Bug
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Attack Order: 90 Base Power, physical, high critical hit ratio
Bug Buzz: 90 Base Power, special, 10% chance to lower foes special defense
First Impression: 90 Base Power, physical, +2 priority, fails after turn 1
Infestation: 20 Base Power, special, traps and damages foe for 4-5 turns
Leech Life: 80 Base Power, physical, users recovers 50% the damage dealt
Lunge: 80 Base Power, physical, 100% chance to lower foes attack by 1 stage
Megahorn: 120 Base Power, physical, 85% Accuracy
Quiver Dance: raises foes special attack, special defense, and speed by 1 stage
Silk Trap: protects from damaging attacks, if foe used a contact move speed is lowered by 1 stage
Sticky Webs: lowers speed of grounded foes by 1 stage
U-turn: 70 Base Power, physical, user switches out after damaging its target
Dark
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Beat Up: physical, all healthy allies aid in damaging the target
Ceaseless Edge: 65 Base Power, physical, sets 1 layer of spikes
Comeuppance: if hit by an attack it returns 1.5x damage
Darkest Lariat: 85 Base Power, physical, Ignores the target's stat changes
False Surrender: 80 Base Power, physical, this move does not check accuracy
Fiery Wrath: 90 Base Power, special, 20% chance to make the target flinch
Foul Play: 95 Base Power, physical, user target's attack stat in the damage calculation
Hone Claws: raises the users attack and accuracy by 1 stage
Jaw Lock: 80 Base Power, physical, prevents both the user and target from escaping
Knock Off: 65 Base Power, physical, 1.5x damage if the target holds an item. removes the item
Lash Out: 75 Base Power, physical, 2x power if users stats were lowered that turn
Memento: lowers targets attack and special attack stat by 2 stages, the user faints
Nasty Plot: raises users special attack by 2 stages
Parting Shot: lowers uses attack and special attack by 1 stage, the user switches
Power Trip: 20 Base Power, physical, +20 power for each additional boost of the user's stats
Ruination: 90% accuracy, does damage equal to half of the targets current hp
Sucker Punch: 70 base power, physical, +1 priority, fails if the target does not attack or the move goes last
Switcheroo: user switches its item with the target
Taunt: the target can not use status moves for the next 3 turns
Throat Chop: 80 Base Power, physical, for the next 2 turns the target can not use sound based moves
Wicked Torque: 80 Base Power, physical, 10% chance the target falls asleep
Dragon
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Draco Meteor: 130 Base Power, 90% accuracy, lowers users special attack by 2 stages
Dragon Dance: raises users attack and speed by 1 stage
Dragon Darts: 50 Base Power, hits twice
Dragon Energy: 150 Base Power, less power as users HP gets lower
Dragon Pulse: 85 Base Power
Dragon Tail: 60 Base Power, 90% accuracy, forces the target to switch into a random ally
Dynamax Cannon: 100 Base Power
Glaive Rush: 120 Base Power, until its next turn user takes 2x damage
Scale Shot: 25 Base Power, 90% accuracy, hits 2-5 times, +1 speed - defense after last hit
Spacial Rend: 100 Base Power, 95% accuracy, high critical hit ratio
Electric
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Discharge: 80 Base Power, special, 30% chance to paralyze adjacent Pokemon
Double Shock: 120 Base Power, physical, user's loses its electric-type
Electric Terrain: sets electric terrain for 5 turns
Electro Drift: 100 Base Power, 1.33x power is supereffective
Magnet Rise: for 5 turns the user is immune to ground-type attacks
Nuzzle: 20 base power, physical, paralyzes the target
Overdrive: 80 base power, special
Parabolic Charge: 65 Base Power, special, user recovers 50% of damage dealt
Rising Voltage: 70 Base Power, special, 2x power if user is grounded in electric terrain
Thunder: 110 Base Power, 70% accuracy/100% accuracy in rain, special, 30% chance to paralyze
Thunderbolt: 90 Base Power, special, 10% chance to paralyze
Thunder Cage: 80 Base Power, 90% accuracy, special, traps and damages foes for 4-5 turns
Thunder Punch: 75 Base Power, physical, 10% chance to paralyze
Thunder Wave: 90% accuracy, paralyzes the target
Volt Switch: 70 Base Power, special, user switches out
Volt Tackle: 120 Base Power, physical, has 33% recoil, 10% chance to paralyze
Wildbolt Storm: 100 Base Power, 80% accuracy, special, 20% chance to paralyze foes
