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

The Normal type is one of the nineteen types.

Battle properties[]

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


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.

Pokémon[]

There are currently 20 Normal-type Pokémon, which is 10% of all Pokémon (counting forms that change typing as different Pokémon).

Pure Normal-type Pokémon[]

Dex # Pokémon Type
#007 Chyinmunk Chyinmunk
Normal Normal
#022 Dunsparce Dunsparce
Normal Normal
#029 Feleng Feleng
Normal Normal
#030 Felunge Felunge
Normal Normal
#031 Feliger Feliger
Normal Normal
#128 Duplicat Duplicat
Normal Normal
#129 Eevee Eevee
Normal Normal

Half Normal-type Pokémon[]

Primary Normal-type Pokémon[]

Dex # Pokémon Type
#n007 Chyinmunk Chyinmunk
Nuclear
Normal Nuclear
#008 Kinetmunk Kinetmunk
Normal Electric
#n008 Kinetmunk Kinetmunk
Nuclear
Normal Nuclear
#009 Birbie Birbie
Normal Flying
#010 Aveden Aveden
Normal Flying
#011 Splendifowl Splendifowl
Normal Flying
#035 Owten Owten
Normal Flying
#n035 Owten Owten
Nuclear
Normal Nuclear
#036 Eshouten Eshouten
Normal Flying
#n036 Eshouten Eshouten
Nuclear
Normal Nuclear
#099 Paraudio Paraudio
Normal Psychic
#n099 Paraudio Paraudio
Nuclear
Normal Nuclear
#100 Paraboom Paraboom
Normal Psychic
#n100 Paraboom Paraboom
Nuclear
Normal Nuclear

Secondary Normal-type Pokémon[]

Dex # Pokémon Type
#046 Tancoon Tancoon
Dark Normal
#047 Tanscure Tanscure
Dark Normal
#173 Minicorn Minicorn
Fairy Normal
#174 Kiricorn Kiricorn
Fairy Normal
#190 Seikamater Seikamater
Bug Normal

Moves[]

Move Category Power Accuracy PP Target Description
Acupressure Status % 30 (max 48)
   
   
Self
The user applies pressure to stress points, sharply boosting one of its or its allies' stats.
After You Status % 15 (max 24)
   
   
Anyone
The user helps the target and makes it use its move right after the user.
Assisst Status % 20 (max 32)
   
   
Self
The user hurriedly and randomly uses a move among those known by other Pokémon in the party.
Attract Status 100% 15 (max 24)
   
   
Anyone
If it is the opposite gender of the user, the foe becomes infatuated and less likely to attack.
Baton Pass Status % 40 (max 64)
   
   
Self
The user switches places with a party Pokémon in waiting, passing along any stat changes.
Belly Drum Status % 10 (max 16)
   
   
Self
The user maximizes its Attack stat in exchange for HP equal to half its max HP.
Bestow Status % 15 (max 24)
   
   
Anyone
The user passes its held item to the target when the target isn't holding an item.
Bide Physical Varies % 10 (max 16)
   
   
Self
The user endures attacks for two turns, then strikes back to cause double the damage taken.
Bind Physical 15 85% 20 (max 32)
   
   
Anyone
Things such as long bodies or tentacles are used to bind and squeeze the target for four to five turns.
Block Status % 5 (max 8)
   
   
Anyone
The user blocks the target's way with arms spread wide to prevent escape.
Body Slam Physical 85 100% 15 (max 24)
   
   
Anyone
The user drops onto the target with its full body weight. It may also leave the target with paralysis
Boomburst Special 140 100% 10 (max 16)
   
   
All but user
The user attacks everything around it with the destructive power of a terrible, explosive sound.
Camouflage Status % 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.
Captivate Status 100% 20 (max 32)
   
   
All foes
If it is the opposite gender of the user, the target is charmed into harshly lowering its Sp.Atk stat.
Chip Away Physical 70 100% 20 (max 32)
   
   
Anyone
Seeking an opening, the user strikes continuously. The foe's stat changes don't affect the damage.
Conversion 2 Status % 30 (max 48)
   
   
Anyone
The user changes its type to make itself resistant to the type of the attack the opponent used last.
Copycat Status % 20 (max 32)
   
   
Self
The user mimics the move used immediately before it. The move fails if no other move has been used yet.
Covet Physical 60 100% 25 (max 40)
   
   
Anyone
The user endearingly approaches the target, then steals the target's held item.
Crush Claw Physical 75 95% 10 (max 16)
   
