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Mew

In-battle formes

HP:100
Attack:100
Defense:100
Sp. Atk:100
Sp. Def:100
Speed:100
Min (-ve nature, 0 IVs)184
Default236
Max Neutral299
Max Positive328
Max Neutral (+1)448
Max Positive (+1)492
Max Neutral (+2)598
Max Positive (+2)656
Monotype
Stallbreaker263
Double Dance328

Strategies

Formats:
Written by Haaku.

Overview

Mew is one of the best Psychic-types due to its incredible offensive traits and very diverse utility movepool, allowing it to fill the role of a setup threat and bulky stallbreaker. This allows Mew to easily fit on almost any Psychic team due to the number of roles it can fill. Its access to a powerful signature Z-Move in Genesis Supernova in tandem with setup moves such as Nasty Plot and Rock Polish allows Mew to threaten defensive and offensive teams alike while simultaneously offering Psychic Terrain support for the team. Its ability to summon Psychic Terrain is very useful for boosting the power of the team's Psychic-type attacks while also preventing priority users such as Scizor from revenge killing it once weakened. Additionally, Mew's wide support movepool with options such as Taunt, Knock Off, and reliable recovery allows it to serve as an excellent defensive pivot for balance teams, pressuring defensive threats such as Toxapex and Chansey. On top of this, Mew's excellent mixed bulk allows it to check many of the metagame's premier offensive Pokemon such as Kyurem-B and Mega Diancie. Specifically, Mew becomes very difficult to break down specially thanks to its invested bulk, while Will-O-Wisp enables it to check most physical attackers as well, making it extremely hard to check offensively. Mew's unpredictability and versatility further allow it to pressure opposing teams while its set is unrevealed. However, while a pure Psychic typing is decent by itself, it does not add any defensive utility to Psychic teams and instead stacks a common weakness to Dark-, Bug-, and Ghost-types. Mew's power and Speed are quite lacking before setting up and using its Z-Move, so it often finds itself too dependent on setup moves in order to dent teams.

Stallbreaker

Move 1
  • Knock Off
    1.5x damage if foe holds an item. Removes item.
    TypeDark
    CategoryPhysical
    Power65 BP
    Accuracy100%
Move 2
Move 3
  • Taunt
    Target can't use status moves its next 3 turns.
    TypeDark
    Accuracy100%
Move 4
  • Roost
    Heals 50% HP. Flying-type removed 'til turn ends.
    TypeFlying

Moves

Knock Off is essential, as it is Mew's only attacking move and removes the foe's item, most notably Eviolite and Leftovers from defensive Pokemon such as Chansey and Skarmory as well as items such as Choice Specs from Tapu Koko and Life Orb from Landorus. Will-O-Wisp cripples physical attackers such as Bisharp by halving their Attack stat and goes very well with Mew's good mixed bulk. It also chips down opposing walls in combination with Knock Off removing Leftovers. Taunt allows Mew to shut down opposing walls such as Mantine by preventing them from recovering HP or afflicting them with status conditions, helping Mew fulfill its role as a stallbreaker. Roost provides Mew with much-needed reliable recovery, allowing it to remain in the game for longer and wall opposing Pokemon far more easily.

Set Details

The given EV spread allows Mew to outspeed very important Pokemon such as Bisharp and Adamant Diggersby, allowing it to check these Pokemon while also outspeeding the majority of defensive Pokemon. 252 EVs are put into HP and the rest are placed into Special Defense alongside a Careful nature in order to maximize its special bulk while still enabling it to check various physical attackers with Will-O-Wisp. Leftovers is the preferred item on this set, as it gives Mew passive recovery, allowing it to remain on the field longer. Synchronize is Mew's only ability and allows it to discourage opposing Toxic users like Mantine and Gastrodon from afflicting it.

