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A[edit]

Name Type Category PP Base Power Accuracy Description
Absorb Grass Special 25 20 100 The user drains nutrients from a single adjacent target, dealing damage and restoring half of the damage dealt as health to the user. If the target has Liquid Ooze, the user will be damaged by the same amount of health Absorb would have healed instead. If the user is holding a Big Root, Absorb will restore 30% more health, but the move itself will not deal more damage. It is the weakest of the three Grass-type health draining moves, but also often learned early on, so it is a decent choice early in the game until your Pokémon learns a better move.
Acid Poison Special 30 40 100 The user sprays a corrosive acid at every adjacent opponent, dealing damage with a 10% chance of lowering the foe's Special Defense. This is the weakest Poison-type move in the game, but also the earliest Poison-type move that most Poison-types learn. Acid's secondary effect will also make the move itself deal more damage, since Acid is a special attack.
Acid Armor Poison Status 20 - - The user liquefies itself, raising its Defense by two stages. Although it is a Poison-type move, not a lot of Poison-types actually learn it. While the ability to boost Defense is certainly useful, increased defenses is only going to delay the inevitable KO if you're getting hit by super effective attacks, and the boost is lost when switching out anyway.
Acid Spray Poison Special 20 40 100 The user sprays a corrosive acid at a single adjacent target, dealing damage and lowering its Special Defense by two stages. It is pretty much a better version of Acid, dealing the same damage but with a guaranteed and stronger secondary effect. However, unlike Acid, it cannot hit multiple opponents in double and triple battles, and it has slightly less PP.
Acrobatics Flying Physical 15 55 100 The user nimbly strikes a single adjacent target, dealing damage. The power of the move is doubled if the user isn't holding an item. The move is pretty useful during the story, as you are unlikely to have items equipped on your Pokémon for the majority of the game. However, it requires a bit more strategy to use in multiplayer battles, where the lack of an item will place you at a significant disadvantage. It can be used effectively with single-use items such as berries, gaining full power once the item is consumed.
Acupressure Normal Status 30 - - The user applies pressure to its stress points, boosting a random stat of itself or one of its allies, which can include accuracy and evasion. While you can't boost a specific stat you want, it can potentially boost any of your stats while taking up just one move slot.
Aerial Ace Flying Physical 20 60 - The user confounds the target with speed and slashes, doing a fair bit of damage. The move will hit regardless of either Pokémon's accuracy or evasion, but it still cannot hit during the first turn of moves like Dig and Fly. The move makes contact and is affected by King's Rock, and can be targeted on any Pokémon other than the user in triple battles. It is a moderately strong Flying-type move not affected by annoying moves like Sand Attack, but there are stronger options if you aren't worried about these moves.
Aeroblast Flying Special 5 100 95 The user shoots a vortex of air at the foe, dealing damage with an increased critical hit ratio. The move is affected by King's Rock. Lugia is the only Pokémon that learns the move, and it is certainly a fairly strong move for Lugia, being one of the strongest Flying-type attacks with no drawbacks other than slightly imperfect accuracy. However, Lugia's Special Attack is relatively poor for a legendary Pokémon, so the move won't be overwhelmingly powerful.
After You Normal Status 15 - - The user helps a single adjacent target, making it move immediately after the user during that turn. The move's only use is to assist allies in double or triple battles, letting slow Pokémon or users of negative priority moves use their move sooner than they would have.
Agility Psychic Status 30 - - The user relaxes and lightens its body to raise its Speed by two stages. The move is best learned by powerful sweepers that have below average Speed so that they can outspeed and defeat other fast attackers before getting hit themselves, which can sometimes be the difference between knocking out the opponent and getting your own Pokémon knocked out.
Air Cutter Flying Special 25 60 95 The user launches razor-like wind to attack all adjacent opposing Pokémon, dealing damage with an increased critical hit ratio. The move will hit all foes in a horde battle, and can destroy berry trees that sometimes appear in the background of battles, so it is quite useful to have in wild battles. In single battles, Air Slash would be a better option since it has more power and a chance to flinch, but Air Cutter's ability to hit multiple opponents is quite handy for double and triple battles.
Air Slash Flying Special 15 75 95 The user attacks with a blade of air, dealing damage with a 30% chance to flinch the target. The move can hit non-adjacent Pokémon in triple battles. It is the strongest Flying-type move that can be commonly used without any drawbacks such as poor accuracy. While 75 Base Power is only average for an attack, it does have a nice chance to flinch.
Ally Switch Psychic Status 15 - - The user switches places with one of its allies. The move has +1 priority and will fail if it is used in single battles, if the user doesn't have allies beside it, or if the user is in the center of the field in a triple battle. The move's only use is in triple battles, as it is the only battle format in which a Pokémon's position matters. It can be handy in certain situations, such as to duck out of range of an opposing Pokémon that might possess a super effective attack.
