SwSh / Moves

Feint

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Feint in Pokémon Sword & Shield

Normal-type physical move in Pokémon Sword and Shield.

NormalPhysical

Move text

This attack hits a target using a move such as Protect or Detect. This also lifts the effects of those moves.

Move details

Introduced

Generation IV

Power

30

Accuracy

100

PP

10

Priority

2

Makes contact?

No

Machine

-

Learners

Pokémon that learn this move through special or alternate methods.

Bounsweet

Galar #52

Grass
Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Steenee

Galar #53

Grass
Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Tsareena

Galar #54

Grass
Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Tyrogue

Galar #107

Fighting
Egg

Farfetch’d

Galar #218

NormalFlying
Egg

Farfetch’d Galar

Galar #218

Fighting
Egg

Sirfetch’d

Galar #219

Fighting
Nursery sharing: leave two Pokémon of the same species together, with an empty move slot on the recipient.

Sirfetch’d

Galar #219

Fighting
Learn as Farfetchd Galar, then retain through evolution.

Croagunk

Galar #222

PoisonFighting
Egg

Toxicroak

Galar #223

PoisonFighting
Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Toxicroak

Galar #223

PoisonFighting
Nursery sharing: leave two Pokémon of the same species together, with an empty move slot on the recipient.

Toxicroak

Galar #223

PoisonFighting
Learn as Croagunk, then retain through evolution.

Shelmet

Galar #275

Bug
Egg

Accelgor

Galar #276

Bug
Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Accelgor

Galar #276

Bug
Nursery sharing: leave two Pokémon of the same species together, with an empty move slot on the recipient.

Accelgor

Galar #276

Bug
Learn as Shelmet, then retain through evolution.

Sneasel

Galar #292

DarkIce
Egg

Weavile

Galar #293

DarkIce
Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Weavile

Galar #293

DarkIce
Nursery sharing: leave two Pokémon of the same species together, with an empty move slot on the recipient.

Weavile

Galar #293

DarkIce
Learn as Sneasel, then retain through evolution.

Sableye

Galar #294

DarkGhost
Egg

Hawlucha

Galar #320

FightingFlying
Egg

Trapinch

Galar #321

Ground
Egg

Vibrava

Galar #322

GroundDragon
Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Vibrava

Galar #322

GroundDragon
Nursery sharing: leave two Pokémon of the same species together, with an empty move slot on the recipient.

Vibrava

Galar #322

GroundDragon
Learn as Trapinch, then retain through evolution.

Passimian

Galar #343

Fighting
Egg

Sharpedo

Armor #112

WaterDark
Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Scyther

Armor #118

BugFlying
Egg

Scizor

Armor #119

BugSteel
Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Scizor

Armor #119

BugSteel
Nursery sharing: leave two Pokémon of the same species together, with an empty move slot on the recipient.

Scizor

Armor #119

BugSteel
Learn as Scyther, then retain through evolution.

Pinsir

Armor #120

Bug
Egg

Heracross

Armor #121

BugFighting
Egg

Skarmory

Armor #153

SteelFlying
Egg

Mienfoo

Armor #163

Fighting
Egg

Mienshao

Armor #164

Fighting
Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Mienshao

Armor #164

Fighting
Nursery sharing: leave two Pokémon of the same species together, with an empty move slot on the recipient.

Mienshao

Armor #164

Fighting
Learn as Mienfoo, then retain through evolution.

Elekid

Crown #15

Electric
Egg

Electabuzz

Crown #16

Electric
Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Electabuzz

Crown #16

Electric
Nursery sharing: leave two Pokémon of the same species together, with an empty move slot on the recipient.

Electabuzz

Crown #16

Electric
Learn as Elekid, then retain through evolution.

Electivire

Crown #17

Electric
Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Electivire

Crown #17

Electric
Nursery sharing: leave two Pokémon of the same species together, with an empty move slot on the recipient.

Electivire

Crown #17

Electric
Learn as Elekid, then retain through evolution.

Absol

Crown #107

Dark
Egg

Torchic

Nat. #255

Fire
Egg

Combusken

Nat. #256

FireFighting
Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Combusken

Nat. #256

FireFighting
Nursery sharing: leave two Pokémon of the same species together, with an empty move slot on the recipient.

Combusken

Nat. #256

FireFighting
Learn as Torchic, then retain through evolution.

Blaziken

Nat. #257

FireFighting
Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Blaziken

Nat. #257

FireFighting
Nursery sharing: leave two Pokémon of the same species together, with an empty move slot on the recipient.

Blaziken

Nat. #257

FireFighting
Learn as Torchic, then retain through evolution.

Related

View all moves →
Other moves that share this move type.
MoveTypeClassTM/TRPowerAcc.PPPokémon
Acupressure

The user applies pressure to stress points, sharply boosting one of its or its allies’ stats.

Normal

-

--3019
After You

The user helps the target and makes it use its move right after the user.

Normal

-

--1589
Attract

If it is the opposite gender of the user, the target becomes infatuated and less likely to attack.

Normal-10015718
Baton Pass

The user switches places with a party Pokémon in waiting and passes along any stat changes.

Normal--40112
Belly Drum

The user maximizes its Attack stat in exchange for HP equal to half its max HP.

Normal

-

--1050
Bind

Things such as long bodies or tentacles are used to bind and squeeze the target for four to five turns.

Normal

-

15852058
Block

The user blocks the target’s way with arms spread wide to prevent escape.

Normal

-

--5107
Body Slam

The user drops onto the target with its full body weight. This may also leave the target with paralysis.

Normal8510015378
Boomburst

The user attacks everything around it with the destructive power of a terrible, explosive sound.