Usage Tips

This Mew set focuses on checking various offensive Pokemon with Will-O-Wisp and its invested special bulk. Use Will-O-Wisp after bringing Mew out safely against offensive Pokemon such as Bisharp and Tapu Bulu in order to cripple them for the remainder of the game. However, switching Mew in against physical attackers outright is often a bad idea, as it usually depends on surviving a strong attack in order to burn the foe. Mew's invested special bulk is great and allows it to safely check special attackers such as Latios. Also, Mew's multiple methods of recovery and good mixed bulk allow the player to play liberally with it, as it will usually be able to consistently check opposing offensive Pokemon due to its longevity. Use Taunt when faced against walls that can otherwise shut Mew down, such as Chansey, as well as Pokemon attempting to clear hazards with Defog, such as Mantine. Knock Off should be used often in order to reliably remove opposing items, preventing walls from recovering HP as well as weakening offensive Pokemon by removing items such as Life Orb. The passive nature of this set means Mew may have trouble checking certain opposing Pokemon that it cannot cripple with its other moves such as Volcarona and Mega Charizard Y. Furthermore, be wary of predicted switches, as dangerous Pokemon like Hydreigon may be given a free switch depending on the move Mew chooses. Despite the utility that comes from Synchronize, it is important to avoid being poisoned by Toxic, as it will heavily limit Mew's staying time on the field by rapidly wearing it down. Mew also heavily dislikes paralysis, as it cannot stallbreak nearly as well with a crippled Speed stat. In certain matchups, it may be beneficial to get Mew burned in order to avoid other types of status. In the Water matchup, for example, it may fish for a burn from a Scald user in order to be unaffected by Toxic Spikes.

Team Options

This set is an essential option to balance teams, meaning other Pokemon that fit the archetype are ideal teammates for Mew. Slowbro forms a very solid defensive core with Mew, being able to check Dark-types such as Mega Sharpedo with its Colbur Berry set while further crippling offensive Pokemon with Thunder Wave. In return, Mew can stomach special attacks for Slowbro due to its great invested bulk. Jirachi's fantastic typing and ability to provide much-needed entry hazard support make it a superb teammate for Mew. It can additionally give Mew safe opportunities to come in on the field thanks to its rather slow U-turn. Victini provides an offensive option able to take care of faster foes and wallbreak simultaneously with the combination of Choice Scarf and powerful moves like V-create and Bolt Strike, beating Pokemon such as Mega Scizor and Mantine for Mew. Choice Band Victini also threatens defensive teams immensely with stallbreaking support from Mew. Latios and Latias are both good teammates for Mew, as they can clear hazards for Mew with Defog and check dangerous offensive Pokemon such as Mega Charizard Y. Latias additionally offers Healing Wish support, giving Mew another potential form of recovery. Mega Latias appreciates Mew's superior bulk and ability to cripple physical attackers with Will-O-Wisp, creating opportunities for a Calm Mind sweep. Additionally, its typing allows it to take on common metagame threats such as Tapu Bulu and Landorus, which Mew often struggles with. Mega Slowbro's incredible physical bulk also makes it a great Calm Mind sweeper that appreciates Mew's specially defensive support, dealing with many Electric- and Grass-types such as Zapdos and Cradily for Mega Slowbro. Mega Gallade is a threatening physical wallbreaker that can take care of many opposing Dark-types, such as Alolan Muk, and appreciates Mew's ability to Taunt opposing Pokemon and prevent their recovery. Alakazam can check certain physical attackers that trouble Mew such as Mega Sharpedo thanks to its access to Counter and Magic Guard. Celebi is a decent teammate for Mew, as it can check problematic Ground- and Water-types such as Gastrodon and Mantine, easing Mew's defensive load and providing a setup sweeper for the team.

Double Dance

Move 1
  • Psychic
    10% chance to lower the target's Sp. Def by 1.
    TypePsychic
    CategorySpecial
    Power90 BP
    Accuracy100%
Move 2
Move 3
Move 4
  • Focus Blast
    10% chance to lower the target's Sp. Def by 1.
    TypeFighting
    CategorySpecial
    Power120 BP
    Accuracy70%

Moves

Psychic is easily Mew's most spammable attack, being its strongest and most reliable STAB move. It also allows Mew to fire off its powerful Genesis Supernova, nuking most threats that don't resist it while summoning Psychic Terrain. Nasty Plot boosts Mew's Special Attack to massive levels and allows it to wallbreak effectively, notably dealing with common defensive threats such as Porygon2. Rock Polish doubles Mew's Speed, allowing it to become a dangerous sweeper and outspeed the majority of the metagame after a single boost. This goes hand in hand with Nasty Plot to turn Mew into an incredible offensive Pokemon. Focus Blast offers great neutral coverage and is used to hit opposing Dark- and Steel-types such as Tyranitar and Heatran, though it can be rather unreliable due to its low accuracy.

Set Details

252 EVs in Speed alongside a Timid nature give Mew as much initial Speed as possible before boosting in order to outpace key Pokemon, such as Landorus-T and Hydreigon, maximizing its capability as an offensive sweeper. The rest is dumped into its Special Attack to maximize its power. Synchronize is Mew's only ability and is useful for discouraging status spreaders such as Mantine from poisoning it with Toxic. Mewnium Z is required in order to give Mew access to Genesis Supernova.

