What you fight with

Moves

Move index

There are 17 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 17 moves · page 1 of 1
Move and effect Type Cat. Power Acc. PP
Bone Club Has a chance to make the target flinch. Ground Physical 65 85% 20
Bone Rush Hits 2-5 times in one turn. Ground Physical 25 90% 10
Bonemerang Hits twice in one turn. Ground Physical 50 90% 10
Bulldoze Has a chance to lower the target’s Speed by one stage. Ground Physical 60 100% 20
Dig User digs underground, dodging all attacks, and hits next turn. Ground Physical 80 100% 10
Drill Run Has an increased chance for a critical hit. Ground Physical 80 95% 10
Earthquake Inflicts regular damage and can hit Dig users. Ground Physical 100 100% 10
Fissure Causes a one-hit KO. Ground Physical — 30% 5
Headlong Rush Ground Physical 120 100% 5
High Horsepower Inflicts regular damage with no additional effect. Ground Physical 95 95% 10
Lands Wrath Inflicts regular damage with no additional effect. Ground Physical 90 100% 10
Magnitude Power varies randomly from 10 to 150. Ground Physical — 100% 30
Precipice Blades Inflicts regular damage with no additional effect. Ground Physical 120 85% 10
Sand Tomb Prevents the target from fleeing and inflicts damage for 2-5 turns. Ground Physical 35 85% 15
Stomping Tantrum Has double power if the user’s last move failed. Ground Physical 75 100% 10
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