Movimientos

Los 164 movimientos de 1.ª generación — todos funcionan en combate. Las etiquetas de colores muestran la mecánica de cada movimiento: cambios de estadísticas (Growl, Swords Dance), estados (Sleep Powder, Thunder Wave), curaciones, drenaje/retroceso, multigolpes, flinch, crítico alto, daño fijo, cargas y efectos únicos. Consulta la guía Mecánicas de Batalla para ver cómo funcionan en tiempo real.

Movimiento Tipo Clase Poder Precisión Recarga Alcance (px) Área (px) Efecto
Absorb grass special 20 100% 1.0s 180 Drain 50% Drains half the damage inflicted to heal the user.
Acid poison special 40 100% 1.8s 140 90 SpD -1 Has a chance to lower the target’s Special Defense by one stage.
Acid Armor poison status 9.0s 140 DEF +2 Raises the user’s Defense by two stages.
Agility psychic status 9.0s 140 SPE +2 Raises the user’s Speed by two stages.
Amnesia psychic status 9.0s 140 SpD +2 Raises the user’s Special Defense by two stages.
Aurora Beam ice special 65 100% 2.6s 180 ATK -1 Has a chance to lower the target’s Attack by one stage.
Barrage normal physical 15 85% 1.4s 140 Hits 2–5 Hits 2-5 times in a single cast.
Barrier psychic status 9.0s 140 DEF +2 Raises the user’s Defense by two stages.
Bide normal physical 6.0s 140 Bide Stores damage for 2 s, then strikes back for twice the total.
Bind normal physical 15 85% 2.5s 90 trap 100% Roots the target for 4 s, damaging it the whole time.
Bite normal physical 60 100% 2.4s 90 Flinch 30% Has a chance to make the target flinch.
Blizzard ice special 300 90% 9.0s 140 90 freeze 10% Cast 2s Has a chance to freeze the target.
Body Slam normal physical 85 100% 3.5s 90 paralysis 30% Has a chance to paralyze the target. Hits a Minimized target without fail, for double damage.
Bone Club ground physical 65 85% 2.2s 90 Flinch 10% Has a chance to make the target flinch.
Bonemerang ground physical 50 90% 3.7s 140 Hits ×2 Hits twice in a single cast.
Bubble water special 40 100% 1.8s 140 90 SPE -1 Has a chance to lower the target’s Speed by one stage.
Bubble Beam water special 65 100% 2.6s 180 SPE -1 Has a chance to lower the target’s Speed by one stage.
Clamp water physical 35 85% 2.6s 90 trap 100% Roots the target for 4 s, damaging it the whole time.
Comet Punch normal physical 18 85% 1.7s 90 Hits 2–5 Hits 2-5 times in a single cast.
Confuse Ray ghost status 100% 11.0s 140 confusion Cast 1.5s Confuses the target.
Confusion psychic special 50 100% 1.9s 180 confusion 10% Has a chance to confuse the target.
Constrict normal physical 10 100% 1.0s 90 SPE -1 Has a chance to lower the target’s Speed by one stage.
Conversion normal status 15.0s 140 Conversion User’s type changes to the type of one of its moves at random.
Counter fighting physical 100% 5.0s 140 Counter Inflicts twice the damage the user received from the last physical hit it took.
Crabhammer water physical 100 90% 4.1s 90 High crit Cast 1.5s Has an increased chance for a critical hit.
Cut normal physical 50 95% 1.8s 90 Inflicts regular damage with no additional effect.
Defense Curl normal status 6.0s 140 DEF +1 Raises user’s Defense by one stage.
Dig ground physical 80 100% 4.5s 180 Tunnels to a distant foe and erupts beneath it, ending up right next to it.
Disable normal status 100% 10.0s 140 disable Disable Locks the target's last used move for 4 s.
Dizzy Punch normal physical 70 100% 2.8s 90 confusion 20% Has a chance to confuse the target.
