1 |
Pound |
|
|
35 |
40 |
100% |
− |
No additional effect.
Z-Move Base Power: 100 |
2 |
Karate Chop |
|
|
25 |
50 |
100% |
− |
Karate Chop deals damage and has an increased critical-hit ratio.
Has a higher chance for a critical hit.
Z-Move Base Power: 100 |
3 |
Double Slap |
|
|
10 |
15 |
85% |
− |
There is now a 35% chance that it will hit 2 times, a 35% chance it will hit 3 times, a 15% chance it will hit 4 times, and a 15% chance it will hit 5 times.
If one of the hits breaks the target's Substitute, it will take damage for the remaining hits. If the user has the Skill Link Ability, this move will always hit five times. Z-Move Base Power: 100
If a Focus Sash, Focus Band, or Sturdy activates before the last strike is dealt, the following strike will cause the defending Pokémon to faint. A Focus Band can still activate repeatedly to prevent fainting, but each chance is independent of the previous one.
If the target has Weak Armor or Stamina, each strike will activate it.
If the target is holding a Rocky Helmet, the user is damaged for each strike. |
4 |
Comet Punch |
|
|
15 |
18 |
85% |
− |
There is now a 35% chance that it will hit 2 times, a 35% chance it will hit 3 times, a 15% chance it will hit 4 times, and a 15% chance it will hit 5 times.
If one of the hits breaks the target's Subsitute, it will take damage for the remaining hits. If the user has the Skill Link Ability, this move will always hit five times. Z-Move Base Power: 100
If a Focus Band, Focus Sash, or Sturdy activates before the last strike is dealt, the following strike will cause the defending Pokémon to faint. A Focus Band can still activate repeatedly to prevent fainting, but each chance is independent of the previous one. Each individual strike will activate Weak Armor, Stamina, or a Rocky Helmet . Spiky Shield and King's Shield only activate once. Parental Bond does not activate when using Comet Punch |
5 |
Mega Punch |
|
|
20 |
80 |
85% |
− |
No additional effect.
Z-Move Base Power: 160 |
6 |
Pay Day |
|
|
20 |
40 |
100% |
− |
No additional effect.
Z-Move Base Power: 100 |
7 |
Fire Punch |
|
|
15 |
75 |
100% |
− |
Has a 10% chance to burn the opponent.
Z-Move Base Power: 140 |
8 |
Ice Punch |
|
|
15 |
75 |
100% |
− |
Has a 10% chance to freeze the opponent.
Z-Move Base Power: 140 |
9 |
Thunder Punch |
|
|
15 |
75 |
100% |
− |
Has a 10% chance to paralyze the target. Thunder Punch can no longer paralyze Pokémon once again, due to them now being immune to paralysis.
Z-Move Base Power: 140 |
10 |
Scratch |
|
|
35 |
40 |
100% |
− |
No additional effect.
Z-Move Base Power: 100 |
11 |
Vice Grip |
|
|
30 |
55 |
100% |
− |
No additional effect.
Z-Move Base Power: 100 |
12 |
Guillotine |
|
|
5 |
− |
− |
− |
Although Guillotine specifies a hit accuracy of 30%, the chance of hitting a Pokémon is calculated using a formula.
The accuracy starts at 30% when the Pokémon have the same level, and is 1% more likely to hit for every level the user is higher than the target. If the user is at least 70 levels higher than the target, Guillotine will always hit. If the user is a lower level than the target, the move always fails.
This chance of hitting is not an accuracy: it is not affected by accuracy and evasion stats, nor is it affected by other accuracy modifiers such as Gravity, Wide Lens, and Compound Eyes. Additionally, Guillotine cannot hit a semi-invulnerable Pokémon. However, effects that guarantee moves to hit (such as No Guard and Lock on) still affect Guillotine. Pokemon with the Sturdy Ability are immune.
Z-Move Base Power: 100 |
13 |
Razor Wind |
|
|
10 |
80 |
100% |
− |
Has a higher chance for a critical hit. This attack charges on the first turn and executes on the second. If the user is holding a Power Herb, the move completes in one turn.
Z-Move Base Power: 160 |
14 |
Swords Dance |
|
|
20 |
− |
− |
TM75 |
Raises the user's Attack by 2 stages.
If powered up by a Normalium Z into Z-Swords Dance, all of the user's lowered stats are reset. |
15 |
Cut |
|
|
30 |
50 |
95% |
HM01 |
Cut HM01 small trees can be cut down.
Has no additional effect.
Z-Move Base Power: 100 |
16 |
Gust |
|
|
35 |
40 |
100% |
− |
Gust can hit non-adjacent opponents in Triple Battles. It can now hit a Pokémon during the semi-invulnerable turns of Fly, Bounce and Sky Drop, and if it does, will deal double the damage (rather than double in power).
Z-Move Base Power: 100 |
17 |
Wing Attack |
|
|
35 |
60 |
100% |
− |
No additional effect.
Z-Move Base Power: 120 |
18 |
Whirlwind |
|
|
20 |
− |
− |
− |
Whirlwind now bypasses accuracy checks to always hit, unless the target is in the semi-invulnerable turn of a move such as Dig or Fly. Whirlwind can now hit a target even if it has used Protect, Detect, or Spiky Shield, but will fail if the target is protected by Crafty Shield. The target is forced to switch out and be replaced with a random unfainted ally. Fails if the target is the last unfainted Pokemon in its party, or if the target used Ingrain previously or has the Suction Cups Ability.
f powered up by a Normalium Z into Z-Whirlwind, the user's Special Defense stat rises by one stage. |
19 |
Fly |
|
|
15 |
90 |
95% |
HM02 |
|
20 |
Bind |
|
|
20 |
15 |
85% |
− |
Prevents the target from switching for four or five turns (seven turns if the user is holding Grip Claw). Causes damage to the target equal to 1/8 of its maximum HP (1/6 if the user is holding Binding Band), rounded down, at the end of each turn during effect. The target can still switch out if it is holding Shed Shell or uses Baton Pass , Parting Shot, U-turn, or Volt Switch. The effect ends if either the user or the target leaves the field, or if the target uses Rapid Spin or Substitute successfully. This effect is not stackable or reset by using this or another binding move.
Z-Move Base Power: 100 |