Move index
There are 42 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.
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 |
|---|---|---|---|---|---|
| Aura Wheel | Electric | Physical | 110 | 100% | 10 |
| Bolt Beak | Electric | Physical | 85 | 100% | 10 |
| Bolt Strike Has a chance to paralyze the target. | Electric | Physical | 130 | 85% | 5 |
| Buzzy Buzz Inflicts regular damage with no additional effect. | Electric | Special | 60 | 100% | 20 |
| Charge Raises the user’s Special Defense by one stage. User’s Electric moves have doubled power next turn. | Electric | Status | — | — | 20 |
| Charge Beam Has a chance to raise the user’s Special Attack by one stage. | Electric | Special | 50 | 90% | 10 |
| Discharge Has a chance to paralyze the target. | Electric | Special | 80 | 100% | 15 |
| Double Shock | Electric | Physical | 120 | 100% | 5 |
| Eerie Impulse Lowers the target’s Special Attack by two stages. | Electric | Status | — | 100% | 15 |
| 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 |
| Fusion Bolt With Fusion Flare, inflicts double damage. | Electric | Physical | 100 | 100% | 5 |
| Ion Deluge Changes all Normal moves to Electric moves for the rest of the turn. | Electric | Status | — | — | 25 |
| Magnet Rise User is immune to Ground moves and effects for five turns. | Electric | Status | — | — | 10 |
| Magnetic Flux Raises the Defense and Special Defense of all friendly Pokémon with Plus or Minus by one stage. | Electric | Status | — | — | 20 |
| Nuzzle Has a chance to paralyze the target. | Electric | Physical | 20 | 100% | 20 |
| Overdrive | Electric | Special | 80 | 100% | 10 |
| Parabolic Charge Heals the user for half the total damage dealt to all targets. | Electric | Special | 65 | 100% | 20 |
| Plasma Fists After inflicting damage, causes all Normal-type moves to become Electric-type for the remainder of the turn. | Electric | Physical | 100 | 100% | 15 |
| Rising Voltage Inflicts regular damage with no additional effect. | Electric | Special | 70 | 100% | 20 |
| Shock Wave Never misses. | Electric | Special | 60 | — | 20 |
| Spark Has a chance to paralyze the target. | Electric | Physical | 65 | 100% | 20 |
| Supercell Slam | Electric | Physical | 100 | 95% | 15 |
| Thunder Has a chance to paralyze the target. | Electric | Special | 110 | 70% | 10 |
| Thunder Cage Inflicts regular damage with no additional effect. | Electric | Special | 80 | 90% | 15 |
| Thunder Fang Has a chance to paralyze the target and a chance to make the target flinch. | Electric | Physical | 65 | 95% | 15 |
| Thunder Punch Has a chance to paralyze the target. | Electric | Physical | 75 | 100% | 15 |
| Thunder Shock Has a chance to paralyze the target. | Electric | Special | 40 | 100% | 30 |
| Thunder Wave Paralyzes the target. | Electric | Status | — | 90% | 20 |
| Thunderbolt Has a chance to paralyze the target. | Electric | Special | 90 | 100% | 15 |
| Thunderclap | Electric | Special | 70 | 100% | 5 |
| 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 |
| Wild Charge User receives 1/4 the damage it inflicts in recoil. | Electric | Physical | 90 | 100% | 15 |
| Wildbolt Storm | Electric | Special | 100 | 80% | 10 |
| Zap Cannon Has a chance to paralyze the target. | Electric | Special | 120 | 50% | 5 |
| 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 |