Usage Tips

Prioritize using Nasty Plot first against more defensive teams that lack revenge killers that can KO Mew. Rock Polish should be used against more offensive teams late-game as a cleaner in tandem with Genesis Supernova. However, it is very important to be wary of Dark-types while using Genesis Supernova, as they can easily waste its Z-Move by switching in on it. Despite Synchronize punishing opposing Pokemon attempting to spread status, it is still important to avoid status altogether, as poison will quickly wear it down, while being paralyzed will severely limit its effectiveness offensively. In a similar notion, do not allow Mew to take any unnecessary damage by switching it into opposing attacks as well as entry hazard damage, as this set has no way to recover its HP. It is a good idea to not reveal Mew's set early in the game in certain matchups such as Flying, as walls like Celesteela will fear the possibility of a utility set with Taunt. This gives it more leverage late-game when deciding to set up with Nasty Plot and Rock Polish. Similarly, Mew can force out many physical attackers such as Bisharp by bluffing Will-O-Wisp, though this can be rather risky and prediction-dependent.

Team Options

Due to the nature of this set, Mew appreciates offensive teammates able to capitalize on its wallbreaking and sweeping ability. Deoxys-S is a terrific teammate for Mew, being able to offer entry hazard support in tandem with Taunt to stop opposing entry hazard removers and leads. It also provides dual screens support, amplifying Mew's bulk and allowing it to remain on the field for a long time. Victini is a great offensive team option by virtue of its typing and ability to function as a strong wallbreaker with Choice Band and a way to keep faster foes in check with Choice Scarf. It can also take out threats such as Scizor and Celesteela thanks to its useful Fire typing. Mega Gallade forms a deadly wallbreaking core with Mew, pressuring defensive teams while dealing with special walls such as Chansey thanks to its massive physical power. Alakazam is an amazing blanket check to many dangerous Pokemon such as Mega Sharpedo thanks to the combination of Counter and Magic Guard. Mew, on the other hand, swiftly deals with more defensive Pokemon such as Zapdos for it. Latios is a good teammate, as it can pressure many Pokemon that threaten Mew such as Mega Sableye thanks to its strong Dragon-type STAB moves and can remove entry hazards with Defog. Mega Latias brings utility as a secondary setup threat with Stored Power and Calm Mind, being able to steamroll past teams that lack answers to it such as Water. Choice Band Metagross can trap Pokemon such as Latios with Pursuit and has the immediate power to threaten defensive checks to Mew such as Chansey. Lastly, Jirachi provides Stealth Rock support for Mew while also giving it many opportunities to safely come in due to its access to U-turn.

Other Options

Mew can compress a utility set with Nasty Plot and Mewnium Z in order to provide defensive support for the team while also being able to catch some of its usual defensive checks like Mantine off-guard. An EV spread of 252 HP / 240 SpD / 16 Spe with a Careful nature allows Mew to outspeed Adamant Bisharp while increasing its bulk, but misses out on outspeeding Jolly Bisharp and other positive nature base 70 Speed Pokemon, which can be crucial. Similarly, a spread of 252 HP / 120 SpD / 136 Spe with a Careful nature gives it more Speed to outspeed Pokemon such as Suicune.

Checks and Counters

Mega Sableye: Mega Sableye is by far the greatest counter to any of Mew's sets, being immune to both of its usual attacks while shrugging off any status move it may use with Magic Bounce. It can threaten Mew with Foul Play and its own Knock Off in return.

Other Dark-types: Despite Mew's access to Focus Blast, any Dark-type has the ability to switch into Double Dance Mew's Z-Move, making it go to waste, and take minimal damage from its Knock Off on the stallbreaker set. Strong offensive Pokemon such as Mega Sharpedo can threaten Mew with their super effective STAB moves.

Bug-types: Common Bug-types carrying super effective STAB moves such as Scizor and Volcarona can usually survive an attack from any of Mew's sets and proceed to dent or KO it in return.

Physical Wallbreakers: Although still solid when not invested, Mew's physical bulk is usually not enough to take on strong physical wallbreakers such as Choice Band Victini and Tapu Bulu, though it can still burn some of them with Will-O-Wisp on the stallbreaker set.

Status: Every Mew set heavily dislikes Toxic poison, as it will easily wear it down and prevent it from sweeping or wallbreaking effectively. Paralysis cripples its Speed stat and being burned can slowly chip its HP and negate Leftovers recovery if it is the stallbreaker set.

