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.

Typ Szybkie Ruchy DPS Moc-PvP Energy-PvP Czas Rzucania Turns DPT EPT
Sta
Stalowe skrzydło 13,8 11-7 6-5 0,8s 2 3,5 2,5
Sta
Iron Tail 13,6 15-9 7-6 1,1s 3 3,0 2,0
Smo
Dragon Tail 13,6 15-9 9-10 1,1s 3 3,0 3,3
Wod
Waterfall 13,3 16-12 8-8 1,2s 3 4,0 2,7
Kam
Smack Down 13,3 16-12 8-8 1,2s 3 4,0 2,7
Kam
Rzut skałą 13,3 12-8 7-5 0,9s 2 4,0 2,5
Wal
Counter 13,3 12-8 8-7 0,9s 2 4,0 3,5
Tra
Liść-żyleta 13,0 13-11 7-4 1,0s 2 5,5 2,0
Duc
Pazur cienia 12,9 9-6 6-8 0,7s 2 3,0 4,0
Ogi
Fire Spin 12,7 14-9 10-10 1,1s 3 3,0 3,3
Tru
Zatrute dźgnięcie 12,5 10-6 7-7 0,8s 2 3,0 3,5
Psy
Zmieszanie 12,5 20-16 15-12 1,6s 4 4,0 3,0
Ogi
Kieł ognia 12,2 11-7 8-5 0,9s 2 3,5 2,5
Nor
Zadrapanie 12,0 6-4 4-2 0,5s 1 4,0 2,0
Smo
Smoczy oddech 12,0 6-4 4-3 0,5s 1 4,0 3,0
Mro
Ugryzienie 12,0 6-4 4-2 0,5s 1 4,0 2,0
Tra
Chłosta rózgą 11,7 7-5 6-8 0,6s 2 2,5 4,0
Nor
Walnięcie 11,7 7-5 6-4 0,6s 2 2,5 2,0
Lot
Powietrzne cięcie 11,7 14-9 10-9 1,2s 3 3,0 3,0
Wal
Kamienny cios 11,5 15-9 10-7 1,3s 3 3,0 2,3
Sta
Metalowy pazur 11,4 8-5 7-6 0,7s 2 2,5 3,0
Tru
Kwas 11,3 9-6 8-5 0,8s 2 3,0 2,5
Lód
Mroźny chuch 11,1 10-7 8-5 0,9s 2 3,5 2,5
Mro
Pozorowany atak 11,1 10-6 9-6 0,9s 2 3,0 3,0
Psy
Kopniak zen 10,9 12-8 10-6 1,1s 3 2,7 2,0
Mro
Snarl 10,9 12-8 12-10 1,1s 3 2,7 3,3
Psy
Extrasensory 10,9 12-8 12-10 1,1s 3 2,7 3,3
Zie
Błotnisty cios 10,7 15-9 12-8 1,4s 3 3,0 2,7
Lot
Atak skrzydłem 10,0 8-5 9-7 0,8s 2 2,5 3,5
Wod
Armatka wodna 10,0 5-3 5-3 0,5s 1 3,0 3,0
Nor
Przyciśnięcie 10,0 5-3 5-2 0,5s 1 3,0 2,0
Mro
Cios przyssawką 10,0 7-5 8-7 0,7s 2 2,5 3,5
Rob
Struggle Bug 10,0 15-9 15-8 1,5s 3 3,0 2,7
Nor
Szybki atak 10,0 8-5 10-7 0,8s 2 2,5 3,5
Lot
Dziobnięcie 10,0 10-6 10-5 1,0s 2 3,0 2,5
Wal
Niski kop 10,0 6-4 6-5 0,6s 2 2,0 2,5
Duc
Lizanie 10,0 5-3 6-3 0,5s 1 3,0 3,0
Wal
Cios karate 10,0 8-5 10-7 0,8s 2 2,5 3,5
Lód
Odłamek lodu 10,0 12-9 12-10 1,2s 3 3,0 3,3
Nor
Hidden Power 10,0 15-9 15-8 1,5s 3 3,0 2,7
Ogi
Żar 10,0 10-6 10-6 1,0s 2 3,0 3,0
Nor
Cięcie 10,0 5-3 5-2 0,5s 1 3,0 2,0
Sta
Pancerna pięść 10,0 9-6 10-7 0,9s 2 3,0 3,5
Rob
Ukąszenie 10,0 5-3 6-3 0,5s 1 3,0 3,0
Wod
Bąbel 10,0 12-8 14-11 1,2s 3 2,7 3,7
Rob
Infestation 9,1 10-6 14-11 1,1s 3 2,0 3,7
Ele
Volt Switch 8,7 20-12 25-10 2,3s 5 2,4 2,0
Ele
Iskra 8,6 6-4 9-8 0,7s 2 2,0 4,0
Ele
Grzmotowstrząs 8,3 5-3 8-9 0,6s 2 1,5 4,5
Psy
Psychocięcie 8,3 5-3 8-9 0,6s 2 1,5 4,5