Wild Charge: 90 Base Power, 1/4 recoil
Zing Zap: 80 Base Power, 30% chance to flinch target
Fairy
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Draining Kiss: 50 Base Power, special, user recovers 75% of damage dealt
Fleur Cannon: 130 Base Power, special, 90% accuracy, lowers special attack by 2 stages
Magical Torque: 100 Base Power, physical, 30% chance to confuse the target
Moonblast: 95 Base Power, special, 30% chance to lower targets special attack by 1 stage
Moonlight: heals user based on weather
Misty Explosion: 100 Base Power, special, user faints, 1.5x power in misty terrain
Misty Terrain: sets misty terrain for 5 turns
Spirit Break: 75 Base Power, physical, 100% chance to lower targets special attack by 1 stage
Springtide Storm: 100 Base Power, 80% accuracy, 30% chance to lower foes attack by 1 stage
Fighting
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Aura Sphere: 80 Base Power, special, never misses
Body Press: 80 Base Power, physical, uses user's defense stat as attack in damage calculation
Brick Break: 75 Base Power, physical, breaks screens
Bulk Up: raises users attack and defense
Circle Throw: 60 Base Power, 90% accuracy, forces target out
Close Combat: 120 Base Power, physical, lowers users defense and special defense by 1 stage
Collision Course: 100 Base Power, physical, deals 1.33x damage on super effective hits
Combat Torque: 100 Base Power, physical, 30% chance to paralyze the target
Counter: if hit by a physical attack it deals double damage back, moves last
Drain Punch: 75 Base Power, physical, user recovers 50% of damage dealt
Final Gambit: does damage equal to the users current hp, user faints
Focus Blast: 120 Base Power, 70% accuracy, 10% chance to lower special defense of target by 1 stage
Focus Punch: 150 Base Power, physical, -3 priority, fails if target takes damage that turn
Mach Punch: 40 Base Power, physical, +1 priority
Sacred Sword: 90 Base Power, physical, ignores targets stat changes
Seismic Toss: does damage equal to the users level
Thunderous Kick: 90 Base Power, physical, 100% chance to lower targets defense by 1 stage
Triple Arrows: 90 Base Power, physical, high crit ratio, 50% chance to lower defense, 30% chance to flinch
Vacuum Wave: 40 Base Power, special, +1 priority
Fire
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Armor Cannon: 120 Base Power, physical, lowers users defense and special defense by 1 stage
Bitter Blade: 90 Base Power, physical, user recovers 50% of damage dealt
Blazing Torque: 80 Base Power, physical, 30% chance to burn the target
Eruption: 150 Base Power, special, this attack does less damage the lower the users hp is
Fire Blast: 110 Base Power, special, 10% chance to burn the target
Fire Lash: 80 Base Power, physical, 100% chance to lower users physical defense by 1 stage
Flame Charge: 50 Base Power, physical, 100% chance to raise the users speed by 1 stage
Flare Blitz: 120 Base Power, physical, 33% recoil, 10% chance to burn target, thaws user
Lava Plume: 80 Base Power, special, 30% chance to burn target
Magma Storm: 100 Base Power, 80% Accuracy, traps and damages target for 4-5 turns
Mystical Fire: 75 Base Power, 100% chance to lower targets special attack by 1 stage
Overheat: 130 Base Power, special, lowers users special attack by 2 stages
Pyro Ball: 120 Base Power, 90% accuracy, physical, 105 chance to burn target, thaws user
Sunny Day: sets Sun for 5 turns, 1.5x fire attacks
Torch Song: 80 Base Power, special, 100% chance to raise users special sttack by 1 stage
Will-o-Wisp: 85% accuracy, Burns the target
Flying
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Acrobatics: 55 Base Power, physical, power doubles if user has no held item
Bleakwind Storm: 100 Base Power, 80% accuracy, special, 30% chance to lower targets speed by 1 stage
Brave Bird: 120 Base Power, physical, 33% recoil
Defog: clears hazards and terrain, removes screens from the opponents side
Dragon's Ascent: 120 Base Power, lowers users defense and special defense
Feather Dance: lowers targets attack by 2 stages
Hurricane: 110 Base Power, 70% accuracy, 30% chance to confuse target
Roost: heals users hp by 50%
Tailwind: for 4 turns, allies speed is doubled
Ghost
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Bitter Malice: 75 Base Power, special, 100% chance to lower targets attack by 1 stage