Double Edge normal physical 120 100% 4.6s 90 Recoil 33% Cast 1.5s User receives 1/3 the damage inflicted in recoil.
Double Kick fighting physical 30 100% 2.4s 90 Hits ×2 Hits twice in a single cast.
Double Slap normal physical 15 85% 1.4s 90 Hits 2–5 Hits 2-5 times in a single cast.
Double Team normal status 6.0s 140 EVA +1 Raises the user’s evasion by one stage.
Dragon Rage dragon special 100% 3.0s 180 Fixed dmg Inflicts 105 points of damage.
Dream Eater psychic special 100 100% 4.9s 180 Drain 50% Cast 1.5s Vs sleepers Only works on sleeping Pocket Monster. Drains half the damage inflicted to heal the user.
Drill Peck flying physical 80 100% 3.3s 90 Inflicts regular damage with no additional effect.
Earthquake ground physical 260 100% 9.0s 140 90 Cast 2s Inflicts regular damage and can hit Dig users.
Egg Bomb normal physical 100 75% 3.0s 140 Cast 1.5s Inflicts regular damage with no additional effect.
Ember fire special 40 100% 1.5s 180 burn 10% Has a chance to burn the target.
Explosion normal physical 250 100% 12.0s 140 90 Cast 1.5s User faints User faints.
Fire Blast fire special 300 90% 9.0s 180 burn 10% Cast 2s Has a chance to burn the target.
Fire Punch fire physical 75 100% 3.0s 90 burn 10% Has a chance to burn the target.
Fire Spin fire special 35 85% 2.6s 180 trap 100% Roots the target for 4 s, damaging it the whole time.
Fissure ground physical 30% 20.0s 140 Cast 2s OHKO Causes a one-hit KO.
Flamethrower fire special 90 100% 3.7s 180 burn 10% Has a chance to burn the target.
Flash normal status 100% 6.0s 140 ACC -1 Lowers the target’s accuracy by one stage.
Fly flying physical 90 95% 3.5s 90 Cast 1.2s Soars out of reach for 1.2 s, then dives on the target and lands beside it.
Focus Energy normal status 7.0s 140 Crit up Raises the user's critical-hit chance for 20 s. Casting it again stacks, up to 3 times.
Fury Attack normal physical 15 85% 1.4s 90 Hits 2–5 Hits 2-5 times in a single cast.
Fury Swipes normal physical 18 80% 1.6s 90 Hits 2–5 Hits 2-5 times in a single cast.
Glare normal status 100% 14.0s 140 paralysis Cast 1.5s Paralyzes the target.
Growl normal status 100% 6.0s 140 90 ATK -1 Lowers the target’s Attack by one stage.
Growth normal status 6.0s 140 ATK +1 SpA +1 Raises the user’s Attack and Special Attack by one stage.
Guillotine normal physical 30% 20.0s 140 OHKO Causes a one-hit KO.
Gust normal special 40 100% 1.5s 180 Inflicts regular damage and can hit Pocket Monster in the air.
Harden normal status 6.0s 140 DEF +1 Raises the user’s Defense by one stage.
Haze ice status 15.0s 140 Reset stats Resets all Pocket Monster’s stats, accuracy, and evasion.
Headbutt normal physical 70 100% 2.8s 90 Flinch 30% Has a chance to make the target flinch.
High Jump Kick fighting physical 350 90% 10.0s 90 Cast 2.5s If the user misses, it takes half the damage it would have inflicted in recoil.
Horn Attack normal physical 65 100% 2.6s 90 Inflicts regular damage with no additional effect.
Horn Drill normal physical 30% 20.0s 140 Cast 2s OHKO Causes a one-hit KO.
Hydro Pump water special 110 80% 3.6s 180 Cast 1.5s Inflicts regular damage with no additional effect.
Hyper Beam normal special 450 90% 11.0s 180 Cast 3s An enormous blast. Needs a long time before it can be used again.
