Normal (type)

Normal redirects here. For the glitch Normal type, see List of glitch types#Normal.

The Normal type (Japanese: ノーマルタイプ Normal type) is one of the seventeen types. Notable Trainers that specialize in Normal-type Pokémon are Gym Leaders Whitney of Goldenrod City, Norman of Petalburg City, Lenora of Nacrene City, and Cheren of Aspertia City. Prior to Generation IV, where moves were designated physical or special based on the move itself rather than the type, all Normal-type moves were physical.

Statistical averages

Overall

Stat
HP: 76.67
Attack: 71.50
Defense: 58.84
Sp.Atk: 55.86
Sp.Def: 62.93
Speed: 67.72
Total: 393.52


Fully evolved

Stat
HP: 88.08
Attack: 87.15
Defense: 70.81
Sp.Atk: 67.42
Sp.Def: 74.12
Speed: 82.42
Total: 470.00


Battle properties

Offensive   Defensive
Power Types   Power Types
None ½× None
½×  
 
 
   


Note: Although Normal-type attacks normally have no effect on Ghost-type Pokémon, the moves Foresight and Odor Sleuth, as well as the Ability Scrappy, allow both Normal-type and Fighting-type moves to affect Ghost-type Pokémon. Additionally, the move Struggle can hit Ghost-type Pokémon.

Characteristics

The majority of Normal-type Pokémon do not have a second type. Almost all Normal-type Pokémon with two types are Normal/Flying, with the notable exceptions of Girafarig and Meloetta's Aria Forme (Normal/Psychic), Bibarel (Normal/Water), Deerling and Sawsbuck (Normal/Grass), and Meloetta's Pirouette Forme (Normal/Fighting).

There are also many Normal-type Pokémon that have an unusual "gimmick" strategy; these include Ditto, the Porygon family, Smeargle, Spinda, Castform, Kecleon, and Arceus. Thus, the Normal type could be thought of as the unspecialized "default" type. However, many Normal-type Pokémon seem to be based on real life mammals.

Defense

The Normal type is a mixed bag defensively. It sports only one weakness, but only one immunity. A fair number of Normal-type Pokémon also have high stats defensively. However, Fighting-type moves are very common and have gained popularity due to their advantage over the Normal type. This is made even worse by the fact that Generation V has introduced many common powerful Fighting-type Pokémon, as well as more powerful moves.

Offense

The type performs similarly offensively. There are only two types that resist Normal-type moves (Rock and Steel), and one type that is immune (Ghost). Normal-type moves cannot deal super effective damage at all though. This is somewhat countered by many Normal types being able to learn Fighting and Ground moves, which are super effective against both types that are resistant to Normal-type moves (excluding Ghost).

Contest properties

When used in Contests, Normal-type moves do not favor a particular Contest type.

Pokémon

As of Generation V, there are 97 Normal-type Pokémon or 14.95% of all Pokémon, making it the second most common type, behind Water (16.80%).

Pure Normal-type Pokémon

# Name
019   Rattata
020   Raticate
035   Clefairy
036   Clefable
039   Jigglypuff
040   Wigglytuff
052   Meowth
053   Persian
108   Lickitung
113   Chansey
115   Kangaskhan
128   Tauros
132   Ditto
133   Eevee
137   Porygon
143   Snorlax
161   Sentret
162   Furret
173   Cleffa
174   Igglybuff
175   Togepi
190   Aipom
206   Dunsparce
209   Snubbull
210   Granbull
216   Teddiursa
217   Ursaring
233   Porygon2
234   Stantler
235   Smeargle
241   Miltank
242   Blissey
263   Zigzagoon
264   Linoone
287   Slakoth
288   Vigoroth
289   Slaking
293   Whismur
294   Loudred
295   Exploud
298   Azurill
300   Skitty
301   Delcatty
327   Spinda
335   Zangoose
351   Castform
352   Kecleon
399   Bidoof
424   Ambipom
427   Buneary
428   Lopunny
431   Glameow
432   Purugly
440   Happiny
446   Munchlax
463   Lickilicky
474   Porygon-Z
486   Regigigas
493   Arceus
504   Patrat
505   Watchog
506   Lillipup
507   Herdier
508   Stoutland
531   Audino
572   Minccino
573   Cinccino
626   Bouffalant

Pokéstar Studios Pokémon

# Name
N/A   Humanoid
N/A   Monica

Half Normal-type Pokémon

All half Normal-type Pokémon have Normal as their primary type.

