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.

Type Mouvements rapides DPS Puissance-PvP Energy-PvP Temps de lancement Turns DPT EPT
Aci
Aile d'Acier 13,8 11-7 6-5 0,8s 2 3,5 2,5
Aci
Queue de Fer 13,6 15-9 7-6 1,1s 3 3,0 2,0
Dra
Draco-Queue 13,6 15-9 9-10 1,1s 3 3,0 3,3
Eau
Cascade 13,3 16-12 8-8 1,2s 3 4,0 2,7
Roc
Anti-Air 13,3 16-12 8-8 1,2s 3 4,0 2,7
Roc
Jet-Pierres 13,3 12-8 7-5 0,9s 2 4,0 2,5
Com
Riposte 13,3 12-8 8-7 0,9s 2 4,0 3,5
Pla
Tranch'Herbe 13,0 13-11 7-4 1,0s 2 5,5 2,0
Spe
Griffe Ombre 12,9 9-6 6-8 0,7s 2 3,0 4,0
Feu
Danse Flamme 12,7 14-9 10-10 1,1s 3 3,0 3,3
Poi
Direct Toxik 12,5 10-6 7-7 0,8s 2 3,0 3,5
Psy
Choc Mental 12,5 20-16 15-12 1,6s 4 4,0 3,0
Feu
Crocs Feu 12,2 11-7 8-5 0,9s 2 3,5 2,5
Nor
Griffe 12,0 6-4 4-2 0,5s 1 4,0 2,0
Dra
Dracosouffle 12,0 6-4 4-3 0,5s 1 4,0 3,0
Tén
Morsure 12,0 6-4 4-2 0,5s 1 4,0 2,0
Pla
Fouet Lianes 11,7 7-5 6-8 0,6s 2 2,5 4,0
Nor
Écras'Face 11,7 7-5 6-4 0,6s 2 2,5 2,0
Vol
Lame d'Air 11,7 14-9 10-9 1,2s 3 3,0 3,0
Com
Éclate-Roc 11,5 15-9 10-7 1,3s 3 3,0 2,3
Aci
Griffe Acier 11,4 8-5 7-6 0,7s 2 2,5 3,0
Poi
Acide 11,3 9-6 8-5 0,8s 2 3,0 2,5
Gla
Souffle Glacé 11,1 10-7 8-5 0,9s 2 3,5 2,5
Tén
Feinte 11,1 10-6 9-6 0,9s 2 3,0 3,0
Psy
Psykoud'Boul 10,9 12-8 10-6 1,1s 3 2,7 2,0
Tén
Aboiement 10,9 12-8 12-10 1,1s 3 2,7 3,3
Psy
Extrasenseur 10,9 12-8 12-10 1,1s 3 2,7 3,3
Sol
Coud'Boue 10,7 15-9 12-8 1,4s 3 3,0 2,7
Vol
Cru-Aile 10,0 8-5 9-7 0,8s 2 2,5 3,5
Eau
Pistolet à O 10,0 5-3 5-3 0,5s 1 3,0 3,0
Nor
Charge 10,0 5-3 5-2 0,5s 1 3,0 2,0
Tén
Coup Bas 10,0 7-5 8-7 0,7s 2 2,5 3,5
Ins
Survinsecte 10,0 15-9 15-8 1,5s 3 3,0 2,7
Nor
Vive-Attaque 10,0 8-5 10-7 0,8s 2 2,5 3,5
Vol
Picpic 10,0 10-6 10-5 1,0s 2 3,0 2,5
Com
Balayage 10,0 6-4 6-5 0,6s 2 2,0 2,5
Spe
Léchouille 10,0 5-3 6-3 0,5s 1 3,0 3,0
Com
Poing-Karaté 10,0 8-5 10-7 0,8s 2 2,5 3,5
Gla
Éclats Glace 10,0 12-9 12-10 1,2s 3 3,0 3,3
Nor
Puissance Cachée 10,0 15-9 15-8 1,5s 3 3,0 2,7
Feu
Flammèche 10,0 10-6 10-6 1,0s 2 3,0 3,0
Nor
Coupe 10,0 5-3 5-2 0,5s 1 3,0 2,0
Aci
Pisto-Poing 10,0 9-6 10-7 0,9s 2 3,0 3,5
Ins
Piqûre 10,0 5-3 6-3 0,5s 1 3,0 3,0
Eau
Écume 10,0 12-8 14-11 1,2s 3 2,7 3,7
Ins
Harcèlement 9,1 10-6 14-11 1,1s 3 2,0 3,7
Éle
Change Éclair 8,7 20-12 25-10 2,3s 5 2,4 2,0
Éle
Étincelle 8,6 6-4 9-8 0,7s 2 2,0 4,0
Éle
Éclair 8,3 5-3 8-9 0,6s 2 1,5 4,5
Psy
