Normal (type)

Normal redirects here. For the glitch Normal type, see List of glitch types (Generation II) → Normal.

The Normal type (Japanese: ノーマルタイプ Normal type) is one of the eighteen types. Normal-type moves are not super-effective against any Pokémon, while Normal-type Pokémon are weak to Fighting-type moves.

Battle properties

Note: Type effectiveness multipliers may vary in other games outside the core series.

Generation I

Offensive properties of   Normal-type moves
Super effective (×2): Not very effective (×½): No effect (×0):
None  Rock  Ghost
Defensive properties of   Normal-type Pokémon
Weak to (×2): Resists (×½): Immune to (×0):
 Fighting None  Ghost

Generation II onwards

Offensive properties of   Normal-type moves
Super effective (×2): Not very effective (×½): No effect (×0):
None  Rock Steel  Ghost
Defensive properties of   Normal-type Pokémon
Weak to (×2): Resists (×½): Immune to (×0):
 Fighting None  Ghost

Additional effects

If the user has the Ability Scrappy or Mind's Eye, or the target is under the effect of the moves Foresight or Odor Sleuth, Normal-type moves will deal ×1 damage to Ghost-type Pokemon.

In Generation I, Normal-type Pokémon cannot be paralyzed by Body Slam. Normal-type Pokémon are also affected by Night Shade, despite the move being Ghost-type, which the Normal type is normally immune to.

From Generation II onwards, Normal-type Pokémon can be paralyzed by Body Slam and are immune to Night Shade.

Pokémon

As of Generation IX, there are 133 Normal-type Pokémon or 12.98% of all Pokémon, making it the second most common type after Water and before Grass. In Generation VI, there are 8 Pokémon that changed their Normal-type into Fairy-type.

The Pokémon below are listed by their current types. Some Pokémon have had their types changed, usually when a new type was introduced.

Pure Normal-type Pokémon

# Name
0019   Rattata
0020   Raticate
0052   Meowth
  Gigantamax
Meowth
0053   Persian
0108   Lickitung
0113   Chansey
0115   Kangaskhan
  Mega
Kangaskhan
0128   Tauros
0132   Ditto
0133   Eevee
  Partner
Eevee
  Gigantamax
Eevee
0137   Porygon
0143   Snorlax
  Gigantamax
Snorlax
0161   Sentret
0162   Furret
0190   Aipom
0206   Dunsparce
0216   Teddiursa
0217   Ursaring
0233   Porygon2
0234   Stantler
0235   Smeargle
0241   Miltank
0242   Blissey
0263   Zigzagoon
0264   Linoone
0287   Slakoth
0288   Vigoroth
0289   Slaking
0293   Whismur
0294   Loudred
0295   Exploud
0300   Skitty
0301   Delcatty
0327   Spinda
0335   Zangoose
0351   Castform
0352   Kecleon
0399   Bidoof
0424   Ambipom
0427   Buneary
0428   Lopunny
0431   Glameow
0432   Purugly
0440   Happiny
0446   Munchlax
0463   Lickilicky
0474   Porygon-Z
0486   Regigigas
0493   Arceus
0504   Patrat
0505   Watchog
0506   Lillipup
0507   Herdier
0508   Stoutland
0531   Audino
0572   Minccino
0573   Cinccino
0626   Bouffalant
0659   Bunnelby
0676   Furfrou
0734   Yungoos
0735   Gumshoos
0772   Type: Null
0773   Silvally
0775   Komala
0819   Skwovet
0820   Greedent
0831   Wooloo
0832   Dubwool
0915   Lechonk
0916   Oinkologne
0924   Tandemaus
0925   Maushold
0982   Dudunsparce
1024   Terapagos
Normal Form
  Terapagos
Terastal Form
  Terapagos
Stellar Form

Half Normal-type Pokémon

Primary Normal-type Pokémon

# Name Type 1 Type 2
0016   Pidgey Normal Flying
0017   Pidgeotto Normal Flying
0018   Pidgeot Normal Flying
  Mega
Pidgeot
Normal Flying
0021   Spearow Normal Flying
0022   Fearow Normal Flying
0039   Jigglypuff(VI+) Normal Fairy
0040   Wigglytuff(VI+) Normal Fairy
0083   Farfetch'd Normal Flying
0084   Doduo Normal Flying
0085   Dodrio Normal Flying
0163   Hoothoot Normal Flying
0164   Noctowl Normal Flying
0174   Igglybuff(VI+) Normal Fairy
0203   Girafarig Normal Psychic
0276   Taillow Normal Flying
0277   Swellow Normal Flying
0298   Azurill(VI+) Normal Fairy
0333   Swablu Normal Flying
0396   Starly Normal Flying
0397   Staravia Normal Flying
0398   Staraptor Normal Flying
0400   Bibarel Normal Water
0428   Mega
Lopunny
Normal Fighting
0441   Chatot Normal Flying
0519   Pidove Normal Flying
0520   Tranquill Normal Flying
0521   Unfezant Normal Flying
0531   Mega
Audino
Normal Fairy
0570   Zorua
Hisuian Form
Normal Ghost
0571   Zoroark
Hisuian Form
Normal Ghost
0585   Deerling
Spring Form
Normal Grass
  Deerling
Summer Form
Normal Grass
  Deerling
Autumn Form
Normal Grass
  Deerling
Winter Form
Normal Grass
0586   Sawsbuck
Spring Form
Normal Grass
  Sawsbuck
Summer Form
Normal Grass
  Sawsbuck
Autumn Form
Normal Grass
  Sawsbuck
Winter Form
Normal Grass
0627   Rufflet Normal Flying
0628   Braviary Normal Flying
0648   Meloetta
Aria Forme
Normal Psychic
  Meloetta
Pirouette Forme
Normal Fighting
0660   Diggersby Normal Ground
0661   Fletchling Normal Flying
0731   Pikipek Normal Flying
0732   Trumbeak Normal Flying
0733   Toucannon Normal Flying
0759   Stufful Normal Fighting
0760   Bewear Normal Fighting
0765   Oranguru Normal Psychic
0780   Drampa Normal Dragon
0899   Wyrdeer Normal Psychic
0931   Squawkabilly Normal Flying
0981   Farigiraf Normal Psychic