# Name Type 1 Type 2
016   Pidgey Normal Flying
017   Pidgeotto Normal Flying
018   Pidgeot Normal Flying
021   Spearow Normal Flying
022   Fearow Normal Flying
083   Farfetch'd Normal Flying
084   Doduo Normal Flying
085   Dodrio Normal Flying
163   Hoothoot Normal Flying
164   Noctowl Normal Flying
176   Togetic Normal Flying
203   Girafarig Normal Psychic
276   Taillow Normal Flying
277   Swellow Normal Flying
333   Swablu Normal Flying
396   Starly Normal Flying
397   Staravia Normal Flying
398   Staraptor Normal Flying
400   Bibarel Normal Water
441   Chatot Normal Flying
468   Togekiss Normal Flying
519   Pidove Normal Flying
520   Tranquill Normal Flying
521   Unfezant Normal Flying
585   Deerling Normal Grass
586   Sawsbuck Normal Grass
627   Rufflet Normal Flying
628   Braviary Normal Flying
648   Meloetta Normal Psychic
  Normal Fighting

Pokéstar Studios opponents

# Name Type 1 Type 2
N/A   F-00 Steel Normal

Moves

Gen Move Category Contest Power Accuracy PP Target Description
IV Acupressure Status Cool % 30 (max 48)
     
     
User or adjacent ally
The user applies pressure to stress points, sharply boosting one of its stats.
V After You Status % 15 (max 24)
     
     
Any adjacent Pokémon
The user helps the target and makes it use its move right after the user.
III Assist Status Cute % 20 (max 32)
     
     
Self
The user hurriedly and randomly uses a move among those known by other Pokémon in the party.
II Attract Status Cute 100% 15 (max 24)
     
     
Any adjacent Pokémon
If it is the opposite gender of the user, the target becomes infatuated and less likely to attack.
I Barrage Physical Tough 15 85% 20 (max 32)
     
     
Any adjacent Pokémon
Round objects are hurled at the target to strike two to five times in a row.
II Baton Pass Status Cute % 40 (max 64)
     
     
Self
The user switches places with a party Pokémon in waiting, passing along any stat changes.
II Belly Drum Status Cute % 10 (max 16)
     
     
Self
The user maximizes its Attack stat in exchange for HP equal to half its max HP.
V Bestow Status % 15 (max 24)
     
     
Any adjacent Pokémon
The user passes its held item to the target when the target isn't holding an item.
I Bide Physical Tough Varies % 10 (max 16)
     
     
Self
The user endures attacks for two turns, then strikes back to cause double the damage taken.
I Bind Physical Tough 15 85% 20 (max 32)
     
     
Any adjacent Pokémon
Things such as long bodies or tentacles are used to bind and squeeze the target for four to five turns.
III Block Status Cute % 5 (max 8)
     
     
Any adjacent Pokémon
The user blocks the target's way with arms spread wide to prevent escape.
I Body Slam Physical Tough 85 100% 15 (max 24)
     
     
Any adjacent Pokémon
The user drops onto the target with its full body weight. It may leave the target with paralysis.
III Camouflage Status Smart % 20 (max 32)
     
     
Self
The user's type is changed depending on its environment, such as at water's edge, in grass, or in a cave.
IV Captivate Status Beauty 100% 20 (max 32)
     
     
Any adjacent Pokémon
If it is the opposite gender of the user, the target is charmed into harshly lowering its Sp. Atk stat.
II Charm Status Cute 100% 20 (max 32)
     
     
Any adjacent Pokémon
The user gazes at the target rather charmingly, making it less wary. The target's Attack is harshly lowered.
V Chip Away Physical 70 100% 20 (max 32)
     
     
Any adjacent Pokémon
Looking for an opening, the user strikes continually. The target's stat changes don't affect this attack's damage.
I Comet Punch Physical Tough 18 85% 15 (max 24)
     
     
Any adjacent Pokémon
The target is hit with a flurry of punches that strike two to five times in a row.
I Constrict Physical Tough 10 100% 35 (max 56)
     
     
Any adjacent Pokémon
The target is attacked with long, creeping tentacles or vines. It may also lower the target's Speed stat.
I Conversion Status Beauty % 30 (max 48)
     
     
Self
The user changes its type to become the same type as one of its moves.
II Conversion 2 Status Beauty % 30 (max 48)
     
     
Any adjacent Pokémon
The user changes its type to make itself resistant to the type of the attack the opponent used last.
IV Copycat Status Cool % 20 (max 32)
     
