Pokemon Go Move List

Full list of Pokemon Go Moves with DPS and crit chance

Full list of Pokemon Go Moves with DPS and crit chance. All data sourced directly from Niantic. Click on a move to see the Pokemon that can have it. Figures that follow the dash "-" symbol are PvP specific. See explanation below for latest DPS calculation.

Tipo Movimientos Rápidos DPS Poder-PvP Energy-PvP Tiempo De Lanzamiento Turns DPT EPT
Ace
Ala de Acero 13,8 11-7 6-5 0,8s 2 3,5 2,5
Ace
Cola Férrea 13,6 15-9 7-6 1,1s 3 3,0 2,0
Dra
Cola Dragón 13,6 15-9 9-10 1,1s 3 3,0 3,3
Agu
Cascada 13,3 16-12 8-8 1,2s 3 4,0 2,7
Roc
Antiaéreo 13,3 16-12 8-8 1,2s 3 4,0 2,7
Roc
Lanzarrocas 13,3 12-8 7-5 0,9s 2 4,0 2,5
Luc
Contraataque 13,3 12-8 8-7 0,9s 2 4,0 3,5
Pla
Hoja Afilada 13,0 13-11 7-4 1,0s 2 5,5 2,0
Fan
Garra Umbría 12,9 9-6 6-8 0,7s 2 3,0 4,0
Fue
Giro Fuego 12,7 14-9 10-10 1,1s 3 3,0 3,3
Ven
Puya Nociva 12,5 10-6 7-7 0,8s 2 3,0 3,5
Psí
Confusión 12,5 20-16 15-12 1,6s 4 4,0 3,0
Fue
Colmillo Ígneo 12,2 11-7 8-5 0,9s 2 3,5 2,5
Nor
Arañazo 12,0 6-4 4-2 0,5s 1 4,0 2,0
Dra
Dragoaliento 12,0 6-4 4-3 0,5s 1 4,0 3,0
Sin
Mordisco 12,0 6-4 4-2 0,5s 1 4,0 2,0
Pla
Látigo Cepa 11,7 7-5 6-8 0,6s 2 2,5 4,0
Nor
Destructor 11,7 7-5 6-4 0,6s 2 2,5 2,0
Vol
Tajo Aéreo 11,7 14-9 10-9 1,2s 3 3,0 3,0
Luc
Golpe Roca 11,5 15-9 10-7 1,3s 3 3,0 2,3
Ace
Garra Metal 11,4 8-5 7-6 0,7s 2 2,5 3,0
Ven
Ácido 11,3 9-6 8-5 0,8s 2 3,0 2,5
Hie
Vaho Gélido 11,1 10-7 8-5 0,9s 2 3,5 2,5
Sin
Finta 11,1 10-6 9-6 0,9s 2 3,0 3,0
Psí
Cabezazo Zen 10,9 12-8 10-6 1,1s 3 2,7 2,0
Sin
Alarido 10,9 12-8 12-10 1,1s 3 2,7 3,3
Psí
Paranormal 10,9 12-8 12-10 1,1s 3 2,7 3,3
Tie
Bofetón Lodo 10,7 15-9 12-8 1,4s 3 3,0 2,7
Vol
Ataque Ala 10,0 8-5 9-7 0,8s 2 2,5 3,5
Agu
Pistola Agua 10,0 5-3 5-3 0,5s 1 3,0 3,0
Nor
Placaje 10,0 5-3 5-2 0,5s 1 3,0 2,0
Sin
Golpe Bajo 10,0 7-5 8-7 0,7s 2 2,5 3,5
Bic
Estoicismo 10,0 15-9 15-8 1,5s 3 3,0 2,7
Nor
Ataque Rápido 10,0 8-5 10-7 0,8s 2 2,5 3,5
Vol
Picotazo 10,0 10-6 10-5 1,0s 2 3,0 2,5
Luc
Patada Baja 10,0 6-4 6-5 0,6s 2 2,0 2,5
Fan
Lengüetazo 10,0 5-3 6-3 0,5s 1 3,0 3,0
Luc
Golpe Kárate 10,0 8-5 10-7 0,8s 2 2,5 3,5
Hie
Canto Helado 10,0 12-9 12-10 1,2s 3 3,0 3,3
Nor
Poder Oculto 10,0 15-9 15-8 1,5s 3 3,0 2,7
Fue
Ascuas 10,0 10-6 10-6 1,0s 2 3,0 3,0
Nor
Corte 10,0 5-3 5-2 0,5s 1 3,0 2,0
Ace
Puño Bala 10,0 9-6 10-7 0,9s 2 3,0 3,5
Bic
Picadura 10,0 5-3 6-3 0,5s 1 3,0 3,0
Agu
Burbuja 10,0 12-8 14-11 1,2s 3 2,7 3,7
Bic
Acoso 9,1 10-6 14-11 1,1s 3 2,0 3,7
Elé
Voltiocambio 8,7 20-12 25-10 2,3s 5 2,4 2,0
Elé
Chispa 8,6 6-4 9-8 0,7s 2 2,0 4,0
Elé
Impactrueno 8,3 5-3 8-9 0,6s 2 1,5 4,5
Psí
Psicocorte 8,3 5-3 8-9 0,6s 2 1,5 4,5
Ven
Picotazo Ven 8,3 5-3 7-6 0,6s 2 1,5 3,0
Tie
Disparo Lodo 8,3 5-3 7-9 0,6s 2 1,5 4,5
Fan
Infortunio 8,3 10-6 15-11 1,2s 3 2,0 3,7
Bic
Corte Furia 7,5 3-2 6-4 0,4s 1 2,0 4,0
Elé
Rayo Carga 7,3 8-5 15-11 1,1s 3 1,7 3,7
Pla
Recurrente 7,3 8-5 14-11 1,1s 3 1,7 3,7
Fan
Impresionar 7,3 8-5 14-9 1,1s 3 1,7 3,0
Nor
Derribo 6,7 8-5 10-8 1,2s 3 1,7 2,7
Hie
Nieve Polvo 6,0 6-4 15-8 1,0s 2 2,0 4,0
Nor
Presente 3,8 5-3 20-12 1,3s 3 1,0 4,0
Nor
Bostezo 0,0 0-0 15-12 1,7s 4 0,0 3,0
Nor
Transformación 0,0 0-0 0-0 2,2s 3 0,0 0,0
Agu
Salpicadura 0,0 0-0 20-12 1,7s 4 0,0 3,0


