Pokémon Let's Play Wiki

The Normal-type is one of the eighteen types. Prior to Generation IV, all damaging Normal-type moves were Physical, but they may now also be Special depending on the attack.

Battle Properties

Offensive properties of Normal-type moves
Super effective (×2): Not very effective (×½): No effect (×0):
None RockSteel Ghost
Defensive properties of Normal-type Pokémon
Weak to (×2): Resists (×½): Immune to (×0):
Fighting None Ghost

Offensive properties of Normal-type moves
Super effective (×2): Not very effective (×½): No effect (×0):
None Rock Ghost
Defensive properties of Normal-type Pokémon
Weak to (×2): Resists (×½): Immune to (×0):
Fighting None Ghost

Pure Normal-type Pokémon


Rattata

Raticate

Meowth

Gigantamax Meowth

Persian

Lickitung

Chansey

Kangaskhan

Mega Kangaskhan

Tauros

Ditto

Eevee

Gigantamax Eevee

Porygon

Snorlax

Gigantamax Snorlax

Sentret

Furret

Aipom

Dunsparce

Teddiursa

Ursaring

Porygon2

Stantler

Smeargle

Miltank

Blissey

Zigzagoon

Linoone

Slakoth

Vigoroth

Slaking

Whismur

Loudred

Exploud

Skitty

Delcatty

Spinda

Zangoose

Castform

Kecleon

Bidoof

Ambipom

Buneary

Lopunny

Glameow

Purugly

Happiny

Munchlax

Lickilicky

Porygon-Z

Regigigas

Arceus

Patrat

Watchog

Lillipup

Herdier

Stoutland

Audino

Minccino

Cinccino

Bouffalant

Bunnelby

Furfrou

Yungoos

Gumshoos

Type: Null

Silvally

Komala

Skwovet

Greedent

Wooloo

Dubwool

Lechonk

Oinkologne

Tandemaus

Maushold

Dudunsparce

Terapagos

Terapagos
(Terastal)

Terapagos
(Stellar)

Half Normal-type Pokémon

Primary Normal-type Pokémon


Pidgey

Pidgeotto

Pidgeot

Mega Pidgeot

Spearow

Fearow

Jigglypuff*

Wigglytuff*

Farfetch'd

Doduo

Dodrio

Hoothoot

Noctowl

Igglybuff*

Girafarig

Taillow

Swellow

Azurill*

Swablu

Starly

Staravia

Staraptor

Bibarel

Mega Lopunny

Chatot

Pidove

Tranquill

Unfezant

Mega Audino

Hisuian Zorua

Hisuian Zoroark

Deerling

Sawsbuck

Rufflet

Braviary

Meloetta
(Aria)

Meloetta
(Pirouette)

Diggersby

Fletchling

Pikipek

Trumbeak

Toucannon

Stufful

Bewear

Oranguru

Drampa

Wyrdeer

Squawkabilly

Farigiraf

Secondary Normal-type Pokémon


Alolan Rattata

Alolan Raticate

Galarian Zigzagoon

Galarian Linoone

Litleo

Pyroar

Helioptile

Heliolisk

Obstagoon

Indeedee

Ursaluna

Ursaluna
(Bloodmoon)

Smoliv

Dolliv

Arboliva

Shroodle

Grafaiai

Cyclizar

Notable Normal-type Trainers

Gen Trainer Trainer Class Location
II
Whitney
Gym Leader Goldenrod Gym
III
Norman
Gym Leader Petalburg Gym
V
Lenora
Gym LeaderBW Nacrene GymBW
V
Cheren
Gym LeaderB2W2 Aspertia GymB2W2
VII
Ilima
Trial Captain Verdant Cavern
IX
Larry*
Gym Leader Medali Gym

Moves

Gen Move Category Power Accuracy PP Target Description
IV Acupressure Status % 30 (max 48)
     
     
User or adjacent ally
The user applies pressure to stress points, sharply boosting one of its or its allies' stats.
V After You Status % 15 (max 24)
     
     
Any adjacent Pokémon
The user helps the target and makes it use its move right after the user.
III Assist Status % 20 (max 32)
     
     
Self
The user hurriedly and randomly uses a move among those known by ally Pokémon.
II Attract Status 100% 15 (max 24)
     
     
Any adjacent Pokémon
If the target is of the opposite gender to the user, it becomes infatuated with the user and will sometimes be unable to use its moves.
I Barrage Physical 15 85% 20 (max 32)
     
     
Any adjacent Pokémon
Round objects are hurled at the target to strike two to five times in a row.
II Baton Pass Status % 40 (max 64)
     
     
Self
The user switches places with a party Pokémon in waiting and passes along any stat changes.
II Belly Drum Status % 10 (max 16)
     
     
Self
The user maximizes its Attack stat but loses HP equal to half its max HP.
V Bestow Status % 15 (max 24)
     
     
Any adjacent Pokémon
The user passes its held item to the target when the target isn't holding an item.
I Bide Physical % 10 (max 16)
     