Coupe Psycho 8,3 5-3 8-9 0,6s 2 1,5 4,5
Poi
Dard-Venin 8,3 5-3 7-6 0,6s 2 1,5 3,0
Sol
Tir de Boue 8,3 5-3 7-9 0,6s 2 1,5 4,5
Spe
Châtiment 8,3 10-6 15-11 1,2s 3 2,0 3,7
Ins
Taillade 7,5 3-2 6-4 0,4s 1 2,0 4,0
Éle
Rayon Chargé 7,3 8-5 15-11 1,1s 3 1,7 3,7
Pla
Balle Graine 7,3 8-5 14-11 1,1s 3 1,7 3,7
Spe
Étonnement 7,3 8-5 14-9 1,1s 3 1,7 3,0
Nor
Bélier 6,7 8-5 10-8 1,2s 3 1,7 2,7
Gla
Poudreuse 6,0 6-4 15-8 1,0s 2 2,0 4,0
Nor
Cadeau 3,8 5-3 20-12 1,3s 3 1,0 4,0
Nor
Bâillement 0,0 0-0 15-12 1,7s 4 0,0 3,0
Nor
Morphing 0,0 0-0 0-0 2,2s 3 0,0 0,0
Eau
Trempette 0,0 0-0 20-12 1,7s 4 0,0 3,0


Type Mouvements chargés DPS DPE DPE-PvP Puissance-PvP Energy-PvP Temps de lancement
Sol
Lame Pangéenne 76,5 1,30 2,17 130-130 100-60 1,7s
Eau
Onde Originelle 76,5 1,30 2,17 130-130 100-60 1,7s
Eau
Hydroblast 47,4 1,80 2,25 90-90 50-40 1,9s
Aci
Carnareket 47,1 1,60 2,29 80-80 50-35 1,7s
Vol
Rapace 45,0 0,90 1,64 90-90 100-55 2,0s
Psy
Prescience 44,4 1,20 1,85 120-120 100-65 2,7s
Roc
Lame de Roc 43,5 1,00 1,82 100-100 100-55 2,3s
Com
Close Combat 43,5 1,00 1,67 100-100 100-60 2,3s
Pla
Tempête Florale 42,3 1,10 1,69 110-110 100-65 2,6s
Poi
Détricanon 41,9 1,30 1,73 130-130 100-75 3,1s
Gla
Blizzard 41,9 1,30 1,73 130-130 100-75 3,1s
Éle
Fatal-Foudre 41,7 1,00 1,67 100-100 100-60 2,4s
Dra
Draco Météor 41,7 1,50 2,00 150-150 100-75 3,6s
Ins
Mégacorne 40,9 0,90 1,64 90-90 100-55 2,2s
Vol
Vent Violent 40,7 1,10 1,69 110-110 100-65 2,7s
Vol
Piqué 40,0 1,60 1,78 80-80 50-45 2,0s
Feu
Surchauffe 40,0 1,60 1,88 160-150 100-80 4,0s
Com
Exploforce 40,0 1,40 2,00 140-150 100-75 3,5s
Nor
Ultralaser 39,5 1,50 1,88 150-150 100-80 3,8s
Eau
Hydrocanon 39,4 1,30 1,73 130-130 100-75 3,3s
Aci
Poing Météor 38,5 2,00 2,00 100-100 50-50 2,6s
Pla
Végé-Attak 38,5 2,00 2,22 100-100 50-45 2,6s
Eau
Surf 38,2 1,30 1,63 65-65 50-40 1,7s
Éle
Élecanon 37,8 1,40 1,88 140-150 100-80 3,7s
Eau
Ball'Météo 37,5 1,82 1,71 60-60 33-35 1,6s
Roc
Ball'Météo 37,5 1,82 1,71 60-60 33-35 1,6s
Gla
Ball'Météo 37,5 1,82 1,71 60-60 33-35 1,6s
Feu
Ball'Météo 37,5 1,82 1,71 60-60 33-35 1,6s
Aci
Luminocanon 37,0 1,00 1,69 100-110 100-65 2,7s
Pla
Lance-Soleil 36,7 1,80 1,88 180-150 100-80 4,9s
Psy
Psyko 35,7 1,00 1,43 100-100 100-70 2,8s
Tén
Tricherie 35,0 1,40 1,56 70-70 50-45 2,0s
Poi
Bomb-Beurk 34,8 1,60 1,60 80-80 50-50 2,3s
Éle
Éclair Fou 34,6 1,80 1,80 90-90 50-50 2,6s
