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 |
|---|---|---|---|---|---|---|
| Focus Punch | fighting | physical | 150 | 100% | 20 | If the user takes damage before attacking, the attack is canceled. |
| Meteor Assault | fighting | physical | 150 | 100% | 5 | User foregoes its next turn to recharge. |
| High Jump Kick | fighting | physical | 130 | 90% | 10 | If the user misses, it takes half the damage it would have inflicted in recoil. |
| Axe Kick | fighting | physical | 120 | 90% | 10 | |
| Close Combat | fighting | physical | 120 | 100% | 5 | Lowers the user’s Defense and Special Defense by one stage after inflicting damage. |
| Focus Blast | fighting | special | 120 | 70% | 5 | Has a chance to lower the target’s Special Defense by one stage. |
| Superpower | fighting | physical | 120 | 100% | 5 | Lowers the user’s Attack and Defense by one stage after inflicting damage. |
| Collision Course | fighting | physical | 100 | 100% | 5 | |
| Combat Torque | fighting | physical | 100 | 100% | 10 | |
| Cross Chop | fighting | physical | 100 | 80% | 5 | Has an increased chance for a critical hit. |
| Dynamic Punch | fighting | physical | 100 | 50% | 5 | Has a chance to confuse the target. |
| Flying Press | fighting | physical | 100 | 95% | 10 | Deals both Fighting and Flying-type damage. |
| Hammer Arm | fighting | physical | 100 | 90% | 10 | Lowers user’s Speed by one stage. |
| Jump Kick | fighting | physical | 100 | 95% | 10 | If the user misses, it takes half the damage it would have inflicted in recoil. |
| Sacred Sword | fighting | physical | 90 | 100% | 15 | Ignores the target’s stat modifiers. |
| Thunderous Kick | fighting | physical | 90 | 100% | 10 | Inflicts regular damage with no additional effect. |
| Triple Arrows | fighting | physical | 90 | 100% | 10 | |
| Secret Sword | fighting | special | 85 | 100% | 10 | Inflicts damage based on the target’s Defense, not Special Defense. |
| Sky Uppercut | fighting | physical | 85 | 90% | 15 | Inflicts regular damage and can hit Bounce and Fly users. |
| Aura Sphere | fighting | special | 80 | – | 20 | Never misses. |
| Body Press | fighting | physical | 80 | 100% | 10 | |
| Submission | fighting | physical | 80 | 80% | 20 | User receives 1/4 the damage it inflicts in recoil. |
| Brick Break | fighting | physical | 75 | 100% | 15 | Destroys Reflect and Light Screen. |
| Drain Punch | fighting | physical | 75 | 100% | 10 | Drains half the damage inflicted to heal the user. |
| Vital Throw | fighting | physical | 70 | – | 10 | Never misses. |
| Wake Up Slap | fighting | physical | 70 | 100% | 10 | If the target is asleep, has double power and wakes it up. |
| Low Sweep | fighting | physical | 65 | 100% | 20 | Lowers the target’s Speed by one stage. |
| Upper Hand | fighting | physical | 65 | 100% | 15 | |
| Circle Throw | fighting | physical | 60 | 90% | 10 | Ends wild battles. Forces trainers to switch Pokémon. |
| Force Palm | fighting | physical | 60 | 100% | 10 | Has a chance to paralyze the target. |
| Revenge | fighting | physical | 60 | 100% | 10 | Inflicts double damage if the user takes damage before attacking this turn. |
| Rolling Kick | fighting | physical | 60 | 85% | 15 | Has a chance to make the target flinch. |
| Storm Throw | fighting | physical | 60 | 100% | 10 | Always scores a critical hit. |
| Karate Chop | fighting | physical | 50 | 100% | 25 | Has an increased chance for a critical hit. |
| Mach Punch | fighting | physical | 40 | 100% | 30 | Inflicts regular damage with no additional effect. |
| Power Up Punch | fighting | physical | 40 | 100% | 20 | Raises the user’s Attack by one stage after inflicting damage. |
| Rock Smash | fighting | physical | 40 | 100% | 15 | Has a chance to lower the target’s Defense by one stage. |
| Vacuum Wave | fighting | special | 40 | 100% | 30 | Inflicts regular damage with no additional effect. |
| Double Kick | fighting | physical | 30 | 100% | 30 | Hits twice in one turn. |
| Arm Thrust | fighting | physical | 15 | 100% | 20 | Hits 2-5 times in one turn. |
| Max Knuckle | fighting | physical | 10 | – | 10 | Inflicts regular damage with no additional effect. |
| Triple Kick | fighting | physical | 10 | 90% | 10 | Hits three times, increasing power by 100% with each successful hit. |
| All Out Pummeling Physical | fighting | physical | – | – | 1 | Inflicts regular damage with no additional effect. |
| All Out Pummeling Special | fighting | special | – | – | 1 | Inflicts regular damage with no additional effect. |
| Bulk Up | fighting | status | – | – | 20 | Raises the user’s Attack and Defense by one stage. |
| Coaching | fighting | status | – | – | 10 | Inflicts regular damage with no additional effect. |
| Counter | fighting | physical | – | 100% | 20 | Inflicts twice the damage the user received from the last physical hit it took. |
| Detect | fighting | status | – | – | 5 | Prevents any moves from hitting the user this turn. |
| Final Gambit | fighting | special | – | 100% | 5 | Inflicts damage equal to the user’s remaining HP. User faints. |
| Low Kick | fighting | physical | – | 100% | 20 | Inflicts more damage to heavier targets, with a maximum of 120 power. |
| Mat Block | fighting | status | – | – | 10 | Protects all friendly Pokémon from damaging moves. Only works on the first turn after the user is sent out. |
| No Retreat | fighting | status | – | – | 5 | Hits twice in one turn, with a chance to make the target flinch. |
| Octolock | fighting | status | – | 100% | 15 | |
| Quick Guard | fighting | status | – | – | 15 | Prevents any priority moves from hitting friendly Pokémon this turn. |
| Reversal | fighting | physical | – | 100% | 15 | Inflicts more damage when the user has less HP remaining, with a maximum of 200 power. |
| Seismic Toss | fighting | physical | – | 100% | 20 | Inflicts damage equal to the user’s level. |
| Victory Dance | fighting | status | – | – | 10 |
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.