Tipo Ataques Especiales DPS DPE DPE-PvP Poder-PvP Energy-PvP Tiempo De Lanzamiento
Tie
Filo del Abismo 76,5 1,30 2,17 130-130 100-60 1,7s
Agu
Pulso Primigenio 76,5 1,30 2,17 130-130 100-60 1,7s
Agu
Hidrocañón 47,4 1,80 2,25 90-90 50-40 1,9s
Ace
Deseo Oculto 47,1 1,60 2,29 80-80 50-35 1,7s
Vol
Pájaro Osado 45,0 0,90 1,64 90-90 100-55 2,0s
Psí
Premonición 44,4 1,20 1,85 120-120 100-65 2,7s
Roc
Roca Afilada 43,5 1,00 1,82 100-100 100-55 2,3s
Luc
A Bocajarro 43,5 1,00 1,67 100-100 100-60 2,3s
Pla
Tormenta Floral 42,3 1,10 1,69 110-110 100-65 2,6s
Ven
Lanza Mugre 41,9 1,30 1,73 130-130 100-75 3,1s
Hie
Ventisca 41,9 1,30 1,73 130-130 100-75 3,1s
Elé
Trueno 41,7 1,00 1,67 100-100 100-60 2,4s
Dra
Cometa Draco 41,7 1,50 2,00 150-150 100-75 3,6s
Bic
Megacuerno 40,9 0,90 1,64 90-90 100-55 2,2s
Vol
Vendaval 40,7 1,10 1,69 110-110 100-65 2,7s
Vol
Ataque Aéreo 40,0 1,60 1,78 80-80 50-45 2,0s
Fue
Sofoco 40,0 1,60 1,88 160-150 100-80 4,0s
Luc
Onda Certera 40,0 1,40 2,00 140-150 100-75 3,5s
Nor
Hiperrayo 39,5 1,50 1,88 150-150 100-80 3,8s
Agu
Hidrobomba 39,4 1,30 1,73 130-130 100-75 3,3s
Ace
Puño Meteoro 38,5 2,00 2,00 100-100 50-50 2,6s
Pla
Planta Feroz 38,5 2,00 2,22 100-100 50-45 2,6s
Agu
Surf 38,2 1,30 1,63 65-65 50-40 1,7s
Elé
Electrocañón 37,8 1,40 1,88 140-150 100-80 3,7s
Agu
Meteorobola 37,5 1,82 1,71 60-60 33-35 1,6s
Roc
Meteorobola 37,5 1,82 1,71 60-60 33-35 1,6s
Hie
Meteorobola 37,5 1,82 1,71 60-60 33-35 1,6s
Fue
Meteorobola 37,5 1,82 1,71 60-60 33-35 1,6s
Ace
Foco Resplandor 37,0 1,00 1,69 100-110 100-65 2,7s
Pla
Rayo Solar 36,7 1,80 1,88 180-150 100-80 4,9s
Psí
Psíquico 35,7 1,00 1,43 100-100 100-70 2,8s
Sin
Juego Sucio 35,0 1,40 1,56 70-70 50-45 2,0s
Ven
Bomba Lodo 34,8 1,60 1,60 80-80 50-50 2,3s
Elé
Voltio Cruel 34,6 1,80 1,80 90-90 50-50 2,6s
Pla
Latigazo 34,6 1,80 1,80 90-90 50-50 2,6s
Pla
Hierba Lazo 34,6 1,80 1,80 90-90 50-50 2,6s
Ven
Onda Tóxica 34,4 1,10 1,69 110-110 100-65 3,2s
Fan
Bola Sombra 33,3 2,00 1,82 100-100 50-55 3,0s
Had
Fuerza Lunar 33,3 1,30 1,86 130-130 100-70 3,9s
Ace
Cuerpo Pesado 33,3 1,40 1,40 70-70 50-50 2,1s
Fue
