Pokémon moves from Generation 3
Below is the list of Pokémon attacks that were introduced in Generation 3 (Ruby, Sapphire, FireRed, LeafGreen, Emerald).
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 Ace | Flying | 60 | ∞ | 20 | Ignores Accuracy and Evasiveness. | |
Air Cutter | Flying | 60 | 95 | 25 | High critical hit ratio. | |
Arm Thrust | Fighting | 15 | 100 | 20 | Hits 2-5 times in one turn. | |
Aromatherapy | Grass | — | — | 5 | Cures all status problems in your party. | |
Assist | Normal | — | — | 20 | User performs a move known by its allies at random. | |
Astonish | Ghost | 30 | 100 | 15 | May cause flinching. | |
Blast Burn | Fire | 150 | 90 | 5 | User must recharge next turn. | |
Blaze Kick | Fire | 85 | 90 | 10 | High critical hit ratio. May burn opponent. | |
Block | Normal | — | — | 5 | Opponent cannot flee or switch. | |
Bounce | Flying | 85 | 85 | 5 | Springs up on first turn, attacks on second. May paralyze opponent. | |
Brick Break | Fighting | 75 | 100 | 15 | Breaks through Reflect and Light Screen barriers. | |
Bulk Up | Fighting | — | — | 20 | Raises user's Attack and Defense. | |
Bullet Seed | Grass | 25 | 100 | 30 | Hits 2-5 times in one turn. | |
Calm Mind | Psychic | — | — | 20 | Raises user's Special Attack and Special Defense. | |
Camouflage | Normal | — | — | 20 | Changes user's type according to the location. | |
Charge | Electric | — | — | 20 | Raises user's Special Defense and next Electric move's power increases. | |
Cosmic Power | Psychic | — | — | 20 | Raises user's Defense and Special Defense. | |
Covet | Normal | 60 | 100 | 25 | Opponent's item is stolen by the user. | |
Crush Claw | Normal | 75 | 95 | 10 | May lower opponent's Defense. | |
Dive | Water | 80 | 100 | 10 | Dives underwater on first turn, attacks on second turn. | |
Doom Desire | Steel | 140 | 100 | 5 | Damage occurs 2 turns later. | |
Dragon Claw | Dragon | 80 | 100 | 15 | ||
Dragon Dance | Dragon | — | — | 20 | Raises user's Attack and Speed. | |
Endeavor | Normal | — | 100 | 5 | Reduces opponent's HP to same as user's. | |
Eruption | Fire | 150 | 100 | 5 | Stronger when the user's HP is higher. | |
Extrasensory | Psychic | 80 | 100 | 20 | May cause flinching. | |
Facade | Normal | 70 | 100 | 20 | Power doubles if user is burned, poisoned, or paralyzed. | |
Fake Out | Normal | 40 | 100 | 10 | User attacks first, foe flinches. Only usable on first turn. | |
Fake Tears | Dark | — | 100 | 20 | Sharply lowers opponent's Special Defense. | |
Feather Dance | Flying | — | 100 | 15 | Sharply lowers opponent's Attack. | |
Flatter | Dark | — | 100 | 15 | Confuses opponent, but raises its Special Attack. | |
Focus Punch | Fighting | 150 | 100 | 20 | If the user is hit before attacking, it flinches instead. | |
Follow Me | Normal | — | — | 20 | In Double Battle, the user takes all the attacks. | |
Frenzy Plant | Grass | 150 | 90 | 5 | User must recharge next turn. | |
Grass Whistle | Grass | — | 55 | 15 | Puts opponent to sleep. | |
Grudge | Ghost | — | — | 5 | If the users faints after using this move, the PP for the opponent's last move is depleted. | |
Hail | Ice | — | — | 10 | Non-Ice types are damaged for 5 turns. | |
Heat Wave | Fire | 95 | 90 | 10 | May burn opponent. | |
Helping Hand | Normal | — | — | 20 | In Double Battles, boosts the power of the partner's move. | |
Howl | Normal | — | — | 40 | Raises Attack of allies. | |
Hydro Cannon | Water | 150 | 90 | 5 | User must recharge next turn. | |
Hyper Voice | Normal | 90 | 100 | 10 | ||
Ice Ball | Ice | 30 | 90 | 20 | Doubles in power each turn for 5 turns. | |
Icicle Spear | Ice | 25 | 100 | 30 | Hits 2-5 times in one turn. | |
Imprison | Psychic | — | — | 10 | Opponent is unable to use moves that the user also knows. | |
Ingrain | Grass | — | — | 20 | User restores HP each turn. User cannot escape/switch. | |
Iron Defense | Steel | — | — | 15 | Sharply raises user's Defense. | |
Knock Off | Dark | 65 | 100 | 20 | Removes opponent's held item for the rest of the battle. | |
Leaf Blade | Grass | 90 | 100 | 15 | High critical hit ratio. | |
Luster Purge | Psychic | 95 | 100 | 5 | May lower opponent's Special Defense. | |