Normal

-

1401001012
Celebrate

The Pokémon congratulates you on your special day!

Normal

-

--4030
Confide

The user tells the target a secret, and the target loses its ability to concentrate. This lowers the target’s Sp. Atk stat.

Normal

-

--20652
Conversion

The user changes its type to become the same type as the move at the top of the list of moves it knows.

Normal

-

--303
Conversion 2

The user changes its type to make itself resistant to the type of the attack the target used last.

Normal

-

--303
Copycat

The user mimics the move used immediately before it. The move fails if no other move has been used yet.

Normal

-

--2046
Court Change

With its mysterious power, the user swaps the effects on either side of the field.

Normal

-

-100102
Covet

The user endearingly approaches the target, then steals the target’s held item.

Normal

-

6010025151
Crush Claw

The user slashes the target with hard and sharp claws. This may also lower the target’s Defense stat.

Normal

-

75951049
Crush Grip

The target is crushed with great force. The more HP the target has left, the greater this move’s power.

Normal

-

-10051
Cut

The target is cut with a scythe or claw.

Normal

-

509530189
Defense Curl

The user curls up to conceal weak spots and raise its Defense stat.

Normal

-

--40151
Disable

For four turns, this move prevents the target from using the move it last used.

Normal

-

-1002082
Double Hit

The user slams the target with a long tail, vines, or a tentacle. The target is hit twice in a row.

Normal

-

35901040
Double Team

By moving rapidly, the user makes illusory copies of itself to raise its evasiveness.

Normal

-

--15662
Double-Edge

A reckless, life-risking tackle in which the user rushes the target. This also damages the user quite a lot.

Normal

-

12010015368
Echoed Voice

The user attacks the target with an echoing voice. If this move is used every turn, its power is increased.

Normal

-

4010015166
Encore

The user compels the target to keep using the move it encored for three turns.

Normal-1005195
Endeavor

This attack move cuts down the target’s HP to equal the user’s HP.

Normal

-

-1005138
Endure

The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession.

Normal--10867
Entrainment

The user dances with an odd rhythm that compels the target to mimic it, making the target’s Ability the same as the user’s.

Normal

-

-1001581
Explosion

The user attacks everything around it by causing a tremendous explosion. The user faints upon using this move.

Normal

-

2501005108
Extreme Speed

The user charges the target at blinding speed. This move always goes first.

Normal

-

80100517
Facade

This attack move doubles its power if the user is poisoned, burned, or paralyzed.

Normal7010020863
Fake Out

This attack hits first and makes the target flinch. It only works the first turn each time the user enters battle.

Normal

-

401001078
False Swipe

A restrained attack that prevents the target from fainting. The target is left with at least 1 HP.

Normal4010040100
Flail

The user flails about aimlessly to attack. The less HP the user has, the greater the move’s power.

Normal

-

-10015148
Focus Energy

The user takes a deep breath and focuses so that critical hits land more easily.

Normal--30132
Follow Me

The user draws attention to itself, making all targets take aim only at the user.

Normal

-

--208
Fury Attack

The target is jabbed repeatedly with a horn or beak two to five times in a row.

Normal

-

15852039
Fury Swipes

The target is raked with sharp claws or scythes quickly two to five times in a row.

Normal

-

18801557
Giga Impact

The user charges at the target using every bit of its power. The user can’t move on the next turn.

Normal150905534
Glare

The user intimidates the target with the pattern on its belly to cause paralysis.

Normal

-

-1003011
Growl

The user growls in an endearing way, making opposing Pokémon less wary. This lowers their Attack stats.

Normal

-

-10040151
Growth

The user’s body grows all at once, raising the Attack and Sp. Atk stats.

Normal

-

--2051
Guillotine

A vicious, tearing attack with big pincers. The target faints instantly if this attack hits.

Normal

-

-30514
Happy Hour

Using Happy Hour doubles the amount of prize money received after battle.

Normal

-

--3013
Harden

The user stiffens all the muscles in its body to raise its Defense stat.

Normal

-

--3075
Head Charge

The user charges its head into its target, using its powerful guard hair. This also damages the user a little.

Normal

-

120100151
Headbutt

The user sticks out its head and attacks by charging straight into the target. This may also make the target flinch.

Normal

-

7010015365
Heal Bell

The user makes a soothing bell chime to heal the status conditions of all the party Pokémon.

Normal

-

--557
Helping Hand

The user assists an ally by boosting the power of that ally’s attack.

Normal--20341
Hold Back

The user holds back when it attacks, and the target is left with at least 1 HP.

Normal

-

40100404
Hold Hands

The user and an ally hold hands. This makes them very happy.

Normal

-

--406
Horn Attack

The target is jabbed with a sharply pointed horn to inflict damage.

Normal

-

651002518
Horn Drill

The user stabs the target with a horn that rotates like a drill. The target faints instantly if this attack hits.

Normal

-

-30524
Howl

The user howls loudly to raise the spirit of itself and allies. This raises their Attack stats.

Normal

-

--4035
Hyper Beam

The target is attacked with a powerful beam. The user can’t move on the next turn.

Normal150905523
Hyper Voice

The user lets loose a horribly echoing shout with the power to inflict damage.

Normal9010010178
Laser Focus

The user concentrates intensely. The attack on the next turn always results in a critical hit.

Normal

-

--30181
Last Resort

This move can be used only after the user has used all the other moves it knows in the battle.

Normal

-

1401005183
Leer

The user gives opposing Pokémon an intimidating leer that lowers the Defense stat.

Normal

-

-10030191