Amnesia Psychic Status 20 - - The user temporarily forgets its worries, raising its Special Defense by two stages. It is the only move that sharply raises Special Defense, but suffers the same flaws as most other defensive boosting moves. The increased Special Defense is unlikely the nullify the user's weaknesses, and the effect is easily lost upon switching out.
Ancient Power Rock Special 5 60 100 The user attacks a single adjacent user with prehistoric power, dealing damage with a 10% chance of raising all of the user's stats, excluding accuracy and evasion, at once. The move has mediocre base power, and given the low amount of Rock-type special attackers, it is not often seen. Using the move is a pretty big gamble, as you have a slim chance to get an amazing boost, but in turn you only have 5 PP to work with and can only deal poor damage.
Aqua Jet Water Physical 20 40 100 The user lunges at a single adjacent user at an almost invisible speed, dealing damage. The move has +1 priority. Being able to attack first with the move is its main draw, and it can be very useful for taking down Pokémon weak to it despite the user's poor Speed.
Aqua Ring Water Status 20 - - The user surrounds itself with a veil of water, restoring 1/16 of its max HP at the end of each turn. The move can be Baton Passed. The healing effect will be increased by 30% if the user is holding a Big Root. It is helpful for letting a defensive Water-type stay in battle longer, especially when combined with the health restoration from Leftovers.
Aqua Tail Water Physical 10 90 90 The user attacks a single adjacent target by swinging its tail, dealing damage. It is the second strongest Physical Water-type attack available, but it can be learned by more Pokémon, so it is a great addition to any physically-inclined Pokémon such as Azumarill.
Arm Thrust Fighting Physical 20 15 100 The user attacks with open-palmed thrusts to deal damage to the opponent multiple times. It has a 33.3% chance to hit 2 or 3 times and a 16.7% chance of hitting 4 or 5 times. Each individual hit has a separate chance to do a critical hit. The move makes contact and is affected by King's Rock. The poor base power of the move means you can't do a lot of damage with it, even if you manage to land all 5 hits. The ability to break through Focus Sash and Sturdy is obviously useful, but the moves is still to weak to warrant it taking up a moveslot.
Aromatherapy Grass Status 5 - - The user releases a pleasant scent, healing status conditions from itself, teammates on the field as well as every Pokémon in the user's party. Without a doubt, the ability to remove every status condition afflicting your party in a single turn is very valuable, so having a user of this move in your team will certainly prolong your Pokémon's lifespan.
Aromatic Mist Fairy Status 20 - - The user releases a mysterious aroma to raise the Special Defense of an adjacent ally. Aromatisse is the only user of this move. Aromatic Mist's use is pretty limited, since it is only useful in double or triple battles, and even then there are plenty of better defensive moves available.
Assist Normal Status 20 - - The user randomly selects a move known by another Pokémon in its party to use. Assist cannot select itself or the following moves: Belch, Chatter, Circle Throw, Copycat, Counter, Covet, Destiny Bond, Detect, Dragon Tail, Endure, Faint, Focus Punch, Follow Me, Geomancy, Helping Hand, King's Shield, Mat Block, Me First, Metronome, Mimic, Mirror Coat, Mirror Move, Nature Power, Phantom Force, Protect, Roar, Sketch, Sleep Talk, Snatch, Spiky Shield, Sticky Web, Struggle, Switcheroo, Thief, Transform, Trick, Whirlpool. While it can be pretty useful if you get lucky, the random nature of Assist makes it quite unreliable for serious battling.
Assurance Dark Physical 10 60 100 The user attacks a single adjacent target, dealing double damage if the target has taken damage before on the same turn. Self-inflicted damage like Belly Drum, confusion self-damage or recoil from Struggle will not trigger the doubled power. While Payback has a simpler method of doubling its base power, Assurance does do more damage. Opponents switching into entry hazards and Life Orb or recoil move users are two particularly common situations where Assurance is quite effective.
Astonish Ghost Physical 15 30 100 The user attacks a single adjacent target while shouting, dealing damage with a 30% chance of flinching. It is horribly weak, even for an early-game move, but its flinch chance is quite helpful. There are many stronger Ghost-type moves, as well as stronger moves in general that have the same flinch chance.
Attack Order Bug Physical 15 90 100 The user orders its underlings to attack a single adjacent target. Vespiquen is the only user of the move. It is the strongest Bug-type move that still retains 100 accuracy, but using it means you must have the rather mediocre Vespiquen in your team.
Attract Normal Status 15 - 100 The user flirts with a single adjacent target. If the target is the opposite gender of the user, it will become infatuated. If the target is holding a Destiny Knot, the user will also become infatuated. While the effects of infatuation are pretty debilitating, its effectiveness depends entirely on the gender of the target, which is otherwise an arbitrary stat in battles. This makes it very unreliable, as you can't predict the gender of the opponent's Pokémon.
Aura Sphere Fighting Special 20 80 - The user launches a blast of aura at any potential target other than the user. The move will always hit regardless of the target's evasion or the user's accuracy. It is the second strongest Special Fighting-type move with perfect accuracy, and is much more commonly learned than the strongest. The combination of above average power and absolute accuracy makes it an excellent Fighting-type move for special attackers.