     
Self
The user endures attacks for two turns, then strikes back to cause double the damage taken.
I Bind Physical 15 85% 20 (max 32)
     
     
Any adjacent Pokémon
A long body, tentacles, or the like are used to bind and squeeze the target for four to five turns.
III Block Status % 5 (max 8)
     
     
Any adjacent Pokémon
The user blocks the target's way with arms spread wide to prevent the target from fleeing.
IX Blood Moon Special 140 100% 5 (max 8)
     
     
Any adjacent Pokémon
The user unleashes the full brunt of its spirit from a full moon that shines as red as blood. This move can't be used twice in a row.
I Body Slam Physical 85 100% 15 (max 24)
     
     
Any adjacent Pokémon
The user attacks by dropping onto the target with its full body weight. This may also leave the target with paralysis.
VI Boomburst Special 140 100% 10 (max 16)
     
     
All adjacent Pokémon
The user attacks everything around it with the destructive power of a terrible explosive sound.
VII Breakneck Blitz Physical % 1 (max 1)
     
     
Any adjacent Pokémon
The user builds up its momentum using its Z-Power and crashes into the target at full speed. The power varies, depending on the original move.
VII Breakneck Blitz Special % 1 (max 1)
     
     
Any adjacent Pokémon
The user builds up its momentum using its Z-Power and crashes into the target at full speed. The power varies, depending on the original move.
III Camouflage Status % 20 (max 32)
     
     
Self
The user's type is changed depending on its environment, such as at water's edge, in grass, or in a cave.
IV Captivate Status 100% 20 (max 32)
     
     
All adjacent foes
If any opposing Pokémon is the opposite gender of the user, it is charmed, which harshly lowers its Sp. Atk stat.
VI Celebrate Status % 40 (max 64)
     
     
Self
The Pokémon congratulates you on your special day!
V Chip Away Physical 70 100% 20 (max 32)
     
     
Any adjacent Pokémon
Looking for an opening, the user strikes consistently. The target's stat changes don't affect this attack's damage.
I Comet Punch Physical 18 85% 15 (max 24)
     
     
Any adjacent Pokémon
The target is hit with a flurry of punches that strike two to five times in a row.
VI Confide Status % 20 (max 32)
     
     
Any adjacent Pokémon
The user tells the target a secret, and the target loses its ability to concentrate. This lowers the target's Sp. Atk stat.
I Constrict Physical 10 100% 35 (max 56)
     
     
Any adjacent Pokémon
The target is attacked with long, creeping tentacles, vines, or the like. This may also lower the target's Speed stat.
I Conversion Status % 30 (max 48)
     
     
Self
The user changes its type to become the same type as the move at the top of the list of moves it knows.
II Conversion 2 Status % 30 (max 48)
     
     
Any adjacent Pokémon
The user changes its type to make itself resistant to the type of the move the target used last.
IV Copycat Status % 20 (max 32)
     
     
Self
The user mimics the move used immediately before it. The move fails if no other move has been used yet.
VIII Court Change Status 100% 10 (max 16)
     
     
All Pokémon
With its mysterious power, the user swaps the effects on either side of the field.
III Covet Physical 60 100% 25 (max 40)
     
     
Any adjacent Pokémon
The user endearingly approaches the target, then steals the target's held item.
III Crush Claw Physical 75 95% 10 (max 16)
     
     
Any adjacent Pokémon
The user slashes the target with hard and sharp claws. This may also lower the target's Defense stat.
IV Crush Grip Physical 100% 5 (max 8)
     
     
Any adjacent Pokémon
The target is crushed with great force. The more HP the target has left, the greater the move's power.
I Cut Physical 50 95% 30 (max 48)
     
     
Any adjacent Pokémon
The target is cut with a scythe, a claw, or the like to inflict damage.
I Defense Curl Status % 40 (max 64)
     
     
Self
The user curls up and boosts its Defense stat.
I Disable Status 100% 20 (max 32)
     
     
Any adjacent Pokémon
For four turns, the target will be unable to use whichever move it last used.
I Dizzy Punch Physical 70 100% 10 (max 16)
     
     
Any adjacent Pokémon
The target is hit with rhythmically launched punches. This may also leave the target confused.
IX Doodle Status 100% 10 (max 16)
     
     
Self
The user captures the very essence of the target in a sketch. This changes the Abilities of the user and its ally Pokémon to that of the target.
IV Double Hit Physical 35 90% 10 (max 16)
     
     
Any adjacent Pokémon
The user slams the target with a tail or the like. The target is hit twice in a row.
I Double Slap Physical 15 85% 10 (max 16)
     
     
Any adjacent Pokémon
The target is slapped repeatedly, back and forth, two to five times in a row.
I Double Team Status % 15 (max 24)
     
     
Self
By moving rapidly, the user makes illusory copies of itself to boost its evasiveness.
I Double-Edge Physical 120 100% 15 (max 24)
     