Secondary Normal-type Pokémon

# Name Type 1 Type 2
0019   Rattata
Alolan form
Dark Normal
0020   Raticate
Alolan form
Dark Normal
0263   Zigzagoon
Galarian Form
Dark Normal
0264   Linoone
Galarian Form
Dark Normal
0667   Litleo Fire Normal
0668   Pyroar Fire Normal
0694   Helioptile Electric Normal
0695   Heliolisk Electric Normal
0862   Obstagoon Dark Normal
0876   Indeedee Psychic Normal
0901   Ursaluna Ground Normal
0928   Smoliv Grass Normal
0929   Dolliv Grass Normal
0930   Arboliva Grass Normal
0944   Shroodle Poison Normal
0945   Grafaiai Poison Normal
0967   Cyclizar Dragon Normal

Changed types

These Normal-type Pokémon have had their types changed.

# Name Original types New types
0035   Clefairy Gen I-V Normal Gen VI+ Fairy
0036   Clefable Gen I-V Normal Gen VI+ Fairy
0039   Jigglypuff Gen I-V Normal Gen VI+ Normal Fairy
0040   Wigglytuff Gen I-V Normal Gen VI+ Normal Fairy
0173   Cleffa Gen II-V Normal Gen VI+ Fairy
0174   Igglybuff Gen II-V Normal Gen VI+ Normal Fairy
0175   Togepi Gen II-V Normal Gen VI+ Fairy
0176   Togetic Gen II-V Normal Flying Gen VI+ Fairy Flying
0209   Snubbull Gen II-V Normal Gen VI+ Fairy
0210   Granbull Gen II-V Normal Gen VI+ Fairy
0298   Azurill Gen III-V Normal Gen VI+ Normal Fairy
0468   Togekiss Gen IV-V Normal Flying Gen VI+ Fairy Flying

Pokéstar Studios opponents

 
F-00
 Steel  Normal 
Volt Absorb
HP Atk Def SpA SpD Spd
100 100 100 100 100 100
 
F-00
 Steel  Normal 
Reckless
HP Atk Def SpA SpD Spd
100 100 100 100 100 100
 
Humanoid
 Normal 
Insomnia
HP Atk Def SpA SpD Spd
100 100 100 100 100 100
 
Monica
 Normal 
Huge Power
HP Atk Def SpA SpD Spd
100 100 100 100 100 100

Moves

As of Generation IX, there are 202 Normal-type moves, which makes up 21.62% of all moves (excluding those that are Normal-type only under certain circumstances), making it the most common type among moves, with Psychic coming in second.

Prior to changes in Generation IV, all damaging Normal-type moves were physical, but they may now also be special, depending on the move.

Some moves have had their types changed.

Gen Move Category Contest Power Accuracy PP Target Description
IV Acupressure Status Tough % 30 (max 48)
     
     
User or adjacent ally
The user applies pressure to stress points, sharply boosting one of its or its allies' stats.
V After You Status Cute % 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 ally Pokémon.
II Attract Status Cute 100% 15 (max 24)
     
     
Any adjacent Pokémon
If the target is of the opposite gender to the user, it becomes infatuated with the user and will sometimes be unable to use its moves.
I Barrage Physical Cute 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 and passes along any stat changes.
II Belly Drum Status Cute % 10 (max 16)
     
     
Self
The user maximizes its Attack stat but loses HP equal to half its max HP.
V Bestow Status Cute % 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 % 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
A long body, tentacles, or the like 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 the target from fleeing.
IX Blood Moon Special 140 100% 5 (max 8)
     
     
Any adjacent Pokémon
The user unleashes the full brunt of its spirit from a full moon that shines as red as blood. This move can't be used twice in a row.
I Body Slam Physical Tough 85 100% 15 (max 24)
     
     
Any adjacent Pokémon
The user attacks by dropping onto the target with its full body weight. This may also leave the target with paralysis.
VI Boomburst Special Tough 140 100% 10 (max 16)
     
     
All adjacent Pokémon
The user attacks everything around it with the destructive power of a terrible explosive sound.
VII Breakneck Blitz Physical % 1 (max 1)
     
     
Any adjacent Pokémon
The user builds up its momentum using its Z-Power and crashes into the target at full speed. The power varies, depending on the original move.
VII Breakneck Blitz Special % 1 (max 1)
     
     
Any adjacent Pokémon
The user builds up its momentum using its Z-Power and crashes into the target at full speed. The power varies, depending on the original move.
III Camouflage Status Clever % 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 Cute 100% 20 (max 32)
     
     
All adjacent foes
If any opposing Pokémon is the opposite gender of the user, it is charmed, which harshly lowers its Sp. Atk stat.
VI Celebrate Status Cute % 40 (max 64)
     
     
Self
The Pokémon congratulates you on your special day!
V Chip Away Physical Tough 70 100% 20 (max 32)
     
     
Any adjacent Pokémon
Looking for an opening, the user strikes consistently. 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.
VI Confide Status Cute % 20 (max 32)
     
     
Any adjacent Pokémon
The user tells the target a secret, and the target loses its ability to concentrate. This lowers the target's Sp. Atk stat.
I Constrict Physical Tough 10 100% 35 (max 56)
     
     
Any adjacent Pokémon
The target is attacked with long, creeping tentacles, vines, or the like. This may also lower the target's Speed stat.
I Conversion Status Beautiful % 30 (max 48)
     
     
Self
The user changes its type to become the same type as the move at the top of the list of moves it knows.
II Conversion 2 Status Beautiful % 30 (max 48)
     
     
Any adjacent Pokémon
The user changes its type to make itself resistant to the type of the move the target used last.
IV Copycat Status Cute % 20 (max 32)
     
