Pokemon Moves

821Total moves
18Types
3Categories

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.

Moves by Type
Normal188 movesFire42 movesWater43 movesElectric40 movesGrass55 movesIce29 movesFighting53 movesPoison32 movesGround28 movesFlying27 movesPsychic73 movesBug31 movesRock22 movesGhost28 movesDragon27 movesDark46 movesSteel32 movesFairy25 moves
Moves by Category
Physical
332 moves
Avg. Power: 74
Special
223 moves
Avg. Power: 85
Status
266 moves
Avg. Power: N/A
All 821 Moves
Category
Type
Showing 100 of 821 moves
Move▲Type▲Cat.▲Pow▲Acc▲PP▲Description
PoundNormalPhysical4010035Inflicts regular damage with no additional effect.
Karate ChopFightingPhysical5010025Has an increased chance for a critical hit.
Double SlapNormalPhysical158510Hits 2-5 times in one turn.
Comet PunchNormalPhysical188515Hits 2-5 times in one turn.
Mega PunchNormalPhysical808520Inflicts regular damage with no additional effect.
Pay DayNormalPhysical4010020Scatters money on the ground worth five times the user’s level.
Fire PunchFirePhysical7510015Has a chance to burn the target.
Ice PunchIcePhysical7510015Has a chance to freeze the target.
Thunder PunchElectricPhysical7510015Has a chance to paralyze the target.
ScratchNormalPhysical4010035Inflicts regular damage with no additional effect.
Vice GripNormalPhysical5510030Inflicts regular damage with no additional effect.
GuillotineNormalPhysical–305Causes a one-hit KO.
Razor WindNormalSpecial8010010Requires a turn to charge before attacking.
Swords DanceNormalStatus––20Raises the user’s Attack by two stages.
CutNormalPhysical509530Inflicts regular damage with no additional effect.
GustFlyingSpecial4010035Inflicts regular damage and can hit Pokémon in the air.
Wing AttackFlyingPhysical6010035Inflicts regular damage with no additional effect.
WhirlwindNormalStatus––20Immediately ends wild battles. Forces trainers to switch Pokémon.
FlyFlyingPhysical909515User flies high into the air, dodging all attacks, and hits next turn.
BindNormalPhysical158520Prevents the target from fleeing and inflicts damage for 2-5 turns.
SlamNormalPhysical807520Inflicts regular damage with no additional effect.
Vine WhipGrassPhysical4510025Inflicts regular damage with no additional effect.
StompNormalPhysical6510020Has a chance to make the target flinch.
Double KickFightingPhysical3010030Hits twice in one turn.
Mega KickNormalPhysical120755Inflicts regular damage with no additional effect.
Jump KickFightingPhysical1009510If the user misses, it takes half the damage it would have inflicted in recoil.
Rolling KickFightingPhysical608515Has a chance to make the target flinch.
Sand AttackGroundStatus–10015Lowers the target’s accuracy by one stage.
HeadbuttNormalPhysical7010015Has a chance to make the target flinch.
Horn AttackNormalPhysical6510025Inflicts regular damage with no additional effect.
Fury AttackNormalPhysical158520Hits 2-5 times in one turn.
Horn DrillNormalPhysical–305Causes a one-hit KO.
TackleNormalPhysical4010035Inflicts regular damage with no additional effect.
Body SlamNormalPhysical8510015Has a chance to paralyze the target.
WrapNormalPhysical159020Prevents the target from fleeing and inflicts damage for 2-5 turns.
Take DownNormalPhysical908520User receives 1/4 the damage it inflicts in recoil.
ThrashNormalPhysical12010010Hits every turn for 2-3 turns, then confuses the user.
Double EdgeNormalPhysical12010015User receives 1/3 the damage inflicted in recoil.
Tail WhipNormalStatus–10030Lowers the target’s Defense by one stage.
Poison StingPoisonPhysical1510035Has a chance to poison the target.
TwineedleBugPhysical2510020Hits twice in the same turn. Has a chance to poison the target.
Pin MissileBugPhysical259520Hits 2-5 times in one turn.
LeerNormalStatus–10030Lowers the target’s Defense by one stage.
BiteDarkPhysical6010025Has a chance to make the target flinch.
GrowlNormalStatus–10040Lowers the target’s Attack by one stage.
RoarNormalStatus––20Immediately ends wild battles. Forces trainers to switch Pokémon.
