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Normal (type)

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

Types
Normal Fire
Fighting Water
Flying Grass
Poison Electric
Ground Psychic
Rock Ice
Bug Dragon
Ghost Dark
Steel Fairy
???

The Normal type (Japanese: ノーマルタイプ Normal type) is one of the eighteen types. Notable Trainers who 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 changes in Generation IV, all Normal-type moves were physical, but they may now also be special depending on the attack.

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

Generation I

Offensive Normal Defensive
Power Types   Power Types
None ½× None
½× Rock Fighting
Ghost Ghost

Generation II onwards

Offensive Normal Defensive
Power Types   Power Types
None ½× None
½× Rock
Steel
Fighting
Ghost Ghost

Note: Although Normal-type attacks normally have no effect on Ghost-type Pokémon, the moves Foresight and Odor Sleuth and 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. Most Normal-type Pokémon with two types are Normal/Flying.

Defense

The Normal type is a mixed bag defensively. It sports only one weakness, but only one immunity and no resistances. 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). Because no type is weak against Normal-type moves, they cannot deal super effective damage. 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). Many Normal-type Pokémon are also capable of learning Dark-type moves, which provide great neutral coverage together as they are no longer resisted by Steel as of Generation VI.

Contest properties

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

Pokémon

As of Generation VI, there are 97 Normal-type Pokémon or 13.2% of all Pokémon (counting forms and Mega Evolutions that change typing as different Pokémon), making it the second most common type after Water.

Pure Normal-type Pokémon

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

Pokéstar Studios opponents

# Name
N/A Humanoid Humanoid
N/A Monica Monica

Half Normal-type Pokémon

Primary Normal-type Pokémon

# Name Type 1 Type 2
016 Pidgey Pidgey Normal Flying
017 Pidgeotto Pidgeotto Normal Flying
018 Pidgeot Pidgeot Normal Flying
018 Pidgeot Mega Pidgeot Normal Flying
021 Spearow Spearow Normal Flying
022 Fearow Fearow Normal Flying
039 Jigglypuff Jigglypuff* Normal Fairy
040 Wigglytuff Wigglytuff* Normal Fairy
083 Farfetch'd Farfetch'd Normal Flying
084 Doduo Doduo Normal Flying
085 Dodrio Dodrio Normal Flying
163 Hoothoot Hoothoot Normal Flying
164 Noctowl Noctowl Normal Flying
174 Igglybuff Igglybuff* Normal Fairy
203 Girafarig Girafarig Normal Psychic
276 Taillow Taillow Normal Flying
277 Swellow Swellow Normal Flying
298 Azurill Azurill* Normal Fairy
333 Swablu Swablu Normal Flying
396 Starly Starly Normal Flying
397 Staravia Staravia Normal Flying
398 Staraptor Staraptor Normal Flying
400 Bibarel Bibarel Normal Water
428 Lopunny Mega Lopunny Normal Fighting
441 Chatot Chatot Normal Flying
519 Pidove Pidove Normal Flying
520 Tranquill Tranquill Normal Flying
521 Unfezant Unfezant Normal Flying
531 Audino Mega Audino Normal Fairy
585 Deerling Deerling Normal Grass
586 Sawsbuck Sawsbuck Normal Grass
627 Rufflet Rufflet Normal Flying
628 Braviary Braviary Normal Flying
648 Meloetta Meloetta Normal Psychic
Meloetta Normal Fighting
660 Diggersby Diggersby Normal Ground
661 Fletchling Fletchling Normal Flying

Secondary Normal-type Pokémon

# Name Type 1 Type 2
667 Litleo Litleo Fire Normal
668 Pyroar Pyroar Fire Normal
694 Helioptile Helioptile Electric Normal
695 Heliolisk Heliolisk Electric Normal

Pokéstar Studios opponents

# Name Type 1 Type 2
N/A F-00 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.
VI Boomburst Special 140 100% 10 (max 16)
     
     
Any adjacent Pokémon
The user attacks everything around it with the destructive power of a terrible, explosive sound.
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.
VI Celebrate Status % 40 (max 64)
     