     
Self
The user mimics the move used immediately before it. The move fails if no other move has been used yet.
VIII Court Change Status 100% 10 (max 16)
     
     
All Pokémon
With its mysterious power, the user swaps the effects on either side of the field.
III Covet Physical Cute 60 100% 25 (max 40)
     
     
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. This may also lower the target's Defense stat.
IV Crush Grip Physical Tough 100% 5 (max 8)
     
     
Any adjacent Pokémon
The target is crushed with great force. The more HP the target has left, the greater the move's power.
I Cut Physical Cool 50 95% 30 (max 48)
     
     
Any adjacent Pokémon
The target is cut with a scythe, a claw, or the like to inflict damage.
I Defense Curl Status Cute % 40 (max 64)
     
     
Self
The user curls up and boosts its Defense stat.
I Disable Status Clever 100% 20 (max 32)
     
     
Any adjacent Pokémon
For four turns, the target will be unable to use whichever move it last used.
I Dizzy Punch Physical Cute 70 100% 10 (max 16)
     
     
Any adjacent Pokémon
The target is hit with rhythmically launched punches. This may also leave the target confused.
IX Doodle Status 100% 10 (max 16)
     
     
Self
The user captures the very essence of the target in a sketch. This changes the Abilities of the user and its ally Pokémon to that of the target.
IV Double Hit Physical Cool 35 90% 10 (max 16)
     
     
Any adjacent Pokémon
The user slams the target with a tail or the like. The target is hit twice in a row.
I Double Slap Physical Cute 15 85% 10 (max 16)
     
     
Any adjacent Pokémon
The target is slapped repeatedly, back and forth, two to five times in a row.
I Double Team Status Cool % 15 (max 24)
     
     
Self
By moving rapidly, the user makes illusory copies of itself to boost its evasiveness.
I Double-Edge Physical Tough 120 100% 15 (max 24)
     
     
Any adjacent Pokémon
A reckless life-risking tackle in which the user rushes the target. This also damages the user quite a lot.
V Echoed Voice Special Beautiful 40 100% 15 (max 24)
     
     
Any adjacent Pokémon
The user attacks the target with an echoing voice. If this move is used consecutively by any Pokémon, its power is boosted.
I Egg Bomb Physical Cute 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 the move it encored for three turns.
III Endeavor Physical Tough 100% 5 (max 8)
     
     
Any adjacent Pokémon
The user inflicts damage by cutting down the target's HP to roughly equal the user's HP.
II Endure Status Tough % 10 (max 16)
     
     
Self
The user endures any attack with at least 1 HP. This move's chance of failing rises if used in succession.
V Entrainment Status Cute 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 Beautiful 250 100% 5 (max 8)
     
     
All adjacent Pokémon
The user attacks everything around it by causing a tremendous explosion. The user faints upon using this move.
VII Extreme Evoboost Status % 1 (max 1)
     
     
Self
After obtaining Z-Power, the user, Eevee, gets energy from its evolved friends and boosts its stats sharply.
II Extreme Speed Physical Cool 80 100% 5 (max 8)
     
     
Any adjacent Pokémon
The user charges the target at blinding speed. This move always goes first.
III Facade Physical Cute 70 100% 20 (max 32)
     
     
Any adjacent Pokémon
This move's power is doubled if the user is poisoned, burned, or paralyzed.
III Fake Out Physical Cute 40 100% 10 (max 16)
     
     
Any adjacent Pokémon
This attack hits first and makes the target flinch. It works only on the first turn each time the user enters 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 Clever 30 100% 10 (max 16)
     
     
Any adjacent Pokémon
This attack can hit a target using a move such as Protect or Detect. This also lifts the effects of those moves.
IX Fillet Away Status % 10 (max 16)
     
     
Self
The user sharply boosts its Attack, Sp. Atk, and Speed stats by using its own HP.
II Flail Physical Cute 100% 15 (max 24)
     
     
Any adjacent Pokémon
The user flails about aimlessly to attack. The less HP the user has, the greater the move's power.
I Flash Status Beautiful 100% 20 (max 32)
     
     
Any adjacent Pokémon
The user flashes a bright light that cuts the target's accuracy.
I Focus Energy Status Cool % 30 (max 48)
     
     
Self
The user takes a deep breath and focuses so that its future attacks have a heightened chance of landing critical hits.
III Follow Me Status Cute % 20 (max 32)
     
     
Self
The user draws attention to itself, making all opposing Pokémon take aim only at the user.
II Foresight Status Clever % 40 (max 64)
     
     
Any adjacent Pokémon
Enables a Ghost-type target to be hit by Normal- and Fighting-type attacks. This also enables an evasive target to be hit.
II Frustration Physical Cute 100% 20 (max 32)
     
     
Any adjacent Pokémon
This full-power attack grows more powerful the less the user likes its Trainer.
I Fury Attack Physical Cool 15 85% 20 (max 32)
     
     
Any adjacent Pokémon
The user attacks by jabbing the target with a horn, a beak, or the like. This move hits two to five times in a row.
I Fury Swipes Physical Tough 18 80% 15 (max 24)
     
     
Any adjacent Pokémon
The user attacks by raking the target with claws, scythes, or the like. This move hits two to five times in a row.
VIII G-Max Cuddle Physical % 3 (max 4)
     
     
All adjacent foes
A Normal-type attack that Gigantamax Eevee use. This move infatuates opponents.
VIII G-Max Cuddle Special % 3 (max 4)
     
     
All adjacent foes
A Normal-type attack that Gigantamax Eevee use. This move infatuates opponents.
VIII G-Max Gold Rush Physical % 3 (max 4)
     
     
All adjacent foes
A Normal-type attack that Gigantamax Meowth use. This move confuses opponents and also earns extra money.
VIII G-Max Gold Rush Special % 3 (max 4)
     
     
All adjacent foes
A Normal-type attack that Gigantamax Meowth use. This move confuses opponents and also earns extra money.
VIII G-Max Replenish Physical % 3 (max 4)
     