SingNormalStatus–5515Puts the target to sleep.
SupersonicNormalStatus–5520Confuses the target.
Sonic BoomNormalSpecial–9020Inflicts 20 points of damage.
DisableNormalStatus–10020Disables the target’s last used move for 1-8 turns.
AcidPoisonSpecial4010030Has a chance to lower the target’s Special Defense by one stage.
EmberFireSpecial4010025Has a chance to burn the target.
FlamethrowerFireSpecial9010015Has a chance to burn the target.
MistIceStatus––30Protects the user’s stats from being changed by enemy moves.
Water GunWaterSpecial4010025Inflicts regular damage with no additional effect.
Hydro PumpWaterSpecial110805Inflicts regular damage with no additional effect.
SurfWaterSpecial9010015Inflicts regular damage and can hit Dive users.
Ice BeamIceSpecial9010010Has a chance to freeze the target.
BlizzardIceSpecial110705Has a chance to freeze the target.
PsybeamPsychicSpecial6510020Has a chance to confuse the target.
Bubble BeamWaterSpecial6510020Has a chance to lower the target’s Speed by one stage.
Aurora BeamIceSpecial6510020Has a chance to lower the target’s Attack by one stage.
Hyper BeamNormalSpecial150905User foregoes its next turn to recharge.
PeckFlyingPhysical3510035Inflicts regular damage with no additional effect.
Drill PeckFlyingPhysical8010020Inflicts regular damage with no additional effect.
SubmissionFightingPhysical808020User receives 1/4 the damage it inflicts in recoil.
Low KickFightingPhysical–10020Inflicts more damage to heavier targets, with a maximum of 120 power.
CounterFightingPhysical–10020Inflicts twice the damage the user received from the last physical hit it took.
Seismic TossFightingPhysical–10020Inflicts damage equal to the user’s level.
StrengthNormalPhysical8010015Inflicts regular damage with no additional effect.
AbsorbGrassSpecial2010025Drains half the damage inflicted to heal the user.
Mega DrainGrassSpecial4010015Drains half the damage inflicted to heal the user.
Leech SeedGrassStatus–9010Seeds the target, stealing HP from it every turn.
GrowthNormalStatus––20Raises the user’s Attack and Special Attack by one stage.
Razor LeafGrassPhysical559525Has an increased chance for a critical hit.
Solar BeamGrassSpecial12010010Requires a turn to charge before attacking.
Poison PowderPoisonStatus–7535Poisons the target.
Stun SporeGrassStatus–7530Paralyzes the target.
Sleep PowderGrassStatus–7515Puts the target to sleep.
Petal DanceGrassSpecial12010010Hits every turn for 2-3 turns, then confuses the user.
String ShotBugStatus–9540Lowers the target’s Speed by two stages.
Dragon RageDragonSpecial–10010Inflicts 40 points of damage.
Fire SpinFireSpecial358515Prevents the target from fleeing and inflicts damage for 2-5 turns.
Thunder ShockElectricSpecial4010030Has a chance to paralyze the target.
ThunderboltElectricSpecial9010015Has a chance to paralyze the target.
Thunder WaveElectricStatus–9020Paralyzes the target.
ThunderElectricSpecial1107010Has a chance to paralyze the target.
Rock ThrowRockPhysical509015Inflicts regular damage with no additional effect.
EarthquakeGroundPhysical10010010Inflicts regular damage and can hit Dig users.
FissureGroundPhysical–305Causes a one-hit KO.
DigGroundPhysical8010010User digs underground, dodging all attacks, and hits next turn.
ToxicPoisonStatus–9010Badly poisons the target, inflicting more damage every turn.
ConfusionPsychicSpecial5010025Has a chance to confuse the target.
PsychicPsychicSpecial9010010Has a chance to lower the target’s Special Defense by one stage.
HypnosisPsychicStatus–6020Puts the target to sleep.
MeditatePsychicStatus––40Raises the user’s Attack by one stage.
AgilityPsychicStatus––30Raises the user’s Speed by two stages.
Quick AttackNormalPhysical4010030Inflicts regular damage with no additional effect.
RageNormalPhysical2010020If the user is hit after using this move, its Attack rises by one stage.
TeleportPsychicStatus––20Immediately ends wild battles. No effect otherwise.
Moves by Generation