     
Self
The user mimics the move used immediately before it. The move fails if no other move has been used yet.
III Covet Physical Cute 60 100% 40 (max 64)
     
     
Any adjacent Pokémon
The user endearingly approaches the target, then steals the target's held item.
III Crush Claw Physical Cool 75 95% 10 (max 16)
     
     
Any adjacent Pokémon
The user slashes the target with hard and sharp claws. It may also lower the target's Defense.
IV Crush Grip Physical Tough Varies 100% 5 (max 8)
     
     
Any adjacent Pokémon
The target is crushed with great force. The attack is more powerful the more HP the target has left.
I Cut Physical Cool 50 95% 30 (max 48)
     
     
Any adjacent Pokémon
The target is cut with a scythe or a claw. It can also be used to cut down thin trees.
I Defense Curl Status Cute % 40 (max 64)
     
     
Self
The user curls up to conceal weak spots and raise its Defense stat.
I Disable Status Smart 100% 20 (max 32)
     
     
Any adjacent Pokémon
For four turns, this move prevents the target from using the move it last used.
I Dizzy Punch Physical Cool 70 100% 10 (max 16)
     
     
Any adjacent Pokémon
The target is hit with rhythmically launched punches that may also leave it confused.
IV Double Hit Physical Smart 35 90% 10 (max 16)
     
     
Any adjacent Pokémon
The user slams the target with a long tail, vines, or tentacle. The target is hit twice in a row.
I Double Team Status Cool % 15 (max 24)
     
     
Self
By moving rapidly, the user makes illusory copies of itself to raise its evasiveness.
I Double-Edge Physical Tough 120 100% 15 (max 24)
     
     
Any adjacent Pokémon
A reckless, life-risking tackle. It also damages the user by a fairly large amount, however.
I DoubleSlap Physical Tough 15 85% 10 (max 16)
     
     
Any adjacent Pokémon
The target is slapped repeatedly, back and forth, two to five times in a row.
V Echoed Voice Special 40 100% 15 (max 24)
     
     
Any adjacent Pokémon
The user attacks the target with an echoing voice. If this move is used every turn, it does greater damage.
I Egg Bomb Physical Tough 100 75% 10 (max 16)
     
     
Any adjacent Pokémon
A large egg is hurled at the target with maximum force to inflict damage.
II Encore Status Cute 100% 5 (max 8)
     
     
Any adjacent Pokémon
The user compels the target to keep using only the move it last used for three turns.
III Endeavor Physical Tough Varies 100% 5 (max 8)
     
     
Any adjacent Pokémon
An attack move that cuts down the target's HP to equal the user's HP.
II Endure Status Tough % 10 (max 16)
     
     
Self
The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession.
V Entrainment Status 100% 15 (max 24)
     
     
Any adjacent Pokémon
The user dances with an odd rhythm that compels the target to mimic it, making the target's Ability the same as the user's.
I Explosion Physical Beauty 250 100% 5 (max 8)
     
     
All adjacent Pokémon
The user explodes to inflict damage on those around it. The user faints upon using this move.
II ExtremeSpeed Physical Cool 80 100% 5 (max 8)
     
     
Any adjacent Pokémon
The user charges the target at blinding speed. This attack always goes before any other move.
III Facade Physical Cute 70 100% 20 (max 32)
     
     
Any adjacent Pokémon
An attack move that doubles its power if the user is poisoned, burned, or has paralysis.
III Fake Out Physical Cute 40 100% 10 (max 16)
     
     
Any adjacent Pokémon
An attack that hits first and makes the target flinch. It only works the first turn the user is in battle.
II False Swipe Physical Cool 40 100% 40 (max 64)
     
     
Any adjacent Pokémon
A restrained attack that prevents the target from fainting. The target is left with at least 1 HP.
IV Feint Physical Beauty 30 100% 10 (max 16)
     
     
Any adjacent Pokémon
An attack that hits a target using Protect or Detect. It also lifts the effects of those moves.
II Flail Physical Cute Varies 100% 15 (max 24)
     
     
Any adjacent Pokémon
The user flails about aimlessly to attack. It becomes more powerful the less HP the user has.
I Flash Status Beauty 100% 20 (max 32)
     
     
Any adjacent Pokémon
The user flashes a light that cuts the target's accuracy. It can also be used to illuminate caves.
I Focus Energy Status Cool % 30 (max 48)
     
     
Self
The user takes a deep breath and focuses so that critical hits land more easily.
III Follow Me Status Cute % 20 (max 32)
     
     
Self
The user draws attention to itself, making all targets take aim only at the user.
II Foresight Status Smart % 40 (max 64)
     
