Character Skills

Character Skills Guide for Pokémon Sword and Shield



In Pokémon Sword and Shield, the player character is a Pokémon Trainer who commands Pokémon in battle. Each Pokémon has a set of skills that include Moves (attacks and status moves) and Abilities (passive traits). This guide covers every type of skill your Pokémon can use, how they work, and how to optimize them for competitive or story play.

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1. Understanding Moves (Skills)



Each Pokémon can know up to four moves at a time. Moves fall into three categories:
  • Physical – use the user's Attack stat and the target's Defense.

  • Special – use the user's Special Attack and the target's Special Defense.

  • Status – do not deal damage; instead inflict conditions, boost stats, or other effects.


  • Every move has a:
  • Type (Normal, Fire, Water, etc.) – affects damage using the type chart.

  • Power – base damage (some status moves have no power).

  • Accuracy – chance to hit (some moves never miss).

  • PP – number of times the move can be used (restored at Pokémon Centers or with items like Ether).


  • #### Key Move Mechanics

  • Same-Type Attack Bonus (STAB) – if a move's type matches one of the user's types, damage is multiplied by 1.5×.

  • Critical Hits – occasionally deal 1.5× damage (2× in earlier gens; in Gen VIII it's 1.5×). Higher critical-hit ratio moves (e.g., Leaf Blade) have increased chance.

  • Dynamax Moves – when Dynamaxed, a Pokémon's moves become Max Moves (e.g., Max Flare, Max Geyser). These have base power depending on original move and often set weather, terrain, or shield effects.

  • Gigantamax Moves – exclusive to certain Pokémon; have powerful additional effects (e.g., G-Max Wildfire).


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2. All Moves: Categories and Examples



Since listing every move would be enormous, we categorize them by role and provide iconic examples. For a complete list, refer to in-game Pokédex or online databases like Serebii.

#### Physical Attack Moves (High damage threats)
MoveTypePowerAccuracyEffect
EarthquakeGround100100%Hits all adjacent Pokémon, including allies in double battles (unless user has Telepathy).
Stone EdgeRock10080%High critical-hit ratio.
Close CombatFighting120100%Lowers user's Defense and Sp.Def by one stage after use.
Play RoughFairy9090%10% chance to lower target's Attack.
OutrageDragon120100%Locks user into move for 2–3 turns, then confuses user.
#### Special Attack Moves
MoveTypePowerAccuracyEffect
Shadow BallGhost80100%20% chance to lower target's Sp.Def.
FlamethrowerFire90100%10% chance to burn.
ThunderboltElectric90100%10% chance to paralyze.
Hydro PumpWater11080%High power but imperfect accuracy.
MoonblastFairy95100%30% chance to lower target's Sp.Atk.
#### Status Moves (Support & Setup)
MoveTypeEffect
Swords DanceNormalRaises user's Attack by two stages.
Stealth RockRockPlaces a hazard that damages switching Pokémon (type weakness).
ToxicPoisonBadly poisons the target (damage increases each turn).
Will-O-WispFireBurns the target, halving its Attack and dealing damage each turn.
RecoverNormalRestores 50% of user's max HP.
ProtectNormalBlocks all moves for one turn, but fails if used consecutively.
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3. All Abilities (Passive Skills)



Every Pokémon has an Ability (some have two possible abilities and a Hidden Ability). Abilities take effect automatically in battle. There are hundreds; we highlight the most important.

#### Offensive Boosting Abilities
  • Intimidate – lowers opponent's Attack when entering battle (common on physical walls).

  • Swift Swim – doubles Speed in rain.

  • Solar Power – boosts Sp.Atk in sun but loses HP each turn.

  • Adaptability – STAB bonus increases from 1.5× to 2×.


  • #### Defensive & Recovery Abilities
  • Regenerator – heals 1/3 max HP when switching out.

  • Natural Cure – cures status upon switching out.

  • Water Absorb / Volt Absorb – heals HP instead of taking damage from that type.

  • Magic Guard – prevents all indirect damage (e.g., poison, burn, entry hazards).


  • #### Weather & Terrain Setting Abilities
  • Drizzle – sets rain on entry.

  • Drought – sets sun on entry.

  • Sand Stream – sets sandstorm.

  • Snow Warning – sets hail.

  • Electric Surge – sets Electric Terrain.

  • Psychic Surge – sets Psychic Terrain.

  • Grassy Surge – sets Grassy Terrain.

  • Misty Surge – sets Misty Terrain.


  • #### Other Notable Abilities
  • Levitate – gives immunity to Ground-type moves.

  • Prankster – gives +1 priority to status moves (used by many support Pokémon).

  • Shadow Tag – prevents opponent from switching out.

  • Mold Breaker – ignores opponent's abilities that could affect move usage.