Mantine: Mantine is a great check to both of Mew's sets, as its offensive set is neutralized by Haze while defensive variants of Mew cannot do much damage to it, although it can Taunt Mantine.

Credits

Moves

 
Power
55
Accuracy
100%
PP
15
Power doubles if the user has no held item.
 
Power
60
Accuracy
PP
20
This move does not check accuracy.
 
Power
Accuracy
PP
15
The target makes its move right after the user.
 
Power
60
Accuracy
95%
PP
25
High critical hit ratio. Hits adjacent foes.
 
Power
Accuracy
PP
15
The user swaps positions with its ally.
 
Power
Accuracy
PP
20
Raises the user's Sp. Def by 2.
 
Power
60
Accuracy
100%
PP
5
10% chance to raise all stats by 1 (not acc/eva).
 
Power
90
Accuracy
90%
PP
10
No additional effect.
 
Power
Accuracy
100%
PP
15
A target of the opposite gender gets infatuated.
 
Power
80
Accuracy
PP
20
This move does not check accuracy.
 
Power
Accuracy
PP
20
For 5 turns, damage to allies is halved. Hail only.
 
Power
60
Accuracy
100%
PP
10
Power doubles if user is damaged by the target.
 
Power
Accuracy
PP
20
Raises the user's Defense by 2.
 
Power
Accuracy
PP
40
User switches, passing stat changes and more.
 
Power
Accuracy
PP
10
Waits 2 turns; deals double the damage taken.
 
Power
15
Accuracy
85%
PP
20
Traps and damages the target for 4-5 turns.
 
Power
110
Accuracy
70%
PP
5
10% chance to freeze foe(s). Can't miss in Hail.
 
Power
Accuracy
PP
5
Prevents the target from switching out.
 
Power
85
Accuracy
100%
PP
15
30% chance to paralyze the target.
 
Power
85
Accuracy
85%
PP
5
Bounces turn 1. Hits turn 2. 30% paralyze.
 
Power
75
Accuracy
100%
PP
15
Destroys screens, unless the target is immune.
 
Power
65
Accuracy
100%
PP
10
Power doubles if the target's HP is 50% or less.
 
Power
60
Accuracy
100%
PP
20
No additional effect. Hits adjacent Pokemon.
 
Power
65
Accuracy
100%
PP
20
10% chance to lower the target's Speed by 1.
 
Power
60
Accuracy
100%
PP
20
User steals and eats the target's Berry.
 
Power
Accuracy
PP
20
Raises the user's Attack and Defense by 1.
 
Power
60
Accuracy
100%
PP
20
100% chance lower adjacent Pkmn Speed by 1.
 
Power
25
Accuracy
100%
PP
30
Hits 2-5 times in one turn.
 
Power
Accuracy
PP
20
Raises the user's Sp. Atk and Sp. Def by 1.
 
Power
Accuracy
100%
PP
20
Lowers the foe(s) Sp. Atk by 2 if opposite gender.
 
Power
50
Accuracy
90%
PP
10
70% chance to raise the user's Sp. Atk by 1.
 
Power
Accuracy
PP
20
Lowers the target's Sp. Atk by 1.
 
Power
Accuracy
100%
PP
20
If hit by physical attack, returns double damage.
 
Power
60
Accuracy
100%
PP
25
If the user has no item, it steals the target's.
 
Power
Accuracy
PP
10
Curses if Ghost, else -1 Spe, +1 Atk, +1 Def.
 
Power
50
Accuracy
95%
PP
30
No additional effect.
 
Power
80
Accuracy
100%
PP
15
20% chance to make the target flinch.
 
Power
80
Accuracy
100%
PP
10
No additional effect. Hits adjacent foes.
 
Power
Accuracy
PP
40
Raises the user's Defense by 1.
 
Power
Accuracy
PP
15
-1 evasion; clears user and target side's hazards.
 
Power
Accuracy
PP
5
Prevents moves from affecting the user this turn.
 
Power
80
Accuracy
100%
PP
10
Digs underground turn 1, strikes turn 2.
 
Power
80
Accuracy
100%
PP
10
Dives underwater turn 1, strikes turn 2.
 
Power
120
Accuracy
100%
PP
15
Has 33% recoil.
 
Power
Accuracy
PP
15
Raises the user's evasiveness by 1.
 
Power
60
Accuracy
100%
PP
20
30% chance to paralyze the target.
 
Power
80
Accuracy
100%
PP
15
No additional effect.
 