Llamarada 33,3 1,40 1,75 140-140 100-80 4,2s
Tie
Terremoto 33,3 1,20 1,85 120-120 100-65 3,6s
Luc
Puño Dinámico 33,3 1,80 1,80 90-90 50-50 2,7s
Luc
Tajo Cruzado 33,3 1,00 1,43 50-50 50-35 1,5s
Fue
Anillo Ígneo 33,3 2,20 2,20 110-110 50-50 3,3s
Hie
Alud 33,3 1,80 2,00 90-90 50-45 2,7s
Nor
Pisotón 32,4 1,10 1,38 55-55 50-40 1,7s
Elé
Rayo 32,0 1,60 1,64 80-90 50-55 2,5s
Nor
Hipercolmillo 32,0 1,60 1,60 80-80 50-50 2,5s
Fue
Lanzallamas 31,8 1,40 1,64 70-90 50-55 2,2s
Fue
Onda Ígnea 31,7 0,95 1,27 95-95 100-75 3,0s
Ace
Cabeza de Hierro 31,6 1,20 1,40 60-70 50-50 1,9s
Had
Carantoña 31,0 1,80 1,50 90-90 50-60 2,9s
Nor
Última Baza 31,0 1,80 1,64 90-90 50-55 2,9s
Roc
Avalancha 29,6 1,60 1,78 80-80 50-45 2,7s
Dra
Garra Dragón 29,4 1,52 1,43 50-50 33-35 1,7s
Pla
Hoja Aguda 29,2 2,12 2,00 70-70 33-35 2,4s
Tie
Taladradora 28,6 1,60 1,45 80-80 50-55 2,8s
Had
Brillo Mágico 28,6 2,00 1,57 100-110 50-70 3,5s
Dra
Enfado 28,2 2,20 1,83 110-110 50-60 3,9s
Bic
Tijera X 28,1 1,36 1,29 45-45 33-35 1,6s
Roc
Joya de Luz 27,6 1,60 1,33 80-80 50-60 2,9s
Luc
Sumisión 27,3 1,20 1,20 60-60 50-50 2,2s
Hie
Rayo Hielo 27,3 1,80 1,64 90-90 50-55 3,3s
Fue
Pirotecnia 26,9 1,40 1,27 70-70 50-55 2,6s
Sin
Pulso Umbrío 26,7 1,60 1,60 80-80 50-50 3,0s
Ven
Veneno X 26,7 1,21 1,14 40-40 33-35 1,5s
Nor
Descanso 26,3 1,52 1,43 50-50 33-35 1,9s
Hie
Puño Hielo 26,3 1,52 1,38 50-55 33-40 1,9s
Nor
Golpe Cuerpo 26,3 1,52 1,71 50-60 33-35 1,9s
Agu
Acua Cola 26,3 1,52 1,43 50-50 33-35 1,9s
Pla
Bomba Germen 26,2 1,67 1,38 55-55 33-40 2,1s
Vol
Pico Taladro 26,1 1,82 1,50 60-60 33-40 2,3s
Agu
Salmuera 26,1 1,20 1,20 60-60 50-50 2,3s
Elé
Chispazo 26,0 1,97 1,44 65-65 33-45 2,5s
Bic
Doble Rayo 25,9 1,50 1,36 75-75 50-55 2,9s
Elé
Puño Trueno 25,0 1,36 1,38 45-55 33-40 1,8s
Ace
Bomba Imán 25,0 2,12 1,56 70-70 33-45 2,8s
Fue
Puño Fuego 25,0 1,67 1,38 55-55 33-40 2,2s
Dra
Pulso Dragón 25,0 1,80 1,50 90-90 50-60 3,6s
Luc
Demolición 25,0 1,21 1,14 40-40 33-35 1,6s
Tie
Hueso Palo 25,0 1,21 1,14 40-40 33-35 1,6s
Bic
Zumbido 24,3 1,80 1,50 90-90 50-60 3,7s
Ace
Giro Bola 24,2 1,60 1,33 80-80 50-60 3,3s
Psí
Psicocarga 24,1 1,97 1,56 65-70 33-45 2,7s
