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0
normal

General

normal
normal physical

Red/Blue/Yellow RBY

Offensive Modifers

0× against
ghost
½× against
rock steel
2× against

Defensive Modifiers

0× from
ghost
½× from
2× from
fighting

Pokémon

This type in the Pokémon search

Aipom Ambipom Arceus Azurill Bibarel Bidoof Blissey Buneary Castform Chansey Chatot Clefable Clefairy Cleffa Delcatty Ditto Dodrio Doduo Dunsparce Eevee Exploud Farfetch'd Fearow Furret Girafarig Glameow Granbull Happiny Hoothoot Igglybuff Jigglypuff Kangaskhan Kecleon Lickilicky Lickitung Linoone Lopunny Loudred Meowth Miltank Munchlax Noctowl Persian Pidgeot Pidgeotto Pidgey Porygon Porygon-Z Porygon2 Purugly Raticate Rattata Regigigas Sentret Skitty Slaking Slakoth Smeargle Snorlax Snubbull Spearow Spinda Stantler Staraptor Staravia Starly Swablu Swellow Taillow Tauros Teddiursa Togekiss Togepi Togetic Ursaring Vigoroth Whismur Wigglytuff Zangoose Zigzagoon

80 Pokémon total

Moves

Move Type Dmg PP Power Acc.* Pri. Description
Acupressure normal none 30 -- 0% Raises one of the user's stats at random by two levels.
Assist normal none 20 -- 100% Randomly selects and uses one of the trainer's other Pokemon's moves.
Attract normal none 15 -- 100% Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user.
Barrage normal physical 20 15 85% Hits 2-5 times in one turn.
Baton Pass normal none 40 -- 100% Allows the trainer to switch out the user and pass effects along to its replacement.
Belly Drum normal none 10 -- 100% User pays half its max HP to raise its Attack as high as is allowed by stat changes.
Bide normal physical 10 varies 100% 1 Goes first. User waits for 2-3 turns, then inflicts typeless damage equal to twice the HP it lost while waiting.
Bind normal physical 20 15 75% Both prevents the target from fleeing and inflicts damage for 2-5 turns.
Block normal none 5 -- 100% Prevents the target from leaving battle.
Body Slam normal physical 15 85 100% Has a 30% chance to Paralyze the target.
Camouflage normal none 20 -- 100% User's type changes to match the terrain.
Captivate normal none 20 -- 100% Lowers the target's Special Attack by two levels if it is the opposite gender.
Charm normal none 20 -- 100% Lowers the target's Attack by two levels.
Comet Punch normal physical 15 18 85% Hits 2-5 times in one turn.
Constrict normal physical 35 10 100% Has a 10% chance to lower the target's Speed.
Conversion normal none 30 -- 100% User's type changes to the type of one of its moves (including this one), chosen at random.
Conversion 2 normal none 30 -- 100% Changes the user's type to a random type either resistant or immune to the last move used against it.
Copycat normal none 20 -- 0% Uses the target's last used move.
Covet normal physical 40 40 100% Takes the target's item.
Crush Claw normal physical 10 75 95% Has a 50% chance to lower the target's Defense.
Crush Grip normal physical 5 varies 100% Inflicts more damage to targets with more HP remaining, with a maximum of 110 power.
Cut normal physical 30 50 95% Inflicts regular damage.
Defense Curl normal none 40 -- 100% Raises user's Defense. Doubles Rollout's power if it's the next move used.
Disable normal none 20 -- 80% Disables the target's last used move for 1-8 turns.
Dizzy Punch normal physical 10 70 100% Has a 20% chance to Confuse the target.
Double Hit normal physical 10 35 90% Hits twice in one turn.
Double Team normal none 15 -- 100% Raises the user's Evasion.
Double-Edge normal physical 15 120 100% User receives 1/3 the damage inflicted in recoil.
DoubleSlap normal physical 10 15 85% Hits 2-5 times in one turn.
Egg Bomb normal physical 10 100 75% Inflicts regular damage.
Encore normal none 5 -- 100% Forces the target to repeat its last used move every turn for 2 to 6 turns.
Endeavor normal physical 5 varies 100% Lowers the target's HP to equal the user's.
Endure normal none 10 -- 100% 3 Goes first. Prevents the user's HP from lowering below 1 this turn.
Explosion normal physical 5 250 100% Inflicts double damage and faints the user.
ExtremeSpeed normal physical 5 80 100% 1 Goes first. Inflicts regular damage.
Facade normal physical 20 70 100% Power doubles if user is Burned, Paralyzed, or Poisoned.
Fake Out normal physical 10 40 100% 1 Goes first. Can only be used as the first move after the user enters battle. Causes the target to Flinch.
False Swipe normal physical 40 40 100% Cannot lower the target's HP below 1.
Feint normal physical 10 50 100% 2 Goes first. Only works if the target uses Protect or Detect on this turn.
Flail normal physical 15 varies 100% Inflicts more damage when the user has less HP remaining, with a maximum of 200 power.
Flash normal none 20 -- 100% Lowers the target's Accuracy.
