Pokemon moves are the attacks, status effects, and field conditions that Pokemon use in battle. Each move has a type, category (Physical, Special, or Status), base power, accuracy, and PP. Understanding moves is essential for building competitive teams – the right moveset can turn a mediocre Pokemon into a top-tier threat. Below you will find the complete move database with filters, stats breakdowns, and competitive insights.
| Move▲ | Type▲ | Cat.▲ | Pow▲ | Acc▲ | PP▲ | Description |
|---|---|---|---|---|---|---|
| Pound | Normal | Physical | 40 | 100 | 35 | Inflicts regular damage with no additional effect. |
| Karate Chop | Fighting | Physical | 50 | 100 | 25 | Has an increased chance for a critical hit. |
| Double Slap | Normal | Physical | 15 | 85 | 10 | Hits 2-5 times in one turn. |
| Comet Punch | Normal | Physical | 18 | 85 | 15 | Hits 2-5 times in one turn. |
| Mega Punch | Normal | Physical | 80 | 85 | 20 | Inflicts regular damage with no additional effect. |
| Pay Day | Normal | Physical | 40 | 100 | 20 | Scatters money on the ground worth five times the user’s level. |
| Fire Punch | Fire | Physical | 75 | 100 | 15 | Has a chance to burn the target. |
| Ice Punch | Ice | Physical | 75 | 100 | 15 | Has a chance to freeze the target. |
| Thunder Punch | Electric | Physical | 75 | 100 | 15 | Has a chance to paralyze the target. |
| Scratch | Normal | Physical | 40 | 100 | 35 | Inflicts regular damage with no additional effect. |
| Vice Grip | Normal | Physical | 55 | 100 | 30 | Inflicts regular damage with no additional effect. |
| Guillotine | Normal | Physical | – | 30 | 5 | Causes a one-hit KO. |
| Razor Wind | Normal | Special | 80 | 100 | 10 | Requires a turn to charge before attacking. |
| Swords Dance | Normal | Status | – | – | 20 | Raises the user’s Attack by two stages. |
| Cut | Normal | Physical | 50 | 95 | 30 | Inflicts regular damage with no additional effect. |
| Gust | Flying | Special | 40 | 100 | 35 | Inflicts regular damage and can hit Pokémon in the air. |
| Wing Attack | Flying | Physical | 60 | 100 | 35 | Inflicts regular damage with no additional effect. |
| Whirlwind | Normal | Status | – | – | 20 | Immediately ends wild battles. Forces trainers to switch Pokémon. |
| Fly | Flying | Physical | 90 | 95 | 15 | User flies high into the air, dodging all attacks, and hits next turn. |
| Bind | Normal | Physical | 15 | 85 | 20 | Prevents the target from fleeing and inflicts damage for 2-5 turns. |
| Slam | Normal | Physical | 80 | 75 | 20 | Inflicts regular damage with no additional effect. |
| Vine Whip | Grass | Physical | 45 | 100 | 25 | Inflicts regular damage with no additional effect. |
| Stomp | Normal | Physical | 65 | 100 | 20 | Has a chance to make the target flinch. |
| Double Kick | Fighting | Physical | 30 | 100 | 30 | Hits twice in one turn. |
| Mega Kick | Normal | Physical | 120 | 75 | 5 | Inflicts regular damage with no additional effect. |
| Jump Kick | Fighting | Physical | 100 | 95 | 10 | If the user misses, it takes half the damage it would have inflicted in recoil. |
| Rolling Kick | Fighting | Physical | 60 | 85 | 15 | Has a chance to make the target flinch. |
| Sand Attack | Ground | Status | – | 100 | 15 | Lowers the target’s accuracy by one stage. |
| Headbutt | Normal | Physical | 70 | 100 | 15 | Has a chance to make the target flinch. |
