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 |
|---|---|---|---|---|---|---|
| Freeze Shock | ice | physical | 140 | 90% | 5 | Requires a turn to charge before attacking. Has a chance to paralyze the target. |
| Ice Burn | ice | special | 140 | 90% | 5 | Requires a turn to charge before attacking. Has a chance to burn the target. |
| Glacial Lance | ice | physical | 120 | 100% | 5 | Inflicts regular damage with no additional effect. |
| Blizzard | ice | special | 110 | 70% | 5 | Has a chance to freeze the target. |
| Freezy Frost | ice | special | 100 | 90% | 10 | Inflicts regular damage with no additional effect. |
| Ice Hammer | ice | physical | 100 | 90% | 10 | Lowers user’s Speed by one stage. |
| Mountain Gale | ice | physical | 100 | 85% | 10 | |
| Ice Beam | ice | special | 90 | 100% | 10 | Has a chance to freeze the target. |
| Icicle Crash | ice | physical | 85 | 90% | 10 | Has a chance to make the target flinch. |
| Ice Spinner | ice | physical | 80 | 100% | 15 | |
| Ice Punch | ice | physical | 75 | 100% | 15 | Has a chance to freeze the target. |
| Freeze Dry | ice | special | 70 | 100% | 20 | Super-effective against Water. |
| Aurora Beam | ice | special | 65 | 100% | 20 | Has a chance to lower the target’s Attack by one stage. |
| Glaciate | ice | special | 65 | 95% | 10 | Lowers the target’s Speed by one stage. |
| Ice Fang | ice | physical | 65 | 95% | 15 | Has a chance to freeze the target and a chance to make the target flinch. |
| Avalanche | ice | physical | 60 | 100% | 10 | Inflicts double damage if the user takes damage before attacking this turn. |
| Frost Breath | ice | special | 60 | 90% | 10 | Always scores a critical hit. |
| Icy Wind | ice | special | 55 | 95% | 15 | Has a chance to lower the target’s Speed by one stage. |
| Ice Shard | ice | physical | 40 | 100% | 30 | Inflicts regular damage with no additional effect. |
| Powder Snow | ice | special | 40 | 100% | 25 | Has a chance to freeze the target. |
| Ice Ball | ice | physical | 30 | 90% | 20 | Power doubles every turn this move is used in succession after the first, resetting after five turns. |
| Icicle Spear | ice | physical | 25 | 100% | 30 | Hits 2-5 times in one turn. |
| Triple Axel | ice | physical | 20 | 90% | 10 | Inflicts regular damage with no additional effect. |
| Max Hailstorm | ice | physical | 10 | – | 10 | Inflicts regular damage with no additional effect. |
| Aurora Veil | ice | status | – | – | 20 | Reduces damage five turns, but must be used during hail. |
| Chilly Reception | ice | status | – | – | 10 | |
| Hail | ice | status | – | – | 10 | Changes the weather to a hailstorm for five turns. |
| Haze | ice | status | – | – | 30 | Resets all Pokémon’s stats, accuracy, and evasion. |
| Mist | ice | status | – | – | 30 | Protects the user’s stats from being changed by enemy moves. |
| Sheer Cold | ice | special | – | 30% | 5 | Causes a one-hit KO. |
| Snowscape | ice | status | – | – | 10 | |
| Subzero Slammer Physical | ice | physical | – | – | 1 | Inflicts regular damage with no additional effect. |
| Subzero Slammer Special | ice | 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.