   
Anyone
The user slashes the target with hard and sharp claws. It may also lower the target's Defense.
Defense Curl Status % 40 (max 64)
   
   
Self
The user curls up to conceal weak spots and raise its Defense stat.
Disable Status 100% 15 (max 24)
   
   
Anyone
For four turns, this move prevents the target from using the move it last used.
Double Hit Physical 35 90% 10 (max 16)
   
   
Anyone
The user slams the target with a long tail, vines, or tentacle. The target is hit twice in a row.
Double Slap Physical 15 85% 10 (max 16)
   
   
Anyone
The target is slapped repeatedly, back and forth, two to five times in a row.
Double Team Status % 15 (max 24)
   
   
Self
By moving rapidly, the user makes illusory copies of itself to raise its evasiveness.
Double-Edge Physical 120 100% 15 (max 24)
   
   
Anyone
A reckless, life-risking tackle. It also damages the user by a fairly large amount, however.
Echoed Voice Special 40 100% 15 (max 24)
   
   
Anyone
The user attacks the target with an echoing voice. If this move is used every turn, it does greater damage.
Egg Bomb Physical 100 75% 10 (max 16)
   
   
Anyone
A large egg is hurled at the target with maximum force to inflict damage.
Encore Status 100% 5 (max 8)
   
   
Anyone
The user compels the target to keep using only the move it last used for three turns.
Endeavor Physical 100% 5 (max 8)
   
   
Anyone
An attack move that cuts down the foe's HP to equal the user's HP.
Endure Status % 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.
Entrainment Status 100% 15 (max 24)
   
   
Anyone
The user dances to compel the target to mimic it, making the target's Ability the same as the user's.
Explosion Physical 250 100% 5 (max 8)
   
   
All but user
The user explodes to inflict damage on those around it. The user faints upon using this move.
Extreme Speed Physical 80 100% 5 (max 8)
   
   
Anyone
The user charges the target at blinding speed. This attack always goes before any other move.
Facade Physical 70 100% 20 (max 32)
   
   
Anyone
An attack move that doubles its power if the user is poisoned, burned, or has paralysis.
Fake Out Physical 40 100% 10 (max 16)
   
   
Anyone
An attack that hits first and makes the target flinch. It only works the first turn the user is in battle.
False Swipe Physical 40 100% 40 (max 64)
   
   
Anyone
A restrained attack that prevents the target from fainting. The target is left with at least 1 HP.
Feint Physical 30 100% 10 (max 16)
   
   
Anyone
An attack that hits a target using Protect or Detect. It also lifts the effects of those moves.
Flail Physical 100% 15 (max 24)
   
   
Anyone
The user flails about aimlessly to attack. It becomes more powerful the less HP the user has.
Flash Status 100% 20 (max 32)
   
   
Anyone
The user flashes a bright light that cuts the target's accuracy. It can also be used to illuminate dark caves.
Focus Energy Status % 30 (max 48)
   
   
Self
The user takes a deep breath and focuses so that critical hits land more easily.
Follow Me Status % 20 (max 32)
   
   
Self
The user draws attention to itself, making all targets take aim only at the user.
Foresight Status % 40 (max 64)
   
   
Anyone
Enables a Ghost-type target to be hit by Normal- and Fighting-type attacks. This also enables an evasive target to be hit.
Frustration Physical Varies 100% 20 (max 32)
   
   
Anyone
A full-power attack that grows more powerful the less the user likes its Trainer.
Fury Attack Physical 15 85% 20 (max 32)
   
   
Anyone
The target is jabbed repeatedly with a horn or beak two to five times in a row.
Fury Swipes Physical 18 80% 15 (max 24)
   
   
Anyone
The target is raked with sharp claws or scythes quickly two to five times in a row.
Giga Impact Physical 150 90% 5 (max 8)
   
   
Anyone
The user charges at the target using every bit of its power. The user can't move on the next turn.
Glare Status 100% 30 (max 48)
   
   
Anyone
The user intimidates the target with the pattern on its belly to cause paralysis.
Growl Status % 40 (max 64)
   
   
All foes
The user growls in an endearing way, making opposing Pokémon less wary. This lowers their Attack stats.
Growth Status % 20 (max 32)
   
   
Self
The user's body grows all at once, raising the Attack and Sp. Atk stats.
Guillotine Physical 30% 5 (max 8)
   
   
Anyone
A vicious, tearing attack with big pincers. The target faints instantly if this attack hits.
Harden Status % 30 (max 48)
   