     
All adjacent foes
A Normal-type attack that Gigantamax Snorlax use. This move restores Berries that have been eaten.
VIII G-Max Replenish Special % 3 (max 4)
     
     
All adjacent foes
A Normal-type attack that Gigantamax Snorlax use. This move restores Berries that have been eaten.
IV Giga Impact Physical Tough 150 90% 5 (max 8)
     
     
Any adjacent Pokémon
The user charges at the target using every bit of its power. The user can't move on the next turn.
I Glare Status Tough 100% 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 opposing Pokémon less wary. This lowers their Attack stats.
I Growth Status Beautiful % 20 (max 32)
     
     
Self
The user's body grows all at once, boosting the Attack and Sp. Atk stats.
I Guillotine Physical Cool 30% 5 (max 8)
     
     
Any adjacent Pokémon
A vicious tearing attack with big pincers. The target faints instantly if this attack hits.
VI Happy Hour Status Cute % 30 (max 48)
     
     
All allies
Using Happy Hour doubles the amount of prize money received after battle.
I Harden Status Tough % 30 (max 48)
     
     
Self
The user stiffens all the muscles in its body to boost its Defense stat.
V Head Charge Physical Tough 120 100% 15 (max 24)
     
     
Any adjacent Pokémon
The user charges its head into the target, using its powerful guard hair. This 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. This may also make the target flinch.
II Heal Bell Status Beautiful % 5 (max 8)
     
     
All allies
The user makes a soothing bell chime to cure the status conditions of all its fellow party Pokémon and allies.
III Helping Hand Status Clever % 20 (max 32)
     
     
Adjacent ally
The user assists an ally by boosting the power of that ally's attack.
II Hidden Power Special Clever 60 100% 15 (max 24)
     
     
Any adjacent Pokémon
A unique attack that varies in type depending on the Pokémon using it.
VI Hold Back Physical Cool 40 100% 40 (max 64)
     
     
Any adjacent Pokémon
The user holds back when it attacks, and the target is left with at least 1 HP.
VI Hold Hands Status Cute % 40 (max 64)
     
     
Adjacent ally
The user and an ally hold hands. This makes them very happy.
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 30% 5 (max 8)
     
     
Any adjacent Pokémon
The user stabs the target with a horn that rotates like a drill. The target faints instantly if this attack hits.
III Howl Status Cool % 40 (max 64)
     
     
All allies
The user howls loudly to rouse itself and its allies. This boosts their Attack stats.
I Hyper Beam Special Cool 150 90% 5 (max 8)
     
     
Any adjacent Pokémon
The target is attacked with a powerful beam. The user can't move on the next turn.
IX Hyper Drill Physical 100 100% 5 (max 8)
     
     
Any adjacent Pokémon
The user spins the pointed part of its body at high speed to pierce the target. This attack can hit a target using a move such as Protect or Detect.
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. This may also make the target flinch.
III Hyper Voice Special Cool 90 100% 10 (max 16)
     
     
All adjacent foes
The user attacks by letting loose a horribly loud, resounding cry.
IV Judgment Special Beautiful 100 100% 10 (max 16)
     
     
Any adjacent Pokémon
The user releases countless shots of light at the target. This move's type changes depending on the kind of plate held by the user.
VII Laser Focus Status % 30 (max 48)
     
     
Self
The user concentrates intensely. The attack on the next turn always results in a critical hit.
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 user gives opposing Pokémon an intimidating leer that lowers their Defense stats.
II Lock-On Status Clever % 5 (max 8)
     
     
Any adjacent Pokémon
The user takes sure aim at the target. This ensures the user's next move does not miss that target.
I Lovely Kiss Status Beautiful 75% 10 (max 16)
     
     
Any adjacent Pokémon
With a scary face, the user tries to kiss 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 for five turns.
VIII Max Guard Status % 3 (max 4)
     
     
Self
This move enables the user to protect itself from all attacks. Its chance of failing rises if it is used in succession.
VIII Max Strike Physical % 3 (max 4)
     
     
All adjacent foes
This is a Normal-type attack Dynamax Pokémon use. This lowers the target's Speed stat.
VIII Max Strike Special % 3 (max 4)
     
     
All adjacent foes
This is a Normal-type attack Dynamax Pokémon use. This lowers the target's Speed stat.
IV Me First Status Clever % 20 (max 32)
     
     
Any adjacent foe
The user cuts ahead of the target to copy and use the target's intended move with greater power. This move fails if it isn't used first.
II Mean Look Status Beautiful % 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 % 5 (max 8)
     
     
Self
The user restores its own HP by up to half its max HP.
I Mimic Status Cute % 10 (max 16)
     
     
Any adjacent Pokémon
The user copies the move last used by the target. The copied move can be used until the user of Mimic leaves the battle.
II Mind Reader Status Clever % 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 % 10 (max 16)
     
     
Self
The user compresses its body to make itself look smaller, which sharply boosts its evasiveness.
II Morning Sun Status Beautiful % 5 (max 8)
     
     
Self
The user restores its own HP. The amount of HP regained varies with the weather.
VII Multi-Attack Physical 120 100% 10 (max 16)
     
     
Any adjacent Pokémon
Cloaking itself in powerful energy, the user slams into the target to inflict damage. This move's type changes depending on the kind of memory disc held by the user.
IV Natural Gift Physical Clever 100% 15 (max 24)
     
     
Any adjacent Pokémon
The user draws power to attack by using its held Berry. The Berry determines the move's type and power.
III Nature Power Status Beautiful % 20 (max 32)
     
     
Any adjacent Pokémon
This attack makes use of nature's power. Its effects vary depending on the user's environment.
VI Noble Roar Status Tough 100% 30 (max 48)
     
     
Any adjacent Pokémon
Letting out a noble roar, the user intimidates the target and lowers its Attack and Sp. Atk stats.
III Odor Sleuth Status Clever % 40 (max 64)
     