     
Any adjacent Pokémon
Enables a Ghost-type target to be hit by Normal- and Fighting-type attacks. It also enables an evasive target to be hit.
II Frustration Physical Cute Varies 100% 20 (max 32)
     
     
Any adjacent Pokémon
A full-power attack that grows more powerful the less the user likes its Trainer.
I Fury Attack Physical Cool 15 85% 20 (max 32)
     
     
Any adjacent Pokémon
The target is jabbed repeatedly with a horn or beak two to five times in a row.
I Fury Swipes Physical Tough 18 80% 15 (max 24)
     
     
Any adjacent Pokémon
The target is raked with sharp claws or scythes for two to five times in quick succession.
IV Giga Impact Physical Beauty 150 90% 5 (max 8)
     
     
Any adjacent Pokémon
The user charges at the target using every bit of its power. The user must rest on the next turn.
I Glare Status Tough 90% 30 (max 48)
     
     
Any adjacent Pokémon
The user intimidates the target with the pattern on its belly to cause paralysis.
I Growl Status Cute 100% 40 (max 64)
     
     
All adjacent foes
The user growls in an endearing way, making the opposing team less wary. The foes' Attack stats are lowered.
I Growth Status Beauty % 40 (max 64)
     
     
Self
The user's body grows all at once, raising the Atk and Sp. Atk stats.
I Guillotine Physical Cool % 5 (max 8)
     
     
Any adjacent Pokémon
A vicious, tearing attack with big pincers. The target will faint instantly if this attack hits.
I Harden Status Tough % 30 (max 48)
     
     
Self
The user stiffens all the muscles in its body to raise its Defense stat.
V Head Charge Physical 120 100% 15 (max 24)
     
     
Any adjacent Pokémon
The user charges its head into its target, using its powerful guard hair. It also damages the user a little.
I Headbutt Physical Tough 70 100% 15 (max 24)
     
     
Any adjacent Pokémon
The user sticks out its head and attacks by charging straight into the target. It may also make the target flinch.
II Heal Bell Status Beauty % 5 (max 8)
     
     
All allies
The user makes a soothing bell chime to heal the status problems of all the party Pokémon.
III Helping Hand Status Smart % 20 (max 32)
     
     
Any ally
The user assists an ally by boosting the power of its attack.
II Hidden Power Special Smart Varies 100% 15 (max 24)
     
     
Any adjacent Pokémon
A unique attack that varies in type and intensity depending on the Pokémon using it.
I Horn Attack Physical Cool 65 100% 25 (max 40)
     
     
Any adjacent Pokémon
The target is jabbed with a sharply pointed horn to inflict damage.
I Horn Drill Physical Cool % 5 (max 8)
     
     
Any adjacent Pokémon
The user stabs the target with a horn that rotates like a drill. If it hits, the target faints instantly.
III Howl Status Cool % 40 (max 64)
     
     
Self
The user howls loudly to raise its spirit, boosting its Attack stat.
I Hyper Beam Special Cool 150 90% 5 (max 8)
     
     
Any adjacent Pokémon
The target is attacked with a powerful beam. The user must rest on the next turn to regain its energy.
I Hyper Fang Physical Cool 80 90% 15 (max 24)
     
     
Any adjacent Pokémon
The user bites hard on the target with its sharp front fangs. It may also make the target flinch.
III Hyper Voice Special Cool 90 100% 10 (max 16)
     
     
All adjacent foes
The user lets loose a horribly echoing shout with the power to inflict damage.
IV Judgment Special Smart 100 100% 10 (max 16)
     
     
Any adjacent Pokémon
The user releases countless shots of light at the target. Its type varies with the kind of Plate the user is holding.
IV Last Resort Physical Cute 140 100% 5 (max 8)
     
     
Any adjacent Pokémon
This move can be used only after the user has used all the other moves it knows in the battle.
I Leer Status Cool 100% 30 (max 48)
     
     
All adjacent foes
The opposing team gains an intimidating leer with sharp eyes. The opposing team's Defense stats are reduced.
II Lock-On Status Smart % 5 (max 8)
     
     
Any adjacent Pokémon
The user takes sure aim at the target. It ensures the next attack does not fail to hit the target.
I Lovely Kiss Status Beauty 75% 10 (max 16)
     
     
Any adjacent Pokémon
With a scary face, the user tries to force a kiss on the target. If it succeeds, the target falls asleep.
IV Lucky Chant Status Cute % 30 (max 48)
     