Curse: User loses 50% of health once, target loses 25% health at the end of each turn
Destiny Bond: If your opponent knocks the user out when the move is active, they also faint
Hex: 65 Base Power, special, power doubles when target is statused
Infernal Parade: 60 Base Power, special, 30% chance to burn target, power doubles if target is statused
Night Shade: does damage equal to the users level
Poltergeist: 110 Base Power, Accuracy 90%, physical, the attack fails if the foe is not holding an item
Rage Fist: 50 Base Power, physical, each time user sustains damage this attacks base power goes up by 50, max 6 times
Shadow Ball: 80 Base Power, special, 20% chance to lower targets special defense by 1 stage
Shadow Force: 120 Base Power, physical, disappears turn 1, attacks turn 2, breaks through protect moves
Shadow Sneak: 40 Base Power, physical, +1 priority
Spirit Shackle: 80 Base Power, physical, prevents target from switching out
Spite: lowers pp of last move used by 4
Grass
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Apple Acid: 80 Base Power, special, 100% chance to lower targets special defense
Chloroblast: 150 Base Power, 95% accuracy, special, user loses 50% of its hp
Cotton Guard: raises the users defense by 3 stages
Drum Beating: 80 Base Power, physical, 100% to lower targets speed by 1 stage
Flower Trick: 70 Base Power, always results in a critical hit, always hits
Giga Drain: 75 Base Power, special, user recovers 50% of damage dealt
Grass Knot: special, more power the heavier the target
Grassy Glide: 60 Base Power, physical, has +1 priority in grassy terrain
Grassy Terrain: sets grassy terrain for 5 turns
Grav Apple: 80 Base Power, physical, 100% chance to lower targets defense by 1 stage
Horn Leech: 75 Base Power, physical, user recovers 50% of damage dealt
Jungle Healing: the user heals 1/4 of max hp and cures status
Leaf Storm: 130 Base Power, special, lowers users special attack by 2 stages
Leech Seed: 90% accuracy, 1/8 of targets hp is sapped for the user each turn
Spiky Shield: protects user from all moves, if hit by a contact move the attacker loses 1/8 of its total hp
Solar Beam: 120 Base Power, special, charges turn 1, hits turn 2, no charge in sunlight
Solar Blade: 125 Base Power, physical, charges turn 1, hits turn 2, no charge in sunlight
Strength Sap: user heals HP equal to targets attack stat, lowers attack by 1 stage
Stun Spore: 75% accuracy, paralyzes the target
Synthesis: heals the user by 50%, varies in weather
Trailblaze: 50 Base Power, physical, 100% chance to raise users speed by 1 stage
Worry Seed: changes targets ability to insomnia
Ground
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Bone Rush: 25 Base Power, physical, hits target 2-5 times
Earthquake: 100 Base Power, physical
Earth Power: 90 Base Power, special, 10% chance to lower targets special defense by 1 stage
Headlong Rush: 120 Base Power, physical, 1005 chance to lower the users defense and special defense
Precipice Blades: 120 Base Power, 85% accuracy, physical
Sandstorm: sets sand for 5 turns, 1.5x rock-types special defense
Scorching Sands: 70 Base Power, 30% chance to burn the target, thaws target
Shore Up: user restores 1/2 its max hp, 2/3 in sandstorm
Spikes: hurts grounded foes on switch-in, max 3 layers
Sand Tomb: 35 Base Power, 85% accuracy, physical, traps and damages foe for 4-5 turns
Ice
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Aurora Veil: In snow, user sets up a screen that halves damages to allies
Avalanche: 60 Base Power, physical, -4 priority, power doubles if attacked this turn
Blizzard: 110 Base Power, 70% accuracy / cant miss in snow, special, 10% chance to freeze the target
Chilly Reception: starts now, user switches out
Freeze-Dry: 70 Base Power, special, hits Water-type Pokemon for super effective damage, 10% chance to freeze the target
Glacial Lance: 120 Base Power, physical
Haze: resets all stat changes on the field
Ice Beam: 90 Base Power, special, 10% chance to freeze the target
Ice Shard: 40 Base Power, physical, +1 priority
Icicle Spear: 25 Base Power, physical, hits the target 2-5 times
Mountain Gale: 100 Base Power, 85% accuracy, physical, 30% chance to flinch the foe
Snowscape: sets snow for 5 turns, 1.5x ice-types physical defense
Triple Axel: 20 Base Power, 90% accuracy each hit, gains 20 more power for each hit, max 3 hits
Normal
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Block: prevents the target from switching out