   
Self
The user stiffens all the muscles in its body to raise its Defense stat.
Head Charge Physical 120 100% 15 (max 24)
   
   
Anyone
The user charges its head into its target, using its powerful guard hair. This also damages the user a little.
Headbutt Physical 70 100% 15 (max 24)
   
   
Anyone
The user sticks out its head and attacks by charging straight into the target. It may also make the target flinch.
Heal Bell Status % 5 (max 8)
   
   
All allies
The user makes a soothing bell chime to heal the status conditions of all the party Pokémon.
Helping Hand Status % 20 (max 32)
   
   
Any ally
The user assists an ally by boosting the power of that ally's attack.
Hidden Power Special 60 100% 15 (max 24)
   
   
Anyone
A unique attack that varies in type depending on the Pokémon using it.
Horn Attack Physical 65 100% 25 (max 40)
   
   
Anyone
The target is jabbed with a sharply pointed horn to inflict damage.
Horn Drill Physical 30% 5 (max 8)
   
   
Anyone
The user stabs the target with a horn that rotates like a drill. The target faints instantly if this attack hits.
Howl Status % 40 (max 64)
   
   
Self
The user howls loudly to raise its spirit, which raises its Attack stat.
Hyper Beam Special 150 90% 5 (max 8)
   
   
Anyone
The target is attacked with a powerful beam. The user can't move on the next turn.
Hyper Fang Physical 80 90% 15 (max 24)
   
   
Anyone
The user bites hard on the target with its sharp front fangs. This may also make the target flinch.
Hyper Voice Special 90 100% 10 (max 16)
   
   
All foes
The user lets loose a horribly echoing shout with the power to inflict damage.
Laser Pulse Special 90 100% 20 (max 32)
   
   
Anyone
The user attack with a laser that cycles between Fire, Electric and Ice types.
Last Resort Physical 140 100% 5 (max 8)
   
   
Anyone
This move can be used only after the user has used all the other moves it knows in the battle.
Leer Status 100% 30 (max 48)
   
   
All foes
The user gives opposing Pokémon an intimidating leer that lowers the Defense stat.
Lock-On Status % 5 (max 8)
   
   
Anyone
The user takes sure aim at the target. It ensures the next attack does not fail to hit the target.
Lucky Chant Status % 30 (max 48)
   
   
All allies
The user chants an incantation toward the sky, preventing opposing Pokémon from landing critical hits.
Me First Status % 20 (max 32)
   
   
Anyone
The user tries to cut ahead of the foe to steal and use the foe's intended move with greater power.
Mean Look Status % 5 (max 8)
   
   
Anyone
The user pins the target with a dark, arresting look. The target becomes unable to flee.
Mega Punch Physical 80 85% 20 (max 32)
   
   
Anyone
The target is slugged by a punch thrown with muscle-packed power.
Metronome Status % 10 (max 16)
   
   
Self
The user waggles a finger and stimulates its brain into randomly using nearly any move.
Mind Reader Status % 5 (max 8)
   
   
Anyone
The user senses the target's movements with its mind to ensure its next attack does not miss the target.
Morning Sun Status % 5 (max 8)
   
   
Self
The user restores its own HP. The amount of HP regained varies with the weather.
Natural Gift Status Varies 100% 15 (max 24)
   
   
Anyone
The user draws power to attack by using its held Berry. The Berry determines its type and power.
Nature Power Status % 20 (max 32)
   
   
Anyone
An attack that makes use of nature's power. Its effects vary depending on the user's environment.
Oder Sleuth Status % 40 (max 64)
   
   
Anyone
Enables a Ghost-type target to be hit by Normal- and Fighting-type attacks. This also enables an evasive target to be hit.
Pain Split Status % 20 (max 32)
   
   
Anyone
The user adds its HP to the target's HP, then equally shares the combined HP with the target.
Perish Song Status % 5 (max 8)
   
   
All Pokémon
Any Pokémon that hears this song faints in three turns, unless it switches out of battle.
Pound Physical 40 100% 35 (max 56)
   
   
Anyone
The target is physically pounded with a long tail, a foreleg, or the like.
Present Physical 90% 15 (max 24)
   
   
Anyone
The user attacks by giving the target a gift with a hidden trap. It restores HP sometimes, however.
Protect Status % 10 (max 16)
   
   
Self
Enables the user to evade all attacks. Its chance of failing rises if it is used in succession.
Psych Up Status % 10 (max 16)
   