Aurora Beam Ice Special 20 65 100 The user shoots a rainbow-colored beam at a single adjacent target, dealing damage with a 10% chance of lowering the target's Attack. It is far from the strongest Ice-type attack, easily outclassed by Ice Beam's superior power. The chance to lower the opponent's Attack is certainly useful, but the chance is way too slim to justify using it over Ice Beam.
Autotomize Steel Status 15 - - The user sheds parts of its body, raising its Speed by two stages and reducing its weight by 100kg, or 220 pounds. The Speed increase primarily helps strong attackers or support Pokémon to do their job before the opponent can take them out. The lowered weight is gimmicky, but it can come in handy as it reduces the damage of a foe's Low Kick and Grass Knot. However, you will get hit harder by Heat Crash and Heavy Slam, but these moves are even more uncommon than the aforementioned Low Kick and Grass Knot.
Avalanche Ice Physical 10 60 100 The user attacks a single adjacent target, dealing double damage if the user was damaged on that turn. The attack has -4 priority, so it is often guaranteed to move last and possibly take damage. It is best used on slower Pokémon that can take a few hits, as the move becomes the strongest Physical Ice-type attack when the doubled damage is triggered.

B[edit]

Name Type Category PP Base Power Accuracy Description
Baby-Doll Eyes Fairy Status 30 - 100 The user stares at a single adjacent target cutely to lower its Attack. The move has +1 priority, so it will usually go first despite the user's speed. This makes it superior from other Attack lowering moves like Growl, but Attack-lowering moves tend to be pretty bad since the effect can easily be removed by switching out. However, Baby-Doll Eyes' priority can potentially let you dampen a Pokémon's damage before they hit you.
Barrage Normal Physical 20 15 85 The user throws round objects at a single adjacent target, dealing damage for two to five times. There is a 33.3% chance to hit two or three times, and a 16.7% chance to hit four or five times. Exeggcute and Exeggutor are the only Pokémon that can learn this move. It is not recommended to have the two learn this move, as it has poor power even if all five hits land, has poor accuracy and Exeggutor has a poor physical Attack stat.
Barrier Psychic Status 20 - - The user forms a barrier that raises its Defense by two stages. It suffers the same problems as other Defense boosting moves, being that the effect is lost upon switching out and the increased Defense doesn't help out against attacks that are strong against the user.
Baton Pass Normal Status 40 - - The user switches out to another Pokémon, passing all stat boosts, as well as any temporary battle statuses like Substitute or confusion, to the incoming Pokémon. Baton Pass is an excellent move since it can be used to pass on stat changes that the user can obtain easily to another Pokémon that might utilize it better, such as Speed increases to a powerful attacker.
Beat Up Dark Physical 10 - 100 The user gets its teammates to attack a single adjacent target, doing an additional hit for each unfainted Pokémon in the user's party that also isn't afflicted by a status ailment. Each hit has a base power of 10. It is outclassed by plenty of other Physical Dark-type moves, as there are a few with the same base power as all six hits of Beat Up, and even deals more consistent damage as they aren't affected by the user's other party members.
Belch Poison Special 10 120 90 The user lets out a belch to damage a single adjacent target. The move can only be used if the user has eaten a berry it was holding, or even an opponent's berry from Pluck or Fling. Once the user has eaten a berry, it can use Belch for the rest of the match, even if it switches out. It is the strongest Poison-type move in the game, with more power than popular moves like Flamethrower and Ice Beam. However, it can be a bit tricky activating the move in the first place.
Belly Drum Normal Status 10 - - The user drums its belly, sacrificing half of its health to fully raise its Attack up to +6, even if the user's Attack has been lowered previously. It will fail if the user has already maxed out its Attack or has less than half health. It is one of the most dangerous moves, both to the user and its opponents, as having maxed Attack in one turn can quickly turn a physical fighter into an unstoppable powerhouse, but also severely lowers the user's survivability.
Bestow Normal Status 15 - - The user passes its held item to a single adjacent target that isn't already holding an item. Mail and Mega Stones cannot be passed, neither can a Griseous Orb be passed to Giratina, Plates to Pokémon with Multitype or Drives to Genesect. Bestowed items are returned to the user in trainer battles, but not in wild battles. The move is a gimmick at best, since there is almost no advantage to leave a Pokémon without a held item. It can be used to pass harmful items like Iron Ball or Flame Orb to the opponent, but Trick or Switcheroo is much better for this purpose since it doesn't matter if the opponent is holding an item. It can also be used to pass on additional one-use items like berries to an ally in double or triple battles, but doing so also means you're leaving one Pokémon without an item to be used for themselves.
Bide Normal Physical 10 - - The user waits for 2 turns, then strikes back for twice the damage it received during those two turns. The move has +1 priority, cannot miss and can hit Ghost-types despite being Normal-type. In double or triple battles, it will target the last Pokémon that hit the user, including teammates. While it can certainly do a ton of damage, the two turns of inactivity gives opponent more than enough time to respond to the move. If you mispredict your opponent's tactics, you might even initiate Bide while they are switching or using a status move, causing Bide to do no damage. Bide certainly sounds good on paper, but it takes way too long to activate for it to be usable against decently smart opponents.