     
Any adjacent Pokémon
Enables a Ghost-type target to be hit by Normal- and Fighting-type attacks. This also enables an evasive target to be hit.
II Pain Split Status Clever % 20 (max 32)
     
     
Any adjacent Pokémon
The user adds its HP to the target's HP, then equally splits the combined HP between the target and itself.
I Pay Day Physical Clever 40 100% 20 (max 32)
     
     
Any adjacent Pokémon
Coins are hurled at the target to inflict damage. Money is earned after the battle.
II Perish Song Status Beautiful % 5 (max 8)
     
     
All Pokémon
Any Pokémon that hears this song faints in three turns, unless it switches out of battle.
VI Play Nice Status Cute % 20 (max 32)
     
     
Any adjacent Pokémon
The user and the target become friends, and the target loses its will to fight. This lowers the target's Attack stat.
IX Population Bomb Physical 20 90% 10 (max 16)
     
     
Any adjacent Pokémon
The user's fellows gather in droves to perform a combo attack that hits the target one to ten times in a row.
I Pound Physical Tough 40 100% 35 (max 56)
     
     
Any adjacent Pokémon
The target is physically pounded with a long tail, a foreleg, or the like.
VIII Power Shift Status % 10 (max 16)
     
     
Self
The user swaps its Attack and Defense stats.
II Present Physical Cute 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
This move enables the user to protect itself from all attacks. Its chance of failing rises if it is used in succession.
II Psych Up Status Clever % 10 (max 16)
     
     
Any adjacent Pokémon
The user hypnotizes itself into copying any stat change made by the target.
VII Pulverizing Pancake Physical 210 % 1 (max 1)
     
     
Any adjacent Pokémon
Z-Power brings out the true capabilities of the user, Snorlax. The Pokémon moves its enormous body energetically and attacks the target with full force.
I Quick Attack Physical Cool 40 100% 30 (max 48)
     
     
Any adjacent Pokémon
The user lunges at the target to inflict damage, moving at blinding speed. This move always goes first.
I Rage Physical Tough 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.
IX Raging Bull Physical 90 100% 10 (max 16)
     
     
Any adjacent Pokémon
The user performs a tackle like a raging bull. This move's type depends on the user's form. It can also break barriers, such as Light Screen and Reflect.
II Rapid Spin Physical Cool 50 100% 40 (max 64)
     
     
Any adjacent Pokémon
The user performs a spin attack that can also eliminate the effects of such moves as Bind, Wrap, and Leech Seed. This also boosts the user's Speed stat.*
I Razor Wind Special Cool 80 100% 10 (max 16)
     
     
All adjacent foes
In this two-turn attack, blades of wind hit opposing Pokémon on the second turn. Critical hits land more easily.
I Recover Status Clever % 5 (max 8)
     
     
Self
The user regenerates its cells, restoring its own HP by up to half its max HP.
III Recycle Status Clever % 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 Clever % 15 (max 24)
     
     
Any adjacent Pokémon
The user reflects the target's type to become the same type as the target.
III Refresh Status Cute % 20 (max 32)
     
     
Self
The user rests to cure itself of poisoning, a burn, or paralysis.
V Relic Song Special Beautiful 75 100% 10 (max 16)
     
     
All adjacent foes
The user sings an ancient song and attacks by appealing to the hearts of the listening opposing Pokémon. This may also induce sleep.
V Retaliate Physical Cool 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 move's power is increased.
II Return Physical Cute 100% 20 (max 32)
     
     
Any adjacent Pokémon
This full-power attack grows more powerful the more the user likes its Trainer.
VII Revelation Dance Special 90 100% 15 (max 24)
     
     
Any adjacent Pokémon
The user attacks the target by dancing with all its might. This move becomes the same type as the user's type.
IX Revival Blessing Status % 1 (max 1)
     
     
Self
The user bestows a loving blessing, reviving a party Pokémon that has fainted and restoring half that Pokémon's max HP.
I Roar Status Cool % 20 (max 32)
     
     
Any adjacent Pokémon
The target is scared off, and a different Pokémon is dragged out. In the wild, this ends a battle against a single Pokémon.
IV Rock Climb Physical Tough 90 85% 20 (max 32)
     
     
Any adjacent Pokémon
The user attacks the target by smashing into it with incredible force. This may also confuse the target.
V Round Special Beautiful 60 100% 15 (max 24)
     
     
Any adjacent Pokémon
The user attacks the target with a song. If others use this move, they will act immediately after the initial user, and the power of their Rounds will be boosted.
II Safeguard Status Beautiful % 25 (max 40)
     
     
All allies
The user creates a protective field that prevents status conditions 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 lower its Speed stat.
I Scratch Physical Tough 40 100% 35 (max 56)
     
     
Any adjacent Pokémon
Hard, pointed, sharp claws rake the target to inflict damage.
I Screech Status Clever 85% 40 (max 64)
     
     
Any adjacent Pokémon
An earsplitting screech harshly lowers the target's Defense stat.
III Secret Power Physical Clever 70 100% 20 (max 32)
     
     
Any adjacent Pokémon
The additional effects of this attack depend upon where it was used.
I Self-Destruct Physical Beautiful 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 makes its edges more jagged, which raises its Attack stat.
IX Shed Tail Status % 10 (max 16)
     
     
Self
The user creates a substitute for itself using its own HP before switching places with a party Pokémon in waiting.
V Shell Smash Status Tough % 15 (max 24)
     
     
Self
The user breaks its shell, which lowers its Defense and Sp. Def stats but sharply boosts its Attack, Sp. Atk, and Speed stats.
V Simple Beam Status Cute 100% 15 (max 24)
     
     
Any adjacent Pokémon
The user emits a mysterious psychic wave that 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 beautiful voice that puts the target to sleep.
II Sketch Status Clever % 1 (max 1)
     
     
Any adjacent Pokémon
This move enables the user to permanently learn the move last used by the target. Once used, Sketch disappears.
I Skull Bash Physical Tough 130 100% 10 (max 16)
     