Body Slam: 85 Base Power, physical, 30% chance to paralyze the target
Boomburst: 140 Base Power, special
Court Change: swaps users field effects such as screens and hazards
Disable: For 4 turns, the targets last move can not be used
Double Edge: 120 Base Power, physical, 33% recoil
Encore: target repeats its last move for 3 turns
Endeavor: lowers the targets hp to the users hp
Explosion: 250 Base Power, physical, user faints
Facade: 70 Base Power, physical, power doubles if user is statused
Fake Out: 40 Base Power, physical, +3 priority, flinches the target, fails after turn 1
Glare: paralyzes the target
Growth: raises physical and special attack by 1 stage, doubled in sun
Heal Bell: heals the the user and its allies status conditions
Hyper Drill: 100 Base Power, physical, bypasses protection, does not break it
Hyper Voice: 90 Base Power, special
Judgment: 100 Base Power, special, changes based on the plate the user is holding
Last Resort: 140 Base Power, fails until each known move has been used
Perish Song: all pokemon on the field faint in 3 turns, cured if it switches out
Population Bomb: 20 Power, 90% accuracy, physical, can hit 10 times
Psych Up: copies targets stat changes
Quick Attack: 40 Base Power, physical, +1 priority
Rapid Spin: 50 Base Power, physical, removes hazards from your field and boosts users speed by 1 stage
Recover: heals 50% of users max hp
Reflect Type: changes users type to its targets type, resets upon switching out
Super Fang: 90% accuracy, physical, reduces targets current hp by 1/2
Swords Dance: raises the users attack by 2 stages
Tidy Up: boosts the users hp and speed, clears hazards and substitutes
Transform: copies users stats, moves, typing, and ability
Whirlwind: forces the target out and switches into a random ally
Wish: next turn, 50% of the users HP is restored (or whichever ally switches in)
Poison
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Acid Armor: raises users defense by 2 stages
Acid Spray: 100% chance to lower targets special defense by 2 stages
Baneful Bunker: protects from moves, poisons foes on contact
Barb Barrage: 60 Base Power, physical, 50% chance to poison target, double power if target is already poisoned
Clear Smog: 50 Base Power, special, clears targets stat changes
Coil: Raises users attack, defense, and accuracy by 1 stage
Corrosive Gas: removes targets held items
Dire Claw: 80 Base Power, physical, 50% chance to paralyze, sleep, or poison target
Gastro Acid: nullifys the targets ability
Gunk Shot: 120 Base Power, 85% accuracy, physical, 30% to poison the target
Mortal Spin: 30 Base Power, physical, removes hazards/binds/leech and poisons target
Noxious Torque: 100 Base Power, 80% accuracy, 30% chance to poison target
Poison Fang: 50 Base Power, physical, 50% chance to badly poison the target
Shell Side Arm: 90 Base Power, special, 20% chance to poison the target, will hit with a physical attack if stronger (makes contact)
Sludge Bomb: 90 Base Power, special, 30% chance to poison the target
Sludge Wave: 95 Base Power, special, 10% chance to poison the target
Toxic: badly poisons the target, doesnt miss when used by poison-types
Toxic Spikes: poisons grounded foes on switch-in, max 2 layers, first layer poisons, 2nd layer badly poisons
Venoshock: 65 Base Power, special, power doubles if target is poisoned
Psychic
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Agility: raises users speed by 2 stages
Amnesia: raises users special defense by 2 stages
Calm Mind: raises users special attack and special defense by 2 stages
Cosmic Power: raises users defense and special defense by 1 stage
Eerie Spell: 80 Base Power, special, removes 3 pp from the targets last used move
Esper Wing: 80 Base Power, special, 100% chance to raise the users speed, high crit ratio
Expanding Force: 80 Base Power, special, doubles power in psychic terrain if user is grounded
Extrasensory: 80 Base Power, special, 10% chance to flinch the target
Freezing Glare: 90 Base Power, special, 10% chance to freeze the target
Future Sight: 120 Base Power, special, hits two turns after being used
Gravity: sets gravity, increases everyones accuracy by 1.67x, no ground immunities
Healing Wish: user faints but heals an allies hp and removes status
Heart Swap: swap all stat changes with the target
Imprison: the opponent can not used any shared moves