Bind Normal Physical 20 15 85 The user binds and squeezes a single adjacent target, dealing 1/16th of their maximum HP for four to five turns, as well as preventing the target from switching out or escaping. If the user is holding a Binding Band, it will deal 1/8th of the target's maximum HP instead. It is certainly one of the weaker trapping moves, and most Pokémon that learns it can't really deal significant damage to a trapped Pokémon.
Bite Dark Physical 25 60 100 The user bites a single adjacent target, dealing damage with a 30% chance to cause the target to flinch. It is a very common Dark-type move and can be used by non-Dark-type Pokémon that wants a move of that type, but it is mostly outclassed by stronger Dark-type moves, especially Crunch.
Blast Burn Fire Special 5 150 90 The user razes a single adjacent target with a fiery explosion, dealing heavy damage. However, the user has to spend a turn to recharge. While it is the one of the strongest Fire-type moves available, its usefulness is greatly reduced by the need to recharge, giving your opponent a free turn to do more damage or boost.
Blaze Kick Fire Physical 10 85 90 The user launches a fiery kick at a single adjacent target, dealing damage with a high critical hit ratio. It makes contact and has a 10% chance to burn the target. The move does decent damage, being one of the more powerful Fire-type Physical moves, but it is learned by an extremely small amount of Pokémon, and Flare Blitz is much more popular for a Physical Fire-type move.
Blizzard Ice Special 5 110 70 The user summons a blizzard, dealing damage to all adjacent opponents with a 10% chance to freeze a target. The move cannot miss in hail. It is the most powerful Ice-type move available to most of the Pokémon that learns it, but its poor accuracy makes it less reliable than Ice Beam. It is often found on teams that utilize hail, such as on Abomasnow, to get pass the poor accuracy.
Block Normal Status 5 - - The user blocks a single adjacent target to prevent it from running away or switching out. The target can still switch out with moves like Baton Pass or U-turn. The move isn't really useful, since a target that the user is strong against can easily be switched out before Block is used, and there is really no guarantee that the user can defeat the target after blocking. It is somewhat useful for defensive teams, as it prevents the opponent from switching out to delay poison or burn damage.
Blue Flare Fire Special 5 130 85 The user engulfs a single adjacent target in an intense blue flame, dealing damage with a 20% chance to burn the target. Reshiram is the only Pokémon that can learn the move. It is basically a stronger version of Fire Blast, being the strongest Fire-type move without a detrimental side effect other than its accuracy. The only user of the move, Reshiram, can utilize it quite well due to its high Special Attack.
Body Slam Normal Physical 15 85 100 The user drops onto a single adjacent target, dealing damage with a 30% chance to paralyze the target. The move makes contact and gains perfect accuracy if the target has used Minimize. The move is a solid Physical Normal-type attack, dealing decent damage without any drawbacks and with a moderate chance to paralyze. While a Return at max happiness is a stronger option, it lacks the paralyze chance and is a bit harder to maintain its maximum damage. While situational, the ability to hit an evasive target that used Minimize for double damage is very useful, as it can scare opponents off from raising their Pokémon's evasion.
Bolt Strike Electric Physical 5 130 85 The user charges at a single adjacent target while surrounded by electricity, dealing damage with a 20% chance to paralyze the target. The move makes contact. Zekrom is the only Pokémon that can learn the move. This move is the strongest Electric-type attack of all, and lacks any drawbacks other than its slightly poor accuracy. Being only usable by Zekrom means it is rarely seen, but it is the best Electric-type attack available for Zekrom due to its damage and Zekrom's excellent Attack stat.
Bone Club Ground Physical 15 65 85 The user attacks a single adjacent target with its club, dealing damage with a 10% chance to flinch. Cubone and Marowak are the only Pokémon that can learn this move. Of the two moves exclusive to them, Bonemerang is preferred due to its higher damage and ability to hit opponents through a Focus Sash or Sturdy.
Bone Rush Ground Physical 10 25 90 The user attacks a single adjacent target with a bone repeatedly, dealing damage two to five times. It has a 33.3% chance to hit two or three times, and a 16.7% chance to hit four or five times. While it can potentially do a ton of damage, it has a low chance of doing so, and the few Pokémon that can learn the move has better options to choose from.
Bonemerang Ground Physical 10 50 90 The user throws its bone, dealing damage to a single adjacent target twice. Cubone and Marowak are the only Pokémon that can learn it. Of the two attacks that are exclusive to both Pokémon, Bonemerang is the superior option, as it can hit targets after breaking substitutes as well as Focus Sashes and Pokémon with Sturdy. Hitting twice effectively makes the move deal as much damage as Earthquake.