     
Any adjacent Pokémon
The user tucks in its head to raise its Defense stat on the first turn, then rams the target on the next turn.
III Slack Off Status Cute % 5 (max 8)
     
     
Self
The user slacks off, restoring its own HP by up to half its max HP.
I Slam Physical Tough 80 75% 20 (max 32)
     
     
Any adjacent Pokémon
The target is slammed with a long tail, vines, or the like to inflict damage.
I Slash Physical Cool 70 100% 20 (max 32)
     
     
Any adjacent Pokémon
The target is attacked with a slash of claws, scythes, or the like. This move has a heightened chance of landing a critical hit.
II Sleep Talk Status Cute % 10 (max 16)
     
     
Self
The user randomly uses one of the moves it knows. This move can only be used while the user is asleep.
III Smelling Salts Physical Tough 70 100% 10 (max 16)
     
     
Any adjacent Pokémon
This attack's power is doubled when used on a target with paralysis. This also cures the target's paralysis, however.
I Smokescreen Status Clever 100% 20 (max 32)
     
     
Any adjacent Pokémon
The user releases an obscuring cloud of smoke or ink. This lowers the target's accuracy.
II Snore Special Cute 50 100% 15 (max 24)
     
     
Any adjacent Pokémon
This attack can be used only if the user is asleep. The harsh noise may also make the target flinch.
I Soft-Boiled Status Cute % 5 (max 8)
     
     
Self
The user restores its own HP by up to half its max HP.
I Sonic Boom 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 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 move's power.
I Splash Status Cute % 40 (max 64)
     
     
Self
The user just flops and splashes around to no effect at all...
VII Spotlight Status % 15 (max 24)
     
     
Any adjacent Pokémon
The user shines a spotlight on the target so that only the target will be attacked during the turn.
III Stockpile Status Tough % 20 (max 32)
     
     
Self
The user stores power and boosts its Defense and Sp. Def stats. This move can be used up to three times.
I Stomp Physical Tough 65 100% 20 (max 32)
     
     
Any adjacent Pokémon
The user attacks by stomping on the target with a big foot. This 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.
I Struggle Physical Tough 50 % 1 (max 1)
     
     
Any adjacent foe
This attack is used in desperation only if the user has no remaining PP. It also damages the user a little.
VIII Stuff Cheeks Status % 10 (max 16)
     
     
Self
The user eats its held Berry, then sharply boosts its Defense stat.
I Substitute Status Cute % 10 (max 16)
     
     
Self
The user creates a substitute for itself using some of its own HP. The substitute serves as the user's decoy.
I Super Fang Physical Tough 90% 10 (max 16)
     
     
Any adjacent Pokémon
The user chomps hard on the target with its sharp front fangs. This cuts the target's HP in half.
I Supersonic Status Clever 55% 20 (max 32)
     
     
Any adjacent Pokémon
The user generates odd sound waves from its body that confuse the target.
II Swagger Status Cute 85% 15 (max 24)
     
     
Any adjacent Pokémon
The user enrages and confuses the target. However, this 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 restore its own HP. The more power is stored, the more HP is restored.
II Sweet Scent Status Cute 100% 20 (max 32)
     
     
All adjacent foes
The user releases a scent that harshly lowers opposing Pokémon's evasiveness.
I Swift Special Cool 60 % 20 (max 32)
     
     
All adjacent foes
Star-shaped rays are shot at opposing Pokémon. This attack never misses.
I Swords Dance Status Beautiful % 20 (max 32)
     
     
Self
A frenetic dance to uplift the fighting spirit. This sharply boosts the user's Attack stat.
I Tackle Physical Tough 40 100% 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 Cute 25 85% 10 (max 16)
     
     
Any adjacent Pokémon
The user attacks by striking the target with its hard tail. This move hits 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. This lowers their Defense stats.
I Take Down Physical Tough 90 85% 20 (max 32)
     
     
Any adjacent Pokémon
A reckless full-body charge attack for slamming into the target. This also damages the user a little.
VII Tearful Look Status % 20 (max 32)
     
     
Any adjacent Pokémon
The user gets teary-eyed to make the target lose its combative spirit. This lowers the target's Attack and Sp. Atk stats.
VIII Teatime Status % 10 (max 16)
     
     
All Pokémon
The user has teatime with all the Pokémon currently in the battle. Each Pokémon eats its held Berry.
V Techno Blast Special Cool 120 100% 5 (max 8)
     
     
Any adjacent Pokémon
The user attacks by firing a beam of light at the target. This move's type changes depending on the kind of drive held by the user.
III Teeter Dance Status Cute 100% 20 (max 32)
     
     
All adjacent Pokémon
The user performs a wobbly dance that confuses every Pokémon around it.
IX Tera Blast Special 80 100% 10 (max 16)
     
     
Any adjacent Pokémon
If the user has Terastallized, it unleashes energy of its Tera Type. This move inflicts damage using the Attack or Sp. Atk stat, whichever is higher for the user.
IX Tera Starstorm Special 120 100% 5 (max 8)
     
     
Any adjacent Pokémon
With the power of its crystals, the user bombards and eliminates the target. When used by Terapagos in its Stellar Form, this move damages all opposing Pokémon.
VIII Terrain Pulse Special 50 100% 10 (max 16)
     
     
Any adjacent Pokémon
The user utilizes the energy of the terrain to attack. This move’s type and power change depending on the terrain at the time the move is used.
I Thrash Physical Tough 120 100% 10 (max 16)
     
     
Self
The user rampages and attacks for two to three turns. The user then becomes confused.
III Tickle Status Cute 100% 20 (max 32)
     
     
Any adjacent Pokémon
The user tickles the target into laughing, lowering its Attack and Defense stats.
IX Tidy Up Status % 10 (max 16)
     
     
Self
The user tidies up and removes the effects of Spikes, Stealth Rock, Sticky Web, Toxic Spikes, and Substitute. This also boosts the user's Attack and Speed stats.
I Transform Status Clever % 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 Beautiful 80 100% 10 (max 16)
     
