Ground moves
All 22 Ground moves in Pokémon Dusk Reborn, with power, accuracy, PP, what each one does and how many Pokémon learn it.
Effect text comes from the game's move list and some of it is carried over from the main series. Battles here are one Pokémon against one, so wording about allies or adjacent Pokémon does not apply. The learner counts come from the main series and do not limit what you can teach in this game. See changing moves and using TMs.
Moves at a glance
| Move | Category | Power | Acc. | PP | In short |
|---|---|---|---|---|---|
| Bone Club | Physical | 65 | 85 | 20 | 10% chance to flinch the target. |
| Bone Rush | Physical | 25 | 90 | 10 | Hits 2-5 times in one turn. |
| Bonemerang | Physical | 50 | 90 | 10 | Hits 2 times in one turn. |
| Bulldoze | Physical | 60 | 100 | 20 | 100% chance to lower adjacent Pkmn Speed by 1. |
| Dig | Physical | 80 | 100 | 10 | Digs underground turn 1, strikes turn 2. |
| Drill Run | Physical | 80 | 95 | 10 | High critical hit ratio. |
| Earth Power | Special | 90 | 100 | 10 | 10% chance to lower the target's Sp. Def. by 1. |
| Earthquake | Physical | 100 | 100 | 10 | Hits adjacent Pokemon. Power doubles on Dig. |
| Fissure | Physical | – | 30 | 5 | OHKOs the target. Fails if user is a lower level. |
| Land's Wrath | Physical | 90 | 100 | 10 | No additional effect. Hits adjacent foes. |
| Magnitude | Physical | – | 100 | 30 | Hits adjacent Pokemon. Power varies; 2x on Dig. |
| Mud Bomb | Special | 65 | 85 | 10 | 30% chance to lower the target's accuracy by 1. |
| Mud Shot | Special | 55 | 95 | 15 | 100% chance to lower the target's Speed by 1. |
| Mud Sport | Status | – | – | 15 | For 5 turns, Electric-type attacks have 1/3 power. |
| Mud-Slap | Special | 20 | 100 | 10 | 100% chance to lower the target's accuracy by 1. |
| Precipice Blades | Physical | 120 | 85 | 10 | No additional effect. Hits adjacent Pokemon. |
| Rototiller | Status | – | – | 10 | Raises Atk, Sp. Atk of grounded Grass types by 1. |
| Sand Attack | Status | – | 100 | 15 | Lowers the target's accuracy by 1. |
| Sand Tomb | Physical | 35 | 85 | 15 | Traps and damages the target for 4-5 turns. |
| Spikes | Status | – | – | 20 | Hurts grounded foes on switch-in. Max 3 layers. |
| Thousand Arrows | Physical | 90 | 100 | 10 | Grounds adjacent foes. First hit neutral on Flying. |
| Thousand Waves | Physical | 90 | 100 | 10 | Hits adjacent foes. Prevents them from switching. |
Bone Club
Physical GroundHas a 10% chance to flinch the target.
Bone Rush
Physical GroundHits two to five times. Has a 1/3 chance to hit two or three times, and a 1/6 chance to hit four or five times. If one of the hits breaks the target's substitute, it will take damage for the remaining hits. If the user has the Ability Skill Link, this move will always hit five times.
Bonemerang
Physical GroundHits twice. If the first hit breaks the target's substitute, it will take damage for the second hit.
Bulldoze
Physical GroundHas a 100% chance to lower the target's Speed by 1 stage.
Dig
Physical GroundThis attack charges on the first turn and executes on the second. On the first turn, the user avoids all attacks other than Earthquake and Magnitude but takes double damage from them, and is also unaffected by weather. If the user is holding a Power Herb, the move completes in one turn.
Drill Run
Physical GroundHas a higher chance for a critical hit.
Earth Power
Special GroundHas a 10% chance to lower the target's Special Defense by 1 stage.
Earthquake
Physical GroundDamage doubles if the target is using Dig.
Fissure
Physical GroundDeals damage to the target equal to the target's maximum HP. Ignores accuracy and evasiveness modifiers. This attack's accuracy is equal to (user's level - target's level + 30)%, and fails if the target is at a higher level. Pokemon with the Ability Sturdy are immune.
Land's Wrath
Physical GroundNo additional effect.
No Pokémon in the main Pokédex learns this move by level or TM.
Magnitude
Physical GroundThe power of this move varies; 5% chances for 10 and 150 power, 10% chances for 30 and 110 power, 20% chances for 50 and 90 power, and 30% chance for 70 power. Damage doubles if the target is using Dig.
Mud Bomb
Special GroundHas a 30% chance to lower the target's accuracy by 1 stage.
Mud Shot
Special GroundHas a 100% chance to lower the target's Speed by 1 stage.
Mud Sport
Status GroundFor 5 turns, all Electric-type attacks used by any active Pokemon have their power reduced to 0.33x. Fails if this move is already in effect.
Mud-Slap
Special GroundHas a 100% chance to lower the target's accuracy by 1 stage.
Precipice Blades
Physical GroundNo additional effect.
Learned in the main series by: 1 by level-up. Earliest by level: Groudon (Lv. 45).
Rototiller
Status GroundRaises the Attack and Special Attack of all grounded Grass-type Pokemon on the field by 1 stage.
Sand Attack
Status GroundLowers the target's accuracy by 1 stage.
Sand Tomb
Physical GroundPrevents the target from switching for four or five turns; seven turns if the user is holding Grip Claw. Causes damage to the target equal to 1/8 of its maximum HP (1/6 if the user is holding Binding Band), rounded down, at the end of each turn during effect. The target can still switch out if it is holding Shed Shell or uses Baton Pass, Parting Shot, U-turn, or Volt Switch. The effect ends if either the user or the target leaves the field, or if the target uses Rapid Spin or Substitute. This effect is not stackable or reset by using this or another partial-trapping move.
Spikes
Status GroundSets up a hazard on the foe's side of the field, damaging each foe that switches in, unless it is a Flying-type Pokemon or has the Ability Levitate. Can be used up to three times before failing. Foes lose 1/8 of their maximum HP with one layer, 1/6 of their maximum HP with two layers, and 1/4 of their maximum HP with three layers, all rounded down. Can be removed from the foe's side if any foe uses Rapid Spin or Defog, or is hit by Defog.
Thousand Arrows
Physical GroundThis move can hit airborne Pokemon, which includes Flying-type Pokemon, Pokemon with the Ability Levitate, Pokemon holding an Air Balloon, and Pokemon under the effect of Magnet Rise or Telekinesis. If the target is a Flying type and is not already grounded, this move deals neutral damage regardless of its other type(s). This move can hit a target using Bounce, Fly, or Sky Drop. If this move hits a target under the effect of Bounce, Fly, Magnet Rise, or Telekinesis, the effect ends. If the target is a Flying type that has not used Roost this turn or a Pokemon with the Ability Levitate, it loses its immunity to Ground-type attacks and the Ability Arena Trap as long as it remains active. During the effect, Magnet Rise fails for the target and Telekinesis fails against the target.
No Pokémon in the main Pokédex learns this move by level or TM.
Thousand Waves
Physical GroundPrevents the target from switching out. The target can still switch out if it is holding Shed Shell or uses Baton Pass, Parting Shot, U-turn, or Volt Switch. If the target leaves the field using Baton Pass, the replacement will remain trapped. The effect ends if the user leaves the field.
No Pokémon in the main Pokédex learns this move by level or TM.