     
Self
The Pokémon congratulates you on your special day!
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.
VI Confide Status % 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 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% 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. 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 Slap 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.
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.
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 Extreme Speed 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 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 the opposing team less wary. The foes' Attack stats are lowered.
I Growth Status Beauty % 20 (max 32)
     
     
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.
VI Happy Hour Status % 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 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)
     
     
Adjacent ally
The user assists an ally by boosting the power of its attack.
II Hidden Power Special Smart 60 100% 15 (max 24)
     
     
Any adjacent Pokémon
A unique attack that varies in type and intensity depending on the Pokémon using it.
VI Hold Back Physical 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 % 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 % 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 % 10 (max 16)
     
     
Self
The user compresses its body to make itself look smaller, which sharply raises its evasiveness.
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.
VI Noble Roar Status % 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 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.
VI Play Nice Status % 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.
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.
II 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 -% 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 Self-Destruct 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 130 100% 10 (max 16)
     
     
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 Smelling Salts Physical Smart 70 100% 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 50 100% 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 Soft-Boiled 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 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 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 foe
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 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 % 20 (max 32)
     
     
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 120 100% 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 Vice 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 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 -% 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 VI games. For details that have changed between generations, please see an individual move's page. Target data assumes user is in the lower left.

Abilities

Interacting with Normal-type

Users of Color Change will be changed into Normal-type after it is hit with a Normal-type move. Protean will change its user into Normal-type when it uses a Normal-type move. When a Pokémon with Imposter is sent out and its opposite opponent is Normal-type, it will transform into that Pokémon and turn into Normal-type.

Gen Ability Description
VI Aerilate Normal-type moves become Flying-type moves.
IV Normalize All the Pokémon’s moves become the Normal type.
VI Pixilate Normal-type moves become Fairy-type moves.
VI Refrigerate Normal-type moves become Ice-type moves.
IV Scrappy Enables Normal and Fighting typed moves to hit Ghost-type foes.
All details are accurate to Generation VI games. For details that have changed between generations, please see an individual Ability's page.

Exclusive Abilities

Only Normal-type Pokémon can have these Abilities. This does not include signature Abilities.

Gen Ability Description
IV Tangled Feet Raises evasion if the Pokémon is confused.
All details are accurate to Generation VI games. For details that have changed between generations, please see an individual Ability's page.

Trivia

  • Generation I introduced the most Normal-type Pokémon of any generation, with 24. Generation VI introduced the fewest Normal-type Pokémon, with eight.
  • Generation I introduced the most Normal-type moves of any generation, with 78. Generation VI introduced the fewest Normal-type moves, with eight.
  • With 178 Normal-type moves, this type has the most moves available.
  • The Normal type is the only type that is not super effective against anything. By extension, this means it is not possible to resist Normal-type moves during an Inverse Battle.
  • 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.
  • Bite, Sand Attack, Gust, Karate Chop, Charm, Moonlight, and Sweet Kiss were formerly Normal-type moves.
  • 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.
  • There are no part-Normal-type Pokémon that have a double weakness to another type.
    • However, Generation VI introduced the move Flying Press, which counts as both a Flying and Fighting move. This means Deerling, Sawsbuck, and Pirouette Forme Meloetta are all doubly weak to the move.

In other languages

Language Title
Japan Flag.png Japanese ノーマル Normal
Mandarin Chinese 一般 Yī​bān or 普通 Pǔtōng
Denmark Flag.png Danish Normal
The Netherlands Flag.png Dutch Normaal
Finland Flag.png Finnish Normaali
Perus
France Flag.png French Normal
Germany Flag.png German Normal
Greece Flag.png Greek Φυσιολογικός Fisiologikos
Israel Flag.png Hebrew רגיל Ragil
נורמאלי Normali
Italy Flag.png Italian Normale
South Korea Flag.png Korean 노말 Nomal
Norway Flag.png Norwegian Normal
Poland Flag.png Polish Normalny
Portuguese Brazil Flag.png Brazil Normal
Portugal Flag.png Portugal Normal
Romania Flag.png Romanian Normal
Russia Flag.png Russian Нормальный
Spain Flag.png Spanish Normal
Sweden Flag.png Swedish Normal
Thailand Flag.png Thai ปกติ or ธรรมดา