     
Any adjacent Pokémon
A reckless life-risking tackle in which the user rushes the target. This also damages the user quite a lot.
V Echoed Voice Special 40 100% 15 (max 24)
     
     
Any adjacent Pokémon
The user attacks the target with an echoing voice. If this move is used consecutively by any Pokémon, its power is boosted.
I Egg Bomb Physical 100 75% 10 (max 16)
     
     
Any adjacent Pokémon
A large egg is hurled at the target with maximum force to inflict damage.
II Encore Status 100% 5 (max 8)
     
     
Any adjacent Pokémon
The user compels the target to keep using the move it encored for three turns.
III Endeavor Physical 100% 5 (max 8)
     
     
Any adjacent Pokémon
The user inflicts damage by cutting down the target's HP to roughly equal the user's HP.
II Endure Status % 10 (max 16)
     
     
Self
The user endures any attack with at least 1 HP. This move's chance of failing rises if used in succession.
V Entrainment Status 100% 15 (max 24)
     
     
Any adjacent Pokémon
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.
I Explosion Physical 250 100% 5 (max 8)
     
     
All adjacent Pokémon
The user attacks everything around it by causing a tremendous explosion. The user faints upon using this move.
VII Extreme Evoboost Status % 1 (max 1)
     
     
Self
After obtaining Z-Power, the user, Eevee, gets energy from its evolved friends and boosts its stats sharply.
II Extreme Speed Physical 80 100% 5 (max 8)
     
     
Any adjacent Pokémon
The user charges the target at blinding speed. This move always goes first.
III Facade Physical 70 100% 20 (max 32)
     
     
Any adjacent Pokémon
This move's power is doubled if the user is poisoned, burned, or paralyzed.
III Fake Out Physical 40 100% 10 (max 16)
     
     
Any adjacent Pokémon
This attack hits first and makes the target flinch. It works only on the first turn each time the user enters battle.
II False Swipe Physical 40 100% 40 (max 64)
     
     
Any adjacent Pokémon
A restrained attack that prevents the target from fainting. The target is left with at least 1 HP.
IV Feint Physical 30 100% 10 (max 16)
     
     
Any adjacent Pokémon
This attack can hit a target using a move such as Protect or Detect. This also lifts the effects of those moves.
IX Fillet Away Status % 10 (max 16)
     
     
Self
The user sharply boosts its Attack, Sp. Atk, and Speed stats by using its own HP.
II Flail Physical 100% 15 (max 24)
     
     
Any adjacent Pokémon
The user flails about aimlessly to attack. The less HP the user has, the greater the move's power.
I Flash Status 100% 20 (max 32)
     
     
Any adjacent Pokémon
The user flashes a bright light that cuts the target's accuracy.
I Focus Energy Status % 30 (max 48)
     
     
Self
The user takes a deep breath and focuses so that its future attacks have a heightened chance of landing critical hits.
III Follow Me Status % 20 (max 32)
     
     
Self
The user draws attention to itself, making all opposing Pokémon take aim only at the user.
II Foresight Status % 40 (max 64)
     
     
Any adjacent Pokémon
Enables a Ghost-type target to be hit by Normal- and Fighting-type attacks. This also enables an evasive target to be hit.
II Frustration Physical 100% 20 (max 32)
     
     
Any adjacent Pokémon
This full-power attack grows more powerful the less the user likes its Trainer.
I Fury Attack Physical 15 85% 20 (max 32)
     
     
Any adjacent Pokémon
The user attacks by jabbing the target with a horn, a beak, or the like. This move hits two to five times in a row.
I Fury Swipes Physical 18 80% 15 (max 24)
     
     
Any adjacent Pokémon
The user attacks by raking the target with claws, scythes, or the like. This move hits two to five times in a row.
VIII G-Max Cuddle Physical % 3 (max 4)
     
     
All adjacent foes
A Normal-type attack that Gigantamax Eevee use. This move infatuates opponents.
VIII G-Max Cuddle Special % 3 (max 4)
     
     
All adjacent foes
A Normal-type attack that Gigantamax Eevee use. This move infatuates opponents.
VIII G-Max Gold Rush Physical % 3 (max 4)
     
     
All adjacent foes
A Normal-type attack that Gigantamax Meowth use. This move confuses opponents and also earns extra money.
VIII G-Max Gold Rush Special % 3 (max 4)
     
     
All adjacent foes
A Normal-type attack that Gigantamax Meowth use. This move confuses opponents and also earns extra money.
VIII G-Max Replenish Physical % 3 (max 4)
     
     
All adjacent foes
A Normal-type attack that Gigantamax Snorlax use. This move restores Berries that have been eaten.
VIII G-Max Replenish Special % 3 (max 4)
     
     
All adjacent foes
A Normal-type attack that Gigantamax Snorlax use. This move restores Berries that have been eaten.
IV Giga Impact Physical 150 90% 5 (max 8)
     
     
Any adjacent Pokémon
The user charges at the target using every bit of its power. The user can't move on the next turn.
I Glare Status 100% 30 (max 48)
     