Power
85
Accuracy
100%
PP
10
No additional effect.
 
Power
Accuracy
100%
PP
10
Deals 40 HP of damage to the target.
 
Power
60
Accuracy
90%
PP
10
Forces the target to switch to a random ally.
 
Power
75
Accuracy
100%
PP
10
User recovers 50% of the damage dealt.
 
Power
100
Accuracy
100%
PP
15
User gains 1/2 HP inflicted. Sleeping target only.
 
Power
80
Accuracy
95%
PP
10
High critical hit ratio.
 
Power
40
Accuracy
90%
PP
15
Hits 2 times in one turn.
 
Power
100
Accuracy
50%
PP
5
100% chance to confuse the target.
 
Power
90
Accuracy
100%
PP
10
10% chance to lower the target's Sp. Def by 1.
 
Power
100
Accuracy
100%
PP
10
Hits adjacent Pokemon. Double damage on Dig.
 
Power
40
Accuracy
100%
PP
15
Power increases when used on consecutive turns.
 
Power
100
Accuracy
75%
PP
10
No additional effect.
 
Power
55
Accuracy
95%
PP
15
100% chance to lower the foe(s) Speed by 1.
 
Power
Accuracy
100%
PP
15
For 5 turns, the target's item has no effect.
 
Power
Accuracy
100%
PP
5
Lowers the target's HP to the user's HP.
 
Power
Accuracy
PP
10
User survives attacks this turn with at least 1 HP.
 
Power
90
Accuracy
100%
PP
10
10% chance to lower the target's Sp. Def by 1.
 
Power
250
Accuracy
100%
PP
5
Hits adjacent Pokemon. The user faints.
 
Power
70
Accuracy
100%
PP
20
Power doubles if user is burn/poison/paralyzed.
 
Power
40
Accuracy
100%
PP
10
Hits first. First turn out only. 100% flinch chance.
 
Power
40
Accuracy
100%
PP
40
Always leaves the target with at least 1 HP.
 
Power
60
Accuracy
PP
20
This move does not check accuracy.
 
Power
110
Accuracy
85%
PP
5
10% chance to burn the target.
 
Power
75
Accuracy
100%
PP
15
10% chance to burn the target.
 
Power
Accuracy
30%
PP
5
OHKOs the target. Fails if user is a lower level.
 
Power
50
Accuracy
100%
PP
20
100% chance to raise the user's Speed by 1.
 
Power
90
Accuracy
100%
PP
15
10% chance to burn the target.
 
Power
Accuracy
100%
PP
20
Lowers the target's accuracy by 1.
 
Power
80
Accuracy
100%
PP
10
10% chance to lower the target's Sp. Def by 1.
 
Power
Accuracy
100%
PP
10
Flings the user's item at the target. Power varies.
 
Power
90
Accuracy
95%
PP
15
Flies up on first turn, then strikes the next turn.
 
Power
120
Accuracy
70%
PP
5
10% chance to lower the target's Sp. Def by 1.
 
Power
150
Accuracy
100%
PP
20
Fails if the user takes damage before it hits.
 
Power
95
Accuracy
100%
PP
15
Uses target's Attack stat in damage calculation.
 
Power
60
Accuracy
90%
PP
10
Always results in a critical hit.
 
Power
Accuracy
100%
PP
20
Max 102 power at minimum Happiness.
 
Power
40
Accuracy
95%
PP
20
Power doubles with each hit, up to 160.
 
Power
Accuracy
100%
PP
10
Nullifies the target's Ability.
 
Power
75
Accuracy
100%
PP
10
User recovers 50% of the damage dealt.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
Accuracy
100%
PP
20
More power the heavier the target.
 
Power
Accuracy
PP
5
5 turns: no Ground immunities, 1.67x accuracy.
 
Power
120
Accuracy
80%
PP
5
30% chance to poison the target.
 
Power
Accuracy
100%
PP
5
More power the slower the user than the target.
 
Power
Accuracy
PP
10
For 5 turns, hail crashes down.
 
Power
70
Accuracy
100%
PP
15
30% chance to make the target flinch.
 
Power
Accuracy
PP
5
Cures the user's party of all status conditions.
 
Power
95
Accuracy
90%
PP
10
10% chance to burn the foe(s).
 
Power
Accuracy
PP
20
One adjacent ally's move power is 1.5x this turn.
 
Power
60
Accuracy
100%
PP
15
Varies in type based on the user's IVs.
 
Power
Accuracy
PP
15
Raises the user's Attack and accuracy by 1.
 