   
Anyone
The user hypnotizes itself into copying any stat change made by the target.
Quick Attack Physical 40 100% 30 (max 48)
   
   
Anyone
The user lunges at the target at a speed that makes it almost invisible. This move always goes first.
Rage Physical 20 100% 20 (max 32)
   
   
Anyone
As long as this move is in use, the power of rage raises the Attack stat each time the user is hit in battle.
Rapid Spin Physical 20 100% 40 (max 64)
   
   
Anyone
A spin attack that can also eliminate such moves as Bind, Wrap, Leech Seed, and Spikes.
Razor Wind Physical 80 100% 10 (max 16)
   
   
All foes
A two-turn attack. Blades of wind hit opposing Pokémon on the second turn. Critical hits land more easily.
Recover Status % 10 (max 16)
   
   
Self
Restoring its own cells, the user restores its own HP by half of its max HP.
Recycle Status % 10 (max 16)
   
   
Self
The user recycles a held item that has been used in battle so it can be used again.
Refresh Status % 20 (max 32)
   
   
Self
The user rests to cure itself of a poisoning, burn, or paralysis.
Retaliate Physical 70 100% 5 (max 8)
   
   
Anyone
The user gets revenge for a fainted ally. If an ally fainted in the previous turn, this move becomes more powerful.
Return Physical 100% 20 (max 32)
   
   
Anyone
A full-power attack that grows more powerful the more the user likes its Trainer.
Roar Status % 20 (max 32)
   
   
Anyone
The target is scared off and a different Pokémon is dragged out. In the wild, this ends a battle against a single Pokémon.
Rock Climb Physical 90 85% 20 (max 32)
   
   
Anyone
The user attacks the target by smashing into it with incredible force. This may also confuse the target.
Round Special 60 100% 15 (max 24)
   
   
Anyone
The user attacks the target with a song. Others can join in the Round and make the attack do greater damage.
Safeguard Status % 25 (max 40)
   
   
All allies
The user creates a protective field that prevents status problems for five turns.
Scary Face Status 100% 10 (max 16)
   
   
Anyone
The user frightens the target with a scary face to harshly lower its Speed stat.
Scratch Physical 40 100% 35 (max 56)
   
   
Anyone
Hard, pointed, sharp claws rake the target to inflict damage.
Screech Status 85% 40 (max 64)
   
   
Anyone
An earsplitting screech harshly lowers the target's Defense stat.
Secret Power Physical 70 100% 20 (max 32)
   
   
Anyone
The user attacks the target with a secret power. Its additional effects vary depending on the user's environment.
Sharpen Status % 30 (max 48)
   
   
Self
The user makes its edges more jagged, which raises its Attack stat.
Shell Smash Status % 15 (max 24)
   
   
Self
The user breaks its shell, which lowers Defense and Sp. Def stats but sharply raises its Attack, Sp. Atk, and Speed stats.
Simple Beam Status 100% 15 (max 24)
   
   
Anyone
The user's mysterious psychic wave changes the target's Ability to Simple.
Sing Status 55% 15 (max 24)
   
   
Anyone
A soothing lullaby is sung in a calming voice that puts the target into a deep slumber.
Sketch Status % 1 (max 1)
   
   
Anyone
It enables the user to permanently learn the move last used by the target. Once used, Sketch disappears.
Skull Bash Physical 130 100% 10 (max 16)
   
   
Anyone
The user tucks in its head to raise its Defense in the first turn, then rams the target on the next turn.
Slack Off Status % 10 (max 16)
   
   
Self
The user slacks off, restoring its own HP by up to half of its max HP.
Slam Physical 80 75% 20 (max 32)
   
   
Anyone
The target is slammed with a long tail, vines, or the like to inflict damage.
Slash Physical 70 100% 20 (max 32)
   
   
Anyone
The user slashes the target with sharp claws. Critical hits land more easily.
Sleep Talk Status % 10 (max 16)
   
   
Self
While it is asleep, the user randomly uses one of the moves it knows.
Smelling Salts Physical 70 100% 10 (max 16)
   
   
Anyone
This attack inflicts double damage on a target with paralysis. It also cures the target's paralysis, however.
Smokescreen Status 100% 20 (max 32)
   
   
Anyone
The user releases an obscuring cloud of smoke or ink. This lowers the target's accuracy.
Snore Special 50 100% 15 (max 24)
   
   
Anyone
An attack that can be used only if the user is asleep. The harsh noise may make the target flinch.
Softboiled Status % 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 restore HP.
Sonic Boom Special 90% 20 (max 32)
   