Hyper Fang normal physical 80 90% 2.9s 90 Flinch 10% Has a chance to make the target flinch.
Hypnosis psychic status 60% 13.0s 140 sleep Cast 1.5s Puts the target to sleep.
Ice Beam ice special 90 100% 3.7s 180 freeze 10% Has a chance to freeze the target.
Ice Punch ice physical 75 100% 3.0s 90 freeze 10% Has a chance to freeze the target.
Jump Kick fighting physical 100 95% 4.0s 90 Cast 1.5s If the user misses, it takes half the damage it would have inflicted in recoil.
Karate Chop normal physical 50 100% 2.1s 90 High crit Has an increased chance for a critical hit.
Kinesis psychic status 80% 6.0s 140 ACC -1 Lowers the target’s accuracy by one stage.
Leech Life bug physical 80 100% 3.8s 90 Drain 50% Drains half the damage inflicted to heal the user.
Leech Seed grass status 90% 16.0s 140 leech seed Seeds the target, draining its HP to the user for 16 s.
Leer normal status 100% 6.0s 140 90 DEF -1 Lowers the target’s Defense by one stage.
Lick ghost physical 30 100% 1.1s 90 paralysis 30% Has a chance to paralyze the target.
Light Screen psychic status 22.0s 140 Halves special Halves incoming special damage for 20 s.
Lovely Kiss normal status 75% 13.0s 140 sleep Cast 1.5s Puts the target to sleep.
Low Kick fighting physical 50 90% 1.7s 90 Flinch 30% Has a 30% chance to make the target flinch.
Meditate psychic status 6.0s 140 ATK +1 Raises the user’s Attack by one stage.
Mega Drain grass special 40 100% 1.8s 180 Drain 50% Drains half the damage inflicted to heal the user.
Mega Kick normal physical 120 75% 3.7s 90 Cast 1.5s Inflicts regular damage with no additional effect.
Mega Punch normal physical 80 85% 2.7s 90 Inflicts regular damage with no additional effect.
Metronome normal status 4.0s 140 Random move Randomly selects and uses any move in the game.
Mimic normal status 0.0s 140 Mimic Borrows the target’s last used move into this slot. Once the borrowed move has been used and finished its cooldown, the slot goes back to Mimic.
Minimize normal status 9.0s 140 EVA +2 Raises the user's evasion by two stages — but while it holds, crushing moves hit it without fail, for double damage.
Mirror Move flying status 4.0s 140 Mirror Uses the target’s last used move.
Mist ice status 22.0s 140 Blocks debuffs Blocks stat drops from enemy moves for 20 s.
Night Shade ghost special 100% 4.5s 180 Fixed dmg Inflicts damage equal to the attacking Pocket Monster’s own level, ignoring the target’s defences.
Pay Day normal physical 40 100% 1.5s 140 Bonus gold per hit Each hit that lands earns bonus Gold when the foe is defeated, scaling with the foe's level (up to 2 hits per foe).
Peck flying physical 35 100% 1.3s 90 Inflicts regular damage with no additional effect.
Petal Dance grass special 120 100% 5.1s 180 Cast 1.5s Self-confuse Hits hard; 20% chance to leave the user confused.
Pin Missile bug physical 25 95% 2.9s 140 Hits 2–5 Hits 2-5 times in a single cast.
Poison Gas poison status 90% 16.0s 140 90 poison Poisons the target.
Poison Powder poison status 75% 16.0s 140 poison Poisons the target.
Poison Sting poison physical 15 100% 1.0s 140 poison 30% Has a chance to poison the target.
Pound normal physical 40 100% 1.5s 90 Inflicts regular damage with no additional effect.
Psybeam psychic special 65 100% 2.6s 180 confusion 10% Has a chance to confuse the target.
Psychic psychic special 90 100% 3.7s 180 SpD -1 Has a chance to lower the target’s Special Defense by one stage.