Tie
Bomba Fango 23,9 1,67 1,38 55-55 33-40 2,3s
Ven
Residuos 23,8 1,52 1,25 50-50 33-40 2,1s
Roc
Pedrada 23,8 1,52 1,25 50-50 33-40 2,1s
Agu
Rayo Burbuja 23,7 1,36 1,13 45-45 33-40 1,9s
Fan
Puño Sombra 23,5 1,21 1,14 40-40 33-35 1,7s
Fan
Tinieblas 23,1 1,20 1,09 60-60 50-55 2,6s
Psí
Manto Espejo 23,1 1,20 1,09 60-60 50-55 2,6s
Pla
Energibola 23,1 1,80 1,50 90-90 50-60 3,9s
Had
Beso Drenaje 23,1 1,20 1,09 60-60 50-55 2,6s
Vol
Golpe Aéreo 22,9 1,67 1,22 55-55 33-45 2,4s
Tie
Terratemblor 22,9 1,60 1,33 80-80 50-60 3,5s
Psí
Onda Mental 22,7 2,00 1,82 100-100 50-55 4,4s
Sin
Tajo Umbrío 22,7 1,52 1,25 50-50 33-40 2,2s
Hie
Rayo Aurora 22,5 1,60 1,33 80-80 50-60 3,6s
Fue
Rueda Fuego 22,2 1,20 1,09 60-60 50-55 2,7s
Vol
Aire Afilado 22,2 1,20 1,09 60-60 50-55 2,7s
Agu
Hidropulso 21,9 1,40 1,17 70-70 50-60 3,2s
Roc
Tumba Rocas 21,9 1,40 1,17 70-70 50-60 3,2s
Psí
Psicorrayo 21,9 1,40 1,17 70-70 50-60 3,2s
Sin
Triturar 21,9 2,12 1,56 70-70 33-45 3,2s
Fan
Viento Aciago 21,7 1,52 1,25 50-50 33-40 2,3s
Agu
Escaldar 21,6 1,60 1,33 80-80 50-60 3,7s
Nor
Cornada 21,6 1,21 1,14 40-40 33-35 1,9s
Nor
Rapidez 21,4 1,20 1,09 60-60 50-55 2,8s
Tie
Excavar 21,3 2,00 1,25 100-100 50-80 4,7s
Luc
Puntapié 21,1 1,21 1,00 40-40 33-40 1,9s
Psí
Arrumaco 21,1 1,21 1,00 40-40 33-40 1,9s
Nor
Constricción 20,7 1,82 1,33 60-60 33-45 2,9s
Ven
Colmillo Ven 20,6 1,06 1,14 35-40 33-35 1,7s
Tie
Bucle Arena 20,0 1,60 1,33 80-80 50-60 4,0s
Roc
Poder Pasado 20,0 2,12 1,56 70-70 33-45 3,5s
Bic
Viento Plata 18,9 2,12 1,56 70-70 33-45 3,7s
Nor
Agarre 18,4 1,06 1,00 35-40 33-40 1,9s
Fue
Nitrocarga 18,4 2,12 1,40 70-70 33-50 3,8s
Hie
Viento Hielo 18,2 1,82 1,33 60-60 33-45 3,3s
Had
Voz Cautivadora 17,9 2,12 1,56 70-70 33-45 3,9s
Psí
Psicoataque 17,5 1,40 1,75 70-70 50-40 4,0s
Agu
Acua Jet 17,3 1,36 1,00 45-45 33-45 2,6s
Fan
Sombra Vil 17,2 1,52 1,11 50-50 33-45 2,9s
Dra
Ciclón 16,1 1,36 1,00 45-45 33-45 2,8s
Nor
Combate 15,9 1,06 0,35 35-35 33-100 2,2s
Pla
Gigadrenado 12,8 0,50 0,63 50-50 100-80 3,9s
Pla
Megaagotar 9,6 0,50 0,45 25-25 50-55 2,6s
Elé
Carga Parábola 8,9 0,50 0,45 25-25 50-55 2,8s