   
Anyone
The target is hit with a destructive shock wave that always inflicts 20 HP damage.
Spike Cannon Physical 20 100% 15 (max 24)
   
   
Anyone
Sharp spikes are shot at the target in rapid succession. They hit two to five times in a row.
Spit Up Physical Varies 100% 10 (max 16)
   
   
Anyone
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.
Splash Status % 40 (max 64)
   
   
Self
The user just flops and splashes around to no effect at all...
Stockpile Status % 20 (max 32)
   
   
Self
The user charges up power and raises both its Defense and Sp. Def. stats. The move can be used three times.
Stomp Physical 65 100% 20 (max 32)
   
   
Anyone
The target is stomped with a big foot. This may also make the target flinch.
Strength Physical 80 100% 15 (max 24)
   
   
Anyone
The target is slugged with a punch thrown at maximum power. This can also be used to move heavy boulders.
Struggle Physical 50 % 1 (max 1)
   
   
Self
An attack that is used in desperation only if the user has no PP. It also hurts the user slightly.
Substitute Status % 10 (max 16)
   
   
Self
The user makes a copy of itself using some of its HP. The copy serves as the user's decoy.
Super Fang Physical 90% 10 (max 16)
   
   
Anyone
The user chomps hard on the target with its sharp front fangs. It cuts the target's HP to half.
Supersonic Status 55% 20 (max 32)
   
   
Anyone
The user generates odd sound waves from its body that confuse the target.
Swagger Status 90% 15 (max 24)
   
   
Anyone
The user enrages and confuses the target. However, it also sharply raises the target's Attack stat.
Swallow Status % 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.
Sweet Scent Status % 20 (max 32)
   
   
All foes
A sweet scent that harshly lowers opposing Pokémon's evasiveness. This also lures wild Pokémon if used in places such as tall grass.
Swift Special 60 % 20 (max 32)
   
   
All foes
Star-shaped rays are shot at the opposing Pokémon. This attack never misses.
Swords Dance Status % 20 (max 32)
   
   
Self
A frenetic dance to uplift the fighting spirit. It sharply raises the user's Attack stat.
Tackle Physical 50 100% 35 (max 56)
   
   
Anyone
A physical attack in which the user charges and slams into the target with its whole body.
Tail Slap Physical 25 85% 10 (max 16)
   
   
Anyone
The user attacks by striking the target with its hard tail. It hits the target two to five times in a row.
Tail Whip Status 100% 30 (max 48)
   
   
All foes
The user wags its tail cutely, making opposing Pokémon less wary and lowering their Defense stat.
Take Down Physical 90 85% 20 (max 32)
   
   
Anyone
A reckless, full-body charge attack for slamming into the target. This also damages the user a little.
Teeter Dance Status 100% 20 (max 32)
   
   
All but user
The user performs a wobbly dance that confuses the Pokémon around it.
Thrash Physical 120 100% 10 (max 16)
   
   
Self
The user rampages and attacks for two to three turns. The user then becomes confused.
Tickle Status 100% 20 (max 32)
   
   
Anyone
The user tickles the target into laughing, reducing its Attack and Defense stats.
Transform Status % 10 (max 16)
   
   
Anyone
The user transforms into a copy of the target right down to having the same move set.
Tri Attack Special 80 100% 10 (max 16)
   
   
Anyone
The user strikes with a simultaneous three-beam attack. May also burn, freeze, or leave the target with paralysis.
Trump Card Special Varies % 5 (max 8)
   
   
Anyone
The fewer PP this move has, the greater its attack power.
Uproar Special 90 100% 10 (max 16)
   
   
Self
The user attacks in an uproar for three turns. During that time, no one can fall asleep.
Vice Grip Physical 55 100% 30 (max 48)
   
   
Anyone
The target is gripped and squeezed from both sides to inflict damage.
Wish Status % 10 (max 16)
   
   
Self
One turn after this move is used, the target's HP is restored by half the user's max HP.
Wrap Physical 15 90% 15 (max 24)
   
   
Anyone
A long body or vines are used to wrap and squeeze the target for four to five turns.
Yawn Status % 10 (max 16)
   
   
Anyone
The user lets loose a huge yawn that lulls the target into falling asleep on the next turn.

Exclusive Abilities[]

Note: This list does not include Signature Abilities

Ability Description Bearers
Run Away Enables a sure getaway from wild Pokémon. ChyinmunkKinetmunkDunsparceTancoonEevee

Trivia[]

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