     
Any adjacent Pokémon
The user intimidates the target with the pattern on its belly to cause paralysis.
I Growl Status 100% 40 (max 64)
     
     
All adjacent foes
The user growls in an endearing way, making opposing Pokémon less wary. This lowers their Attack stats.
I Growth Status % 20 (max 32)
     
     
Self
The user's body grows all at once, boosting the Attack and Sp. Atk stats.
I Guillotine Physical 30% 5 (max 8)
     
     
Any adjacent Pokémon
A vicious tearing attack with big pincers. The target faints instantly if this attack hits.
VI Happy Hour Status % 30 (max 48)
     
     
All allies
Using Happy Hour doubles the amount of prize money received after battle.
I Harden Status % 30 (max 48)
     
     
Self
The user stiffens all the muscles in its body to boost its Defense stat.
V Head Charge Physical 120 100% 15 (max 24)
     
     
Any adjacent Pokémon
The user charges its head into the target, using its powerful guard hair. This also damages the user a little.
I Headbutt Physical 70 100% 15 (max 24)
     
     
Any adjacent Pokémon
The user sticks out its head and attacks by charging straight into the target. This may also make the target flinch.
II Heal Bell Status % 5 (max 8)
     
     
All allies
The user makes a soothing bell chime to cure the status conditions of all its fellow party Pokémon and allies.
III Helping Hand Status % 20 (max 32)
     
     
Adjacent ally
The user assists an ally by boosting the power of that ally's attack.
II Hidden Power Special 60 100% 15 (max 24)
     
     
Any adjacent Pokémon
A unique attack that varies in type depending on the Pokémon using it.
VI Hold Back Physical 40 100% 40 (max 64)
     
     
Any adjacent Pokémon
The user holds back when it attacks, and the target is left with at least 1 HP.
VI Hold Hands Status % 40 (max 64)
     
     
Adjacent ally
The user and an ally hold hands. This makes them very happy.
I Horn Attack Physical 65 100% 25 (max 40)
     
     
Any adjacent Pokémon
The target is jabbed with a sharply pointed horn to inflict damage.
I Horn Drill Physical 30% 5 (max 8)
     
     
Any adjacent Pokémon
The user stabs the target with a horn that rotates like a drill. The target faints instantly if this attack hits.
III Howl Status % 40 (max 64)
     
     
All allies
The user howls loudly to rouse itself and its allies. This boosts their Attack stats.
I Hyper Beam Special 150 90% 5 (max 8)
     
     
Any adjacent Pokémon
The target is attacked with a powerful beam. The user can't move on the next turn.
IX Hyper Drill Physical 100 100% 5 (max 8)
     
     
Any adjacent Pokémon
The user spins the pointed part of its body at high speed to pierce the target. This attack can hit a target using a move such as Protect or Detect.
I Hyper Fang Physical 80 90% 15 (max 24)
     
     
Any adjacent Pokémon
The user bites hard on the target with its sharp front fangs. This may also make the target flinch.
III Hyper Voice Special 90 100% 10 (max 16)
     
     
All adjacent foes
The user attacks by letting loose a horribly loud, resounding cry.
IV Judgment Special 100 100% 10 (max 16)
     
     
Any adjacent Pokémon
The user releases countless shots of light at the target. This move's type changes depending on the kind of plate held by the user.
VII Laser Focus Status % 30 (max 48)
     
     
Self
The user concentrates intensely. The attack on the next turn always results in a critical hit.
IV Last Resort Physical 140 100% 5 (max 8)
     
     
Any adjacent Pokémon
This move can be used only after the user has used all the other moves it knows in the battle.
I Leer Status 100% 30 (max 48)
     
     
All adjacent foes
The user gives opposing Pokémon an intimidating leer that lowers their Defense stats.
II Lock-On Status % 5 (max 8)
     
     
Any adjacent Pokémon
The user takes sure aim at the target. This ensures the user's next move does not miss that target.
I Lovely Kiss Status 75% 10 (max 16)
     
     
Any adjacent Pokémon
With a scary face, the user tries to kiss the target. If it succeeds, the target falls asleep.
IV Lucky Chant Status % 30 (max 48)
     
     
All allies
The user chants an incantation toward the sky, preventing opposing Pokémon from landing critical hits for five turns.
VIII Max Guard Status % 3 (max 4)
     
     
Self
This move enables the user to protect itself from all attacks. Its chance of failing rises if it is used in succession.
VIII Max Strike Physical % 3 (max 4)
     
     
All adjacent foes
This is a Normal-type attack Dynamax Pokémon use. This lowers the target's Speed stat.
VIII Max Strike Special % 3 (max 4)
     
     
All adjacent foes
This is a Normal-type attack Dynamax Pokémon use. This lowers the target's Speed stat.
IV Me First Status % 20 (max 32)
     
     
Any adjacent foe
The user cuts ahead of the target to copy and use the target's intended move with greater power. This move fails if it isn't used first.
II Mean Look Status % 5 (max 8)
     