Boomburst Normal Special 10 140 100 The user attacks all adjacent Pokémon with an explosive sound, dealing heavy damage. The move is sound-based, so it is blocked by Soundproof and can damage foes behind a substitute. It is the strongest Special Normal-type attack, and the ability to hit opponent's behind substitutes make it even better. However, very few Pokémon can learn it, though it is certainly one of their best choices for those that do.
Bounce Flying Physical 5 85 85 The user bounces into the sky, during which it is invulnerable to most attacks, then crashes down on any single target, dealing damage with a 30% chance to paralyze. Like any other move that takes two turns to execute completely, Bounce sounds good on paper but is quite flawed in practice. The opponent can switch into a Pokémon that can handle the attack better, use a boosting move or even potentially hit the user with Thunder or Sky Uppercut while the user is still in the air. The damage is pretty mediocre for a two turn move, and the 30% paralysis chance doesn't make up for it.
Brave Bird Flying Physical 15 120 100 The user tucks its wings and charges at the target, dealing damage but dealing 1/2 of the damage dealt as recoil damage back at the user. The move makes contact and can be targeted on any single Pokémon other than the user. Despite the recoil damage, it is often best choice as a Flying-type attack for all of the Pokémon that learns it, due to the high base power.
Brick Break Fighting Physical 15 75 100 The user attacks with a swift chop, dealing damage and removing the effects of Light Screen and Reflect. The move makes contact and will remove Light Screen and Reflect even if it misses. It is a decently powerful Fighting-type attack and lacks any drawbacks, but has some competition from Drain Punch, which has the same power but arguably better secondary effect, as well as Close Combat, which is much more powerful but does have a minor drawback.
Brine Water Special 10 65 100 The user drenches a single adjacent target with saltwater, dealing damage. The power of the move doubles if the target has less than half of its maximum health remaining. While the attack can be extremely powerful if the opponent is low on health, other Water-type attacks like Surf can do more consistent and reliable damage.
Bubble Water Special 30 40 100 The user sprays bubbles at all adjacent opposing Pokémon, dealing damage with a 10% chance of lowering a target's Speed. The attack is quite weak, being plainly outclassed by Bubble Beam, which has the same effect but more power, so it is generally only found on low leveled Water-type Pokémon that has yet to learn better moves. The ability to hit multiple Pokémon in double or triple battles is neat, but Surf is much stronger for this purpose and thus often the preferred choice.
Bubble Beam Water Special 20 65 100 The user sprays a jet of bubbles at a single adjacent target, dealing damage with a 10% chance of lowering the target's Speed. The move is fairly damaging, but Surf is usually the better option due to its higher damage and availability as a HM.
Bug Bite Bug Physical 20 60 100 The user bites a single adjacent target, consuming the target's held berry if the target is currently holding one, thus obtaining its effects. The effects of an opponent's Jaboca or Tanga Berry will activate before the move hits. It is a decent option for physical Bug-type Pokémon, as it has good damage and no drawbacks, but X-Scissor is more useful due to its higher base power. The move's secondary effect is interesting, but berries are simply not common enough as a held item to warrant its use over X-Scissor.
Bug Buzz Bug Special 10 90 100 The user vibrates its wings to emit a damaging sound wave, dealing damage to a single adjacent target with a 10% chance to lower the target's Special Defense. It is the strongest Special Bug-type move in the game, so it is an excellent choice for any Bug-types that rely primarily on their Special Attack.
Bulk Up Fighting Status 20 - - The user tenses its muscles to bulk up its body, raising its Attack and Defense by one stage. It is a pretty decent boosting move, increasing the user's power as well as its survivability in just one turn.
Bulldoze Ground Physical 20 60 100 The user stomps the ground, dealing damage to all adjacent Pokémon as well as lowering each target's Speed by one stage. It is not a bad Ground-type move, but Earthquake is simply more popular due to its higher base power. Bulldoze's secondary effect, while somewhat useful, still can't justify using it over Earthquake.
Bullet Punch Steel Physical 30 40 100 The user punches a single adjacent target with the speed of a bullet, dealing damage. The move has +1 priority and makes contact. The move is one of the more common priority attacks despite its poor damage, mainly popularized by Scizor.
Bullet Seed Grass Physical 30 25 100 The user shoots seeds at a single adjacent target, dealing damage two to five times. It has a 33.3% chance to hit two or three times, and a 16.7% chance to hit four or five times. The move is pretty weak and somewhat unreliable due to its multi-hitting nature, but there are certain users of the move, particularly Cincinno with Skill Link or Technician, that can use the move to great effect.

C[edit]

Name Type Category PP Base Power Accuracy Description
Calm Mind Psychic Status 20 - - The user focuses its mind, increasing its Special Attack and Special Defense by one stage. It is the most common and often the best boosting move for special attackers, who can increase their damage output and their survivability at the same time with Calm Mind.
