| Move | Type | Cat | BP | Acc | Effect |
|---|---|---|---|---|---|
| Earthquake | Ground | Physical | 100 | 100 | Hits both opponents in doubles (0.75× spread). |
| Stealth Rock | Rock | Status | — | — | Sets rock hazards. Hits switch-ins for 12.5%-50% based on Rock weakness. |
| Spikes | Ground | Status | — | — | Hazard. Up to 3 layers. Hurts grounded switch-ins for 12.5/16.7/25%. |
| Toxic Spikes | Poison | Status | — | — | Hazard. Up to 2 layers. Poisons / badly poisons grounded switch-ins. |
| Knock Off | Dark | Physical | 65 | 100 | Removes target's held item. 1.5× damage if the target had an item. |
| U-turn / Volt Switch | Bug/Electric | Physical/Special | 70 | 100 | Damages then switches user out. |
| Flip Turn | Water | Physical | 60 | 100 | Damages then switches user out (Water version). |
| Protect | Normal | Status | — | — | Blocks all moves for one turn. Fails if used consecutively. |
| Substitute | Normal | Status | — | — | Costs 25% HP. Creates a decoy that absorbs damage and blocks status. |
| Recover / Roost / Slack Off / Soft-Boiled | Normal/Flying | Status | — | — | Heals 50% max HP. Roost removes Flying typing for the turn. |
| Will-O-Wisp | Fire | Status | — | 85 | Burns target — halves Attack and chips 1/16 HP per turn. |
| Thunder Wave | Electric | Status | — | 90 | Paralyzes target. Halves Speed, 25% chance to skip turn. |
| Toxic | Poison | Status | — | 90 | Badly poisons target. Damage increases each turn. |
| Dragon Dance | Dragon | Status | — | — | +1 Atk, +1 Spe. Premier setup move. |
| Swords Dance | Normal | Status | — | — | +2 Atk. Doubles physical damage on next hit. |
| Nasty Plot | Dark | Status | — | — | +2 SpA. Doubles special damage on next hit. |
| Calm Mind | Psychic | Status | — | — | +1 SpA, +1 SpD. Defensive setup for special attackers. |
| Bulk Up | Fighting | Status | — | — | +1 Atk, +1 Def. Defensive setup for physical attackers. |
| Tera Blast | Normal | Phys/Spec | 80 | 100 | Becomes the user's Tera type when Terastallized. Uses higher offensive stat. |
| Gigaton Hammer | Steel | Physical | 160 | 100 | Cannot be used twice in a row. Tinkaton signature move. |
| Make It Rain | Steel | Special | 120 | 100 | Hits all opponents. Lowers user's SpA by 1. Gholdengo signature. |
| Wicked Blow | Dark | Physical | 75 | 100 | Always critical hit. Bypasses defensive boosts. Urshifu-Single signature. |
| Surging Strikes | Water | Physical | 25 | 100 | Hits 3 times, always critical. Urshifu-Rapid signature. |
What makes a competitive move
Most of the 900+ moves in Pokémon are flavor or unused at the top level. Competitive moves cluster into a few archetypes:
- STAB attacks — your Pokémon's primary damage move, matching one of its types for 1.5× damage.
- Coverage attacks — secondary moves that hit the types your STAB resists. Use our coverage calc to find gaps.
- Setup moves — Dragon Dance, Swords Dance, Nasty Plot, Calm Mind. Trade a turn of damage for compounding future damage.
- Pivot moves — U-turn, Volt Switch, Flip Turn, Parting Shot, Teleport. Damage then switch out, preserving momentum.
- Recovery — Recover, Roost, Slack Off, Soft-Boiled, Synthesis (weather-dependent). Heal 50% to extend longevity.
- Status — Will-O-Wisp, Thunder Wave, Toxic, Sleep Powder. Wear down or disable threats over multiple turns.
- Hazards — Stealth Rock, Spikes, Toxic Spikes, Sticky Web. Chip damage / status / Speed control on switch-in.
Hazards control: the meta within the meta
Stealth Rock is in 80%+ of Gen 9 OU teams because it hits switch-ins for 12.5% (neutral) to 50% (4× weak — Volcarona, Charizard, Yanmega). Spikes adds another 12.5%-25% to grounded switch-ins. Combined, hazards create a "must-clear" pressure that anchors team building around hazard setters (Glimmora, Ting-Lu, Garchomp) and hazard removers (Mandibuzz Defog, Great Tusk Rapid Spin, Cinderace Court Change).
Move category quick math
Physical moves use Attack vs. Defense; Special moves use Sp. Atk vs. Sp. Def. A few exceptions: Psyshock (Special move, uses physical Defense), Body Press (Physical, uses user's Defense as offense stat), Foul Play (Physical, uses defender's Attack). Use the damage calculator when in doubt about which math applies.