     
Any adjacent Pokémon
The user pins the target with a dark, arresting look. The target becomes unable to flee.
I Mega Kick Physical 120 75% 5 (max 8)
     
     
Any adjacent Pokémon
The target is attacked by a kick launched with muscle-packed power.
I Mega Punch Physical 80 85% 20 (max 32)
     
     
Any adjacent Pokémon
The target is slugged by a punch thrown with muscle-packed power.
I Metronome Status % 10 (max 16)
     
     
Self
The user waggles a finger and stimulates its brain into randomly using nearly any move.
II Milk Drink Status % 5 (max 8)
     
     
Self
The user restores its own HP by up to half its max HP.
I Mimic Status % 10 (max 16)
     
     
Any adjacent Pokémon
The user copies the move last used by the target. The copied move can be used until the user of Mimic leaves the battle.
II Mind Reader Status % 5 (max 8)
     
     
Any adjacent Pokémon
The user senses the target's movements with its mind to ensure its next attack does not miss the target.
I Minimize Status % 10 (max 16)
     
     
Self
The user compresses its body to make itself look smaller, which sharply boosts its evasiveness.
II Morning Sun Status % 5 (max 8)
     
     
Self
The user restores its own HP. The amount of HP regained varies with the weather.
VII Multi-Attack Physical 120 100% 10 (max 16)
     
     
Any adjacent Pokémon
Cloaking itself in powerful energy, the user slams into the target to inflict damage. This move's type changes depending on the kind of memory disc held by the user.
IV Natural Gift Physical 100% 15 (max 24)
     
     
Any adjacent Pokémon
The user draws power to attack by using its held Berry. The Berry determines the move's type and power.
III Nature Power Status % 20 (max 32)
     
     
Any adjacent Pokémon
This attack makes use of nature's power. Its effects vary depending on the user's environment.
VI Noble Roar Status 100% 30 (max 48)
     
     
Any adjacent Pokémon
Letting out a noble roar, the user intimidates the target and lowers its Attack and Sp. Atk stats.
III Odor Sleuth Status % 40 (max 64)
     
     
Any adjacent Pokémon
Enables a Ghost-type target to be hit by Normal- and Fighting-type attacks. This also enables an evasive target to be hit.
II Pain Split Status % 20 (max 32)
     
     
Any adjacent Pokémon
The user adds its HP to the target's HP, then equally splits the combined HP between the target and itself.
I Pay Day Physical 40 100% 20 (max 32)
     
     
Any adjacent Pokémon
Coins are hurled at the target to inflict damage. Money is earned after the battle.
II Perish Song Status % 5 (max 8)
     
     
All Pokémon
Any Pokémon that hears this song faints in three turns, unless it switches out of battle.
VI Play Nice Status % 20 (max 32)
     
     
Any adjacent Pokémon
The user and the target become friends, and the target loses its will to fight. This lowers the target's Attack stat.
IX Population Bomb Physical 20 90% 10 (max 16)
     
     
Any adjacent Pokémon
The user's fellows gather in droves to perform a combo attack that hits the target one to ten times in a row.
I Pound Physical 40 100% 35 (max 56)
     
     
Any adjacent Pokémon
The target is physically pounded with a long tail, a foreleg, or the like.
VIII Power Shift Status % 10 (max 16)
     
     
Self
The user swaps its Attack and Defense stats.
II Present Physical 90% 15 (max 24)
     
     
Any adjacent Pokémon
The user attacks by giving the target a gift with a hidden trap. It restores HP sometimes, however.
II Protect Status % 10 (max 16)
     
     
Self
This move enables the user to protect itself from all attacks. Its chance of failing rises if it is used in succession.
II Psych Up Status % 10 (max 16)
     
     
Any adjacent Pokémon
The user hypnotizes itself into copying any stat change made by the target.
VII Pulverizing Pancake Physical 210 % 1 (max 1)
     
     
Any adjacent Pokémon
Z-Power brings out the true capabilities of the user, Snorlax. The Pokémon moves its enormous body energetically and attacks the target with full force.
I Quick Attack Physical 40 100% 30 (max 48)
     
     
Any adjacent Pokémon
The user lunges at the target to inflict damage, moving at blinding speed. This move always goes first.
I Rage Physical 20 100% 20 (max 32)
     
     
Any adjacent Pokémon
As long as this move is in use, the power of rage raises the Attack stat each time the user is hit in battle.
IX Raging Bull Physical 90 100% 10 (max 16)
     
     
Any adjacent Pokémon
The user performs a tackle like a raging bull. This move's type depends on the user's form. It can also break barriers, such as Light Screen and Reflect.
II Rapid Spin Physical 50 100% 40 (max 64)
     
     
Any adjacent Pokémon
The user performs a spin attack that can also eliminate the effects of such moves as Bind, Wrap, and Leech Seed. This also boosts the user's Speed stat.*
I Razor Wind Special 80 100% 10 (max 16)
     
