What you fight with

Moves

Move index

There are 336 moves matching what you are looking for — this list exists so you do not have to. Every move has a type, a category (physical, special or status), Power, Accuracy and a limited number of uses (PP). Search by name or by what the move does: “sleep”, “lowers Defense”, “heals”.

Pokémon get some of them from a machine rather than by leveling up. TM numbers differ between games, so each game has its own table — machine list. Want to compare two moves side by side? Compare Moves.

Physical Special Status ✕ Clear 336 moves · page 5 of 6
Move and effect Type Cat. Power Acc. PP
Rock Slide Has a chance to make the target flinch. Rock Physical 75 90% 10
Rock Smash Has a chance to lower the target’s Defense by one stage. Fighting Physical 40 100% 15
Rock Throw Inflicts regular damage with no additional effect. Rock Physical 50 90% 15
Rock Tomb Has a chance to lower the target’s Speed by one stage. Rock Physical 60 95% 15
Rock Wrecker User foregoes its next turn to recharge. Rock Physical 150 90% 5
Rolling Kick Has a chance to make the target flinch. Fighting Physical 60 85% 15
Rollout Power doubles every turn this move is used in succession after the first, resetting after five turns. Rock Physical 30 90% 20
Sacred Fire Has a chance to burn the target. Lets frozen Pokémon thaw themselves. Fire Physical 100 95% 5
Sacred Sword Ignores the target’s stat modifiers. Fighting Physical 90 100% 15
Salt Cure Rock Physical 40 100% 15
Sand Tomb Prevents the target from fleeing and inflicts damage for 2-5 turns. Ground Physical 35 85% 15
Sappy Seed Inflicts regular damage with no additional effect. Grass Physical 100 90% 10
Scale Shot Boosts the user’s Speed and lowers their Defense by one stage after inflicting damage two to five times in a row. Dragon Physical 25 90% 20
Scratch Inflicts regular damage with no additional effect. Normal Physical 40 100% 35
Secret Power Has a chance to inflict a status effect which depends upon the terrain. Normal Physical 70 100% 20
Seed Bomb Inflicts regular damage with no additional effect. Grass Physical 80 100% 15
Seismic Toss Inflicts damage equal to the user’s level. Fighting Physical — 100% 20
Self Destruct User faints. Normal Physical 200 100% 5
Shadow Bone Has a chance to lower the target’s Defense by one stage. Ghost Physical 85 100% 10
Shadow Claw Has an increased chance for a critical hit. Ghost Physical 70 100% 15
Shadow Force User vanishes, dodging all attacks, and hits next turn. Hits through Protect and Detect. Ghost Physical 120 100% 5
Shadow Punch Never misses. Ghost Physical 60 — 20
Shadow Sneak Inflicts regular damage with no additional effect. Ghost Physical 40 100% 30
Sizzly Slide Inflicts regular damage with no additional effect. Fire Physical 60 100% 20
Skitter Smack Inflicts regular damage with no additional effect. Bug Physical 70 90% 10
Skull Bash Raises the user’s Defense by one stage. User charges for one turn before attacking. Normal Physical 130 100% 10
Sky Attack User charges for one turn before attacking. Has a chance to make the target flinch. Flying Physical 140 90% 5
Sky Drop Carries the target high into the air, dodging all attacks against either, and drops it next turn. Flying Physical 60 100% 10
Sky Uppercut Inflicts regular damage and can hit Bounce and Fly users. Fighting Physical 85 90% 15
Slam Inflicts regular damage with no additional effect. Normal Physical 80 75% 20
Slash Has an increased chance for a critical hit. Normal Physical 70 100% 20
Smack Down Removes any immunity to Ground damage. Rock Physical 50 100% 15
Smart Strike Never misses. Steel Physical 70 — 10
Smelling Salts If the target is paralyzed, inflicts double damage and cures the paralysis. Normal Physical 70 100% 10
Snap Trap Prevents the target from fleeing and inflicts damage for 2-5 turns. Grass Physical 35 100% 15
Solar Blade Requires a turn to charge before attacking. Grass Physical 125 100% 10
Spark Has a chance to paralyze the target. Electric Physical 65 100% 20
Spectral Thief Steals the target’s stat increases, then inflicts damage. Ghost Physical 90 100% 10
Spike Cannon Hits 2-5 times in one turn. Normal Physical 20 100% 15
Spin Out Steel Physical 100 100% 5
Spirit Break Has a chance to lower the target’s Special Attack by one stage. Fairy Physical 75 100% 15
Spirit Shackle Traps the target. Ghost Physical 80 100% 10
Steamroller Has a chance to make the target flinch. Bug Physical 65 100% 20
Steel Roller Inflicts regular damage with no additional effect. Steel Physical 130 100% 5
Steel Wing Has a chance to raise the user’s Defense by one stage. Steel Physical 70 90% 25
Stomp Has a chance to make the target flinch. Normal Physical 65 100% 20
Stomping Tantrum Has double power if the user’s last move failed. Ground Physical 75 100% 10
Stone Axe Rock Physical 65 90% 15
Stone Edge Has an increased chance for a critical hit. Rock Physical 100 80% 5
Storm Throw Always scores a critical hit. Fighting Physical 60 100% 10
Strength Inflicts regular damage with no additional effect. Normal Physical 80 100% 15
Submission User receives 1/4 the damage it inflicts in recoil. Fighting Physical 80 80% 20
Sucker Punch Only works if the target is about to use a damaging move. Dark Physical 70 100% 5
Sunsteel Strike Cannot be disrupted by abilities. Steel Physical 100 100% 5
Super Fang Inflicts damage equal to half the target’s HP. Normal Physical — 90% 10
Supercell Slam Electric Physical 100 95% 15
Superpower Lowers the user’s Attack and Defense by one stage after inflicting damage. Fighting Physical 120 100% 5
Surging Strikes Inflicts regular damage with no additional effect. Water Physical 25 100% 5
Tackle Inflicts regular damage with no additional effect. Normal Physical 40 100% 35
Tail Slap Hits 2-5 times in one turn. Normal Physical 25 85% 10