turn; if one of these attacks breaks an opponent's Substitute, the real Pokemon will take damage for the rest of the hits. Physical Damage Ice 30 10 100%
Icy Wind Lowers opponent's Speed by 1 stage Special Damage Ice 15 55 95%
Imprison Opponent cannot use any move which the user knows Other Damage Psychic 10 N/A N/A
Ingrain HP recovers every turn, but user cannot be switched out Other Damage Grass 20 N/A N/A
Iron Defense Raises Defense by 2 stages Other Damage Steel 15 N/A N/A
Iron Head 30% chance of making the opponent flinch Physical Damage Steel 15 80 100%
Iron Tail 30% chance of lowering opponent's Defense by 1 stage Physical Damage Steel 15 100 75%
Judgment User changes type depending on the plate it is holding Special Damage Normal 10 100 100%
Jump Kick If it misses, user receives 1/8 the damage they would have dealt Physical Damage Fighting 25 85 95%
Karate Chop Has a high critical hit ratio Physical Damage Fighting 25 50 100%
Kinesis Lowers opponent's Accuracy by 1 stage Other Damage Psychic 15 N/A