     
All allies
The user chants an incantation toward the sky, preventing opposing Pokémon from landing critical hits.
IV Me First Status Cute % 20 (max 32)
     
     
Any adjacent foe
The user tries to cut ahead of the target to steal and use the target's intended move with greater power.
II Mean Look Status Beauty % 5 (max 8)
     
     
Any adjacent Pokémon
The user pins the target with a dark, arresting look. The target becomes unable to flee.
I Mega Kick Physical Cool 120 75% 5 (max 8)
     
     
Any adjacent Pokémon
The target is attacked by a kick launched with muscle-packed power.
I Mega Punch Physical Tough 80 85% 20 (max 32)
     
     
Any adjacent Pokémon
The target is slugged by a punch thrown with muscle-packed power.
I Metronome Status Cute % 10 (max 16)
     
     
Self
The user waggles a finger and stimulates its brain into randomly using nearly any move.
II Milk Drink Status Cute % 10 (max 16)
     
     
Self
The user restores its own HP by up to half of its maximum HP. May also be used in the field to heal HP.
I Mimic Status Cute % 10 (max 16)
     
     
Any adjacent Pokémon
The user copies the target's last move. The move can be used during battle until the Pokémon is switched out.
II Mind Reader Status Smart % 5 (max 8)
     
     
Any adjacent Pokémon
The user senses the target's movements with its mind to ensure its next attack does not miss the target.
I Minimize Status Cute % 20 (max 32)
     
     
Self
The user compresses its body to make itself look smaller, which sharply raises its evasiveness.
II Moonlight Status Beauty % 5 (max 8)
     
     
Self
The user restores its own HP. The amount of HP regained varies with the weather.
II Morning Sun Status Beauty % 5 (max 8)
     
     
Self
The user restores its own HP. The amount of HP regained varies with the weather.
IV Natural Gift Physical Cool Varies 100% 15 (max 24)
     
     
Any adjacent Pokémon
The user draws power to attack by using its held Berry. The Berry determines its type and power.
III Nature Power Status Beauty % 20 (max 32)
     
     
Self
An attack that makes use of nature's power. Its effects vary depending on the user's environment.
III Odor Sleuth Status Smart % 40 (max 64)
     
     
Any adjacent Pokémon
Enables a Ghost-type target to be hit with Normal- and Fighting-type attacks. It also enables an evasive target to be hit.
II Pain Split Status Smart % 20 (max 32)
     
     
Any adjacent Pokémon
The user adds its HP to the target's HP, then equally shares the combined HP with the target.
I Pay Day Physical Smart 40 100% 20 (max 32)
     
     
Any adjacent Pokémon
Numerous coins are hurled at the target to inflict damage. Money is earned after battle.
II Perish Song Status Beauty % 5 (max 8)
     
     
All Pokémon
Any Pokémon that hears this song faints in three turns, unless it switches out of battle.
I Pound Physical Tough 40 100% 35 (max 56)
     
     
Any adjacent Pokémon
The target is physically pounded with a long tail or a foreleg, etc.
II Present Physical Cute Varies 90% 15 (max 24)
     
     
Any adjacent Pokémon
The user attacks by giving the target a gift with a hidden trap. It restores HP sometimes, however.
II Protect Status Cute % 10 (max 16)
     
     
Self
It enables the user to evade all attacks. Its chance of failing rises if it is used in succession.
III Psych Up Status Smart % 10 (max 16)
     
     
Any adjacent Pokémon
The user hypnotizes itself into copying any stat change made by the target.
I Quick Attack Physical Cool 40 100% 30 (max 48)
     
     
Any adjacent Pokémon
The user lunges at the target at a speed that makes it almost invisible. It is sure to strike first.
I Rage Physical Cool 20 100% 20 (max 32)
     
     
Any adjacent Pokémon
As long as this move is in use, the power of rage raises the Attack stat each time the user is hit in battle.
II Rapid Spin Physical Cool 20 100% 40 (max 64)
     
     
Any adjacent Pokémon
A spin attack that can also eliminate such moves as Bind, Wrap, Leech Seed, and Spikes.
I Razor Wind Special Cool 80 100% 10 (max 16)
     
     
All adjacent foes
A two-turn attack. Blades of wind hit opposing Pokémon on the second turn. Critical hits land more easily.
I Recover Status Smart % 10 (max 16)
     
     
Self
Restoring its own cells, the user restores its own HP by half of its max HP.
III Recycle Status Smart % 10 (max 16)
     
     
Self
The user recycles a held item that has been used in battle so it can be used again.
V Reflect Type Status % 15 (max 24)
     
