Cobblemon moves list
Every move in Cobblemon with its power, accuracy, PP, priority and what it actually does. 913 moves indexed, filterable by type and by whether they are physical, special or status.
normal 200
fire 47
water 49
electric 49
grass 59
ice 33
fighting 57
poison 36
ground 31
flying 31
psychic 79
bug 34
rock 26
ghost 28
dragon 31
dark 52
steel 38
fairy 33
| Move | Type | Class | Power | Acc | PP | Effect |
|---|---|---|---|---|---|---|
| Catastropika | electric | physical | 210 | – | 1 | Inflicts regular damage with no additional effect. |
| 10 000 000 Volt Thunderbolt | electric | special | 195 | – | 1 | Inflicts regular damage with no additional effect. |
| Stoked Sparksurfer | electric | special | 175 | – | 1 | Has a chance to paralyze the target. |
| Bolt Strike | electric | physical | 130 | 85% | 5 | Has a chance to paralyze the target. |
| Electro Shot | electric | special | 130 | 100% | 10 | |
| Double Shock | electric | physical | 120 | 100% | 5 | |
| Volt Tackle | electric | physical | 120 | 100% | 15 | User takes 1/3 the damage inflicted in recoil. Has a chance to paralyze the target. |
| Zap Cannon | electric | special | 120 | 50% | 5 | Has a chance to paralyze the target. |
| Aura Wheel | electric | physical | 110 | 100% | 10 | |
| Thunder | electric | special | 110 | 70% | 10 | Has a chance to paralyze the target. |
| Electro Drift | electric | special | 100 | 100% | 5 | |
| Fusion Bolt | electric | physical | 100 | 100% | 5 | With Fusion Flare, inflicts double damage. |
| Plasma Fists | electric | physical | 100 | 100% | 15 | After inflicting damage, causes all Normal-type moves to become Electric-type for the remainder of the turn. |
| Supercell Slam | electric | physical | 100 | 95% | 15 | |
| Wildbolt Storm | electric | special | 100 | 80% | 10 | |
| Thunderbolt | electric | special | 90 | 100% | 15 | Has a chance to paralyze the target. |
| Wild Charge | electric | physical | 90 | 100% | 15 | User receives 1/4 the damage it inflicts in recoil. |
| Bolt Beak | electric | physical | 85 | 100% | 10 | |
| Discharge | electric | special | 80 | 100% | 15 | Has a chance to paralyze the target. |
| Overdrive | electric | special | 80 | 100% | 10 | |
| Thunder Cage | electric | special | 80 | 90% | 15 | Inflicts regular damage with no additional effect. |
| Zing Zap | electric | physical | 80 | 100% | 10 | Has a chance to make the target flinch. |
| Zippy Zap | electric | physical | 80 | 100% | 10 | Inflicts regular damage with no additional effect. |
| Thunder Punch | electric | physical | 75 | 100% | 15 | Has a chance to paralyze the target. |
| Rising Voltage | electric | special | 70 | 100% | 20 | Inflicts regular damage with no additional effect. |
| Thunderclap | electric | special | 70 | 100% | 5 | |
| Volt Switch | electric | special | 70 | 100% | 20 | User must switch out after attacking. |
| Parabolic Charge | electric | special | 65 | 100% | 20 | Heals the user for half the total damage dealt to all targets. |
| Spark | electric | physical | 65 | 100% | 20 | Has a chance to paralyze the target. |
| Thunder Fang | electric | physical | 65 | 95% | 15 | Has a chance to paralyze the target and a chance to make the target flinch. |
| Buzzy Buzz | electric | special | 60 | 100% | 20 | Inflicts regular damage with no additional effect. |
| Shock Wave | electric | special | 60 | – | 20 | Never misses. |
| Electroweb | electric | special | 55 | 95% | 15 | Lowers the target’s Speed by one stage. |
| Charge Beam | electric | special | 50 | 90% | 10 | Has a chance to raise the user’s Special Attack by one stage. |
| Thunder Shock | electric | special | 40 | 100% | 30 | Has a chance to paralyze the target. |
| Nuzzle | electric | physical | 20 | 100% | 20 | Has a chance to paralyze the target. |
| Max Lightning | electric | physical | 10 | – | 10 | Inflicts regular damage with no additional effect. |
| Charge | electric | status | – | – | 20 | Raises the user’s Special Defense by one stage. User’s Electric moves have doubled power next turn. |
| Eerie Impulse | electric | status | – | 100% | 15 | Lowers the target’s Special Attack by two stages. |
| Electric Terrain | electric | status | – | – | 10 | For five turns, prevents all Pokémon on the ground from sleeping and strengthens their Electric moves to 1.5× their power. |
| Electrify | electric | status | – | – | 20 | Changes the target’s move’s type to Electric if it hasn’t moved yet this turn. |
| Electro Ball | electric | special | – | 100% | 10 | Power is higher when the user has greater Speed than the target, up to a maximum of 150. |
| Gigavolt Havoc Physical | electric | physical | – | – | 1 | Inflicts regular damage with no additional effect. |
| Gigavolt Havoc Special | electric | special | – | – | 1 | Inflicts regular damage with no additional effect. |
| Ion Deluge | electric | status | – | – | 25 | Changes all Normal moves to Electric moves for the rest of the turn. |
| Magnet Rise | electric | status | – | – | 10 | User is immune to Ground moves and effects for five turns. |
| Magnetic Flux | electric | status | – | – | 20 | Raises the Defense and Special Defense of all friendly Pokémon with Plus or Minus by one stage. |
| Pika Papow | electric | special | – | – | 20 | Inflicts regular damage with no additional effect. |
| Thunder Wave | electric | status | – | 90% | 20 | Paralyzes the target. |
How to read a move
- Physical moves scale off Attack and are reduced by the target's Defense. Special moves use Sp. Attack against Sp. Defense. Matching the move class to your Pokemon's better attacking stat matters more than raw power.
- Status moves deal no damage. They are how you win close fights, because sleep and paralysis swing both battles and catch rates.
- Priority above 0 means the move goes first regardless of Speed. Below 0 means it always goes last.
- STAB: a move matching one of the user's own types gets a 1.5x bonus, so a 90-power move of the right type usually beats a 110-power one of the wrong type.
For what each type beats, see the type chart, and check individual species in the Pokedex to see their real dual-type matchups.