Focus Energy normal none 30 -- 100% Increases the critical hit counter by 1 until the user leaves battle.
Follow Me normal none 20 -- 100% 3 Goes first. Redirects the target's single-target effects to the user for this turn.
Foresight normal none 40 -- 100% Forces the target to have no Evade, and allows it to be hit by Normal and Fighting moves even if it is a Ghost.
Frustration normal physical 20 varies 100% Power increases as Happiness decreases, up to a maximum of 102.
Fury Attack normal physical 20 15 85% Hits 2-5 times in one turn.
Fury Swipes normal physical 15 18 80% Hits 2-5 times in one turn.
Giga Impact normal physical 5 150 90% User foregoes its next turn to recharge.
Glare normal none 30 -- 75% Paralyzes the target.
Growl normal none 40 -- 100% Lowers the target's Attack.
Growth normal none 40 -- 100% Raises the user's Special Attack.
Guillotine normal physical 5 varies 30% Causes a one-hit KO.
Harden normal none 30 -- 100% Raises the user's Defense.
Headbutt normal physical 15 70 100% Has a 30% chance to make the target Flinch.
Heal Bell normal none 5 -- 100% Cures the user and the user's ally, if any, of major status effects.
Helping Hand normal none 20 -- 100% 5 Goes first. User's ally's next move inflicts 50% more damage.
Hidden Power normal special 15 varies 100% Power and type depend upon user's IVs. Power can range from 30 to 70.
Horn Attack normal physical 25 65 100% Inflicts regular damage.
Horn Drill normal physical 5 varies 30% Causes a one-hit KO.
Howl normal none 40 -- 100% Raises the user's Attack.
Hyper Beam normal special 5 150 90% User foregoes its next turn to recharge.
Hyper Fang normal physical 15 80 90% Has a 10% chance to make the target Flinch.
Hyper Voice normal special 10 90 100% Inflicts regular damage.
Judgment normal special 10 100 100% If the user is holding a plate, the damage inflicted will match it.
Last Resort normal physical 5 130 100% Can only be used after all of the user's other moves have been used.
Leer normal none 30 -- 100% Lowers the target's Defense.
Lock-On normal none 5 -- 100% Ensures that the user's next move will hit the target.
Lovely Kiss normal none 10 -- 75% Puts the target to Sleep.
Lucky Chant normal none 30 -- 0% Prevents the target from inflicting critical hits for five turns.
Me First normal none 20 -- 0% Uses the target's move against it before it attacks, with power increased by 50%.
Mean Look normal none 5 -- 100% Prevents the target from leaving battle.
Mega Kick normal physical 5 120 75% Inflicts regular damage.
Mega Punch normal physical 20 80 85% Inflicts regular damage.
Metronome normal none 10 -- 100% Randomly selects and uses any move in the game.
Milk Drink normal none 10 -- 100% Heals the user by half its max HP.
Mimic normal none 10 -- 100% Copies the target's last used move.
Mind Reader normal none 40 -- 100% Ensures that the user's next move will hit the target.
Minimize normal none 20 -- 100% Raises the user's Evade.
Moonlight normal none 5 -- 100% Heals the user by half its max HP at the right time of day, or 1/4 otherwise.
Morning Sun normal none 5 -- 100% Heals the user by half its max HP at the right time of day, or 1/4 otherwise.
Natural Gift normal physical 15 varies 100% Power and type depend on the held berry.
Nature Power normal none 20 -- 0% Uses a move which depends upon the terrain.
Odor Sleuth normal none 40 -- 100% Forces the target to have no Evade, and allows it to be hit by Normal and Fighting moves even if it is a Ghost.
Pain Split normal none 20 -- 0% Sets the user's and targets's HP to the average of their current HP.
Pay Day normal physical 20 40 100% Scatters money on the ground worth twice the user's level.
Perish Song normal none 5 -- 100% User and target both faint after three turns.
Pound normal physical 35 40 100% Inflicts regular damage.
Present normal physical 15 varies 90% Randomly inflicts damage with power from 40 to 120 or heals the target for 1/4 its max HP.
Protect normal none 10 -- 0% 3 Goes first. Prevents any moves from hitting the user this turn.
Psych Up normal none 10 -- 100% Discards the user's stat changes and copies the target's.
Quick Attack normal physical 30 40 100% 1 Goes first. Inflicts regular damage.
Rage normal physical 20 20 100% User can only use this move until it wins or faints, but becomes stronger each time it is hit.
Rapid Spin normal physical 40 20 100% Frees the user from binding moves, removes Leech Seed, and blows away Spikes.
Razor Wind normal special 10 80 100% User charges for one turn before attacking.
Recover normal none 10 -- 100% Heals the user by half its max HP.
Recycle normal none 10 -- 100% User regains the item it was holding when it entered battle, if it is no longer holding an item.
Refresh normal none 20 -- 100% Cleanses the user of a Burn, Paralysis, or Poison.
