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 |
|---|---|---|---|---|---|---|
| Searing Sunraze Smash | steel | physical | 200 | – | 1 | Cannot be disrupted by abilities. |
| Gigaton Hammer | steel | physical | 160 | 100% | 5 | |
| Doom Desire | steel | special | 140 | 100% | 5 | Hits the target two turns later. |
| Steel Beam | steel | special | 140 | 95% | 5 | Inflicts damage, and the user takes damage equal to half of its max HP, rounded up. |
| Steel Roller | steel | physical | 130 | 100% | 5 | Inflicts regular damage with no additional effect. |
| Make It Rain | steel | special | 120 | 100% | 5 | |
| Behemoth Bash | steel | physical | 100 | 100% | 5 | |
| Behemoth Blade | steel | physical | 100 | 100% | 5 | |
| Iron Tail | steel | physical | 100 | 75% | 15 | Has a chance to lower the target’s Defense by one stage. |
| Spin Out | steel | physical | 100 | 100% | 5 | |
| Sunsteel Strike | steel | physical | 100 | 100% | 5 | Cannot be disrupted by abilities. |
| Meteor Mash | steel | physical | 90 | 90% | 10 | Has a chance to raise the user’s Attack by one stage. |
| Anchor Shot | steel | physical | 80 | 100% | 20 | Traps the target. |
| Flash Cannon | steel | special | 80 | 100% | 10 | Has a chance to lower the target’s Special Defense by one stage. |
| Iron Head | steel | physical | 80 | 100% | 15 | Has a chance to make the target flinch. |
| Smart Strike | steel | physical | 70 | – | 10 | Never misses. |
| Steel Wing | steel | physical | 70 | 90% | 25 | Has a chance to raise the user’s Defense by one stage. |
| Mirror Shot | steel | special | 65 | 85% | 10 | Has a chance to lower the target’s accuracy by one stage. |
| Double Iron Bash | steel | physical | 60 | 100% | 5 | Hits twice in one turn. |
| Magnet Bomb | steel | physical | 60 | – | 20 | Never misses. |
| Gear Grind | steel | physical | 50 | 85% | 15 | Hits twice in one turn. |
| Metal Claw | steel | physical | 50 | 95% | 35 | Has a chance to raise the user’s Attack by one stage. |
| Tachyon Cutter | steel | special | 50 | – | 10 | |
| Bullet Punch | steel | physical | 40 | 100% | 30 | Inflicts regular damage with no additional effect. |
| Max Steelspike | steel | physical | 10 | – | 10 | Inflicts regular damage with no additional effect. |
| Autotomize | steel | status | – | – | 15 | Raises the user’s Speed by two stages and halves the user’s weight. |
| Corkscrew Crash Physical | steel | physical | – | – | 1 | Inflicts regular damage with no additional effect. |
| Corkscrew Crash Special | steel | special | – | – | 1 | Inflicts regular damage with no additional effect. |
| Gear Up | steel | status | – | – | 20 | Raises the Attack and Special Attack of all friendly Pokémon with Plus or Minus by one stage. |
| Gyro Ball | steel | physical | – | 100% | 5 | Power raises when the user has lower Speed, up to a maximum of 150. |
| Hard Press | steel | physical | – | 100% | 10 | |
| Heavy Slam | steel | physical | – | 100% | 10 | Power is higher when the user weighs more than the target, up to a maximum of 120. |
| Iron Defense | steel | status | – | – | 15 | Raises the user’s Defense by two stages. |
| Kings Shield | steel | status | – | – | 10 | Blocks damaging attacks and lowers attacking Pokémon’s Attack by two stages on contact. Switches Aegislash to Shield Forme. |
| Metal Burst | steel | physical | – | 100% | 10 | Strikes back at the last Pokémon to hit the user this turn with 1.5× the damage. |
| Metal Sound | steel | status | – | 85% | 40 | Lowers the target’s Special Defense by two stages. |
| Shelter | steel | status | – | – | 10 | |
| Shift Gear | steel | status | – | – | 10 | Raises the user’s Attack by one stage and its Speed by two stages. |
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.