Power
Accuracy
30%
PP
5
OHKOs the target. Fails if user is a lower level.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
90
Accuracy
100%
PP
10
No additional effect. Hits adjacent foes.
 
Power
Accuracy
60%
PP
20
Causes the target to fall asleep.
 
Power
90
Accuracy
100%
PP
10
10% chance to freeze the target.
 
Power
75
Accuracy
100%
PP
15
10% chance to freeze the target.
 
Power
55
Accuracy
95%
PP
15
100% chance to lower the foe(s) Speed by 1.
 
Power
60
Accuracy
100%
PP
15
Destroys the foe(s) Berry/Gem.
 
Power
20
Accuracy
100%
PP
20
Traps and damages the target for 4-5 turns.
 
Power
Accuracy
PP
15
Raises the user's Defense by 2.
 
Power
80
Accuracy
100%
PP
15
30% chance to make the target flinch.
 
Power
100
Accuracy
75%
PP
15
30% chance to lower the target's Defense by 1.
 
Power
65
Accuracy
100%
PP
20
1.5x damage if foe holds an item. Removes item.
 
Power
Accuracy
PP
30
Until the end of the next turn, user's moves crit.
 
Power
140
Accuracy
100%
PP
5
Fails unless each known move has been used.
 
Power
80
Accuracy
100%
PP
10
User recovers 50% of the damage dealt.
 
Power
Accuracy
PP
30
For 5 turns, special damage to allies is halved.
 
Power
85
Accuracy
100%
PP
10
20% chance to lower the target's Defense by 1.
 
Power
Accuracy
100%
PP
20
More power the heavier the target.
 
Power
65
Accuracy
100%
PP
20
100% chance to lower the target's Speed by 1.
 
Power
Accuracy
PP
15
Bounces back certain non-damaging moves.
 
Power
Accuracy
PP
10
For 5 turns, all held items have no effect.
 
Power
Accuracy
PP
10
For 5 turns, the user has immunity to Ground.
 
Power
Accuracy
PP
20
Copies a foe at 1.5x power. User must be faster.
 
Power
40
Accuracy
100%
PP
15
User recovers 50% of the damage dealt.
 
Power
120
Accuracy
75%
PP
5
No additional effect.
 
Power
80
Accuracy
85%
PP
20
No additional effect.
 
Power
Accuracy
PP
10
Picks a random move.
 
Power
Accuracy
PP
10
The last move the target used replaces this one.
 
Power
20
Accuracy
100%
PP
10
100% chance to lower the target's accuracy by 1.
 
Power
Accuracy
PP
20
Raises the user's Sp. Atk by 2.
 
Power
Accuracy
100%
PP
15
Power and type depends on the user's Berry.
 
Power
Accuracy
PP
20
Attack depends on terrain (default Tri Attack).
 
Power
Accuracy
100%
PP
15
A sleeping target is hurt by 1/4 max HP per turn.
 
Power
Accuracy
100%
PP
15
Does damage equal to the user's level.
 
Power
60
Accuracy
100%
PP
5
10% chance to raise all stats by 1 (not acc/eva).
 
Power
120
Accuracy
100%
PP
10
Lasts 2-3 turns. Confuses the user afterwards.
 
Power
130
Accuracy
90%
PP
5
Lowers the user's Sp. Atk by 2.
 
Power
Accuracy
PP
20
Shares HP of user and target equally.
 
Power
50
Accuracy
100%
PP
10
Power doubles if the user moves after the target.
 
Power
40
Accuracy
100%
PP
20
Scatters coins.
 
Power
60
Accuracy
100%
PP
20
User steals and eats the target's Berry.
 
Power
80
Accuracy
100%
PP
20
30% chance to poison the target.
 
Power
40
Accuracy
100%
PP
35
No additional effect.
 
Power
40
Accuracy
100%
PP
20
100% chance to raise the user's Attack by 1.
 
Power
Accuracy
PP
10
Prevents moves from affecting the user this turn.
 
Power
90
Accuracy
100%
PP
10
10% chance to lower the target's Sp. Def by 1.
 
Power
Accuracy
PP
10
Copies the target's current stat stages.
 
Power
80
Accuracy
100%
PP
10
Damages target based on Defense, not Sp. Def.
 
Power
Accuracy
100%
PP
15
Random damage equal to 0.5x-1.5x user's level.
 
Power
Accuracy
100%
PP
15
Forces the target to move last this turn.
 
