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.

MoveTypeClassPowerAccPPEffect
Headlong Rush ground physical 120 100% 5
Precipice Blades ground physical 120 85% 10 Inflicts regular damage with no additional effect.
Earthquake ground physical 100 100% 10 Inflicts regular damage and can hit Dig users.
Sandsear Storm ground special 100 80% 10
High Horsepower ground physical 95 95% 10 Inflicts regular damage with no additional effect.
Earth Power ground special 90 100% 10 Has a chance to lower the target’s Special Defense by one stage.
Lands Wrath ground physical 90 100% 10 Inflicts regular damage with no additional effect.
Thousand Arrows ground physical 90 100% 10 Grounds the target, and hits even Flying-type or levitating Pokémon.
Thousand Waves ground physical 90 100% 10 Prevents the target from leaving battle.
Dig ground physical 80 100% 10 User digs underground, dodging all attacks, and hits next turn.
Drill Run ground physical 80 95% 10 Has an increased chance for a critical hit.
Stomping Tantrum ground physical 75 100% 10 Has double power if the user’s last move failed.
Scorching Sands ground special 70 100% 10 Has a chance to burn the target.
Bone Club ground physical 65 85% 20 Has a chance to make the target flinch.
Mud Bomb ground special 65 85% 10 Has a chance to lower the target’s accuracy by one stage.
Bulldoze ground physical 60 100% 20 Has a chance to lower the target’s Speed by one stage.
Mud Shot ground special 55 95% 15 Has a chance to lower the target’s Speed by one stage.
Bonemerang ground physical 50 90% 10 Hits twice in one turn.
Sand Tomb ground physical 35 85% 15 Prevents the target from fleeing and inflicts damage for 2-5 turns.
Bone Rush ground physical 25 90% 10 Hits 2-5 times in one turn.
Mud Slap ground special 20 100% 10 Has a chance to lower the target’s accuracy by one stage.
Max Quake ground physical 10 10 Inflicts regular damage with no additional effect.
Fissure ground physical 30% 5 Causes a one-hit KO.
Magnitude ground physical 100% 30 Power varies randomly from 10 to 150.
Mud Sport ground status 15 Halves all Electric-type damage.
Rototiller ground status 10 Raises the Attack and Special Attack of all Grass Pokémon in battle.
Sand Attack ground status 100% 15 Lowers the target’s accuracy by one stage.
Shore Up ground status 5 Heals the user for ½ its max HP, or ⅔ during a sandstorm.
Spikes ground status 20 Scatters Spikes, hurting opposing Pokémon that switch in.
Tectonic Rage Physical ground physical 1 Inflicts regular damage with no additional effect.
Tectonic Rage Special ground special 1 Inflicts regular damage with no additional effect.

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.