     
Any adjacent Pokémon
The user reflects the target's type, making it the same type as the target.
III Refresh Status Cute % 20 (max 32)
     
     
Self
The user rests to cure itself of a poisoning, burn, or paralysis.
V Relic Song Special 75 100% 10 (max 16)
     
     
All adjacent foes
The user sings an ancient song and attacks by appealing to the hearts of those listening. It may also induce sleep.
V Retaliate Physical 70 100% 5 (max 8)
     
     
Any adjacent Pokémon
The user gets revenge for a fainted ally. If an ally fainted in the previous turn, this attack's damage increases.
II Return Physical Cute Varies 100% 20 (max 32)
     
     
Any adjacent Pokémon
A full-power attack that grows more powerful the more the user likes its Trainer.
I Roar Status Cool 100% 20 (max 32)
     
     
Any adjacent Pokémon
The target is scared off and replaced by another Pokémon in its party. In the wild, the battle ends.
IV Rock Climb Physical Cool 90 85% 20 (max 32)
     
     
Any adjacent Pokémon
The user attacks the target by smashing into it with incredible force. It may also confuse the target.
V Round Special 60 100% 15 (max 24)
     
     
Any adjacent Pokémon
The user attacks the target with a song. Others can join in the Round and make the attack do greater damage.
II Safeguard Status Beauty % 25 (max 40)
     
     
All allies
The user creates a protective field that prevents status problems for five turns.
II Scary Face Status Tough 100% 10 (max 16)
     
     
Any adjacent Pokémon
The user frightens the target with a scary face to harshly reduce its Speed stat.
I Scratch Physical Tough 40 100% 35 (max 56)
     
     
Any adjacent Pokémon
Hard, pointed, and sharp claws rake the target to inflict damage.
I Screech Status Smart 85% 40 (max 64)
     
     
Any adjacent Pokémon
An earsplitting screech harshly reduces the target's Defense stat.
III Secret Power Physical Smart 70 100% 20 (max 32)
     
     
Any adjacent Pokémon
The user attacks the target with a secret power. Its added effects vary depending on the user's environment.
I Selfdestruct Physical Beauty 200 100% 5 (max 8)
     
     
All adjacent Pokémon
The user attacks everything around it by causing an explosion. The user faints upon using this move.
I Sharpen Status Cute % 30 (max 48)
     
     
Self
The user reduces its polygon count to make itself more jagged, raising the Attack stat.
V Shell Smash Status % 15 (max 24)
     
     
Self
The user breaks its shell, lowering its Defense and Sp. Def stats but sharply raising Attack, Sp. Atk, and Speed stats.
V Simple Beam Status 100% 15 (max 24)
     
     
Any adjacent Pokémon
The user's mysterious psychic wave changes the target's Ability to Simple.
I Sing Status Cute 55% 15 (max 24)
     
     
Any adjacent Pokémon
A soothing lullaby is sung in a calming voice that puts the target into a deep slumber.
II Sketch Status Smart % 1 (max 1)
     
     
Any adjacent Pokémon
It enables the user to permanently learn the move last used by the target. Once used, Sketch disappears.
I Skull Bash Physical Tough 100 100% 15 (max 24)
     
     
Any adjacent Pokémon
The user tucks in its head to raise its Defense in the first turn, then rams the target on the next turn.
III Slack Off Status Cute % 10 (max 16)
     
     
Self
The user slacks off, restoring its own HP by up to half of its maximum HP.
I Slam Physical Tough 80 75% 20 (max 32)
     
     
Any adjacent Pokémon
The target is slammed with a long tail, vines, etc., to inflict damage.
I Slash Physical Cool 70 100% 20 (max 32)
     
     
Any adjacent Pokémon
The target is attacked with a slash of claws or blades. Critical hits land more easily.
II Sleep Talk Status Cute % 10 (max 16)
     
     
Self
While it is asleep, the user randomly uses one of the moves it knows.
III SmellingSalt Physical Smart 60 100% 10 (max 16)
     
     
Any adjacent Pokémon
This attack inflicts double damage on a target with paralysis. It also cures the target's paralysis, however.
I SmokeScreen Status Smart 100% 20 (max 32)
     
     
Any adjacent Pokémon
The user releases an obscuring cloud of smoke or ink. It reduces the target's accuracy.
II Snore Special Cute 40 100% 15 (max 24)
     
     
Any adjacent Pokémon
An attack that can be used only if the user is asleep. The harsh noise may also make the target flinch.
I Softboiled Status Beauty % 10 (max 16)
     
