About half of the Normal moves do not inflict damage, but are moves that instead remove/inflict changes in status or add/decrease one or more of the target’s stats. What’s worse is that many of the Normal attacks from the early generations were nearly identical in all instances, except in name.

Updated on December 14th, 2022, by Jeff Drake: Since the article’s original publishing there have been many new Normal moves introduced into the official games. This has brought Normal moves more in line with other move types, in terms of damage anyway.

Normal moves are still excellent for granting buffs and causing status ailments. Even with the power creep in the Pokemon series, many of the rankings on this list remain unchanged. This update will add five new entries to the list and rank them accordingly. Many of these are new to the series, but all of them are among the best Normal moves in the game.

15 Baton Pass

A large percentage of fights in a Pokemon games are against wild Pokemon. These are short one-on-one fights that are typically easily handled by the player’s main Pokemon. The harder fights take place against trainers, and trainers almost always have multiple Pokemon to throw into battle.

Baton Pass lets the player switch out the user for another Pokemon, but allow the new Pokemon to retain any stat changes. This applies to the usual Attack, Defense, and Speed type buffs. Auto-hit moves like Lock-on can be transferred as well. Negative effects, like from Perish Song, can also be transferred.

14 Covet

Covet isn’t on this list for the damage it deals; although, it does a little above the average for Normal type moves. No, this item is here because it steals the item being held by the target, with some exceptions. The fact that this also does decent damage to the target as well as stealing their held item is just icing on the cake.

If the Pokemon using this move is already holding an item it cannot steal one. Items stolen during a trainer battle are returned after battle. A few items, like Arceus various plates and Mega Stones, cannot be stolen. Covet has a power of 65, an accuracy of 100, and a PP count of 25.

13 Lovely Kiss

Lovely Kiss causes the opposing Pokemon to go to sleep, but is needs to hit first. The accuracy rating is 75, and the PP count is 10. There is another Normal move (there are several that put the opponent to sleep) named Yawn that is always successful, but it takes two full turns before the target actually goes to sleep.

Putting the enemy to sleep almost guarantees a victory unless the opposing trainer switches the sleeping Pokemon for another. However, switching out a Pokemon does not remove the sleep status ailment from them – so when it re-enters battle it will still be asleep.

12 Hyper Voice

Hyper Voice was introduced in generation three and is designed for multi-Pokemon battles – that is, battles where teams of two or three Pokemon ace-off in the arena. The great thing about Hyper Voice is that it hits all opposing Pokemon, and the higher than average power rating of 90 is nice too.

This move has an accuracy rating of 100 and a PP count of 10. Hyper Voice doesn’t have a secondary effect, like causing paralysis or confusion. All it does is deal a lot of damage to an entire group of opposing Pokemon – which is enough to earn it a spot in this list.

11 Headbutt

Headbutt is one of the best standard Normal attacks, and has a secondary use that make it a must-have. This is one of those attacks that are great for weakening the opposing Pokemon enough to guarantee the follow-up attack does enough damage to make the opposing Pokemon faint.

Headbutt has a power rating of 70, an accuracy rating of 100, and a PP count of 15. This move also has a 30% chance of making the opponent flinch. In generation two this move can also be used to hit trees; which can initiate combat with a wild Pokemon.

10 Hyper Drill

This is a new move (as of generation nine) that has been given to a Pokemon from generation two, that frankly, needed some stronger moves to counter the power creep of newer Pokemon. This move is exclusively learned by Dunsparse and Dudunsparse.

Hyper Drill has an incredible 100 power rating, and a 100 accuracy. Hyper Drill hits hard and it rarely misses. The big problem with this move, other than it being exclusive to one Pokemon, is it has a PP count of only 5 (can be increased to 8).

9 Body Slam

Body Slam was introduced way back in generation one; Red, Blue, Green & Yellow (yes, there was a Green). After seven generations of Pokemon games it is still one of the best Normal moves. This move has a power rating of 85, an accuracy rating of 100, and a PP count of 15.

The power/damage is respectable, it always hits (barring extenuating circumstances), and the PP count is high enough that rationing them is not necessary. Additionally, Body Slam has a 30% chance to paralyze the opponent. Paralyzing an opponent is a great way to even the odds against a stronger opponent. Body Slam is also a TM (#08).

