User charges for one turn before attacking. Has a chance to make the target flinch.
- Critical hit +1 stage(s) higher A normal move lands a critical hit about 1 time in 24; each stage noticeably raises that chance.
- Flinch 30% chance The target may lose its turn — this only works if it has not moved yet.
- Charging — Needs a turn to charge — Power Herb lets the user skip it.
- Long range — In Triple Battles it also reaches the far opponent.
Some moves had different values in earlier games. Below you can see what changed and from which game the value you see now applies.
| Game | Property | Before |
|---|---|---|
| Let's Go Pikachu/ |
Power | 140 |
| Sword/ |
Power | 200 |
- Power 140 now
Each row is one change in one game. The Property column says what changed, Before shows the value that applied before that game, and Now is the value today. In Sword/Shield, “Power” was 200; it is now 140.
- TM43 Red/Green (Japan), Blue (Japan), Red/Blue, Yellow
- TM153 Legends: Z-A: Mega Dimension
The same move has different numbers in different games — check the number for your version before going after the machine.
Pokémon that learn this move (75)
page 1 of 3The tiles cover all games at once. “From Lv.” is the level from the latest game in which that species learns this move by level-up — hover over the number to see which game. No number means it never learns the move by level-up.