     
All adjacent foes
In this two-turn attack, blades of wind hit opposing Pokémon on the second turn. Critical hits land more easily.
I Recover Status % 5 (max 8)
     
     
Self
The user regenerates its cells, restoring its own HP by up to half its max HP.
III Recycle Status % 10 (max 16)
     
     
Self
The user recycles a held item that has been used in battle so it can be used again.
V Reflect Type Status % 15 (max 24)
     
     
Any adjacent Pokémon
The user reflects the target's type to become the same type as the target.
III Refresh Status % 20 (max 32)
     
     
Self
The user rests to cure itself of poisoning, a burn, or paralysis.
V Relic Song Special 75 100% 10 (max 16)
     
     
All adjacent foes
The user sings an ancient song and attacks by appealing to the hearts of the listening opposing Pokémon. This may also induce sleep.
V Retaliate Physical 70 100% 5 (max 8)
     
     
Any adjacent Pokémon
The user gets revenge for a fainted ally. If an ally fainted in the previous turn, this move's power is increased.
II Return Physical 100% 20 (max 32)
     
     
Any adjacent Pokémon
This full-power attack grows more powerful the more the user likes its Trainer.
VII Revelation Dance Special 90 100% 15 (max 24)
     
     
Any adjacent Pokémon
The user attacks the target by dancing with all its might. This move becomes the same type as the user's type.
IX Revival Blessing Status % 1 (max 1)
     
     
Self
The user bestows a loving blessing, reviving a party Pokémon that has fainted and restoring half that Pokémon's max HP.
I Roar Status % 20 (max 32)
     
     
Any adjacent Pokémon
The target is scared off, and a different Pokémon is dragged out. In the wild, this ends a battle against a single Pokémon.
IV Rock Climb Physical 90 85% 20 (max 32)
     
     
Any adjacent Pokémon
The user attacks the target by smashing into it with incredible force. This may also confuse the target.
V Round Special 60 100% 15 (max 24)
     
     
Any adjacent Pokémon
The user attacks the target with a song. If others use this move, they will act immediately after the initial user, and the power of their Rounds will be boosted.
II Safeguard Status % 25 (max 40)
     
     
All allies
The user creates a protective field that prevents status conditions for five turns.
II Scary Face Status 100% 10 (max 16)
     
     
Any adjacent Pokémon
The user frightens the target with a scary face to harshly lower its Speed stat.
I Scratch Physical 40 100% 35 (max 56)
     
     
Any adjacent Pokémon
Hard, pointed, sharp claws rake the target to inflict damage.
I Screech Status 85% 40 (max 64)
     
     
Any adjacent Pokémon
An earsplitting screech harshly lowers the target's Defense stat.
III Secret Power Physical 70 100% 20 (max 32)
     
     
Any adjacent Pokémon
The additional effects of this attack depend upon where it was used.
I Self-Destruct Physical 200 100% 5 (max 8)
     
     
All adjacent Pokémon
The user attacks everything around it by causing an explosion. The user faints upon using this move.
I Sharpen Status % 30 (max 48)
     
     
Self
The user makes its edges more jagged, which raises its Attack stat.
IX Shed Tail Status % 10 (max 16)
     
     
Self
The user creates a substitute for itself using its own HP before switching places with a party Pokémon in waiting.
V Shell Smash Status % 15 (max 24)
     
     
Self
The user breaks its shell, which lowers its Defense and Sp. Def stats but sharply boosts its Attack, Sp. Atk, and Speed stats.
V Simple Beam Status 100% 15 (max 24)
     
     
Any adjacent Pokémon
The user emits a mysterious psychic wave that changes the target's Ability to Simple.
I Sing Status 55% 15 (max 24)
     
     
Any adjacent Pokémon
A soothing lullaby is sung in a beautiful voice that puts the target to sleep.
II Sketch Status % 1 (max 1)
     
     
Any adjacent Pokémon
This move enables the user to permanently learn the move last used by the target. Once used, Sketch disappears.
I Skull Bash Physical 130 100% 10 (max 16)
     
     
Any adjacent Pokémon
The user tucks in its head to raise its Defense stat on the first turn, then rams the target on the next turn.
III Slack Off Status % 5 (max 8)
     
     
Self
The user slacks off, restoring its own HP by up to half its max HP.
I Slam Physical 80 75% 20 (max 32)
     
     
Any adjacent Pokémon
The target is slammed with a long tail, vines, or the like to inflict damage.
I Slash Physical 70 100% 20 (max 32)
     
     
Any adjacent Pokémon
The target is attacked with a slash of claws, scythes, or the like. This move has a heightened chance of landing a critical hit.
II Sleep Talk Status % 10 (max 16)
     
     
Self
The user randomly uses one of the moves it knows. This move can only be used while the user is asleep.
III Smelling Salts Physical 70 100% 10 (max 16)
     
     
Any adjacent Pokémon
This attack's power is doubled when used on a target with paralysis. This also cures the target's paralysis, however.
I Smokescreen Status 100% 20 (max 32)
     