Psywave psychic special 100% 4.5s 180 Fixed dmg Inflicts random damage between half and one and a half times the attacking Pocket Monster’s own level, ignoring the target’s defences.
Quick Attack normal physical 40 100% 1.5s 90 Inflicts regular damage with no additional effect.
Rage normal physical 20 100% 7.0s 90 Rage For 8 s, the user's Attack rises by one stage each time it is hit.
Razor Leaf grass physical 55 95% 2.6s 140 90 High crit Has an increased chance for a critical hit.
Razor Wind normal special 80 100% 3.7s 140 90 High crit Cast 1.2s Charges for 1.2 s, then strikes.
Recover normal status 20.0s 140 Heal 50% Channel 2s Restores 17% of the user's max HP over 2 s, healing as it goes. Being interrupted keeps only the HP already restored.
Reflect psychic status 22.0s 140 Halves physical Halves incoming physical damage for 20 s.
Rest psychic status 25.0s 140 Channel 6s Full heal + sleep The user sleeps for 6 s, recovering 100% of its max HP as it sleeps. Waking early keeps only the HP already restored.
Roar normal status 10.0s 140 200 fear Terrifies everything around the target for 3.5 s — they flee in panic, cannot act, and lose interest in the user.
Rock Slide rock physical 75 90% 3.2s 180 90 Flinch 30% Has a chance to make the target flinch.
Rock Throw rock physical 50 90% 1.7s 180 Inflicts regular damage with no additional effect.
Rolling Kick fighting physical 60 85% 2.0s 90 Flinch 30% Has a chance to make the target flinch.
Sand Attack normal status 100% 6.0s 140 ACC -1 Lowers the target’s accuracy by one stage.
Scratch normal physical 40 100% 1.5s 90 Inflicts regular damage with no additional effect.
Screech normal status 85% 9.0s 140 DEF -2 Lowers the target’s Defense by two stages.
Seismic Toss fighting physical 100% 4.5s 140 Fixed dmg Inflicts damage equal to the attacking Pocket Monster’s own level, ignoring the target’s defences.
Self Destruct normal physical 200 100% 12.0s 140 90 Cast 1.5s User faints User faints.
Sharpen normal status 6.0s 140 ATK +1 Raises the user’s Attack by one stage.
Sing normal status 55% 13.0s 140 sleep Cast 1.5s Puts the target to sleep.
Skull Bash normal physical 130 100% 5.0s 90 Cast 1.2s Charges for 1.2 s, then strikes. A hit that lands raises the user's Defense by one stage.
Sky Attack flying physical 355 90% 10.0s 90 Flinch 30% High crit Cast 2.5s Charges for 2.5 s, then strikes. May make the target flinch.
Slam normal physical 80 75% 2.4s 90 Inflicts regular damage with no additional effect.
Slash normal physical 70 100% 3.1s 90 High crit Has an increased chance for a critical hit.
Sleep Powder grass status 75% 13.0s 140 sleep Cast 1.5s Puts the target to sleep.
Sludge poison special 65 100% 2.6s 180 poison 30% Has a chance to poison the target.
Smog poison special 30 70% 1.0s 180 poison 40% Has a chance to poison the target.
Smokescreen normal status 100% 6.0s 140 ACC -1 Lowers the target’s accuracy by one stage.
Soft Boiled normal status 20.0s 140 Heal 50% Cast 2s Heals the user by half its max HP.
Solar Beam grass special 355 100% 11.0s 180 Cast 3s Charges for 3 s, then strikes.
Sonic Boom normal special 90% 2.0s 180 Fixed dmg Inflicts 55 points of damage.
Spike Cannon normal physical 20 100% 2.4s 140 Hits 2–5 Hits 2-5 times in a single cast.
Splash normal status 3.0s 140 No effect Does nothing.
