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 |
|---|---|---|---|---|---|
| Drain Punch Drains half the damage inflicted to heal the user. | Fighting | Physical | 75 | 100% | 10 |
| Draining Kiss Drains 75% of the damage inflicted to heal the user. | Fairy | Special | 50 | 100% | 10 |
| Dream Eater Only works on sleeping Pokémon. Drains half the damage inflicted to heal the user. | Psychic | Special | 100 | 100% | 15 |
| Drill Peck Inflicts regular damage with no additional effect. | Physical | 80 | 100% | 20 | |
| Drill Run Has an increased chance for a critical hit. | Ground | Physical | 80 | 95% | 10 |
| Drum Beating Has a chance to lower the target’s Speed by one stage. | Grass | Physical | 80 | 100% | 10 |
| Dual Chop Hits twice in one turn. | Dragon | Physical | 40 | 90% | 15 |
| Dual Wingbeat Inflicts regular damage with no additional effect. | Physical | 40 | 90% | 10 | |
| Dynamax Cannon The user unleashes a strong beam from its core. This move deals twice the damage if the target is Dynamaxed. | Dragon | Special | 100 | 100% | 5 |
| Dynamic Punch Has a chance to confuse the target. | Fighting | Physical | 100 | 50% | 5 |
| Earth Power Has a chance to lower the target’s Special Defense by one stage. | Ground | Special | 90 | 100% | 10 |
| Earthquake Inflicts regular damage and can hit Dig users. | Ground | Physical | 100 | 100% | 10 |
| Echoed Voice Power increases by 100% for each consecutive use by any friendly Pokémon, to a maximum of 200. | Normal | Special | 40 | 100% | 15 |
| Eerie Impulse Lowers the target’s Special Attack by two stages. | Electric | Status | — | 100% | 15 |
| Eerie Spell Inflicts regular damage with no additional effect. | Psychic | Special | 80 | 100% | 5 |
| Egg Bomb Inflicts regular damage with no additional effect. | Normal | Physical | 100 | 75% | 10 |
| Electric Terrain For five turns, prevents all Pokémon on the ground from sleeping and strengthens their Electric moves to 1.5× their power. | Electric | Status | — | — | 10 |
| Electrify Changes the target’s move’s type to Electric if it hasn’t moved yet this turn. | Electric | Status | — | — | 20 |
| Electro Ball Power is higher when the user has greater Speed than the target, up to a maximum of 150. | Electric | Special | — | 100% | 10 |
| Electro Drift | Electric | Special | 100 | 100% | 5 |
| Electro Shot | Electric | Special | 130 | 100% | 10 |
| Electroweb Lowers the target’s Speed by one stage. | Electric | Special | 55 | 95% | 15 |
| Embargo Target cannot use held items. | Dark | Status | — | 100% | 15 |
| Ember Has a chance to burn the target. | Fire | Special | 40 | 100% | 25 |
| Encore Forces the target to repeat its last used move every turn for 2 to 6 turns. | Normal | Status | — | 100% | 5 |
| Endeavor Lowers the target’s HP to equal the user’s. | Normal | Physical | — | 100% | 5 |
| Endure Prevents the user’s HP from lowering below 1 this turn. | Normal | Status | — | — | 10 |
| Energy Ball Has a chance to lower the target’s Special Defense by one stage. | Grass | Special | 90 | 100% | 10 |
| Entrainment Copies the user’s ability onto the target. | Normal | Status | — | 100% | 15 |
| Eruption Inflicts more damage when the user has more HP remaining, with a maximum of 150 power. | Fire | Special | 150 | 100% | 5 |
| Esper Wing | Psychic | Special | 80 | 100% | 10 |
| Eternabeam User foregoes its next turn to recharge. | Dragon | Special | 160 | 90% | 5 |
| Expanding Force Inflicts regular damage with no additional effect. | Psychic | Special | 80 | 100% | 10 |
| Explosion User faints. | Normal | Physical | 250 | 100% | 5 |
| Extrasensory Has a chance to make the target flinch. | Psychic | Special | 80 | 100% | 20 |
| Extreme Speed Inflicts regular damage with no additional effect. | Normal | Physical | 80 | 100% | 5 |
| Facade Power doubles if user is burned, paralyzed, or poisoned. | Normal | Physical | 70 | 100% | 20 |
| Fairy Lock Prevents all Pokémon from fleeing or switching out during the next turn. | Fairy | Status | — | — | 10 |
| Fairy Wind Inflicts regular damage with no additional effect. | Fairy | Special | 40 | 100% | 30 |
| Fake Out Can only be used as the first move after the user enters battle. Causes the target to flinch. | Normal | Physical | 40 | 100% | 10 |
| Fake Tears Lowers the target’s Special Defense by two stages. | Dark | Status | — | 100% | 20 |
| False Surrender Never misses. | Dark | Physical | 80 | — | 10 |
| False Swipe Cannot lower the target’s HP below 1. | Normal | Physical | 40 | 100% | 40 |
| Feather Dance Lowers the target’s Attack by two stages. | Status | — | 100% | 15 | |
| Feint Hits through Protect and Detect. | Normal | Physical | 30 | 100% | 10 |
| Feint Attack Never misses. | Dark | Physical | 60 | — | 20 |
| Fell Stinger Raises the user’s Attack by two stages if it KOs the target. | Bug | Physical | 50 | 100% | 25 |
| Fickle Beam | Dragon | Special | 80 | 100% | 5 |
| Fiery Dance Has a chance to raise the user’s Special Attack by one stage. | Fire | Special | 80 | 100% | 10 |
| Fiery Wrath Inflicts regular damage with no additional effect. | Dark | Special | 90 | 100% | 10 |
| Fillet Away | Normal | Status | — | — | 10 |
| Final Gambit Inflicts damage equal to the user’s remaining HP. User faints. | Fighting | Special | — | 100% | 5 |
| Fire Blast Has a chance to burn the target. | Fire | Special | 110 | 85% | 5 |
| Fire Fang Has a chance to burn the target and a chance to make the target flinch. | Fire | Physical | 65 | 95% | 15 |
| Fire Lash Lowers the target’s Defense by one stage after inflicting damage. | Fire | Physical | 80 | 100% | 15 |
| Fire Pledge With Water Pledge, doubles the effect chance of friendly Pokémon’s moves for four turns. | Fire | Special | 80 | 100% | 10 |
| Fire Punch Has a chance to burn the target. | Fire | Physical | 75 | 100% | 15 |
| Fire Spin Prevents the target from fleeing and inflicts damage for 2-5 turns. | Fire | Special | 35 | 85% | 15 |
| First Impression Can only be used as the first move after the user enters battle. | Bug | Physical | 90 | 100% | 10 |
| Fishious Rend | Water | Physical | 85 | 100% | 10 |