8 Judgment

This Arceus exclusive move is powerful. Its 100 power rating means the target won’t have much health left after one hit - if they’re not one-shotted. Judgment has an accuracy of 100, and 10 PP points. This would be enough to get Judgment on this list, but this move has a useful effect.

The type (Fire, Water, etc.) of this move can be changed by the player. There are several plates which the player can give Arceus to hold. Each plate is tied to a set type, and when Arceus is holding a plate the Judgment move becomes that type.

7 Rock Climb

Rock Climb sounds like it should be a Rock type move, but no, it’s a Normal move. It’s one of the best Normal moves; at least one that in accessible to a wide variety of Pokemon. This was an HM in several Pokemon games. The HM moves are almost always good, even Flash was kind of useful at times.

The high power (90) of this move is offset by its 85 accuracy rating. The PP count of 20 is generous for a move with a power rating as high as Rock Climb. Every hit from Rock Climb has a 20% chance of giving the target the confused status ailment.

6 Extreme Speed

This is an excellent Normal attack that has saved many players’ Pokemon from fainting. Extreme Speed has a power rating of 80, an accuracy rating of 100, and a PP count of 5. The great thing about Extreme Speed is its high priority rating; ensuring it will strike before the opposing Pokemon gets its move for the turn.

This move has a higher priority than even Quick Attack (and a much higher power); which also allows for first strikes. If a player is unsure if their Pokemon will survive the turn, then using a first strike move like Extreme Speed will ensure one last attack to try and make the opponent faint.

5 Soft-boiled

Soft-boiled (sometimes spelled Softboiled in-game) is something quite rare in a Pokemon game, especially the earlier generations – a move that heals the user. When used, Soft-boiled heals the user an amount equal to half the Pokemon’s max hit points.

Soft-boiled cannot be used to heal another Pokemon though, only the user is healed. Considering how rare healing moves are one would think this would have a PP count of 5, but this has a 10 PP count. Another positive aspect about Soft-boiled is that it is a TM (#41); teach this move to Mew to make it even more formidable.

4 Tri Attack

This is another Normal move from generation one, and was one of the few reasons to use a Dodrio. Tri Attack has a power rating of 80, an accuracy rating of 100, and a PP count of 10. Where Tri Attack sets itself apart from the multitude of moves with similar stats is the ability to inflict multiple status ailments.

This move has a 20% chance of causing the opposing Pokemon to become burned, paralyzed, or frozen. The 20% is shared by the three ailments, so each has a roughly 7% chance of occurring. As a side note, a Pokemon can be afflicted by only one status ailment at a time. Tri Attack is a TM (#28), so if a player needs a standard attack this is a decent option.

3 Skull Bash

Skull Bash has a penalty when it is used, like most attacks with a power rating of 100+. The first turn this is used causes the user to “tuck in its head” and prepare to launch the Skull Bash – which comes next turn. The difference between Skull Bash and similar moves that require that the first turn be wasted charging the move, like Solar Beam, is that the user’s defense increases when it is “tucking in”.

Most moves that require charging on the first turn force the Pokemon waste the turn - at least Skull Bash raises defense. This has a power rating of 130, an accuracy rating of 100, and a generous PP count of 10.

2 Fake Out

This is probably the best Normal move with which to start a battle. There are two reasons for this. First, Fake Out always strikes first in battle; it has a higher priority than Quick Attack and Extreme Speed. The second reason is that Fake Out always causes the opponent to flinch; making them waste their turn.

This move only works if it is the first attack for the battle, but switching the user in and out of battle resets the move’s availability. Fake Out has a power rating of 40, an accuracy of 100, and a PP count of 10. It’s not that powerful of an attack, but the trade-off is that it gives the user a free attack every time it enters a battle.

1 Hyper Beam/Giga Impact

Hyper Beam and Giga Impact are tied for first place in this list. Both have identical stats: a power rating of 150, an accuracy rating of 90, and a PP count of 5. Both of these moves also require the Pokemon that uses it waste the following turn recharging.

The only difference in these two moves is that Hyper Beam is a special attack, and Giga Impact is a physical attack. A Pokemon with a higher attack rating should use Giga Impact, and one with a higher special attack rating should use Hyper Beam. These are both TMs – Hyper Beam is #15 and Giga Impact is #68.

Pokemon Scarlet & Violet is available on Nintendo Switch.

More: Pokémon: The Best Psychic Moves, Ranked