     
Any adjacent Pokémon
The user releases an obscuring cloud of smoke or ink. This lowers the target's accuracy.
II Snore Special 50 100% 15 (max 24)
     
     
Any adjacent Pokémon
This attack can be used only if the user is asleep. The harsh noise may also make the target flinch.
I Soft-Boiled Status % 5 (max 8)
     
     
Self
The user restores its own HP by up to half its max HP.
I Sonic Boom Special 90% 20 (max 32)
     
     
Any adjacent Pokémon
The target is hit with a destructive shock wave that always inflicts 20 HP damage.
I Spike Cannon Physical 20 100% 15 (max 24)
     
     
Any adjacent Pokémon
Sharp spikes are shot at the target in rapid succession. They hit two to five times in a row.
III Spit Up Special 100% 10 (max 16)
     
     
Any adjacent Pokémon
The power stored using the move Stockpile is released at once in an attack. The more power is stored, the greater the move's power.
I Splash Status % 40 (max 64)
     
     
Self
The user just flops and splashes around to no effect at all...
VII Spotlight Status % 15 (max 24)
     
     
Any adjacent Pokémon
The user shines a spotlight on the target so that only the target will be attacked during the turn.
III Stockpile Status % 20 (max 32)
     
     
Self
The user stores power and boosts its Defense and Sp. Def stats. This move can be used up to three times.
I Stomp Physical 65 100% 20 (max 32)
     
     
Any adjacent Pokémon
The user attacks by stomping on the target with a big foot. This may also make the target flinch.
I Strength Physical 80 100% 15 (max 24)
     
     
Any adjacent Pokémon
The target is slugged with a punch thrown at maximum power.
I Struggle Physical 50 % 1 (max 1)
     
     
Any adjacent foe
This attack is used in desperation only if the user has no remaining PP. It also damages the user a little.
VIII Stuff Cheeks Status % 10 (max 16)
     
     
Self
The user eats its held Berry, then sharply boosts its Defense stat.
I Substitute Status % 10 (max 16)
     
     
Self
The user creates a substitute for itself using some of its own HP. The substitute serves as the user's decoy.
I Super Fang Physical 90% 10 (max 16)
     
     
Any adjacent Pokémon
The user chomps hard on the target with its sharp front fangs. This cuts the target's HP in half.
I Supersonic Status 55% 20 (max 32)
     
     
Any adjacent Pokémon
The user generates odd sound waves from its body that confuse the target.
II Swagger Status 85% 15 (max 24)
     
     
Any adjacent Pokémon
The user enrages and confuses the target. However, this also sharply raises the target's Attack stat.
III Swallow Status % 10 (max 16)
     
     
Self
The power stored using the move Stockpile is absorbed by the user to restore its own HP. The more power is stored, the more HP is restored.
II Sweet Scent Status 100% 20 (max 32)
     
     
All adjacent foes
The user releases a scent that harshly lowers opposing Pokémon's evasiveness.
I Swift Special 60 % 20 (max 32)
     
     
All adjacent foes
Star-shaped rays are shot at opposing Pokémon. This attack never misses.
I Swords Dance Status % 20 (max 32)
     
     
Self
A frenetic dance to uplift the fighting spirit. This sharply boosts the user's Attack stat.
I Tackle Physical 40 100% 35 (max 56)
     
     
Any adjacent Pokémon
A physical attack in which the user charges and slams into the target with its whole body.
V Tail Slap Physical 25 85% 10 (max 16)
     
     
Any adjacent Pokémon
The user attacks by striking the target with its hard tail. This move hits two to five times in a row.
I Tail Whip Status 100% 30 (max 48)
     
     
All adjacent foes
The user wags its tail cutely, making opposing Pokémon less wary. This lowers their Defense stats.
I Take Down Physical 90 85% 20 (max 32)
     
     
Any adjacent Pokémon
A reckless full-body charge attack for slamming into the target. This also damages the user a little.
VII Tearful Look Status % 20 (max 32)
     
     
Any adjacent Pokémon
The user gets teary-eyed to make the target lose its combative spirit. This lowers the target's Attack and Sp. Atk stats.
VIII Teatime Status % 10 (max 16)
     
     
All Pokémon
The user has teatime with all the Pokémon currently in the battle. Each Pokémon eats its held Berry.
V Techno Blast Special 120 100% 5 (max 8)
     
     
Any adjacent Pokémon
The user attacks by firing a beam of light at the target. This move's type changes depending on the kind of drive held by the user.
III Teeter Dance Status 100% 20 (max 32)
     
     
All adjacent Pokémon
The user performs a wobbly dance that confuses every Pokémon around it.
IX Tera Blast Special 80 100% 10 (max 16)
     
     
Any adjacent Pokémon
If the user has Terastallized, it unleashes energy of its Tera Type. This move inflicts damage using the Attack or Sp. Atk stat, whichever is higher for the user.
IX Tera Starstorm Special 120 100% 5 (max 8)
     