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    4. Skill Acquisition Methods



    Pokémon learn moves through:
    1. Level Up – as they gain experience.
    2. TMs (Technical Machines) – single-use items that teach a move. In Sword/Shield, TMs are reusable but require crafting.
    3. TRs (Technical Records) – one-time use items that teach powerful moves.
    4. Egg Moves – moves inherited from a parent when breeding.
    5. Move Tutors – NPCs who teach specific moves (often using Armorite Ore or Dynite Ore).
    6. Tutors in the Isle of Armor – teach moves like Scald, Meteor Beam, etc.
    7. Tutors in the Crown Tundra – teach moves like Stealth Rock, Defog, etc.

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    5. Recommended Builds by Role



    Here are sample skill sets for common competitive roles. These illustrate how to combine moves and abilities effectively.

    #### Physical Sweeper (e.g., Garchomp)
  • Ability: Rough Skin (damages contact attackers)

  • Moves: Earthquake, Outrage, Swords Dance, Stone Edge

  • Strategy: Use Swords Dance to boost Attack, then sweep with STAB moves.


  • #### Special Sweeper (e.g., Dragapult)
  • Ability: Infiltrator (ignores screens/substitute)

  • Moves: Draco Meteor, Shadow Ball, Fire Blast, U-turn

  • Strategy: Hit hard and pivot out with U-turn to maintain momentum.


  • #### Physical Wall (e.g., Toxapex)
  • Ability: Regenerator

  • Moves: Scald, Toxic, Recover, Haze

  • Strategy: Stall opponents with Toxic, recover health, and clear stat boosts with Haze.


  • #### Special Wall (e.g., Blissey)
  • Ability: Natural Cure

  • Moves: Soft-Boiled, Seismic Toss, Toxic, Stealth Rock

  • Strategy: Heal constantly, Toxic opponents, set hazards.


  • #### Hazard Setter (e.g., Ferrothorn)
  • Ability: Iron Barbs

  • Moves: Stealth Rock, Spikes, Leech Seed, Power Whip

  • Strategy: Set entry hazards and recover with Leech Seed.


  • #### Weather Setter (e.g., Torkoal)
  • Ability: Drought

  • Moves: Lava Plume, Solar Beam, Stealth Rock, Yawn

  • Strategy: Set sun for teammates, use Solar Beam without charge.


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    6. Synergies and Combos



  • Rain Dance + Swift Swim + Thunder – Swift Swim users double Speed; Thunder never misses in rain.

  • Sticky Web + Strong but Slow Sweepers – Sticky Web lowers foe's Speed, allowing slow sweepers to outspeed.

  • Trick Room + Slow Heavy Hitters – Trick Room reverses turn order for 5 turns; use with Pokémon like Hatterene or Stakataka.

  • Baton Pass + Stat Boosts – Pass Swords Dance or Agility boosts to a sweeper.

  • Sleep Powder + Substitute + Focus Punch – Protect yourself and land a powerful Focus Punch.


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    7. When to Use Each Skill (In-Game Tips)



  • Use physical moves against high-Sp.Def walls and special moves against high-Defense walls.

  • Set up Stealth Rock early to break Focus Sashes and chip health.

  • Use status moves like Will-O-Wisp on physical attackers to cripple them.

  • Use Dynamax defensively to survive a hit and set weather or shields.

  • Use Protect to scout – see what move your opponent will use and react.

  • In double battles, use spread moves like Discharge/Earthquake carefully, as they hit your partner.


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    8. Dynamax and Gigantamax Moves



    When a Pokémon Dynamaxes, its moves transform into Max Moves:
  • Max Flare (Fire) – sets harsh sunlight for 5 turns.

  • Max Geyser (Water) – sets rain.

  • Max Airstream (Flying) – raises user's Speed by 1 stage.

  • Max Steelspike (Steel) – raises user's Defense by 1 stage.


  • The same move types always produce the same Max Move. Gigantamax Pokémon have unique G-Max Moves with special effects (e.g., G-Max Wildfire burns for 4 turns).

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    9. Hidden Abilities and Egg Moves



  • Hidden Abilities are rarer and often change the Pokémon's role. Obtain through Max Raid Battles or breeding with a Hidden Ability parent.

  • Egg Moves are learned by breeding. Use the Day Care on Route 5 and later in the Isle of Armor. Check compatibility with online databases.


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    10. Final Skill Recommendations for Story Playthrough



  • Your starter – keep its STAB moves (e.g., Scorbunny → Pyro Ball).

  • Teach coverage moves to handle type weaknesses (e.g., Ice Punch for Dragon-types).

  • Use one setup move like Swords Dance or Nasty Plot on a fast sweeper.

  • Carry a healer – Pokémon with Recover or Soft-Boiled.

  • Use TMs freely – they are reusable in Sword/Shield, so experiment.


For a complete list of all moves and abilities, refer to the in-game Pokédex or dedicated online resources. This guide provides the framework to understand and optimize your team's skills.