Camouflage Normal Status 20 - - The user changes its type depending on its environment. It becomes a Normal-type in buildings, plain terrain, Sky Battles and battles against other players. In sand, harsh deserts and murky water, the user becomes a Ground-type. The user becomes a Water-type if battling while surfing or fishing, a Rock-type when spelunking in caves, and a Grass-type in tall grass. Terrain-changing moves also affect Camouflage. Using Camouflage while Grassy Terrain is active turns the user into a Grass-type, the user becomes a Fairy-type if the move is used in Misty Terrain, while Camouflage in Electric Terrain grants the user the Electric-type. The move is certainly unique, but it is too unreliable to be consistently useful in battle. Camouflage is especially mediocre in link battles, since it just turns the user into an average Normal-type, unless you are also using a terrain change move.
Captivate Normal Status 20 - 100 The user tries to charm its opponent, lowering the Special Attack of all adjacent foes of the opposite gender by 2 stages. While there are plenty of Special Attack lowering moves, Captivate has the disadvantage of relying on an opponent's gender, which makes it very unreliable for serious use.
Celebrate Normal Status 40 - - The user congratulates you on your birthday! This event-exclusive move does absolutely nothing, similar to Splash, but it can be used to taunt your opponent if you don't mind wasting a moveslot. It is completely useless for serious battles though.
Charge Electric Status 20 - - The user charges its energy, doubling the power of Electric-type moves for the next turn. It also raises the user's Special Defense by one stage. The move is a slightly stronger Calm Mind, raising both the power of the user's attacks and the user's Special Defense, but the Electric attack boost is very predictable and easily responded to by a smart opponent, so Calm Mind is generally a better option.
Charge Beam Electric Special 10 50 90 The user fires an electrically-charged beam at a single adjacent target, dealing damage with a 70% chance to increase Special Attack. Having such a high chance of a stat increase for a damaging move certainly makes Charge Beam, but it just does far too little damage, even with several Special Attack boosts, that you're better off just using a more powerful Electric-type attack in the first place.
Charm Fairy Status 20 - 100 The user gazes at a single adjacent target charmingly, lowering the target's Attack by two stages. While the Attack drop can neuter an opponent's offensive potential, it is easily overcome by switching out, so its use is rather limited.
Chatter Flying Special 20 65 100 The user attacks any single target other than itself with a sound wave based on the words it learned, dealing damage and causing confusion. It is the signature move of Chatot, and cannot even be learned by Sketch. While Chatter can no longer record speech like in previous generations, it is now guaranteed to inflict confusion, and has a fairly high base power for a guaranteed status ailment-causing attack. Its sole user Chatot can use it pretty well, due to its high Special Attack.
Chip Away Normal Physical 20 70 100 The user strikes a single adjacent target continually, ignoring all boosts to the opponent's Defense and evasion. The move makes contact. The move's main use is to hit foes that like to spam evasion-raising moves, and is one of the strongest moves that ignores evasion boosts. However, both evasion and Defense-boosting moves are pretty uncommon, and the move itself does mediocre damage, making it not useful enough to justify using it over a more reliable, stronger attack.
Circle Throw Fighting Physical 10 60 90 The user throws a single adjacent target out, dragging another Pokémon in the foe's party out. In wild battles, this ends the fight immediately. The move makes contact and has -6 priority. The move functions like a damage-dealing Roar or Whirlwind, with the small bonus of being able to do damage while forcing an opponent out. Like its counterparts, Circle Throw has many great uses, from eliminating the foe's accumulated boosts to racking up entry hazard damage. However, like its counterparts too, the move's negative priority means your opponent will always hit first, meaning that the user must be able to take one hit.
Clamp Water Physical 10 35 85 The user clamps and squeezes a single adjacent target, dealing damage for 4 to 5 turns and preventing the target from switching out or escaping. The move's trapping properties are quite useful, though the attack's poor damage and accuracy makes it pretty unusable.
Clear Smog Poison Special 15 50 - The user throws a clump of special mud at a single adjacent target, dealing damage and removing all of the target's stat changes. The move cannot miss, unless the target is currently semi-invulnerable. The attack is a damage-dealing equivalent of Haze, but doesn't hit multiple opponents in multi battles. It is a pretty good choice to bring a boosting opponent, like a sweeper or a baton pass chain, to a halt. It is also good for stopping foes spamming evasion moves, as the move cannot miss. However, while Clear Smog does deal damage, it has poor base power, so you definitely shouldn't use it as a coverage move.
Close Combat Fighting Physical 5 120 100 The user fights a single adjacent target up close, dealing damage while lowering the user's Defense and Special Defense by 1 stage. The attack makes contact. Close Combat is one of the strongest Fighting-type attacks, and arguably the best Fighting-type attack since its drawback is least obstructive. Since most of its users are frail but strong, the decrease of defensive stats doesn't affect their playstyles very much.
Coil Poison Status 20 - - The user coils up and concentrates, raising its Attack, Defense and accuracy by one stage. Coil is one of the better boosting moves, raising three stats at once. The Attack and accuracy boost is the main highlight of Coil, since it lets its user hit harder and use stronger but inaccurate moves with more success, but the Defense boost is also a nice bonus. However, learners of the move are quite rare, so it isn't seen too often despite its usefulness.