Magic Coat | Psychic | — | — | 15 | Reflects moves that cause status conditions back to the attacker. | |
Magical Leaf | Grass | 60 | ∞ | 20 | Ignores Accuracy and Evasiveness. | |
Memento | Dark | — | 100 | 10 | User faints, sharply lowers opponent's Attack and Special Attack. | |
Metal Sound | Steel | — | 85 | 40 | Sharply lowers opponent's Special Defense. | |
Meteor Mash | Steel | 90 | 90 | 10 | May raise user's Attack. | |
Mist Ball | Psychic | 95 | 100 | 5 | May lower opponent's Special Attack. | |
Mud Shot | Ground | 55 | 95 | 15 | Lowers opponent's Speed. | |
Mud Sport | Ground | — | — | 15 | Weakens the power of Electric-type moves. | |
Muddy Water | Water | 90 | 85 | 10 | May lower opponent's Accuracy. | |
Nature Power | Normal | — | — | 20 | Uses a certain move based on the current terrain. | |
Needle Arm | Grass | 60 | 100 | 15 | May cause flinching. | |
Odor Sleuth | Normal | — | — | 40 | Resets opponent's Evasiveness, and allows Normal- and Fighting-type attacks to hit Ghosts. | |
Overheat | Fire | 130 | 90 | 5 | Sharply lowers user's Special Attack. | |
Poison Fang | Poison | 50 | 100 | 15 | May badly poison opponent. | |
Poison Tail | Poison | 50 | 100 | 25 | High critical hit ratio. May poison opponent. | |
Psycho Boost | Psychic | 140 | 90 | 5 | Sharply lowers user's Special Attack. | |
Recycle | Normal | — | — | 10 | User's used hold item is restored. | |
Refresh | Normal | — | — | 20 | Cures paralysis, poison, and burns. | |
Revenge | Fighting | 60 | 100 | 10 | Power increases if user was hit first. | |
Rock Blast | Rock | 25 | 90 | 10 | Hits 2-5 times in one turn. | |
Rock Tomb | Rock | 60 | 95 | 15 | Lowers opponent's Speed. | |
Role Play | Psychic | — | — | 10 | User copies the opponent's Ability. | |
Sand Tomb | Ground | 35 | 85 | 15 | Traps opponent, damaging them for 4-5 turns. | |
Secret Power | Normal | 70 | 100 | 20 | Effects of the attack vary with the location. | |
Shadow Punch | Ghost | 60 | ∞ | 20 | Ignores Accuracy and Evasiveness. | |
Sheer Cold | Ice | — | 30 | 5 | One-Hit-KO, if it hits. | |
Shock Wave | Electric | 60 | ∞ | 20 | Ignores Accuracy and Evasiveness. | |
Signal Beam | Bug | 75 | 100 | 15 | May confuse opponent. | |
Silver Wind | Bug | 60 | 100 | 5 | May raise all stats of user at once. | |
Skill Swap | Psychic | — | — | 10 | The user swaps Abilities with the opponent. | |
Sky Uppercut | Fighting | 85 | 90 | 15 | Hits the opponent, even during Fly. | |
Slack Off | Normal | — | — | 5 | User recovers half its max HP. | |
Smelling Salts | Normal | 70 | 100 | 10 | Power doubles if opponent is paralyzed, but cures it. | |
Snatch | Dark | — | — | 10 | Steals the effects of the opponent's next move. | |
Spit Up | Normal | — | 100 | 10 | Power depends on how many times the user performed Stockpile. | |
Stockpile | Normal | — | — | 20 | Stores energy for use with Spit Up and Swallow. | |
Superpower | Fighting | 120 | 100 | 5 | Lowers user's Attack and Defense. | |
Swallow | Normal | — | — | 10 | The more times the user has performed Stockpile, the more HP is recovered. | |
Tail Glow | Bug | — | — | 20 | Drastically raises user's Special Attack. | |
Taunt | Dark | — | 100 | 20 | Opponent can only use moves that attack. | |
Teeter Dance | Normal | — | 100 | 20 | Confuses all Pokémon. | |
Tickle | Normal | — | 100 | 20 | Lowers opponent's Attack and Defense. | |
Torment | Dark | — | 100 | 15 | Opponent cannot use the same move in a row. | |
Trick | Psychic | — | 100 | 10 | Swaps held items with the opponent. | |
Uproar | Normal | 90 | 100 | 10 | User attacks for 3 turns and prevents sleep. | |
Volt Tackle | Electric | 120 | 100 | 15 | User receives recoil damage. May paralyze opponent. | |
Water Pulse | Water | 60 | 100 | 20 | May confuse opponent. | |
Water Sport | Water | — | — | 15 | Weakens the power of Fire-type moves. | |
Water Spout | Water | 150 | 100 | 5 | The higher the user's HP, the higher the damage caused. | |
Weather Ball | Normal | 50 | 100 | 10 | Move's power and type changes with the weather. | |
Will-O-Wisp | Fire | — | 85 | 15 | Burns opponent. | |
Wish | Normal | — | — | 10 | The user recovers HP in the following turn. | |
Yawn | Normal | — | — | 10 | Puts opponent to sleep in the next turn. |