New moves introduced in each generation. Gen I started with 165 moves, and the roster has grown to 821 across nine generations.

Gen I
164
Gen II
86
Gen III
103
Gen IV
113
Gen V
92
Gen VI
57
Gen VII
55
Gen VIII
87
Gen IX
64
Top 20 Strongest Moves
Move▲Type▲Cat.▲Pow▲Acc▲PP▲Description
ExplosionNormalPhysical2501005User faints.
Self DestructNormalPhysical2001005User faints.
V CreateFirePhysical180955Lowers the user’s Defense, Special Defense, and Speed by one stage each.
Prismatic LaserPsychicSpecial16010010User foregoes its next turn to recharge.
EternabeamDragonSpecial160905User foregoes its next turn to recharge.
Gigaton HammerSteelPhysical1601005The user swings its whole body around to attack with its huge hammer. This move can't be used twice in a row.
Hyper BeamNormalSpecial150905User foregoes its next turn to recharge.
Focus PunchFightingPhysical15010020If the user takes damage before attacking, the attack is canceled.
EruptionFireSpecial1501005Inflicts more damage when the user has more HP remaining, with a maximum of 150 power.
Blast BurnFireSpecial150905User foregoes its next turn to recharge.
Hydro CannonWaterSpecial150905User foregoes its next turn to recharge.
Water SpoutWaterSpecial1501005Inflicts more damage when the user has more HP remaining, with a maximum of 150 power.
Frenzy PlantGrassSpecial150905User foregoes its next turn to recharge.
Giga ImpactNormalPhysical150905User foregoes its next turn to recharge.
Rock WreckerRockPhysical150905User foregoes its next turn to recharge.
Head SmashRockPhysical150805User receives 1/2 the damage inflicted in recoil.
Roar Of TimeDragonSpecial150905User foregoes its next turn to recharge.
Shell TrapFireSpecial1501005Only inflicts damage if the user was hit by a physical move this turn.
Mind BlownFireSpecial1501005Inflicts damage, and the user takes damage equal to half of its max HP, rounded up.
Meteor AssaultFightingPhysical1501005User foregoes its next turn to recharge.
Priority Moves

Moves with non-zero priority override normal Speed-based turn order. Higher priority moves go first regardless of the user's Speed stat.

FAQ
How many Pokemon moves are there?
As of Generation IX (Scarlet & Violet), there are 821 moves in the Pokemon series. This includes Physical attacks, Special attacks, and Status moves. Each generation introduces new moves while occasionally removing or modifying existing ones.
What is the difference between Physical and Special moves?
Physical moves use the attacker's Attack stat against the defender's Defense stat. Special moves use Special Attack against Special Defense. Status moves don't deal direct damage but apply effects like stat changes, status conditions, or field effects. Since Generation IV, the Physical/Special split is determined per-move rather than per-type.
What is the strongest move in Pokemon?
Explosion has the highest effective base power at 250. V-Create has 180 base power but lowers three stats. Among commonly used moves, Close Combat (120 power, Fighting) and Flare Blitz (120 power, Fire) are among the strongest with manageable drawbacks.
What is move priority in Pokemon?
Priority determines which move goes first, overriding Speed. Most moves have priority 0 (normal). Quick Attack and Mach Punch have +1 priority (go first). Extreme Speed has +2. Protect has +4. Trick Room and some moves have negative priority (go last). Within the same priority bracket, the faster Pokemon moves first.
What are PP (Power Points) in Pokemon?
PP determines how many times a move can be used before it needs to be restored. Most attacking moves have 5 to 15 PP, while weaker moves and status moves often have 20 to 40 PP. PP can be restored at Pokemon Centers, with Ethers/Elixirs, or with PP Up items to increase the maximum.
Can a Pokemon learn any move?
No. Each Pokemon has a specific learnset determined by its species. Pokemon learn moves through leveling up, TMs/TRs, breeding (Egg Moves), Move Tutors, and special events. Some moves are exclusive to certain Pokemon or evolutionary lines.
Understanding Pokemon Moves

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.

Physical vs Special vs Status Moves

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.

  • Physical (332 moves) – contact-based attacks, affected by abilities like Tough Claws and Iron Fist
  • Special (223 moves) – ranged/energy attacks, affected by abilities like Adaptability and Mega Launcher
  • Status (266 moves) – effects like stat boosts, status conditions, entry hazards, and weather

Move Priority and Speed Mechanics

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.

STAB and Move Type Coverage

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.

Moves by Generation

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.