Tru
Trujące żądło 8,3 5-3 7-6 0,6s 2 1,5 3,0
Zie
Błotnisty strzał 8,3 5-3 7-9 0,6s 2 1,5 4,5
Duc
Hex 8,3 10-6 15-11 1,2s 3 2,0 3,7
Rob
Przecinak furii 7,5 3-2 6-4 0,4s 1 2,0 4,0
Ele
Charge Beam 7,3 8-5 15-11 1,1s 3 1,7 3,7
Tra
Bullet Seed 7,3 8-5 14-11 1,1s 3 1,7 3,7
Duc
Astonish 7,3 8-5 14-9 1,1s 3 1,7 3,0
Nor
Położenie na łopatki 6,7 8-5 10-8 1,2s 3 1,7 2,7
Lód
Powder Snow 6,0 6-4 15-8 1,0s 2 2,0 4,0
Nor
Present 3,8 5-3 20-12 1,3s 3 1,0 4,0
Nor
Yawn 0,0 0-0 15-12 1,7s 4 0,0 3,0
Nor
Transform 0,0 0-0 0-0 2,2s 3 0,0 0,0
Wod
Chlapnięcie 0,0 0-0 20-12 1,7s 4 0,0 3,0


Typ Specjalne Ruchy DPS DPE DPE-PvP Moc-PvP Energy-PvP Czas Rzucania
Zie
Precipice Blades 76,5 1,30 2,17 130-130 100-60 1,7s
Wod
Origin Pulse 76,5 1,30 2,17 130-130 100-60 1,7s
Wod
Hydro Cannon 47,4 1,80 2,25 90-90 50-40 1,9s
Sta
Doom Desire 47,1 1,60 2,29 80-80 50-35 1,7s
Lot
Brave Bird 45,0 0,90 1,64 90-90 100-55 2,0s
Psy
Futuresight 44,4 1,20 1,85 120-120 100-65 2,7s
Kam
Kamienna krawędź 43,5 1,00 1,82 100-100 100-55 2,3s
Wal
Close Combat 43,5 1,00 1,67 100-100 100-60 2,3s
Tra
Zamieć płatków 42,3 1,10 1,69 110-110 100-65 2,6s
Tru
Glutostrzał 41,9 1,30 1,73 130-130 100-75 3,1s
Lód
Zamieć 41,9 1,30 1,73 130-130 100-75 3,1s
Ele
Grzmot 41,7 1,00 1,67 100-100 100-60 2,4s
Smo
Draco Meteor 41,7 1,50 2,00 150-150 100-75 3,6s
Rob
Mega róg 40,9 0,90 1,64 90-90 100-55 2,2s
Lot
Huragan 40,7 1,10 1,69 110-110 100-65 2,7s
Lot
Sky Attack 40,0 1,60 1,78 80-80 50-45 2,0s
Ogi
Overheat 40,0 1,60 1,88 160-150 100-80 4,0s
Wal
Focus Blast 40,0 1,40 2,00 140-150 100-75 3,5s
Nor
Hiperstrumień 39,5 1,50 1,88 150-150 100-80 3,8s
Wod
Hydropompa 39,4 1,30 1,73 130-130 100-75 3,3s
Sta
Meteor Mash 38,5 2,00 2,00 100-100 50-50 2,6s
Tra
Frenzy Plant 38,5 2,00 2,22 100-100 50-45 2,6s
Wod
Surf 38,2 1,30 1,63 65-65 50-40 1,7s
Ele
Zap Cannon 37,8 1,40 1,88 140-150 100-80 3,7s
Wod
Weather Ball 37,5 1,82 1,71 60-60 33-35 1,6s
Kam
Weather Ball 37,5 1,82 1,71 60-60 33-35 1,6s
Lód
Weather Ball 37,5 1,82 1,71 60-60 33-35 1,6s
Ogi
Weather Ball 37,5 1,82 1,71 60-60 33-35 1,6s
Sta
Armata błysku 37,0 1,00 1,69 100-110 100-65 2,7s
Tra
Słoneczny strumień 36,7 1,80 1,88 180-150 100-80 4,9s
Psy
Psychika 35,7 1,00 1,43 100-100 100-70 2,8s
Mro
Foul Play 35,0 1,40 1,56 70-70 50-45 2,0s
Tru
Bomba szlamu 34,8 1,60 1,60 80-80 50-50 2,3s
Ele
Wild Charge 34,6 1,80 1,80 90-90 50-50 2,6s
Tra