| Horn Attack | Normal | Physical | 65 | 100 | 25 | Inflicts regular damage with no additional effect. |
| Fury Attack | Normal | Physical | 15 | 85 | 20 | Hits 2-5 times in one turn. |
| Horn Drill | Normal | Physical | – | 30 | 5 | Causes a one-hit KO. |
| Tackle | Normal | Physical | 40 | 100 | 35 | Inflicts regular damage with no additional effect. |
| Body Slam | Normal | Physical | 85 | 100 | 15 | Has a chance to paralyze the target. |
| Wrap | Normal | Physical | 15 | 90 | 20 | Prevents the target from fleeing and inflicts damage for 2-5 turns. |
| Take Down | Normal | Physical | 90 | 85 | 20 | User receives 1/4 the damage it inflicts in recoil. |
| Thrash | Normal | Physical | 120 | 100 | 10 | Hits every turn for 2-3 turns, then confuses the user. |
| Double Edge | Normal | Physical | 120 | 100 | 15 | User receives 1/3 the damage inflicted in recoil. |
| Tail Whip | Normal | Status | – | 100 | 30 | Lowers the target’s Defense by one stage. |
| Poison Sting | Poison | Physical | 15 | 100 | 35 | Has a chance to poison the target. |
| Twineedle | Bug | Physical | 25 | 100 | 20 | Hits twice in the same turn. Has a chance to poison the target. |
| Pin Missile | Bug | Physical | 25 | 95 | 20 | Hits 2-5 times in one turn. |
| Leer | Normal | Status | – | 100 | 30 | Lowers the target’s Defense by one stage. |
| Bite | Dark | Physical | 60 | 100 | 25 | Has a chance to make the target flinch. |
| Growl | Normal | Status | – | 100 | 40 | Lowers the target’s Attack by one stage. |
| Roar | Normal | Status | – | – | 20 | Immediately ends wild battles. Forces trainers to switch Pokémon. |
| Sing | Normal | Status | – | 55 | 15 | Puts the target to sleep. |
| Supersonic | Normal | Status | – | 55 | 20 | Confuses the target. |
| Sonic Boom | Normal | Special | – | 90 | 20 | Inflicts 20 points of damage. |
| Disable | Normal | Status | – | 100 | 20 | Disables the target’s last used move for 1-8 turns. |
| Acid | Poison | Special | 40 | 100 | 30 | Has a chance to lower the target’s Special Defense by one stage. |
| Ember | Fire | Special | 40 | 100 | 25 | Has a chance to burn the target. |
| Flamethrower | Fire | Special | 90 | 100 | 15 | Has a chance to burn the target. |
| Mist | Ice | Status | – | – | 30 | Protects the user’s stats from being changed by enemy moves. |
| Water Gun | Water | Special | 40 | 100 | 25 | Inflicts regular damage with no additional effect. |
| Hydro Pump | Water | Special | 110 | 80 | 5 | Inflicts regular damage with no additional effect. |
| Surf | Water | Special | 90 | 100 | 15 | Inflicts regular damage and can hit Dive users. |
| Ice Beam | Ice | Special | 90 | 100 | 10 | Has a chance to freeze the target. |
| Blizzard | Ice | Special | 110 | 70 | 5 | Has a chance to freeze the target. |
| Psybeam | Psychic | Special | 65 | 100 | 20 | Has a chance to confuse the target. |
| Bubble Beam | Water | Special | 65 | 100 | 20 | Has a chance to lower the target’s Speed by one stage. |
| Aurora Beam | Ice | Special | 65 | 100 | 20 | Has a chance to lower the target’s Attack by one stage. |
| Hyper Beam | Normal | Special | 150 | 90 | 5 | User foregoes its next turn to recharge. |
| Peck | Flying | Physical | 35 | 100 | 35 | Inflicts regular damage with no additional effect. |
| Drill Peck | Flying | Physical | 80 | 100 | 20 | Inflicts regular damage with no additional effect. |
| Submission | Fighting | Physical | 80 | 80 | 20 | User receives 1/4 the damage it inflicts in recoil. |