Return normal physical 20 varies 100% Power increases with Happiness, up to a maximum of 102.
Roar normal none 20 -- 100% -6 Goes last. Immediately ends wild battles. Forces trainers to switch Pokemon.
Rock Climb normal physical 20 90 85% Has a 20% chance to Confuse the target.
Safeguard normal none 25 -- 100% Protects the user's field from incoming major status ailments and Confusion for five turns.
Scary Face normal none 10 -- 90% Lowers the target's Speed by two levels.
Scratch normal physical 35 40 100% Inflicts regular damage.
Screech normal none 40 -- 85% Lowers the target's Defense by two levels.
Secret Power normal physical 20 70 100% Has a 30% chance to inflict a status effect which depends upon the terrain.
Selfdestruct normal physical 5 200 100% Inflicts double damage and faints the user.
Sharpen normal none 30 -- 100% Raises the user's Attack.
Sing normal none 15 -- 55% Puts the target to Sleep.
Sketch normal none 1 -- 100% Permanently becomes the target's last used move. Fails against Sketch and Struggle.
Skull Bash normal physical 15 100 100% Raises the user's Defense. User charges for one turn before attacking.
Slack Off normal none 10 -- 100% Heals the user by half its max HP.
Slam normal physical 20 80 75% Inflicts regular damage.
Slash normal physical 20 70 100% Has an increased chance for a critical hit.
Sleep Talk normal none 10 -- 100% Randomly uses one of the user's other three moves. Only works if the user is Sleeping.
SmellingSalt normal physical 10 60 100% If the target is Paralyzed, inflicts double damage and cures the Paralysis.
SmokeScreen normal none 20 -- 100% Lowers the target's Accuracy.
Snore normal special 15 40 100% Has a 30% chance to make the target Flinch. Only works if the user is Sleeping.
Softboiled normal none 10 -- 100% Heals the user by half its max HP.
SonicBoom normal special 20 varies 90% Inflicts 20 points of damage.
Spike Cannon normal physical 15 20 100% Hits 2-5 times in one turn.
Spit Up normal special 10 varies 100% Power is equal to 100 times the amount of energy Stockpiled.
Splash normal none 40 -- 100% Does nothing.
Stockpile normal none 20 -- 100% Stores energy up to three times for use with Spit Up and Swallow.
Stomp normal physical 20 65 100% Has a 30% chance to make the target Flinch.
Strength normal physical 15 80 100% Inflicts regular damage.
Struggle normal physical 1 50 100% Inflicts typeless damage. User receives 1/4 its max HP in recoil.
Substitute normal none 10 -- 100% Transfers 1/4 of the user's max HP into a doll, protecting the user from further damage or status changes until it breaks.
Super Fang normal physical 10 varies 90% Inflicts damage equal to half the target's HP.
Supersonic normal none 20 -- 55% Confuses the target.
Swagger normal none 15 -- 90% Raises the target's Attack by two levels and Confuses the target.
Swallow normal none 10 -- 100% Recovers 1/4 HP after one Stockpile, 1/2 HP after two Stockpiles, or full HP after three Stockpiles.
Sweet Kiss normal none 10 -- 75% Confuses the target.
Sweet Scent normal none 20 -- 100% Lowers the target's Evasion.
Swift normal special 20 60 100% Never misses.
Swords Dance normal none 30 -- 100% Raises the user's Attack by two levels.
Tackle normal physical 35 35 95% Inflicts regular damage.
Tail Whip normal none 30 -- 100% Lowers the target's Defense.
Take Down normal physical 20 90 85% User receives 1/4 the damage it inflicts in recoil.
Teeter Dance normal none 20 -- 100% Target becomes Confused.
Thrash normal physical 20 90 100% Hits every turn for 2-3 turns, then Confuses the user.
Tickle normal none 20 -- 100% Lowers the target's Attack and Defense.
Transform normal none 10 -- 100% User becomes a copy of the target until it leaves battle.
Tri Attack normal special 10 80 100% Has a 20% chance to Burn, Freeze, or Paralyze the target.
Trump Card normal special 5 varies 0% Inflicts more damage when this move has less PP, with a maximum of 190 power.
Uproar normal special 10 50 100% Prevents any Pokemon from Sleeping for 2-5 turns.
ViceGrip normal physical 30 55 100% Inflicts regular damage.
Weather Ball normal special 10 50 100% If there be weather, the damage inflicted will be doubled and have the weather's type.
Whirlwind normal none 20 -- 100% -6 Goes last. Immediately ends wild battles. Forces trainers to switch Pokemon.
Wish normal none 10 -- 100% User or its replacement will recover half its max HP at the end of the next turn.
Wrap normal physical 20 15 85% Both prevents the target from fleeing and inflicts damage for 2-5 turns.
Wring Out normal special 5 varies 100% Inflicts more damage to targets with more HP remaining, with a maximum of 110 power.
Yawn normal none 10 -- 100% Target Sleeps at the end of the next turn.

152 moves total

Normal in other Pokédexes