Potężna chłosta 34,6 1,80 1,80 90-90 50-50 2,6s
Tra
Grass Knot 34,6 1,80 1,80 90-90 50-50 2,6s
Tru
Fala szlamu 34,4 1,10 1,69 110-110 100-65 3,2s
Duc
Kula cienia 33,3 2,00 1,82 100-100 50-55 3,0s
Baś
Księżycowy wybuch 33,3 1,30 1,86 130-130 100-70 3,9s
Sta
Heavy Slam 33,3 1,40 1,40 70-70 50-50 2,1s
Ogi
Eksplozja ognia 33,3 1,40 1,75 140-140 100-80 4,2s
Zie
Trzęsienie ziemi 33,3 1,20 1,85 120-120 100-65 3,6s
Wal
Dynamic Punch 33,3 1,80 1,80 90-90 50-50 2,7s
Wal
Krzyżowe cięcie 33,3 1,00 1,43 50-50 50-35 1,5s
Ogi
Blast Burn 33,3 2,20 2,20 110-110 50-50 3,3s
Lód
Avalanche 33,3 1,80 2,00 90-90 50-45 2,7s
Nor
Nadepnięcie 32,4 1,10 1,38 55-55 50-40 1,7s
Ele
Piorun 32,0 1,60 1,64 80-90 50-55 2,5s
Nor
Hiperkieł 32,0 1,60 1,60 80-80 50-50 2,5s
Ogi
Miotacz ognia 31,8 1,40 1,64 70-90 50-55 2,2s
Ogi
Fala gorąca 31,7 0,95 1,27 95-95 100-75 3,0s
Sta
Żelazny łeb 31,6 1,20 1,40 60-70 50-50 1,9s
Baś
Szorstka gra 31,0 1,80 1,50 90-90 50-60 2,9s
Nor
Last Resort 31,0 1,80 1,64 90-90 50-55 2,9s
Kam
Kamienna lawina 29,6 1,60 1,78 80-80 50-45 2,7s
Smo
Smoczy pazur 29,4 1,52 1,43 50-50 33-35 1,7s
Tra
Liściaste ostrze 29,2 2,12 2,00 70-70 33-35 2,4s
Zie
Świdropęd 28,6 1,60 1,45 80-80 50-55 2,8s
Baś
Oślepiający blask 28,6 2,00 1,57 100-110 50-70 3,5s
Smo
Outrage 28,2 2,20 1,83 110-110 50-60 3,9s
Rob
Nożyce X 28,1 1,36 1,29 45-45 33-35 1,6s
Kam
Klejnot potęgi 27,6 1,60 1,33 80-80 50-60 2,9s
Wal
Poddanie 27,3 1,20 1,20 60-60 50-50 2,2s
Lód
Strumień lodu 27,3 1,80 1,64 90-90 50-55 3,3s
Ogi
Eksplozja płomieni 26,9 1,40 1,27 70-70 50-55 2,6s
Mro
Ciemny puls 26,7 1,60 1,60 80-80 50-50 3,0s
Tru
Krzyżo-trucizna 26,7 1,21 1,14 40-40 33-35 1,5s
Nor
Drzemka 26,3 1,52 1,43 50-50 33-35 1,9s
Lód
Lodowa pięść 26,3 1,52 1,38 50-55 33-40 1,9s
Nor
Przygniecenie 26,3 1,52 1,71 50-60 33-35 1,9s
Wod
Wodny ogon 26,3 1,52 1,43 50-50 33-35 1,9s
Tra
Bomba nasion 26,2 1,67 1,38 55-55 33-40 2,1s
Lot
Świdrodziobnięcie 26,1 1,82 1,50 60-60 33-40 2,3s
Wod
Solanka 26,1 1,20 1,20 60-60 50-50 2,3s
Ele
Wyładowanie 26,0 1,97 1,44 65-65 33-45 2,5s
Rob
Strumień sygnalizacyjny 25,9 1,50 1,36 75-75 50-55 2,9s
Ele
Pięść grzmotu 25,0 1,36 1,38 45-55 33-40 1,8s
Sta
Bomba magnetyczna 25,0 2,12 1,56 70-70 33-45 2,8s
Ogi
Ognista pięść 25,0 1,67 1,38 55-55 33-40 2,2s
Smo
Smoczy puls 25,0 1,80 1,50 90-90 50-60 3,6s
Wal
Zniszczenie cegły 25,0 1,21 1,14 40-40 33-35 1,6s
Zie
Maczuga kości 25,0 1,21 1,14 40-40 33-35 1,6s