     
Any adjacent Pokémon
With the power of its crystals, the user bombards and eliminates the target. When used by Terapagos in its Stellar Form, this move damages all opposing Pokémon.
VIII Terrain Pulse Special 50 100% 10 (max 16)
     
     
Any adjacent Pokémon
The user utilizes the energy of the terrain to attack. This move’s type and power change depending on the terrain at the time the move is used.
I Thrash Physical 120 100% 10 (max 16)
     
     
Self
The user rampages and attacks for two to three turns. The user then becomes confused.
III Tickle Status 100% 20 (max 32)
     
     
Any adjacent Pokémon
The user tickles the target into laughing, lowering its Attack and Defense stats.
IX Tidy Up Status % 10 (max 16)
     
     
Self
The user tidies up and removes the effects of Spikes, Stealth Rock, Sticky Web, Toxic Spikes, and Substitute. This also boosts the user's Attack and Speed stats.
I Transform Status % 10 (max 16)
     
     
Any adjacent Pokémon
The user transforms into a copy of the target, right down to having the same move set.
I Tri Attack Special 80 100% 10 (max 16)
     
     
Any adjacent Pokémon
The user strikes with a simultaneous three-beam attack. This may also burn, freeze, or paralyze the target.
IV Trump Card Special % 5 (max 8)
     
     
Any adjacent Pokémon
The fewer PP this move has, the greater its power.
III Uproar Special 90 100% 10 (max 16)
     
     
Self
The user attacks in an uproar for three turns. During that time, no Pokémon can fall asleep.
VII Veevee Volley Physical % 1 (max 1)
     
     
Any adjacent Pokémon
The more Eevee loves its Trainer, the greater the move’s power. It never misses.
I Vise Grip Physical 55 100% 30 (max 48)
     
     
Any adjacent Pokémon
The target is gripped and squeezed from both sides to inflict damage.
III Weather Ball Special 50 100% 10 (max 16)
     
     
Any adjacent Pokémon
This move's type and power change depending on the weather at the time the move is used.
I Whirlwind Status % 20 (max 32)
     
     
Any adjacent Pokémon
The target is blown away, and a different Pokémon is dragged out. In the wild, this ends a battle against a single Pokémon.
III Wish Status % 10 (max 16)
     
     
Self
One turn after this move is used, the user's or its replacement's HP is restored by up to half the user's max HP.
V Work Up Status % 30 (max 48)
     
     
Self
The user is roused, and its Attack and Sp. Atk stats are boosted.
I Wrap Physical 15 90% 20 (max 32)
     
     
Any adjacent Pokémon
A long body, vines, or the like are used to wrap and squeeze the target for four to five turns.
IV Wring Out Special 100% 5 (max 8)
     
     
Any adjacent Pokémon
The user powerfully wrings the target. The more HP the target has, the greater the move's power.
III Yawn Status % 10 (max 16)
     
     
Any adjacent Pokémon
The user lets loose a huge yawn that lulls the target into falling asleep on the next turn.
 

Items

Name Description
Blank Plate Blank Plate An item to be held by a Pokémon. It's a stone tablet that boosts the power of Normal-type moves.
Chilan Berry Chilan Berry If held by a Pokémon, this Berry will lessen the damage taken from one Normal-type attack.
Normal Gem
Normal Gem A gem with an ordinary essence. When held, it strengthens the power of a Normal-type move one time.
Normal Tera Shard Normal Tera Shard On rare occasions, these shards form when a Tera Pokémon falls in battle and its Tera Jewel shatters.
Normalium Z
Normalium Z It converts Z-Power into crystals that upgrade Normal-type moves to Normal-type Z-Moves.
Pink Bow Powers up Normal-type moves.
Polkadot Bow Powers up Normal-type moves.
Silk Scarf Silk Scarf An item to be held by a Pokémon. It's a sumptuous scarf that boosts the power of Normal-type moves.
 

Icons

Icon from
Pokémon Ruby, Sapphire, Emerald, HeartGold, and SoulSilver
Icon from
Pokémon FireRed and LeafGreen
Icon from
Pokémon Colosseum
Icon from
Pokémon XD: Gale of Darkness
Icon from
Generation IV
Icon from
Generation V
Icon from
Generation VI
Icon from
Pokémon Sun, Moon, Ultra Sun, and Ultra Moon
Icon from
Pokémon Let's Go, Pikachu! and Let's Go, Eevee!
Icon from
Pokémon Sword and Shield
Symbol icon from
Pokémon Let's Go, Pikachu!, Let's Go, Eevee!, Sword, Shield, and HOME*
Icon from
Pokémon Brilliant Diamond and Shining Pearl
Icon from
Pokémon Legends: Arceus
Symbol icon from
Pokémon Brilliant Diamond, Shining Pearl, and Legends: Arceus
Icon from
Pokémon Scarlet and Violet
Symbol icon from
Pokémon Scarlet and Violet
Tera Type icon from
Pokémon Scarlet and Violet
Tera Type symbol icon from
Pokémon Scarlet and Violet
Symbol icon from HOME*