Comet Punch Normal Physical 15 18 85 The user hits a single adjacent target with a flurry of punches, doing damage two to five times. The move has a 33.3% chance to hit either two or three times, and a 16.7% chance to hit four or five times. The move makes contact. Comet Punch is one of the many multi-hit moves, but it is definitely one of the weaker ones. It does less damage than other multi-hit moves, and has poor accuracy to boot, making it a pretty useless attack to have.
Confide Normal Status 20 - - The user tells a single adjacent target a secret, lowering the target's Special Attack by one stage, even if the target has used Protect or other similar variants. The move cannot miss and is sound-based, meaning it can affect foes behind Substitutes but doesn't affect Pokémon with Soundproof. Confide, like all other stat-lowering moves, are rarely worth wasting a turn on, as the opponent can always switch out to negate the stat drop. The ability to break past Protect and similar moves seems interesting, but Pokémon that actually rely on these moves are usually defensive Pokémon that prefer to wear foes down with status instead of direct damage.
Confuse Ray Ghost Status 10 - 100 The user exposes a ray of odd light at a single adjacent target, causing the target to be afflicted with confusion. Despite being a Ghost-type move, Confuse Ray can affect Normal-types. With 100 accuracy, Confuse Ray is the most reliable confusion-inducing move in the game. However, Swagger is a more popular choice due to its increased confusion damage, and it also faces competition from damaging moves that can reliably inflict confusion.
Confusion Psychic Special 25 50 100 The user launches a weak telekinetic force at a single adjacent target, dealing damage with a 10% of causing confusion. It has the lowest base power of any Psychic-type attack, but also often the first STAB move learned by most Psychic-types, so it is what you'll have to use during the early part of the game. The confusion chance is pretty small and there are stronger attacks with the same secondary effect, so be sure to replace Confusion with a better Psychic-type attack as soon as you can.
Constrict Normal Physical 35 10 100 The user attacks a single adjacent target with long tentacles, dealing damage with a 10% chance of lowering the target's Speed by one stage. This move is absolutely terrible, with abysmal base power and an excessively slim chance to reduce the target's Speed. Just avoid using the move at all.
Conversion Normal Status 30 - - The user changes its type to the type of the first move in its moveset. It is the signature move of the Porygon evolutionary line. While slightly altered from past generations to make its effect more controllable, Conversion is still a pretty gimmicky move that's hard to fit into any strategy. Being able to change to a certain type sounds interesting, but whether this effect becomes an advantage or a drawback depends on the opponent you're facing. Even if you do manage to get an advantageous type matchup through Conversion, there's nothing stopping your opponent from using a move or switching into something to counter your new type.
Conversion 2 Normal Status 30 - - The user changes its type to one that resists the type of the last move a single adjacent target has just used, even if it was a non-damaging move. It is the signature move of the Porygon evolutionary line. Like Conversion, Conversion 2 is an interesting but mostly useless gimmick, since you can't predict which type you'll turn into. Most offensive Pokémon also carry moves of multiple types, so they can easily switch to an attack that your new type doesn't resist and hit hard.
Copycat Normal Status 20 - - The user mimics the move used immediately before it, even if that move is made by the user itself. Moves called by Copycat are considered the last move used. Some moves cannot be copied by Copycat, and Copycat will fail if no moves were used before it. Copycat is a unique status move, but hard to use reliably, as you can't exactly predict what your opponent might use, and the move you copy is often not the best move to use in that particular situation.
Cosmic Power Psychic Status 20 - - The user boosts its Defense and Special Defense by one stage. Like most defensive boosting moves, the stat increase is often not worth the turn lost, since the effect is lost upon switching out, and a strong counter can easily defeat a Cosmic Power user before it can accumulate boosts. However, it is pretty useful on baton pass teams as well as Pokémon that run Stored Power, since the defense boosts combined with other baton passed boosts or a max damage Stored Power can be very hard to face.
Cotton Guard Grass Status 10 - - The user wraps its body in cotton , raising its Defense by three stages. Unlike other defense-boosting moves, the boost Cotton Guard gives is quite high, and two uses of it will max out the user's Defense. This makes it actually very usable compared to other defensive boosting moves and definitely an option to look into if a Pokémon can learn it.
Cotton Spore Grass Status 40 - 100 The user releases spores that cling to a single adjacent target, lowering the target's Speed by two stages. Pokémon that are Grass-type, have the ability Overcoat or equipped with Safety Goggles are immune to Cotton Spore. Like many other stat-lowering moves, Cotton Spore is pretty useless, as the stat drop can be negated by switching out. Cotton Spore also can't affect certain Pokémon as stated above, making it even less desirable.
Counter Fighting Physical 20 - 100 The user retaliates against any physical attack, dealing twice the damage it took to the source of the attack. Counter has -5 priority and makes contact. It only counts the damage dealt by the last hit of a multi-hit attack, and will only strike back at the last Pokémon that attacked the user with a physical move other than allies in a double or triple battle.