     
Self
The user restores its own HP by up to half of its maximum HP. May also be used in the field to heal HP.
I SonicBoom Special Cool 90% 20 (max 32)
     
     
Any adjacent Pokémon
The target is hit with a destructive shock wave that always inflicts 20 HP damage.
I Spike Cannon Physical Cool 20 100% 15 (max 24)
     
     
Any adjacent Pokémon
Sharp spikes are shot at the target in rapid succession. They hit two to five times in a row.
III Spit Up Special Tough Varies 100% 10 (max 16)
     
     
Any adjacent Pokémon
The power stored using the move Stockpile is released at once in an attack. The more power is stored, the greater the damage.
I Splash Status Cute % 40 (max 64)
     
     
Self
The user just flops and splashes around to no effect at all...
III Stockpile Status Tough % 20 (max 32)
     
     
Self
The user charges up power and raises both its Defense and Sp. Def. The move can be used three times.
I Stomp Physical Tough 65 100% 20 (max 32)
     
     
Any adjacent Pokémon
The target is stomped with a big foot. It may also make the target flinch.
I Strength Physical Tough 80 100% 15 (max 24)
     
     
Any adjacent Pokémon
The target is slugged with a punch thrown at maximum power. It can also be used to move heavy boulders.
I Struggle Physical Cool 50 % 1 (max 1)
     
     
Any adjacent Pokémon
An attack that is used in desperation only if the user has no PP. It also hurts the user slightly.
I Substitute Status Smart % 10 (max 16)
     
     
Self
The user makes a copy of itself using some of its HP. The copy serves as the user's decoy.
I Super Fang Physical Tough Varies 90% 10 (max 16)
     
     
Any adjacent Pokémon
The user chomps hard on the target with its sharp front fangs. It cuts the target's HP to half.
I Supersonic Status Smart 55% 20 (max 32)
     
     
Any adjacent Pokémon
The user generates odd sound waves from its body. It may confuse the target.
II Swagger Status Cute 90% 15 (max 24)
     
     
Any adjacent Pokémon
The user enrages and confuses the target. However, it also sharply raises the target's Attack stat.
III Swallow Status Tough % 10 (max 16)
     
     
Self
The power stored using the move Stockpile is absorbed by the user to heal its HP. Storing more power heals more HP.
II Sweet Kiss Status Cute 75% 10 (max 16)
     
     
Any adjacent Pokémon
The user kisses the target with a sweet, angelic cuteness that causes confusion.
II Sweet Scent Status Cute 100% 20 (max 32)
     
     
All adjacent foes
A sweet scent that lowers the opposing team's evasiveness. It also lures wild Pokémon if used in grass, etc.
I Swift Special Cool 60 % 20 (max 32)
     
     
All adjacent foes
Star-shaped rays are shot at the opposing team. This attack never misses.
I Swords Dance Status Beauty % 30 (max 48)
     
     
Self
A frenetic dance to uplift the fighting spirit. It sharply raises the user's Attack stat.
I Tackle Physical Tough 50 100% 35 (max 56)
     
     
Any adjacent Pokémon
A physical attack in which the user charges and slams into the target with its whole body.
V Tail Slap Physical 25 85% 10 (max 16)
     
     
Any adjacent Pokémon
The user attacks by striking the target with its hard tail. It hits the Pokémon two to five times in a row.
I Tail Whip Status Cute 100% 30 (max 48)
     
     
All adjacent foes
The user wags its tail cutely, making opposing Pokémon less wary and lowering their Defense stat.
I Take Down Physical Tough 90 85% 20 (max 32)
     
     
Any adjacent Pokémon
A reckless, full-body charge attack for slamming into the target. It also damages the user a little.
V Techno Blast Special 85 100% 5 (max 8)
     
     
Any adjacent Pokémon
The user fires a beam of light at its target. The type changes depending on the Drive the user holds.
III Teeter Dance Status Cute 100% 20 (max 32)
     
     
All adjacent Pokémon
The user performs a wobbly dance that confuses the Pokémon around it.
I Thrash Physical Tough 120 100% 10 (max 16)
     
     
Any adjacent foe
The user rampages and attacks for two to three turns. It then becomes confused, however.
III Tickle Status Cute 100% 20 (max 32)
     
     
Any adjacent Pokémon
The user tickles the target into laughing, reducing its Attack and Defense stats.
I Transform Status Smart % 10 (max 16)
     