| Low Kick | Fighting | Physical | – | 100 | 20 | Inflicts more damage to heavier targets, with a maximum of 120 power. |
| Counter | Fighting | Physical | – | 100 | 20 | Inflicts twice the damage the user received from the last physical hit it took. |
| Seismic Toss | Fighting | Physical | – | 100 | 20 | Inflicts damage equal to the user’s level. |
| Strength | Normal | Physical | 80 | 100 | 15 | Inflicts regular damage with no additional effect. |
| Absorb | Grass | Special | 20 | 100 | 25 | Drains half the damage inflicted to heal the user. |
| Mega Drain | Grass | Special | 40 | 100 | 15 | Drains half the damage inflicted to heal the user. |
| Leech Seed | Grass | Status | – | 90 | 10 | Seeds the target, stealing HP from it every turn. |
| Growth | Normal | Status | – | – | 20 | Raises the user’s Attack and Special Attack by one stage. |
| Razor Leaf | Grass | Physical | 55 | 95 | 25 | Has an increased chance for a critical hit. |
| Solar Beam | Grass | Special | 120 | 100 | 10 | Requires a turn to charge before attacking. |
| Poison Powder | Poison | Status | – | 75 | 35 | Poisons the target. |
| Stun Spore | Grass | Status | – | 75 | 30 | Paralyzes the target. |
| Sleep Powder | Grass | Status | – | 75 | 15 | Puts the target to sleep. |
| Petal Dance | Grass | Special | 120 | 100 | 10 | Hits every turn for 2-3 turns, then confuses the user. |
| String Shot | Bug | Status | – | 95 | 40 | Lowers the target’s Speed by two stages. |
| Dragon Rage | Dragon | Special | – | 100 | 10 | Inflicts 40 points of damage. |
| Fire Spin | Fire | Special | 35 | 85 | 15 | Prevents the target from fleeing and inflicts damage for 2-5 turns. |
| Thunder Shock | Electric | Special | 40 | 100 | 30 | Has a chance to paralyze the target. |
| Thunderbolt | Electric | Special | 90 | 100 | 15 | Has a chance to paralyze the target. |
| Thunder Wave | Electric | Status | – | 90 | 20 | Paralyzes the target. |
| Thunder | Electric | Special | 110 | 70 | 10 | Has a chance to paralyze the target. |
| Rock Throw | Rock | Physical | 50 | 90 | 15 | Inflicts regular damage with no additional effect. |
| Earthquake | Ground | Physical | 100 | 100 | 10 | Inflicts regular damage and can hit Dig users. |
| Fissure | Ground | Physical | – | 30 | 5 | Causes a one-hit KO. |
| Dig | Ground | Physical | 80 | 100 | 10 | User digs underground, dodging all attacks, and hits next turn. |
| Toxic | Poison | Status | – | 90 | 10 | Badly poisons the target, inflicting more damage every turn. |
| Confusion | Psychic | Special | 50 | 100 | 25 | Has a chance to confuse the target. |
| Psychic | Psychic | Special | 90 | 100 | 10 | Has a chance to lower the target’s Special Defense by one stage. |
| Hypnosis | Psychic | Status | – | 60 | 20 | Puts the target to sleep. |
| Meditate | Psychic | Status | – | – | 40 | Raises the user’s Attack by one stage. |
| Agility | Psychic | Status | – | – | 30 | Raises the user’s Speed by two stages. |
| Quick Attack | Normal | Physical | 40 | 100 | 30 | Inflicts regular damage with no additional effect. |
| Rage | Normal | Physical | 20 | 100 | 20 | If the user is hit after using this move, its Attack rises by one stage. |
| Teleport | Psychic | Status | – | – | 20 | Immediately ends wild battles. No effect otherwise. |
New moves introduced in each generation. Gen I started with 165 moves, and the roster has grown to 821 across nine generations.
