Pokémon moves from Generation III

Below is the list of Pokémon attacks that were introduced in Generation III (Ruby & Sapphire).

Click a move name to see even more detailed information, including which Pokémon can learn that move. You can click a column heading to instantly sort by that column, or filter on move name, type and category using the options provided.

Name
Type
Cat.
Power
Acc.
PP
Effect
Aerial AceFlying 60 20 Ignores Accuracy and Evasiveness.
Air CutterFlying 60 95 25 High critical hit ratio.
Arm ThrustFighting 15 100 20 Hits 2-5 times in one turn.
AromatherapyGrass 5 Cures all status problems in your party.
AssistNormal 20 In a Double Battle, user randomly attacks with a partner's move.
AstonishGhost 30 100 15 May cause flinching.
Blast BurnFire 150 90 5 User must recharge next turn.
Blaze KickFire 85 90 10 High critical hit ratio. May burn opponent.
BlockNormal 5 Opponent cannot flee or switch.
BounceFlying 85 85 5 Springs up on first turn, attacks on second. May paralyze opponent.
Brick BreakFighting 75 100 15 Breaks through Reflect and Light Screen barriers.
Bulk UpFighting 20 Raises user's Attack and Defense.
Bullet SeedGrass 25 100 30 Hits 2-5 times in one turn.
Calm MindPsychic 20 Raises user's Special Attack and Special Defense.
CamouflageNormal 20 Changes user's type according to the location.
ChargeElectric 20 Raises user's Special Defense and next Electric move's power increases.
Cosmic PowerPsychic 20 Raises user's Defense and Special Defense.
CovetNormal 60 100 25 Opponent's item is stolen by the user.
Crush ClawNormal 75 95 10 May lower opponent's Defense.
DiveWater 80 100 10 Dives underwater on first turn, attacks on second turn.
Doom DesireSteel 140 100 5 Damage occurs 2 turns later.
Dragon ClawDragon 80 100 15
Dragon DanceDragon 20 Raises user's Attack and Speed.
EndeavorNormal 100 5 Reduces opponent's HP to same as user's.
EruptionFire 150 100 5 Stronger when the user's HP is higher.
ExtrasensoryPsychic 80 100 20 May cause flinching.
FacadeNormal 70 100 20 Power doubles if user is burned, poisoned, or paralyzed.
Fake OutNormal 40 100 10 User attacks first, foe flinches. Only usable on first turn.
Fake TearsDark 100 20 Sharply lowers opponent's Special Defense.
Feather DanceFlying 100 15 Sharply lowers opponent's Attack.
FlatterDark 100 15 Confuses opponent, but raises its Special Attack by two stages.
Focus PunchFighting 150 100 20 If the user is hit before attacking, it flinches instead.
Follow MeNormal 20 In Double Battle, the user takes all the attacks.
Frenzy PlantGrass 150 90 5 User must recharge next turn.
Grass WhistleGrass 55 15 Puts opponent to sleep.
GrudgeGhost 5 If the users faints after using this move, the PP for the opponent's last move is depleted.
HailIce 10 Non-Ice types are damaged for 5 turns.
Heat WaveFire 95 90 10 May burn opponent.
Helping HandNormal 20 In Double Battles, boosts the power of the partner's move.
HowlNormal 40 Raises user's Attack.
Hydro CannonWater 150 90 5 User must recharge next turn.
Hyper VoiceNormal 90 100 10
Ice BallIce 30 90 20 Doubles in power each turn for 5 turns.
Icicle SpearIce 25 100 30 Hits 2-5 times in one turn.
ImprisonPsychic 10 Opponent is unable to use moves that the user also knows.
IngrainGrass 20 User restores HP each turn. User cannot escape/switch.
Iron DefenseSteel 15 Sharply raises user's Defense.
Knock OffDark 65 100 25 Removes opponent's held item for the rest of the battle.
Leaf BladeGrass 90 100 15 High critical hit ratio.