Pla
Mégafouet 34,6 1,80 1,80 90-90 50-50 2,6s
Pla
Nœud Herbe 34,6 1,80 1,80 90-90 50-50 2,6s
Poi
Cradovague 34,4 1,10 1,69 110-110 100-65 3,2s
Spe
Ball'Ombre 33,3 2,00 1,82 100-100 50-55 3,0s
Fée
Pouvoir Lunaire 33,3 1,30 1,86 130-130 100-70 3,9s
Aci
Tacle Lourd 33,3 1,40 1,40 70-70 50-50 2,1s
Feu
Déflagration 33,3 1,40 1,75 140-140 100-80 4,2s
Sol
Séisme 33,3 1,20 1,85 120-120 100-65 3,6s
Com
Dynamopoing 33,3 1,80 1,80 90-90 50-50 2,7s
Com
Coup-Croix 33,3 1,00 1,43 50-50 50-35 1,5s
Feu
Rafale Feu 33,3 2,20 2,20 110-110 50-50 3,3s
Gla
Avalanche 33,3 1,80 2,00 90-90 50-45 2,7s
Nor
Écrasement 32,4 1,10 1,38 55-55 50-40 1,7s
Éle
Tonnerre 32,0 1,60 1,64 80-90 50-55 2,5s
Nor
Croc de Mort 32,0 1,60 1,60 80-80 50-50 2,5s
Feu
Lance-Flammes 31,8 1,40 1,64 70-90 50-55 2,2s
Feu
Canicule 31,7 0,95 1,27 95-95 100-75 3,0s
Aci
Tête de Fer 31,6 1,20 1,40 60-70 50-50 1,9s
Fée
Câlinerie 31,0 1,80 1,50 90-90 50-60 2,9s
Nor
Dernier Recours 31,0 1,80 1,64 90-90 50-55 2,9s
Roc
Éboulement 29,6 1,60 1,78 80-80 50-45 2,7s
Dra
Dracogriffe 29,4 1,52 1,43 50-50 33-35 1,7s
Pla
Lame-Feuille 29,2 2,12 2,00 70-70 33-35 2,4s
Sol
Tunnelier 28,6 1,60 1,45 80-80 50-55 2,8s
Fée
Éclat Magique 28,6 2,00 1,57 100-110 50-70 3,5s
Dra
Colère 28,2 2,20 1,83 110-110 50-60 3,9s
Ins
Plaie-Croix 28,1 1,36 1,29 45-45 33-35 1,6s
Roc
Rayon Gemme 27,6 1,60 1,33 80-80 50-60 2,9s
Com
Sacrifice 27,3 1,20 1,20 60-60 50-50 2,2s
Gla
Laser Glace 27,3 1,80 1,64 90-90 50-55 3,3s
Feu
Rebondifeu 26,9 1,40 1,27 70-70 50-55 2,6s
Tén
Vibrobscur 26,7 1,60 1,60 80-80 50-50 3,0s
Poi
Poison-Croix 26,7 1,21 1,14 40-40 33-35 1,5s
Nor
Repos 26,3 1,52 1,43 50-50 33-35 1,9s
Gla
Poing-Glace 26,3 1,52 1,38 50-55 33-40 1,9s
Nor
Plaquage 26,3 1,52 1,71 50-60 33-35 1,9s
Eau
Hydroqueue 26,3 1,52 1,43 50-50 33-35 1,9s
Pla
Canon Graine 26,2 1,67 1,38 55-55 33-40 2,1s
Vol
Bec Vrille 26,1 1,82 1,50 60-60 33-40 2,3s
Eau
Saumure 26,1 1,20 1,20 60-60 50-50 2,3s
Éle
Coup d'Jus 26,0 1,97 1,44 65-65 33-45 2,5s
Ins
Rayon Signal 25,9 1,50 1,36 75-75 50-55 2,9s
Éle
Poing-Éclair 25,0 1,36 1,38 45-55 33-40 1,8s
Aci
Bombaimant 25,0 2,12 1,56 70-70 33-45 2,8s
Feu
Poing de Feu 25,0 1,67 1,38 55-55 33-40 2,2s
Dra
Dracochoc 25,0 1,80 1,50 90-90 50-60 3,6s
Com
Casse-Brique 25,0 1,21 1,14 40-40 33-35 1,6s
Sol
Massd'Os 25,0 1,21 1,14 40-40 33-35 1,6s
Ins