     
Any adjacent Pokémon
The user strikes with a simultaneous three-beam attack. This may also burn, freeze, or paralyze the target.
IV Trump Card Special Cool % 5 (max 8)
     
     
Any adjacent Pokémon
The fewer PP this move has, the greater its power.
III Uproar Special Cute 90 100% 10 (max 16)
     
     
Self
The user attacks in an uproar for three turns. During that time, no Pokémon can fall asleep.
VII Veevee Volley Physical % 1 (max 1)
     
     
Any adjacent Pokémon
The more Eevee loves its Trainer, the greater the move’s power. It never misses.
I Vise Grip 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 Beautiful 50 100% 10 (max 16)
     
     
Any adjacent Pokémon
This move's type and power change depending on the weather at the time the move is used.
I Whirlwind Status Clever % 20 (max 32)
     
     
Any adjacent Pokémon
The target is blown away, and a different Pokémon is dragged out. In the wild, this ends a battle against a single Pokémon.
III Wish Status Cute % 10 (max 16)
     
     
Self
One turn after this move is used, the user's or its replacement's HP is restored by up to half the user's max HP.
V Work Up Status Tough % 30 (max 48)
     
     
Self
The user is roused, and its Attack and Sp. Atk stats are boosted.
I Wrap Physical Tough 15 90% 20 (max 32)
     
     
Any adjacent Pokémon
A long body, vines, or the like are used to wrap and squeeze the target for four to five turns.
IV Wring Out Special Tough 100% 5 (max 8)
     
     
Any adjacent Pokémon
The user powerfully wrings the target. The more HP the target has, the greater the move'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.

Changed types

The following Normal-type moves have had their types changed into another.

Move Original type New type
Bite Gen I Normal Gen II+ Dark
Charm Gen II–V Normal Gen VI+ Fairy
Gust Gen I Normal Gen II+ Flying
Karate Chop Gen I Normal Gen II+ Fighting
Moonlight Gen II–V Normal Gen VI+ Fairy
Sand Attack Gen I Normal Gen II+ Ground
Sweet Kiss Gen II–V Normal Gen VI+ Fairy

Abilities

Interacting with the Normal type

A Pokémon with Protean or Libero will become a Normal-type Pokémon if it uses a Normal-type move. A Pokémon with Color Change or Imposter will become a Normal-type Pokémon if (respectively) it is hit with a Normal-type move or is sent out against a Normal-type opponent.

Gen Ability Description
VI Aerilate Normal-type moves become Flying-type moves. The power of those moves is boosted a little.
VII Galvanize Normal-type moves become Electric-type moves. The power of those moves is boosted a little.
IX Mind's Eye The Pokémon ignores changes to opponents' evasiveness, its accuracy can't be lowered, and it can hit Ghost types with Normal- and Fighting-type moves.
IV Normalize All the Pokémon's moves become Normal type. The power of those moves is boosted a little.
VI Pixilate Normal-type moves become Fairy-type moves. The power of those moves is boosted a little.
VI Refrigerate Normal-type moves become Ice-type moves. The power of those moves is boosted a little.
IV Scrappy The Pokémon can hit Ghost-type Pokémon with Normal- and Fighting-type moves. It is also unaffected by Intimidate.
All details are accurate to Generation IX games. For details that have changed between generations, please see an individual Ability's page.

Exclusive Abilities

Currently, no Abilities are exclusive to Normal-type Pokémon. This does not include signature Abilities.

Items

Name Description
  Blank Plate A stone tablet imbued with the essence of normalcy. When used on a certain Pokémon, it allows that Pokémon to gain the power of the Normal type.
  Chilan Berry If a Pokémon holding this Berry is hit with a Normal-type move, the power of that move will be weakened.
  Normal Gem An item to be held by a Pokémon. This gem is imbued with the essence of normalcy and will boost the power of a Normal-type move—but only once.
  Normal Tera Shard On rare occasions, these shards form when a Tera Pokémon falls in battle and its Tera Jewel shatters.
  Normalium Z This is a crystallized form of Z-Power. It upgrades Normal-type moves to Z-Moves.
Pink Bow Powers up Normal-type moves.
Polkadot Bow Powers up Normal-type moves.
  Silk Scarf An item to be held by a Pokémon. It's a sumptuous scarf that boosts the power of the holder's Normal-type moves.
All details are accurate to Generation IX games. For details that have changed between generations, please see an individual item's page.

Cram-o-matic

Name
  Ability Capsule
  Amulet Coin
  Choice Scarf
  Full Incense
  Luck Incense
  Lucky Egg
  PP Max
  PP Up
  Quick Claw
  Quick Powder
  Safety Goggles
  Upgrade
  White Apricorn

Notable Normal-type Trainers

Main article: Category:Normal-type Trainers
Gen Trainer Title Location
II  
Whitney
Gym Leader Goldenrod Gym
III  
Norman
Gym Leader Petalburg Gym
V  
Lenora
Gym LeaderBW
Pokémon TrainerB2W2
Nacrene GymBW
V  
Cheren
Gym LeaderB2W2 Aspertia GymB2W2
VII  
Ilima
Trial Captain Verdant Cavern
IX  
Larry*
Gym Leader Medali Gym

Icons

Core series

                               
Icon from
Pokémon Ruby, Sapphire, Emerald, HeartGold and SoulSilver
Icon from
Pokémon FireRed and LeafGreen
Icon from
Generation IV
Icon from
Generation V
Icon from
Generation VI
Icon from
Pokémon Sun, Moon, Ultra Sun and Ultra Moon
Icon from
Let's Go, Pikachu!; Let's Go, Eevee!
Icon from
Pokémon Sword and Shield
Symbol icon from
Let's Go, Pikachu!; Let's Go, Eevee!; Sword, Shield and HOME
Icon from
Pokémon Brilliant Diamond and Shining Pearl
Symbol icon from
Pokémon Brilliant Diamond, Shining Pearl, Scarlet and Violet
Icon from
Pokémon Legends: Arceus
Symbol icon from
Pokémon Legends: Arceus
Icon from
Pokémon Scarlet and Violet
Tera icon from
Pokémon Scarlet and Violet
Tera symbol icon from
Pokémon Scarlet and Violet