Luster PurgePsychic 70 100 5 May lower opponent's Special Defense.
Magic CoatPsychic 15 Reflects moves that cause status conditions back to the attacker.
Magical LeafGrass 60 20 Ignores Accuracy and Evasiveness.
MementoDark 100 10 User faints, sharply lowers opponent's Attack and Special Attack.
Metal SoundSteel 85 40 Sharply lowers opponent's Special Defense.
Meteor MashSteel 90 90 10 May raise user's Attack.
Mist BallPsychic 70 100 5 May lower opponent's Special Attack.
Mud ShotGround 55 95 15 Lowers opponent's Speed.
Mud SportGround 15 Weakens the power of Electric-type moves.
Muddy WaterWater 90 85 10 May lower opponent's Accuracy.
Nature PowerNormal 20 Uses a certain move based on the current terrain.
Needle ArmGrass 60 100 15 May cause flinching.
Odor SleuthNormal 40 Resets opponent's Evasiveness, Normal-type and Fighting-type attacks can now hit Ghosts, and Ghost-type attacks hit Normal.
OverheatFire 130 90 5 Sharply lowers user's Special Attack.
Poison FangPoison 50 100 15 May badly poison opponent.
Poison TailPoison 50 100 25 High critical hit ratio. May poison opponent.
Psycho BoostPsychic 140 90 5 Sharply lowers user's Special Attack.
RecycleNormal 10 User's used hold item is restored.
RefreshNormal 20 Cures paralysis, poison, and burns.
RevengeFighting 60 100 10 Power increases if user was hit first.
Rock BlastRock 25 90 10 Hits 2-5 times in one turn.
Rock TombRock 60 95 15 Lowers opponent's Speed.
Role PlayPsychic 15 User copies the opponent's Ability.
Sand TombGround 35 85 15 Traps opponent, damaging them for 4-5 turns.
Secret PowerNormal 70 100 20 Effects of the attack vary with the location.
Shadow PunchGhost 60 20 Ignores Accuracy and Evasiveness.
Sheer ColdIce 5 One-Hit-KO, if it hits.
Shock WaveElectric 60 20 Ignores Accuracy and Evasiveness.
Signal BeamBug 75 100 15 May confuse opponent.
Silver WindBug 60 100 5 May raise all stats of user at once.
Skill SwapPsychic 10 The user swaps Abilities with the opponent.
Sky UppercutFighting 85 90 15 Hits the opponent, even during Fly.
Slack OffNormal 10 User recovers half its max HP.
Smelling SaltsNormal 70 100 10 Power doubles if opponent is paralyzed, but cures it.
SnatchDark 10 Steals the effects of the opponent's next move.
Spit UpNormal 100 10 Power depends on how many times the user performed Stockpile.
StockpileNormal 20 Stores energy for use with Spit Up and Swallow.
SuperpowerFighting 120 100 5 Lowers user's Attack and Defense.
SwallowNormal 10 The more times the user has performed Stockpile, the more HP is recovered.
Tail GlowBug 20 Drastically raises user's Special Attack.
TauntDark 100 20 Opponent can only use moves that attack.
Teeter DanceNormal 100 20 Confuses all Pokémon.
TickleNormal 100 20 Lowers opponent's Attack and Defense.
TormentDark 100 15 Opponent cannot use the same move in a row.
TrickPsychic 100 10 Swaps held items with the opponent.
UproarNormal 90 100 10 User attacks for 3 turns and prevents sleep.
Volt TackleElectric 120 100 15 User receives recoil damage. May paralyze opponent.
Water PulseWater 60 100 20 May confuse opponent.
Water SportWater 15 Weakens the power of Fire-type moves.
Water SpoutWater 150 100 5 The higher the user's HP, the higher the damage caused.
Weather BallNormal 50 100 10 Move's power and type changes with the weather.
Will-O-WispFire 85 15 Burns opponent.
WishNormal 10 The user recovers HP in the following turn.
YawnNormal 10 Puts opponent to sleep in the next turn.