Power
20
Accuracy
100%
PP
20
Raises the user's Attack by 1 if hit during use.
 
Power
Accuracy
PP
5
For 5 turns, heavy rain powers Water moves.
 
Power
80
Accuracy
100%
PP
10
Charges, then hits foe(s) turn 2. High crit ratio.
 
Power
Accuracy
PP
10
Restores the item the user last used.
 
Power
Accuracy
PP
20
For 5 turns, physical damage to allies is halved.
 
Power
Accuracy
PP
15
User becomes the same type as the target.
 
Power
Accuracy
PP
10
User sleeps 2 turns and restores HP and status.
 
Power
70
Accuracy
100%
PP
5
Power doubles if an ally fainted last turn.
 
Power
Accuracy
100%
PP
20
Max 102 power at maximum Happiness.
 
Power
Accuracy
PP
20
Forces the target to switch to a random ally.
 
Power
Accuracy
PP
20
Raises the user's Speed by 2.
 
Power
75
Accuracy
90%
PP
10
30% chance to make the foe(s) flinch.
 
Power
40
Accuracy
100%
PP
15
50% chance to lower the target's Defense by 1.
 
Power
60
Accuracy
95%
PP
15
100% chance to lower the target's Speed by 1.
 
Power
Accuracy
PP
10
User replaces its Ability with the target's.
 
Power
30
Accuracy
90%
PP
20
Power doubles with each hit. Repeats for 5 turns.
 
Power
Accuracy
PP
10
Heals 50% HP. Flying-type removed 'til turn ends.
 
Power
60
Accuracy
100%
PP
15
Power doubles if others used Round this turn.
 
Power
Accuracy
PP
25
For 5 turns, protects user's party from status.
 
Power
Accuracy
PP
10
For 5 turns, a sandstorm rages. Rock: 1.5x SpD.
 
Power
80
Accuracy
100%
PP
15
30% chance to burn the target. Thaws target.
 
Power
70
Accuracy
100%
PP
20
Effect varies with terrain. (30% paralysis chance)
 
Power
80
Accuracy
100%
PP
15
No additional effect.
 
Power
Accuracy
100%
PP
20
Does damage equal to the user's level.
 
Power
200
Accuracy
100%
PP
5
Hits adjacent Pokemon. The user faints.
 
Power
80
Accuracy
100%
PP
15
20% chance to lower the target's Sp. Def by 1.
 
Power
70
Accuracy
100%
PP
15
High critical hit ratio.
 
Power
60
Accuracy
PP
20
This move does not check accuracy.
 
Power
75
Accuracy
100%
PP
15
10% chance to confuse the target.
 
Power
60
Accuracy
100%
PP
5
10% chance to raise all stats by 1 (not acc/eva).
 
Power
Accuracy
PP
10
The user and the target trade Abilities.
 
Power
130
Accuracy
100%
PP
10
Raises user's Defense by 1 on turn 1. Hits turn 2.
 
Power
140
Accuracy
90%
PP
5
Charges, then hits turn 2. 30% flinch. High crit.
 
Power
60
Accuracy
100%
PP
10
User and foe fly up turn 1. Damages on turn 2.
 
Power
Accuracy
PP
10
User must be asleep. Uses another known move.
 
Power
90
Accuracy
100%
PP
10
30% chance to poison the target.
 
Power
95
Accuracy
100%
PP
10
10% chance to poison adjacent Pokemon.
 
Power
50
Accuracy
100%
PP
15
Removes the target's Ground immunity.
 
Power
70
Accuracy
PP
10
This move does not check accuracy.
 
Power
55
Accuracy
95%
PP
15
100% chance to lower the foe(s) Sp. Atk by 1.
 
Power
Accuracy
PP
10
User steals certain support moves to use itself.
 
Power
50
Accuracy
100%
PP
15
User must be asleep. 30% chance to flinch target.
 
Power
Accuracy
PP
10
Heals the user by 50% of its max HP.
 
Power
120
Accuracy
100%
PP
10
Charges turn 1. Hits turn 2. No charge in sunlight.
 
Power
Accuracy
100%
PP
10
Lowers the PP of the target's last move by 4.
 
Power
Accuracy
PP
20
Hurts foes on switch-in. Factors Rock weakness.
 
Power
70
Accuracy
90%
PP
25
10% chance to raise the user's Defense by 1.
 
Power
75
Accuracy
100%
PP
10
Power doubles if the user's last move failed.
 
Power
100
Accuracy
80%
PP
5
High critical hit ratio.
 