Bourdon 24,3 1,80 1,50 90-90 50-60 3,7s
Aci
Gyroballe 24,2 1,60 1,33 80-80 50-60 3,3s
Psy
Choc Psy 24,1 1,97 1,56 65-70 33-45 2,7s
Sol
Boue-Bombe 23,9 1,67 1,38 55-55 33-40 2,3s
Poi
Détritus 23,8 1,52 1,25 50-50 33-40 2,1s
Roc
Boule Roc 23,8 1,52 1,25 50-50 33-40 2,1s
Eau
Bulles d'O 23,7 1,36 1,13 45-45 33-40 1,9s
Spe
Poing Ombre 23,5 1,21 1,14 40-40 33-35 1,7s
Spe
Ombre Nocturne 23,1 1,20 1,09 60-60 50-55 2,6s
Psy
Voile Miroir 23,1 1,20 1,09 60-60 50-55 2,6s
Pla
Éco-Sphère 23,1 1,80 1,50 90-90 50-60 3,9s
Fée
Vampibaiser 23,1 1,20 1,09 60-60 50-55 2,6s
Vol
Aéropique 22,9 1,67 1,22 55-55 33-45 2,4s
Sol
Piétisol 22,9 1,60 1,33 80-80 50-60 3,5s
Psy
Frappe Psy 22,7 2,00 1,82 100-100 50-55 4,4s
Tén
Tranche-Nuit 22,7 1,52 1,25 50-50 33-40 2,2s
Gla
Onde Boréale 22,5 1,60 1,33 80-80 50-60 3,6s
Feu
Roue de Feu 22,2 1,20 1,09 60-60 50-55 2,7s
Vol
Tranch'Air 22,2 1,20 1,09 60-60 50-55 2,7s
Eau
Vibraqua 21,9 1,40 1,17 70-70 50-60 3,2s
Roc
Tomberoche 21,9 1,40 1,17 70-70 50-60 3,2s
Psy
Rafale Psy 21,9 1,40 1,17 70-70 50-60 3,2s
Tén
Mâchouille 21,9 2,12 1,56 70-70 33-45 3,2s
Spe
Vent Mauvais 21,7 1,52 1,25 50-50 33-40 2,3s
Eau
Ébullition 21,6 1,60 1,33 80-80 50-60 3,7s
Nor
Koud'Korne 21,6 1,21 1,14 40-40 33-35 1,9s
Nor
Météores 21,4 1,20 1,09 60-60 50-55 2,8s
Sol
Tunnel 21,3 2,00 1,25 100-100 50-80 4,7s
Com
Balayette 21,1 1,21 1,00 40-40 33-40 1,9s
Psy
Crève-Cœur 21,1 1,21 1,00 40-40 33-40 1,9s
Nor
Ligotage 20,7 1,82 1,33 60-60 33-45 2,9s
Poi
Crochet Venin 20,6 1,06 1,14 35-40 33-35 1,7s
Sol
Tourbi-Sable 20,0 1,60 1,33 80-80 50-60 4,0s
Roc
Pouvoir Antique 20,0 2,12 1,56 70-70 33-45 3,5s
Ins
Vent Argenté 18,9 2,12 1,56 70-70 33-45 3,7s
Nor
Force Poigne 18,4 1,06 1,00 35-40 33-40 1,9s
Feu
Nitrocharge 18,4 2,12 1,40 70-70 33-50 3,8s
Gla
Vent Glace 18,2 1,82 1,33 60-60 33-45 3,3s
Fée
Voix Enjôleuse 17,9 2,12 1,56 70-70 33-45 3,9s
Psy
Psycho Boost 17,5 1,40 1,75 70-70 50-40 4,0s
Eau
Aqua-Jet 17,3 1,36 1,00 45-45 33-45 2,6s
Spe
Ombre Portée 17,2 1,52 1,11 50-50 33-45 2,9s
Dra
Ouragan 16,1 1,36 1,00 45-45 33-45 2,8s
Nor
Lutte 15,9 1,06 0,35 35-35 33-100 2,2s
Pla
Giga-Sangsue 12,8 0,50 0,63 50-50 100-80 3,9s
Pla
Méga-Sangsue 9,6 0,50 0,45 25-25 50-55 2,6s
Éle
Parabocharge 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 Move Sets



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