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 6 of 14
Move and effect Type Cat. Power Acc. PP
Growth Raises the user’s Attack and Special Attack by one stage. Normal Status — — 20
Grudge If the user faints this turn, the PP of the move that fainted it drops to 0. Ghost Status — — 5
Guard Split Averages Defense and Special Defense with the target. Psychic Status — — 10
Guard Swap User swaps Defense and Special Defense changes with the target. Psychic Status — — 10
Guillotine Causes a one-hit KO. Normal Physical — 30% 5
Gunk Shot Has a chance to poison the target. Poison Physical 120 80% 5
Gust Inflicts regular damage and can hit Pokémon in the air. Flying Special 40 100% 35
Gyro Ball Power raises when the user has lower Speed, up to a maximum of 150. Steel Physical — 100% 5
Hail Changes the weather to a hailstorm for five turns. Ice Status — — 10
Hammer Arm Lowers user’s Speed by one stage. Fighting Physical 100 90% 10
Hard Press Steel Physical — 100% 10
Harden Raises the user’s Defense by one stage. Normal Status — — 30
Haze Resets all Pokémon’s stats, accuracy, and evasion. Ice Status — — 30
Head Charge User receives 1/4 the damage it inflicts in recoil. Normal Physical 120 100% 15
Head Smash User receives 1/2 the damage inflicted in recoil. Rock Physical 150 80% 5
Headbutt Has a chance to make the target flinch. Normal Physical 70 100% 15
Headlong Rush Ground Physical 120 100% 5
Heal Bell Cures the entire party of major status effects. Normal Status — — 5
Heal Block Prevents target from restoring its HP for five turns. Psychic Status — 100% 15
Heal Order Heals the user by half its max HP. Bug Status — — 10
Heal Pulse Heals the target for half its max HP. Psychic Status — — 10
Healing Wish User faints. Its replacement has its HP fully restored and any major status effect removed. Psychic Status — — 10
Heart Stamp Has a chance to make the target flinch. Psychic Physical 60 100% 25
Heart Swap User and target swap stat changes. Psychic Status — — 10
Heat Crash Power is higher when the user weighs more than the target, up to a maximum of 120. Fire Physical — 100% 10
Heat Wave Has a chance to burn the target. Fire Special 95 90% 10
Heavy Slam Power is higher when the user weighs more than the target, up to a maximum of 120. Steel Physical — 100% 10
Helping Hand Ally’s next move inflicts half more damage. Normal Status — — 20
Hex Has double power if the target has a major status ailment. Ghost Special 65 100% 10
Hidden Power Power and type depend upon user’s IVs. Power can range from 30 to 70. Normal Special 60 100% 15
High Horsepower Inflicts regular damage with no additional effect. Ground Physical 95 95% 10
High Jump Kick If the user misses, it takes half the damage it would have inflicted in recoil. Fighting Physical 130 90% 10
Hone Claws Raises the user’s Attack and accuracy by one stage. Dark Status — — 15
Horn Attack Inflicts regular damage with no additional effect. Normal Physical 65 100% 25
Horn Drill Causes a one-hit KO. Normal Physical — 30% 5
Horn Leech Drains half the damage inflicted to heal the user. Grass Physical 75 100% 10
Howl Raises the user’s Attack by one stage. Normal Status — — 40
Hurricane Has a chance to confuse the target. Flying Special 110 70% 10
Hydro Cannon User foregoes its next turn to recharge. Water Special 150 90% 5
Hydro Pump Inflicts regular damage with no additional effect. Water Special 110 80% 5
Hydro Steam Water Special 80 100% 15
Hyper Beam User foregoes its next turn to recharge. Normal Special 150 90% 5
Hyper Drill Normal Physical 100 100% 5
Hyper Fang Has a chance to make the target flinch. Normal Physical 80 90% 15
Hyper Voice Inflicts regular damage with no additional effect. Normal Special 90 100% 10
Hyperspace Fury Ignores and destroys protection effects. Dark Physical 100 — 5
Hyperspace Hole Ignores and destroys protection effects. Psychic Special 80 — 5
Hypnosis Puts the target to sleep. Psychic Status — 60% 20
Ice Ball Power doubles every turn this move is used in succession after the first, resetting after five turns. Ice Physical 30 90% 20
Ice Beam Has a chance to freeze the target. Ice Special 90 100% 10
Ice Burn Requires a turn to charge before attacking. Has a chance to burn the target. Ice Special 140 90% 5
Ice Fang Has a chance to freeze the target and a chance to make the target flinch. Ice Physical 65 95% 15
Ice Hammer Lowers user’s Speed by one stage. Ice Physical 100 90% 10
Ice Punch Has a chance to freeze the target. Ice Physical 75 100% 15
Ice Shard Inflicts regular damage with no additional effect. Ice Physical 40 100% 30
Ice Spinner Ice Physical 80 100% 15
Icicle Crash Has a chance to make the target flinch. Ice Physical 85 90% 10
Icicle Spear Hits 2-5 times in one turn. Ice Physical 25 100% 30
Icy Wind Has a chance to lower the target’s Speed by one stage. Ice Special 55 95% 15
Imprison Prevents the target from using any moves that the user also knows. Psychic Status — — 10