Spore grass status 100% 15.0s 140 sleep Cast 1.5s Puts the target to sleep.
Stomp normal physical 65 100% 2.6s 90 Flinch 30% Has a chance to make the target flinch. Hits a Minimized target without fail, for double damage.
Strength normal physical 80 100% 3.3s 90 Inflicts regular damage with no additional effect.
String Shot bug status 95% 9.0s 140 90 SPE -2 Lowers the target’s Speed by two stages.
Stun Spore grass status 75% 14.0s 140 paralysis Cast 1.5s Paralyzes the target.
Submission fighting physical 80 80% 2.3s 90 Recoil 25% User receives 1/4 the damage it inflicts in recoil.
Substitute normal status 18.0s 140 Substitute Transfers 1/4 of the user’s max HP into a doll, protecting the user from further damage or status changes until it breaks.
Super Fang normal physical 90% 8.0s 140 Fixed dmg Inflicts damage equal to half the target’s HP.
Supersonic normal status 55% 11.0s 140 confusion Cast 1.5s Confuses the target.
Surf water special 90 100% 4.4s 140 90 Inflicts regular damage and can hit Dive users.
Swift normal special 60 2.8s 140 90 Never misses.
Swords Dance normal status 9.0s 140 ATK +2 Raises the user’s Attack by two stages.
Tackle normal physical 40 100% 1.5s 90 Inflicts regular damage with no additional effect.
Tail Whip normal status 100% 6.0s 140 90 DEF -1 Lowers the target’s Defense by one stage.
Take Down normal physical 90 85% 2.8s 90 Recoil 25% User receives 1/4 the damage it inflicts in recoil.
Teleport psychic status 20.0s 140 Mark & recall Leaves a mark. Cast again to blink back to it and shake off pursuit; the cooldown starts on the return.
Thrash normal physical 120 100% 5.1s 90 Cast 1.5s Self-confuse Hits hard; 20% chance to leave the user confused.
Thunder electric special 300 90% 9.0s 180 paralysis 30% Cast 2s Has a chance to paralyze the target.
Thunder Punch electric physical 75 100% 3.0s 90 paralysis 10% Has a chance to paralyze the target.
Thunder Shock electric special 40 100% 1.5s 180 paralysis 10% Has a chance to paralyze the target.
Thunder Wave electric status 90% 14.0s 140 paralysis Cast 1.5s Paralyzes the target.
Thunderbolt electric special 90 100% 3.7s 180 paralysis 10% Has a chance to paralyze the target.
Toxic poison status 90% 18.0s 140 poison Poisons the target, draining its HP for 16 s.
Transform normal status 25.0s 140 Transform Copies the target’s form, stats and moves — the copied moves are ready at once. Lasts until this Pocket Monster switches out or faints, and fails against a target that knows no moves.
Tri Attack normal special 80 100% 3.3s 180 paralysis 20% Has a chance to burn, freeze, or paralyze the target.
Twineedle bug physical 25 100% 1.9s 90 poison 20% Hits ×2 Hits twice in a single cast. May poison the target.
Vice Grip normal physical 55 100% 2.1s 90 Inflicts regular damage with no additional effect.
Vine Whip grass physical 45 100% 1.7s 90 Inflicts regular damage with no additional effect.
Water Gun water special 40 100% 1.5s 180 Inflicts regular damage with no additional effect.
Waterfall water physical 80 100% 3.3s 90 Flinch 20% Has a chance to make the target flinch.
Whirlwind normal status 10.0s 180 fear Terrifies one distant foe for 3.5 s — it flees in panic, cannot act, and loses interest in the user.
Wing Attack flying physical 60 100% 2.4s 90 Inflicts regular damage with no additional effect.
Withdraw water status 6.0s 140 DEF +1 Raises the user’s Defense by one stage.
Wrap normal physical 15 90% 2.5s 90 trap 100% Roots the target for 4 s, damaging it the whole time.