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.
Normal
Fire
Water
Electric
Grass
Ice
Fighting
Poison
Ground
Flying
Psychic
Bug
Rock
Ghost
Dragon
Dark
Steel
Fairy
| 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. | 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 |