Light Screen: reduces damage done from special attacks by 50%, lasts 5 turns
Lumina Crash: 80 Base Power, special, reduces targets special defense by 2 stages
Lunar Dance: user faints, restores allies hp and pp
Mirror Coat: if hit by a special attack it deals 2x damage, -5 priority
Mystical Power: 70 Base Power, 90% accuracy, special, 100% chance to raise users special attack by 1 stage
Psychic Fangs: 85 Base Power, physical, destroys screens if target takes damage
Psychic Terrain: sets psychic terrain for 5 turns
Psyshield Bash: 70 Base Power, physical, 100% chance to raise the users defense by 1 stage
Psystrike: 100 Base Power, special, hits based on the targets defensive stat
Reflect: reduces damage done by physical attacks by 50%, lasts 5 turns
Skill Swap: swaps ability with the target
Stored Power: 20 Base Power, special, 20 more base power for each of the users additional stat boosts
Teleport: user switches out, -6 priority
Trick: switches items with its target
Trick Room: for 5 turns the slowest pokemon move first, -7 priority
Zen Headbutt: 80 Base Power, physical, 20% chance to flinch the target
Rock
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Accelrock: 40 Base Power, physical, +1 priority
Diamond Storm: 100 Base Power, 95% accuracy, 50% chance to raise users defense by 2 stages
Head Smash: 150 Base Power, 80% accuracy, 1/2 recoil
Meteor Beam: 120 Base Power, 90% accuracy, raises users special attack by 1 stage turn 1, turn 2 it attacks
Power Gem: 80 Base Power, special
Rock Blast: 25 Base Power, 90% accuracy, physical, hits 2-5 times
Rock Polish: raises users speed by 2 stages
Rock Slide: 75 Base Power, 90% accuracy, 30% chance to flinch foes
Rock Tomb: 60 Base Power, 95% accuracy, 100% chance to lower targets speed by 1 stage
Salt Cure: 40 Base Power, physical, deals 1/8 max hp each turn, 1/4 damage each turn to water- or steel-types
Sandstorm: sets sandstorm for 5 turns
Stealth Rock: hurts foes on switch-in, factors in rock weaknesses
Stone Axe: 65 Base Power, 90% accuracy, sets stealth rock
Stone Edge: 100 Base Power, 80% accuracy, high crit ratio
Tar Shot: reduces targets speed by 1 stage and weaker to fire attacks
Steel
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Behemoth Bash/Blade: 100 Base Power, physical
Bullet Punch: 40 Base Power, physical, +1 priority
Flash Cannon: 80 Base Power, 10% chance to lower targets special defense by 1 stage
Gigaton Hammer: 160 Base Power, can not be used twice in a row
Gyro Ball: physical, more power the slower the user is than the target, max 120 base power
Heavy Slam: physical, more power the heavier the user is than the target, max 120 base power
Iron Defense: raises the users defense by 2 stages
Iron Head: 80 Base Power, physical, 30% chance to make the target flinch
Make It Rain: 120 Base Power, special, lowers the user's special attack by 1 stage
Metal Burst: if hit by an attack it does 1.5x damage
Metal Sound: lowers the targets special defense by 2 stages
Spin Out: 100 Base Power, physical, lowers users speed by 2 stages
Steel Beam: 140 Base Power, special, reduces users HP by 1/2
Steel Roller: 130 Base Power, physical, only works in terrain, ends terrain
Water
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Aqua Cutter: 70 Base Power, physical, high crit ratio
Aqua Step: 80 Base Power, physical, 100% chance to raise users speed by 1 stage
Crabhammer: 100 Base Power, 90% accuracy, physical, high crit ratio
Flip Turn: 60 Base Power, physical, user switches out after dealing damage
Jet Punch: 60 Base Power, physical, +1 priority
Liquidation: 85 Base Power, physical, 20% chance to lower targets defense by 1 stage
Origin Pulse: 110 Base Power, 85% accuracy, special
Rain Dance: sets rain for 5 turns, 1.5x water attacks
Scald: 80 Base Power, special, 30% chance to burn the target
Snipe Shot: 80 Base Power, special, high crit ratio
Soak: turns the target into a water-type
Steam Eruption: 110 Base Power, 90% accuracy, special, 30% chance to burn the target
Surging Strikes: 25 Base Power, physical, always crits and hits 3 times
Waterfall: 80 Base Power, physical, 20% chance to flinch the target
Water Shuriken: 15 Base Power, special, hits 2-5 times
Water Spout: 150 Base Power, special, gets weaker as users HP goes down
Wave Crash: 120 Base Power, physical, 1/3 recoil
Whirlpool: 35 Base Power, special, traps and damages target for 4-5 turns