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 |
|---|---|---|---|---|---|---|
| Splintered Stormshards | rock | physical | 190 | – | 1 | Inflicts damage and removes any terrain present on the battlefield. |
| Head Smash | rock | physical | 150 | 80% | 5 | User receives 1/2 the damage inflicted in recoil. |
| Rock Wrecker | rock | physical | 150 | 90% | 5 | User foregoes its next turn to recharge. |
| Meteor Beam | rock | special | 120 | 90% | 10 | Inflicts regular damage with no additional effect. |
| Diamond Storm | rock | physical | 100 | 95% | 5 | Has a chance to raise the user’s Defense by two stages for each target hit. |
| Stone Edge | rock | physical | 100 | 80% | 5 | Has an increased chance for a critical hit. |
| Mighty Cleave | rock | physical | 95 | 100% | 5 | |
| Power Gem | rock | special | 80 | 100% | 20 | Inflicts regular damage with no additional effect. |
| Rock Slide | rock | physical | 75 | 90% | 10 | Has a chance to make the target flinch. |
| Stone Axe | rock | physical | 65 | 90% | 15 | |
| Ancient Power | rock | special | 60 | 100% | 5 | Has a chance to raise all of the user’s stats by one stage. |
| Rock Tomb | rock | physical | 60 | 95% | 15 | Has a chance to lower the target’s Speed by one stage. |
| Rock Throw | rock | physical | 50 | 90% | 15 | Inflicts regular damage with no additional effect. |
| Smack Down | rock | physical | 50 | 100% | 15 | Removes any immunity to Ground damage. |
| Accelerock | rock | physical | 40 | 100% | 20 | Inflicts regular damage with no additional effect. |
| Salt Cure | rock | physical | 40 | 100% | 15 | |
| Rollout | rock | physical | 30 | 90% | 20 | Power doubles every turn this move is used in succession after the first, resetting after five turns. |
| Rock Blast | rock | physical | 25 | 90% | 10 | Hits 2-5 times in one turn. |
| Max Rockfall | rock | physical | 10 | – | 10 | Inflicts regular damage with no additional effect. |
| Continental Crush Physical | rock | physical | – | – | 1 | Inflicts regular damage with no additional effect. |
| Continental Crush Special | rock | special | – | – | 1 | Inflicts regular damage with no additional effect. |
| Rock Polish | rock | status | – | – | 20 | Raises the user’s Speed by two stages. |
| Sandstorm | rock | status | – | – | 10 | Changes the weather to a sandstorm for five turns. |
| Stealth Rock | rock | status | – | – | 20 | Causes damage when opposing Pokémon switch in. |
| Tar Shot | rock | status | – | 100% | 15 | |
| Wide Guard | rock | status | – | – | 10 | Prevents any multi-target moves from hitting friendly Pokémon this turn. |
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.