Rob
Bzyczenie robaków 24,3 1,80 1,50 90-90 50-60 3,7s
Sta
Gyro Ball 24,2 1,60 1,33 80-80 50-60 3,3s
Psy
Psychowstrząs 24,1 1,97 1,56 65-70 33-45 2,7s
Zie
Bomba błota 23,9 1,67 1,38 55-55 33-40 2,3s
Tru
Szlam 23,8 1,52 1,25 50-50 33-40 2,1s
Kam
Rock Blast 23,8 1,52 1,25 50-50 33-40 2,1s
Wod
Strumień bąbli 23,7 1,36 1,13 45-45 33-40 1,9s
Duc
Cioc cienia 23,5 1,21 1,14 40-40 33-35 1,7s
Duc
Night Shade 23,1 1,20 1,09 60-60 50-55 2,6s
Psy
Mirror Coat 23,1 1,20 1,09 60-60 50-55 2,6s
Tra
Energy Ball 23,1 1,80 1,50 90-90 50-60 3,9s
Baś
Wysysający cmok 23,1 1,20 1,09 60-60 50-55 2,6s
Lot
As powietrza 22,9 1,67 1,22 55-55 33-45 2,4s
Zie
Buldożer 22,9 1,60 1,33 80-80 50-60 3,5s
Psy
Psychouderzenie 22,7 2,00 1,82 100-100 50-55 4,4s
Mro
Nocne cięcie 22,7 1,52 1,25 50-50 33-40 2,2s
Lód
Aurora Beam 22,5 1,60 1,33 80-80 50-60 3,6s
Ogi
Płomienne koło 22,2 1,20 1,09 60-60 50-55 2,7s
Lot
Powietrzny tasak 22,2 1,20 1,09 60-60 50-55 2,7s
Wod
Wodny puls 21,9 1,40 1,17 70-70 50-60 3,2s
Kam
Kamienny grób 21,9 1,40 1,17 70-70 50-60 3,2s
Psy
Psychostrumień 21,9 1,40 1,17 70-70 50-60 3,2s
Mro
Crunch 21,9 2,12 1,56 70-70 33-45 3,2s
Duc
Złowrogi podmuch 21,7 1,52 1,25 50-50 33-40 2,3s
Wod
Oparzenie 21,6 1,60 1,33 80-80 50-60 3,7s
Nor
Atak rogiem 21,6 1,21 1,14 40-40 33-35 1,9s
Nor
Kołowrotek 21,4 1,20 1,09 60-60 50-55 2,8s
Zie
Podkop 21,3 2,00 1,25 100-100 50-80 4,7s
Wal
Wykiwanie 21,1 1,21 1,00 40-40 33-40 1,9s
Psy
Tupnięcie serca 21,1 1,21 1,00 40-40 33-40 1,9s
Nor
Owinięcie 20,7 1,82 1,33 60-60 33-45 2,9s
Tru
Trujący kieł 20,6 1,06 1,14 35-40 33-35 1,7s
Zie
Sand Tomb 20,0 1,60 1,33 80-80 50-60 4,0s
Kam
Antyczna moc 20,0 2,12 1,56 70-70 33-45 3,5s
Rob
Silver Wind 18,9 2,12 1,56 70-70 33-45 3,7s
Nor
Chwyt imadła 18,4 1,06 1,00 35-40 33-40 1,9s
Ogi
Ognisty ładunek 18,4 2,12 1,40 70-70 33-50 3,8s
Lód
Lodowy podmuch 18,2 1,82 1,33 60-60 33-45 3,3s
Baś
Rozbrajający głos 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
Wod
Struga wodna 17,3 1,36 1,00 45-45 33-45 2,6s
Duc
Skradanie 17,2 1,52 1,11 50-50 33-45 2,9s
Smo
Tornado 16,1 1,36 1,00 45-45 33-45 2,8s
Nor
Walka 15,9 1,06 0,35 35-35 33-100 2,2s
Tra
Giga wysys 12,8 0,50 0,63 50-50 100-80 3,9s
Tra
Mega wysysanie 9,6 0,50 0,45 25-25 50-55 2,6s
Ele
Ładunek paraboliczny 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 Zestaw Ruchów



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