Covet Normal Physical 25 60 100 The user endearingly approaches a single adjacent target then attacks it, dealing damage and stealing the target's held item if it has any. The move makes contact and will only do damage if the target isn't holding an item or if the user is already holding an item. Covet cannot steal items from Pokémon with Multitype or Pokemon holding Mega Stones. Being able to take an opponent's held item to use yourself sound good on paper, but using it requires you to enter battle without a held item of your own, which is a generally bad idea when not fighting the computer. It does have some utility outside of trainer battles as it can steal items from wild Pokémon.
Crabhammer Water Physical 10 100 90 The user hammers a single adjacent target with its large claw, dealing damage with an increased critical hit ratio. It is the strongest physical Water-type attack in the game, but only learned by very few Pokémon. Of the Pokémon that does learn it, Kingler and Crawdaunt are excellent users of the move due to their high Attack stats.
Crafty Shield Fairy Status 10 - - The user protects itself and its allies from status moves, including moves that can bypass Protect and its variants such as Play Nice and Cotton Guard. The move has +3 priority and doesn't block damage-dealing moves. Klefki is the signature user of Crafty Shield. As all sorts of status moves are very common, particularly moves like Follow Me and Rage Powder in doubles and triples, the immunity to these moves are quite appreciated. Additionally, the move's priority as well as Klefki's Prankster ability, means that this move will almost always go first. Only use it for double and triple battles, since the move isn't nearly as helpful in singles.
Cross Chop Fighting Physical 5 100 80 The user delivers a double chop at a single adjacent target, dealing damage with an increased chance to do a critical hit. The attack makes contact. Cross Chop is the strongest Fighting-type attack without any drawbacks other than its below average accuracy, but most of its users prefer stronger and more accurate moves like Close Combat instead despite their drawbacks. Cross Chop is still an excellent option, but there is really nothing much that can make use of its increased critical hit ratio to really make it outstanding.
Cross Poison Poison Physical 20 70 100 The user slashes a single adjacent target with a poisonous blade, dealing damage with an increased critical hit ratio as well as a 10% chance of poisoning the target. It is not a bad option for a Poison-type move, and is certainly the best Poison-type STAB for most Poison Pokémon that can learn it. Some Pokémon like Ariados and Drapion can even use a specific moveset to guarantee critical hits with Cross Poison, doing extra damage with their Sniper ability.
Crunch Dark Physical 15 80 100 The user crunches a single adjacent target with its fangs, dealing damage with a 20% chance of lowering the target's Defense by 1 stage. The attack makes contact. Crunch is the strongest physical Dark-type attack in normal circumstances other than Foul Play, which uses the foe's Attack stat instead of the user's. This makes Crunch an excellent Dark-type STAB as well as a good coverage move for non-Dark Pokémon that happen to learn it.
Crush Claw Normal Physical 10 75 95 The user slashes a single adjacent target with sharp claws, dealing damage with a 50% chance of lowering the target's Defense. The move makes contact. While its base power isn't very good compared to other Normal-type options, it does have a temptingly high chance of lowering the foe's Defense. However, stronger moves like Return or Double Edge are often preferred due to their higher immediate power.
Crush Grip Normal Physical 5 - 100 The user crushes a single adjacent target, dealing more damage the higher the health the target has. The base power of the move is calculated using the formula: Base Power = 120 * (Target's current HP/Target's max HP), with the resulting base power being anything from 1 to 120. The move makes contact. Regigigas is the only Pokémon that can learn this attack. While it is among the strongest Normal-type moves in the game when at full power, its main problem lies with its sole user, Regigigas. As Regigigas can't do much damage at all while under the effects of Slow Start, Crush Grip can only become a threat after 5 turns. Even then, the opponent likely wouldn't be at max health for the move to deal optimal damage as Regigigas has managed to remain in battle for 5 turns.
Curse Ghost Status 10 - - Curse is an odd move with different effects depending on the user's type. If the user is a Ghost-type or even part-Ghost, it places a Curse on a single adjacent target, sacrificing half of its max HP to do 25% of the target's max HP per turn as damage. If the user is any other type, it simply raises the user's Attack and Defense by 1 stage while lowering its Speed by 1 stage. For Ghost-types, the move is pretty bad, since half of the user's health is too big of a drawback, and the target can switch out to remove the curse completely. However, Curse is a pretty good boosting move for slow, bulky attackers, as they can increase the power and bulk while sacrificing the one stat that they don't care about.
Cut Normal Physical 30 50 95 The user cuts with a scythe or claw, dealing damage to a single adjacent target. The move makes contact. Outside of battle, Cut can be used to cut down thorny bushes. One of the most well-known attacks in the game due to its status as an HM, Cut is a pretty terrible move. It has mediocre base power and no secondary effect in battle to make up for it, making it a more inaccurate Tackle. It should only be taught to HM slaves not meant for battling, since its on-field effect is much more useful and often necessary during the main story.

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