What you fight with

Moves

Move index

There are 833 moves and nobody remembers them all — 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 833 moves · page 14 of 14
Move and effect Type Cat. Power Acc. PP
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
Trump Card Power increases when this move has less PP, up to a maximum of 200. Normal Special — — 5
Twin Beam Psychic Special 40 100% 10
Twineedle Hits twice in the same turn. Has a chance to poison the target. Bug Physical 25 100% 20
Twister Has a chance to make the target flinch. Dragon Special 40 100% 20
U Turn User must switch out after attacking. Bug Physical 70 100% 20
Upper Hand Fighting Physical 65 100% 15
Uproar Forced to use this move for several turns. Pokémon cannot fall asleep in that time. Normal Special 90 100% 10
V Create Lowers the user’s Defense, Special Defense, and Speed by one stage each. Fire Physical 180 95% 5
Vacuum Wave Inflicts regular damage with no additional effect. Fighting Special 40 100% 30
Venom Drench Lowers the target’s Attack, Special Attack, and Speed by one stage if it is poisoned. Poison Status — 100% 20
Venoshock Inflicts double damage if the target is Poisoned. Poison Special 65 100% 10
Vice Grip Inflicts regular damage with no additional effect. Normal Physical 55 100% 30
Victory Dance Fighting Status — — 10
Vine Whip Inflicts regular damage with no additional effect. Grass Physical 45 100% 25
Vital Throw Never misses. Fighting Physical 70 — 10
Volt Switch User must switch out after attacking. Electric Special 70 100% 20
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
Water Gun Inflicts regular damage with no additional effect. Water Special 40 100% 25
Water Pledge With Grass Pledge, halves opposing Pokémon’s Speed for four turns. Water Special 80 100% 10
Water Pulse Has a chance to confuse the target. Water Special 60 100% 20
Water Shuriken Hits 2–5 times. Water Special 15 100% 20
Water Sport Halves all Fire-type damage. Water Status — — 15
Water Spout Inflicts more damage when the user has more HP remaining, with a maximum of 150 power. Water Special 150 100% 5
Waterfall Has a chance to make the target flinch. Water Physical 80 100% 15
Wave Crash Water Physical 120 100% 10
Weather Ball If there be weather, this move has doubled power and the weather’s type. Normal Special 50 100% 10
Whirlpool Prevents the target from leaving battle and inflicts 1/16 its max HP in damage for 2-5 turns. Water Special 35 85% 15
Whirlwind Immediately ends wild battles. Forces trainers to switch Pokémon. Normal Status — — 20
Wicked Blow Inflicts regular damage with no additional effect. Dark Physical 75 100% 5
Wide Guard Prevents any multi-target moves from hitting friendly Pokémon this turn. Rock Status — — 10
Wild Charge User receives 1/4 the damage it inflicts in recoil. Electric Physical 90 100% 15
Wildbolt Storm Electric Special 100 80% 10
Will O Wisp Burns the target. Fire Status — 85% 15
Wing Attack Inflicts regular damage with no additional effect. Flying Physical 60 100% 35
Wish User will recover half its max HP at the end of the next turn. Normal Status — — 10
Withdraw Raises the user’s Defense by one stage. Water Status — — 40
Wonder Room All Pokémon’s Defense and Special Defense are swapped for 5 turns. Psychic Status — — 10
Wood Hammer User receives 1/3 the damage inflicted in recoil. Grass Physical 120 100% 15
Work Up Raises the user’s Attack and Special Attack by one stage each. Normal Status — — 30
Worry Seed Changes the target’s ability to Insomnia. Grass Status — 100% 10
Wrap Prevents the target from fleeing and inflicts damage for 2-5 turns. Normal Physical 15 90% 20
Wring Out Power increases against targets with more HP remaining, up to a maximum of 121 power. Normal Special — 100% 5
X Scissor Inflicts regular damage with no additional effect. Bug Physical 80 100% 15
Yawn Target sleeps at the end of the next turn. Normal Status — — 10
Zap Cannon Has a chance to paralyze the target. Electric Special 120 50% 5
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