| Move▲ | Type▲ | Cat.▲ | Pow▲ | Acc▲ | PP▲ | Description |
|---|---|---|---|---|---|---|
| Explosion | Normal | Physical | 250 | 100 | 5 | User faints. |
| Self Destruct | Normal | Physical | 200 | 100 | 5 | User faints. |
| V Create | Fire | Physical | 180 | 95 | 5 | Lowers the user’s Defense, Special Defense, and Speed by one stage each. |
| Prismatic Laser | Psychic | Special | 160 | 100 | 10 | User foregoes its next turn to recharge. |
| Eternabeam | Dragon | Special | 160 | 90 | 5 | User foregoes its next turn to recharge. |
| Gigaton Hammer | Steel | Physical | 160 | 100 | 5 | The user swings its whole body around to attack with its huge hammer. This move can't be used twice in a row. |
| Hyper Beam | Normal | Special | 150 | 90 | 5 | User foregoes its next turn to recharge. |
| Focus Punch | Fighting | Physical | 150 | 100 | 20 | If the user takes damage before attacking, the attack is canceled. |
| Eruption | Fire | Special | 150 | 100 | 5 | Inflicts more damage when the user has more HP remaining, with a maximum of 150 power. |
| Blast Burn | Fire | Special | 150 | 90 | 5 | User foregoes its next turn to recharge. |
| Hydro Cannon | Water | Special | 150 | 90 | 5 | User foregoes its next turn to recharge. |
| Water Spout | Water | Special | 150 | 100 | 5 | Inflicts more damage when the user has more HP remaining, with a maximum of 150 power. |
| Frenzy Plant | Grass | Special | 150 | 90 | 5 | User foregoes its next turn to recharge. |
| Giga Impact | Normal | Physical | 150 | 90 | 5 | User foregoes its next turn to recharge. |
| Rock Wrecker | Rock | Physical | 150 | 90 | 5 | User foregoes its next turn to recharge. |
| Head Smash | Rock | Physical | 150 | 80 | 5 | User receives 1/2 the damage inflicted in recoil. |
| Roar Of Time | Dragon | Special | 150 | 90 | 5 | User foregoes its next turn to recharge. |
| Shell Trap | Fire | Special | 150 | 100 | 5 | Only inflicts damage if the user was hit by a physical move this turn. |
| Mind Blown | Fire | Special | 150 | 100 | 5 | Inflicts damage, and the user takes damage equal to half of its max HP, rounded up. |
| Meteor Assault | Fighting | Physical | 150 | 100 | 5 | User foregoes its next turn to recharge. |
Moves with non-zero priority override normal Speed-based turn order. Higher priority moves go first regardless of the user's Speed stat.
Pokemon moves are the core of every battle. Each of the 821 moves in the game has unique properties – type, category, power, accuracy, PP, and priority – that determine how effective it is in combat. Choosing the right moveset is often more important than choosing the right Pokemon.
Since Generation IV, moves are individually classified as Physical, Special, or Status regardless of their type. Physical moves use the Attack stat against Defense. Special moves use Special Attack against Special Defense. Status moves don't deal direct damage but can be equally impactful – moves like Stealth Rock, Toxic, and Thunder Wave are staples in competitive play.
Most moves have priority 0, meaning turn order is determined by Speed. However, priority moves bypass Speed entirely. Quick Attack (+1), Extreme Speed (+2), and Protect (+4) always go before normal moves. Negative priority moves like Trick Room (−7) and Roar (−6) always go last. Priority is critical in competitive play – Extreme Speed on Dragonite can revenge kill threats that would otherwise outspeed it.
When a Pokemon uses a move matching its own type, it gets a 1.5x damage bonus called STAB (Same Type Attack Bonus). This makes type-matching moves significantly stronger. Coverage moves – attacks of different types – let Pokemon hit threats they couldn't otherwise touch. The ideal moveset balances STAB power with type coverage to handle the widest range of opponents.
Each Pokemon generation introduces new moves to shake up the metagame. Generation I established 165 foundational moves. Generation IV (113 moves) brought the Physical/Special split that revolutionized competitive play. Generation VIII introduced 87 moves including Max Moves for Dynamax battles. Generation IX added 64 new moves for Scarlet & Violet, including Tera-exclusive moves for the new Terastallization mechanic.