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 6 of 6
Move and effect Type Cat. Power Acc. PP
Take Down User receives 1/4 the damage it inflicts in recoil. Normal Physical 90 85% 20
Temper Flare Fire Physical 75 100% 10
Thief Takes the target’s item. Dark Physical 60 100% 25
Thousand Arrows Grounds the target, and hits even Flying-type or levitating Pokémon. Ground Physical 90 100% 10
Thousand Waves Prevents the target from leaving battle. Ground Physical 90 100% 10
Thrash Hits every turn for 2-3 turns, then confuses the user. Normal Physical 120 100% 10
Throat Chop Prevents the target from using sound-based moves for two turns. Dark Physical 80 100% 15
Thunder Fang Has a chance to paralyze the target and a chance to make the target flinch. Electric Physical 65 95% 15
Thunder Punch Has a chance to paralyze the target. Electric Physical 75 100% 15
Thunderous Kick Inflicts regular damage with no additional effect. Fighting Physical 90 100% 10
Trailblaze Grass Physical 50 100% 20
Triple Arrows Fighting Physical 90 100% 10
Triple Axel Inflicts regular damage with no additional effect. Ice Physical 20 90% 10
Triple Dive Water Physical 30 95% 10
Triple Kick Hits three times, increasing power by 100% with each successful hit. Fighting Physical 10 90% 10
Trop Kick Lowers the target’s Attack by one stage after inflicting damage. Grass Physical 70 100% 15
Twineedle Hits twice in the same turn. Has a chance to poison the target. Bug Physical 25 100% 20
U Turn User must switch out after attacking. Bug Physical 70 100% 20
Upper Hand Fighting Physical 65 100% 15
V Create Lowers the user’s Defense, Special Defense, and Speed by one stage each. Fire Physical 180 95% 5
Vice Grip Inflicts regular damage with no additional effect. Normal Physical 55 100% 30
Vine Whip Inflicts regular damage with no additional effect. Grass Physical 45 100% 25
Vital Throw Never misses. Fighting Physical 70 — 10
Volt Tackle User takes 1/3 the damage inflicted in recoil. Has a chance to paralyze the target. Electric Physical 120 100% 15
Wake Up Slap If the target is asleep, has double power and wakes it up. Fighting Physical 70 100% 10
Waterfall Has a chance to make the target flinch. Water Physical 80 100% 15
Wave Crash Water Physical 120 100% 10
Wicked Blow Inflicts regular damage with no additional effect. Dark Physical 75 100% 5
Wild Charge User receives 1/4 the damage it inflicts in recoil. Electric Physical 90 100% 15
Wing Attack Inflicts regular damage with no additional effect. Flying Physical 60 100% 35
Wood Hammer User receives 1/3 the damage inflicted in recoil. Grass Physical 120 100% 15
Wrap Prevents the target from fleeing and inflicts damage for 2-5 turns. Normal Physical 15 90% 20
X Scissor Inflicts regular damage with no additional effect. Bug Physical 80 100% 15
Zen Headbutt Has a chance to make the target flinch. Psychic Physical 80 90% 15
Zing Zap Has a chance to make the target flinch. Electric Physical 80 100% 10
Zippy Zap Inflicts regular damage with no additional effect. Electric Physical 80 100% 10