Champions Stats & Counters
Moves › High-Power Moves

High-Power Moves (54) — Attacking moves with 120+ base power

Attacking moves with 120 or more power. Many carry drawbacks like recoil or reduced accuracy, so check the effect text before using one.

MoveTypeCategoryPowerAccuracyEffect
ExplosionNormalPhysical250100User faints.
Self-DestructNormalPhysical200100User faints.
Gigaton HammerSteelPhysical160100The user swings its whole body around to attack with its huge hammer. This move can't be used twice in a row.
Blast BurnFireSpecial15090User foregoes its next turn to recharge.
EruptionFireSpecial150100Inflicts more damage when the user has more HP remaining, with a maximum of 150 power.
Focus PunchFightingPhysical150100If the user takes damage before attacking, the attack is canceled.
Frenzy PlantGrassSpecial15090User foregoes its next turn to recharge.
Giga ImpactNormalPhysical15090User foregoes its next turn to recharge.
Head SmashRockPhysical15080User receives 1/2 the damage inflicted in recoil.
Hydro CannonWaterSpecial15090User foregoes its next turn to recharge.
Hyper BeamNormalSpecial15090User foregoes its next turn to recharge.
Rock WreckerRockPhysical15090User foregoes its next turn to recharge.
Water SpoutWaterSpecial150100Inflicts more damage when the user has more HP remaining, with a maximum of 150 power.
BoomburstNormalSpecial140100Inflicts regular damage.
Last ResortNormalPhysical140100Can only be used after all of the user’s other moves have been used.
Light of RuinFairySpecial14090User receives 1/2 the damage inflicted in recoil.
Sky AttackFlyingPhysical14090User charges for one turn before attacking. Has a chance to make the target flinch.
Steel BeamSteelSpecial14095Inflicts damage, and the user takes damage equal to half of its max HP, rounded up.
Burn UpFireSpecial130100Removes the user’s Fire type after inflicting damage.
Draco MeteorDragonSpecial13090Lowers the user’s Special Attack by two stages after inflicting damage.
Electro ShotElectricSpecial130100The user gathers electricity on the first turn, boosting its Sp. Atk stat, then fires a high-voltage shot on the next turn. The shot will be fired immediately in rain.
High Jump KickFightingPhysical13090If the user misses, it takes half the damage it would have inflicted in recoil.
Leaf StormGrassSpecial13090Lowers the user’s Special Attack by two stages after inflicting damage.
OverheatFireSpecial13090Lowers the user’s Special Attack by two stages after inflicting damage.
Steel RollerSteelPhysical130100Inflicts regular damage with no additional effect.
Solar BladeGrassPhysical125100Requires a turn to charge before attacking.
Armor CannonFireSpecial120100The user shoots its own armor out as blazing projectiles. This also lowers the user’s Defense and Sp. Def stats.
Axe KickFightingPhysical12090The user attacks by kicking up into the air and slamming its heel down upon the target. This may also confuse the target. If it misses, the user takes damage instead.
Beak BlastFlyingPhysical120100Inflicts a burn on any Pokémon that makes contact before the attack.
BelchPoisonSpecial12090Can only be used after the user has eaten a berry.
Brave BirdFlyingPhysical120100User receives 1/3 the damage inflicted in recoil.
Close CombatFightingPhysical120100Lowers the user’s Defense and Special Defense by one stage after inflicting damage.
Double-EdgeNormalPhysical120100User receives 1/3 the damage inflicted in recoil.
Flare BlitzFirePhysical120100User takes 1/3 the damage inflicted in recoil. Has a chance to burn the target.
Focus BlastFightingSpecial12070Has a chance to lower the target’s Special Defense by one stage.
Future SightPsychicSpecial120100Hits the target two turns later.
Gunk ShotPoisonPhysical12080Has a chance to poison the target.
Headlong RushGroundPhysical120100The user smashes into the target in a full-body tackle. This also lowers the user’s Defense and Sp. Def stats.
Make It RainSteelSpecial12095The user attacks by throwing out a mass of coins. This also lowers the user's Sp. Atk stat. Money is earned after the battle.
Mega KickNormalPhysical12075Inflicts regular damage with no additional effect.
MegahornBugPhysical12085Inflicts regular damage with no additional effect.
Meteor BeamRockSpecial12090Inflicts regular damage with no additional effect.
Mountain GaleIcePhysical12085The user hurls giant chunks of ice at the target to inflict damage. This may also make the target flinch.
OutrageDragonPhysical120100Hits every turn for 2-3 turns, then confuses the user.
Petal DanceGrassSpecial120100Hits every turn for 2-3 turns, then confuses the user.
Power WhipGrassPhysical12085Inflicts regular damage with no additional effect.
Raging FuryFirePhysical120100The user rampages around spewing flames for two to three turns. The user then becomes confused.
Solar BeamGrassSpecial120100Requires a turn to charge before attacking.
SuperpowerFightingPhysical120100Lowers the user’s Attack and Defense by one stage after inflicting damage.
ThrashNormalPhysical120100Hits every turn for 2-3 turns, then confuses the user.
Volt TackleElectricPhysical120100User takes 1/3 the damage inflicted in recoil. Has a chance to paralyze the target.
Wave CrashWaterPhysical120100The user shrouds itself in water and slams into the target with its whole body to inflict damage. This also damages the user quite a lot.
Wood HammerGrassPhysical120100User receives 1/3 the damage inflicted in recoil.
Zap CannonElectricSpecial12050Has a chance to paralyze the target.

Other themes: Priority Moves / Multi-Hit Moves / Recovery Moves / HP-Draining Moves / Status-Inflicting Moves