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
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.