DPS and DPE Calculation

Damage per Second (DPS) is a description of how quickly an attack delivers its damage. It is a very important measure for fast moves. The current calculation for DPS in Poke Assistant's Data Base is:

DPS = Power/(Duration(ms)/1000)

For charge moves we also show the Damage per Energy (DPE):

DPE = Power/Energy Cost * - 1

Charge moves are used less frequently than fast moves, reducing how important it is that they do their damage quickly. In addition, charge moves cost energy: a limited resource. For this reason DPE is an important factor for charge moves. A higher DPS charge move can often do less damage than a higher DPE charge move in battle, as it is energy not time, that charge moves are starved for.

It should be noted that whether you choose a higher DPS or DPE charge move also depends on the situation. If you're an active dodger when attacking, you may still prefer a higher DPS move that keeps you moving and ready to dodge, compared to more frequent and longer pauses to use the higher DPE moves. A defensive Pokemon should generally always have the highest DPE move available since the computer playing that defender will not dodge anyway and will do the most damage for the energy it receives.

One further reason for using high DPE moves that isn't captured in the numbers is the "Energy Loss" usually associated with high DPS moves. Most of the time, the highest DPS move for a Pokemon is the 100 energy move that requires a full bar of energy to cast. Relying on these moves usually leads to wasted energy for three reasons:

  1. The player doesn't respond quickly enough upon having 100 energy to cast their attack. Any energy earned after the bar is full is lost.
  2. Unavoidable energy loss due to the energy being earned in blocks. As a worst case scenario, an attacker could have 99 energy, be unable to cast, then simultaneously earn energy when they do another fast attack and/or be hit by the defender's attack. Taking a Jolteon attacker using Volt Switch and being hit by a defending Vaporean's Hydro Pump, 25 energy would be earned by using Volt Switch, 65 more energy from being hit by Hydro Pump, giving a total of 90 energy that should have been earned, but only 1 energy will be credited to the energy bar and the other 89 energy overflows and is lost.
  3. Energy lost on the Pokemon's eventual feint. Because higher DPE moves are almost never the 100 energy move, the worst case scenario is that you lose 49/50 or 32/33 energy when you get knocked out just before being able to cast again. Higher DPS moves will usually have a worst case scenario of wasting 99 energy.

PvP Considerations

In PvP, DPE even more important as it becomes the only metric to consider when ranking charge moves as there is no DPS to consider. Charge moves stop battle and so have effectively zero cast time.

On the fast move side, moves have a set amount of "turns" they consume rather than seconds, so in PvP we discuss Damage per Turn (DPT) and Energy per Turn (EPT). As is with normal battling, one should look for a balance between high DPT and EPT fast moves.

Interestingly, in PvP there is no maximum energy amount, so it is possible to store much more than 100 energy and release multiple casts of an charge move.

You can test out different moves with Poke Assistant's Battle Sim, seeing where you earn your energy from and how higher DPE moves can effect the battle.

Though moves have crit chance data attached to them in game files, there is no evidence that critical strikes are actually implemented in the game. For this reason, crit chance is not factored into move DPS.

A complete list of movesets for each Pokemon can be found at Grupo De Movimientos



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