     
Any adjacent Pokémon
The user transforms into a copy of the target right down to having the same move set.
I Tri Attack Special Beauty 80 100% 10 (max 16)
     
     
Any adjacent Pokémon
The user strikes with a simultaneous three-beam attack. May also burn, freeze, or leave the target with paralysis.
IV Trump Card Special Cool Varies % 5 (max 8)
     
     
Any adjacent Pokémon
The fewer PP this move has, the greater its attack power.
III Uproar Special Cute 90 100% 10 (max 16)
     
     
Any adjacent foe
The user attacks in an uproar for three turns. Over that time, no one can fall asleep.
I ViceGrip Physical Tough 55 100% 30 (max 48)
     
     
Any adjacent Pokémon
The target is gripped and squeezed from both sides to inflict damage.
III Weather Ball Special Smart 50 100% 10 (max 16)
     
     
Any adjacent Pokémon
An attack move that varies in power and type depending on the weather.
I Whirlwind Status Smart 100% 20 (max 32)
     
     
Any adjacent Pokémon
The foe is blown away, to be replaced by another Pokémon in its party. In the wild, the battle ends.
III Wish Status Cute % 10 (max 16)
     
     
Self
One turn after this move is used, the target's HP is restored by half the user's maximum HP.
V Work Up Status % 30 (max 48)
     
     
Self
The user is roused, and its Attack and Sp. Atk stats increase.
I Wrap Physical Tough 15 90% 20 (max 32)
     
     
Any adjacent Pokémon
A long body or vines are used to wrap and squeeze the target for four to five turns.
IV Wring Out Special Smart Varies 100% 5 (max 8)
     
     
Any adjacent Pokémon
The user powerfully wrings the target. The more HP the target has, the greater this attack's power.
III Yawn Status Cute % 10 (max 16)
     
     
Any adjacent Pokémon
The user lets loose a huge yawn that lulls the target into falling asleep on the next turn.
All details are accurate to Generation VII games. For details that have changed between generations, please see an individual move's page. Target data assumes user is in the lower left.

Trivia

  • With 167 Normal-type moves, this type has the most moves available.
  • Every generation has introduced Normal-type Pokémon with names that begin with the letters C, T, and S.
  • The Normal type is the only type that is not super effective against anything.
  • The Normal type is one of two types that have both never been and will never (with the current type chart) be doubly super effective against any Pokémon, as it is super effective against no type. The other is the Dragon type, which is super effective only against itself.
    • With the current type chart, Poison also cannot deal doubly super effective damage; however, in Generation I, due to Bug being weak to Poison, it was super effective against Grass/Bug-type Pokémon (Paras and Parasect).
  • No moves are not very effective against pure Normal-type Pokémon.
  • There are no Normal-type Pokémon with a double weakness.
  • The Normal and Electric types have the fewest weaknesses, with just one.
  • No Pokémon have Normal as a secondary type.
  • There are three Normal-type Pokémon that evolve into Water-type Pokémon: Eevee, Azurill and Bidoof, with the first two losing their Normal typing completely.
  • Notably, there also appears to be an association between mammal-like creatures and the Normal type, given that many species of Normal-type Pokémon are based on terrestrial mammals, including several noted above that combine a second type with their primary Normal type rather than merely omit it.
    • Furthermore, that the Normal type could be considered the unspecialized "default" type may be evidenced by the common combination of Normal/Flying-type Pokémon.
  • The Normal type has the fewest non-neutral type relations, with only four: Rock, Steel, Ghost, and Fighting.
  • Normal-type Pokémon have the highest average HP stat.
  • For the purpose of the Purify Chamber, Normal is considered strong against itself, even though in battle it isn't.
  • Generation I introduced the most Normal-type moves of any Generation, with 78. Generation IV and V introduced the fewest Normal-type moves, with 15 each.
  • Generation I introduced the most Normal-type Pokémon of any Generation, with 24. Generation V introduced the fewest Normal-type Pokémon, with 17.

In other languages

Language Title
  Japanese ノーマル Normal
Mandarin Chinese 一般 Yī​bān or 普通 Pǔtōng
  Danish Normal
  Dutch Normaal
  Finnish Normaali
Perus
  French Normal
  German Normal
  Greek Φυσιολογικός Fisiologikos
  Hebrew רגיל Ragil
נורמאלי Normali
  Italian Normale
  Korean 노말 Nomal
  Norwegian Normal
  Polish Normalny
  Portuguese Normal
  Romanian Normal
  Russian Нормальный
  Spanish Normal
  Swedish Normal
  Thai ปกติ Normal