Side series

         
Icon from
Pokémon Stadium
Icon from
Pokémon Stadium 2
Icon from
Pokémon Colosseum
Icon from
Pokémon XD: Gale of Darkness
Icon from
Pokémon Battle Revolution

Spin-off games

                   
Symbol icon from
Pokémon Ranger
Symbol icon from
Pokémon Battrio
Symbol icon from
Pokémon Tretta
Symbol icon from
Pokémon GO
Symbol icon from
Pokémon Rumble Rush
Symbol icon from
Pokémon Masters EX
Symbol icon from
Pokémon Mystery Dungeon: Rescue Team DX
Symbol icon from
Pokémon Mezastar
Symbol icon from
New Pokémon Snap
Symbol icon from
Pokémon Sleep

Statistical averages

Overall

Stat
HP: 77.11
Attack: 75.98
Defense: 62.17
Sp.Atk: 61.11
Sp.Def: 66.73
Speed: 73.61
Total: 416.71


Fully evolved

Stat
HP: 87.55
Attack: 88.11
Defense: 72.75
Sp.Atk: 71.66
Sp.Def: 78.7
Speed: 84.83
Total: 483.6



Trivia

  • Generation I introduced the most Normal-type Pokémon of any generation, with 22 (24 if Clefairy and Clefable, who had their type changed from Generation VI onward, are counted). Generation VI introduced the fewest Normal-type Pokémon, with eight.
  • Generation I introduced the most Normal-type moves of any generation, with 78 (counting Gust, Karate Chop, Bite, and Sand-Attack, which had their type changed from Generation II onward). Generation VI introduced the fewest Normal-type moves, with eight.
  • With 202 Normal-type moves, this type has the most moves available.
    • Additionally, there are two unique Normal-type Max Moves (not including G-Max Moves), the most of any type.
    • The Normal type is the only type that has more moves than Pokémon.
  • The Normal type is tied with the Electric type for the fewest defensive weaknesses.
  • The Normal type is the only type that does not have any resistances.
  • Normal-type Pokémon, on average, have the lowest Defense and Special Defense of all Pokémon and of fully evolved Pokémon.
  • On average, fully evolved Pokémon with the Normal type have the lowest base Special Attack of all types.
  • The Normal type is the only type that is not super effective against any other type.
  • The Normal type has the fewest non-neutral type relations, with only four.
  • Ghost and Normal are the only types that are immune to each other.
  • No Pokémon gains the Normal type upon evolving. It shares this distinction with the Bug type.
    • Additionally, no Pokémon gains the Normal type upon changing forms, unless reverting to its base form.
  • Normal/Flying is the most abundant dual-type combination.
  • Normal has the most unused type combinations at four, as there are no Normal-type Pokémon that are also part Steel, Rock, Bug, and Ice.
    • This makes Normal the only type that has not been paired up with Steel.
      • This also makes Normal the only type that has yet to be paired with every other type, to have more than two unused pairings.
  • In contests, the Normal type has the most moves that can jam.
  • Generation VI added the most new type combinations for Normal, the most dual-typed Normal Pokémon (if Pokémon retyped as Normal/Fairy are counted), the first dual-typed Pokémon with Normal as a secondary type, and the fewest Normal/Flying-type Pokémon (with only one) of any generation that introduced Pokémon with that type combination; Generation VIII did not introduce any.
    • Prior to Generation VI, Normal was only present as a secondary type for Pokéstar Studio opponents, or on Glitch Pokémon (notably Red/Blue MissingNo.).
  • Normal is the only type to have ever lost Pokémon, having lost Clefairy, Clefable, Cleffa, Togepi, Togetic, Snubbull, Granbull, and Togekiss when the Fairy type was introduced in Generation VI.
    • Additionally, it is the only type to have the same number of Pokémon in two consecutive generations.
  • For the purpose of the Purify Chamber, Normal is considered strong against itself, even though in battle, it is not.
  • The Normal-type is frequently associated with type changing:
    • More Pokémon lose the Normal type upon evolving than any other type, with a total of five (twelve if all of Eevee's evolutions are counted separately).
    • Eight Normal-type Pokémon have at least one signature move or a signature Ability which involves changing their type.
    • Most moves which involve changing the user's type or with a varying damage type are Normal-type.
    • Most Abilities that change a move's type affect Normal-type moves.
  • Normal-type attacks are completely unresisted during an Inverse Battle.
  • Normal is the only type with no Paradox Pokémon.
  • Ash has never beaten a Normal-type Gym Leader on his first try in the anime.
  • In Pokémon Shuffle, Normal is the only type that lacks immunities to status conditions.

In other languages

Language Title
  Japanese ノーマル Normal
Chinese Cantonese 一般 Yātbūn *
普通 Póutūng *
無屬性 Mòuhsuhksing *
Mandarin 一般 Yībān
  Czech Normální
  Danish Normal
  Dutch Normaal
  Finnish Normaali
Perus
  French Normal
  German Normal
  Greek Φυσιολογικός Fysiologikós
  Hebrew רגיל Ragil
נורמאלי Normali
  Hindi नॉर्मल Normal
साधारण Saadhaaran*
  Hungarian Normál
  Indonesian Normal
  Italian Normale
  Korean 노말 Normal
  Malaysian Biasa
  Norwegian Normal
  Polish Normalny
  Portuguese Normal
  Romanian Normal
  Russian Обычный Obychnyy
Нормальный Normal'nyy
  Spanish Normal
  Swedish Normal
  Thai ปกติ Pakati
ธรรมดา Thammada
  Turkish Normal
  Vietnamese Thường