Power
80
Accuracy
100%
PP
15
No additional effect.
 
Power
Accuracy
95%
PP
40
Lowers the foe(s) Speed by 2.
 
Power
50
Accuracy
100%
PP
20
100% chance to lower the foe(s) Sp. Atk by 1.
 
Power
80
Accuracy
80%
PP
20
Has 1/4 recoil.
 
Power
Accuracy
PP
10
User takes 1/4 its max HP to put in a substitute.
 
Power
70
Accuracy
100%
PP
5
Usually goes first. Fails if target is not attacking.
 
Power
Accuracy
PP
5
For 5 turns, intense sunlight powers Fire moves.
 
Power
Accuracy
90%
PP
10
Does damage equal to 1/2 target's current HP.
 
Power
120
Accuracy
100%
PP
5
Lowers the user's Attack and Defense by 1.
 
Power
90
Accuracy
100%
PP
15
Hits adjacent Pokemon. Double damage on Dive.
 
Power
Accuracy
85%
PP
15
Raises the target's Attack by 2 and confuses it.
 
Power
Accuracy
100%
PP
20
Lowers the foe(s) evasiveness by 2.
 
Power
60
Accuracy
PP
20
This move does not check accuracy. Hits foes.
 
Power
Accuracy
PP
20
Raises the user's Attack by 2.
 
Power
Accuracy
PP
5
Heals the user by a weather-dependent amount.
 
Power
Accuracy
PP
15
For 4 turns, allies' Speed is doubled.
 
Power
90
Accuracy
85%
PP
20
Has 1/4 recoil.
 
Power
Accuracy
100%
PP
20
Target can't use status moves its next 3 turns.
 
Power
Accuracy
PP
15
For 3 turns, target floats but moves can't miss it.
 
Power
Accuracy
PP
20
Fails when used.
 
Power
60
Accuracy
100%
PP
25
If the user has no item, it steals the target's.
 
Power
80
Accuracy
100%
PP
15
For 2 turns, the target cannot use sound moves.
 
Power
110
Accuracy
70%
PP
10
30% chance to paralyze. Can't miss in rain.
 
Power
90
Accuracy
100%
PP
15
10% chance to paralyze the target.
 
Power
75
Accuracy
100%
PP
15
10% chance to paralyze the target.
 
Power
Accuracy
90%
PP
20
Paralyzes the target.
 
Power
Accuracy
100%
PP
15
Target can't select the same move twice in a row.
 
Power
Accuracy
90%
PP
10
Badly poisons the target. Poison types can't miss.
 
Power
Accuracy
PP
10
Copies target's stats, moves, types, and Ability.
 
Power
80
Accuracy
100%
PP
10
20% chance to paralyze or burn or freeze target.
 
Power
Accuracy
100%
PP
10
User switches its held item with the target's.
 
Power
Accuracy
PP
5
Goes last. For 5 turns, turn order is reversed.
 
Power
40
Accuracy
100%
PP
20
20% chance to make the foe(s) flinch.
 
Power
90
Accuracy
100%
PP
10
Lasts 3 turns. Active Pokemon cannot fall asleep.
 
Power
70
Accuracy
100%
PP
20
User switches out after damaging the target.
 
Power
40
Accuracy
100%
PP
30
Usually goes first.
 
Power
65
Accuracy
100%
PP
10
Power doubles if the target is poisoned.
 
Power
70
Accuracy
100%
PP
20
User switches out after damaging the target.
 
Power
80
Accuracy
100%
PP
15
20% chance to make the target flinch.
 
Power
40
Accuracy
100%
PP
25
No additional effect.
 
Power
60
Accuracy
100%
PP
20
20% chance to confuse the target.
 
Power
35
Accuracy
85%
PP
15
Traps and damages the target for 4-5 turns.
 
Power
Accuracy
PP
20
Forces the target to switch to a random ally.
 
Power
90
Accuracy
100%
PP
15
Has 1/4 recoil.
 
Power
Accuracy
85%
PP
15
Burns the target.
 
Power
Accuracy
PP
10
For 5 turns, all Defense and Sp. Def stats switch.
 
Power
Accuracy
PP
30
Raises the user's Attack and Sp. Atk by 1.
 
Power
Accuracy
100%
PP
10
The target's Ability becomes Insomnia.
 
Power
80
Accuracy
100%
PP
15
No additional effect.
 
Power
120
Accuracy
50%
PP
5
100% chance to paralyze the target.
 
Power
80
Accuracy
90%
PP
15
20% chance to make the target flinch.
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