Move variations: Difference between revisions

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'''Move variations''' are moves that are identical to each other in terms of damage, accuracy and similar in PP (no more than 5 apart), but have different [[elemental types]], [[damage category|damage categories]], or secondary effects. Below are the various move archetypes and the moves that fall into their categories.
{{unknown name}}
'''Move variations''' are moves that are identical to one another in terms of damage and accuracy, are similar in PP (no more than 5 apart), but may have different [[type]]s, [[damage category|damage categories]], or secondary effects. Below are the various move archetypes and the moves that fall into their categories.  


Move archetypes are listed in alphabetical order. Within each archetype table, moves are listed by generation. Within each generation, moves are listed alphabetically.
Move archetypes are listed in alphabetical order. Within each archetype table, moves are listed in order of their index number.


==List of damage dealing move variations==
All details are accurate to the most recent game in which the move is present. For details that have changed between generations, please refer to the move's page.
===Elemental Fangs===
{{TOC right}}
{{mvar/h|15|power=65|acc=95|notes=10% chance to inflict non-volatile [[Status ailment|status]] and/or flinch the target|other=Status ailment}}
{{mvar|Fire Fang|Fire|Physical|IV|other=Burn}}
{{mvar|Ice Fang|Ice|Physical|IV|other=Freeze}}
{{mvar|Thunder Fang|Electric|Physical|IV|other=Paralysis}}
|}
|}


===Elemental Punches===
==List of damage-dealing move variations==
{{mvar/h|15|power=75|acc=100|notes=10% chance to inflict non-volatile [[Status ailment|status]]|other=Status ailment}}
===Elemental fangs===
{{mvar|Fire Punch|Fire|Physical|I|other=Burn}}
{{mvar/h|15|power=65|acc=95|notes=10% chance to inflict non-volatile [[Status condition|status]] and/or flinch the target; {{cat|biting moves|biting move}}|effects=Status condition}}
{{mvar|Ice Punch|Ice|Physical|I|other=Freeze}}
{{mvar|Thunder Fang|Electric|Physical|IV|effects=Paralysis}}
{{mvar|ThunderPunch|Electric|Physical|I|other=Paralysis}}
{{mvar|Ice Fang|Ice|Physical|IV|effects=Freeze}}
|}
{{mvar|Fire Fang|Fire|Physical|IV|effects=Burn}}
|}
{{mvar/f}}


===Oath moves===
===Let's Go Partner moves===
{{mvar/h|10|power=50|acc=100|notes=Additional effect lasting four turns when used in combination|other=Effect when combined with:}}
There are the [[signature move]]s of the {{OBP|partner Pokémon|Let's Go, Pikachu! and Let's Go, Eevee!}} featured in {{LGPE}}
{{mvar|Fire Oath|Fire|Special|V|other='''Grass Oath''': Opponents take 1/8 max HP damage each turn.<br>'''Water Oath''': Doubles the probability of secondary effects occuring}}
{{mvar|Grass Oath|Grass|Special|V|other='''Fire Oath''': Opponents take 1/8 max HP damage each turn.<br>'''Water Oath''': Halves speed of opponents}}
{{mvar|Water Oath|Water|Special|V|other='''Fire Oath''': Doubles the probability of secondary effects occuring<br>'''Grass Oath''': Halves speed of opponents}}
|}
|}


===[[One-hit knockout moves]]===
====Partner powers====
{{mvar/h|5|acc={{tt|&ndash;|30% in Generation I}}|notes=Targets at a higher level than the user are unaffected{{tt|*|Targets with higher speed than the user are unaffected in Generation I}}}}
{{mvar/h|20|power=varying|acc=&mdash;|notes=Power depends on user’s friendship|signature=Partner Pokémon}}
{{mvar|Fissure|Ground|Physical|I}}
{{mvar|Pika Papow|Electric|Special|VII|signature={{OBP|partner Pokémon|Let's Go, Pikachu! and Let's Go, Eevee!|Pikachu}}}}
{{mvar|Guillotine|Normal|Physical|I}}
{{mvar|Veevee Volley|Normal|Physical|VII|signature={{OBP|partner Pokémon|Let's Go, Pikachu! and Let's Go, Eevee!|Eevee}}}}
{{mvar|Horn Drill|Normal|Physical|I}}
{{mvar/f}}
{{mvar|Sheer Cold|Ice|Special|III}}
 
|}
====Bouncy Bubble, Buzzy Buzz, and Sizzly Slide====
|}
{{mvar/h|20|power=60|acc=100|notes=Has a secondary effect, can only be used by {{OBP|partner Pokémon|Let's Go, Pikachu! and Let's Go, Eevee!|Partner Eevee}}|effects=Additional effect}}
{{mvar|Bouncy Bubble|Water|Special|VII|effects=50% of damage dealt to the target is restored to the user}}
{{mvar|Buzzy Buzz|Electric|Special|VII|effects=Paralyzes the target}}
{{mvar|Sizzly Slide|Fire|Physical|VII|effects=Burns the target}}
{{mvar/f|footnotes=Prior to [[Generation VIII]], {{m|Bouncy Bubble}}, {{m|Buzzy Buzz}}, {{m|Sizzly Slide}}, {{m|Glitzy Glow}}, {{m|Baddy Bad}}, {{m|Sappy Seed}}, {{m|Freezy Frost}} and {{m|Sparkly Swirl}} had 90 base power, 15 base PP, and 100% accuracy.}}
 
====Glitzy Glow and Baddy Bad====
{{mvar/h|15|power=80|acc=95|notes=Applies the effects of a screen to the user's side of the field<br>Can only be used by {{OBP|partner Pokémon|Let's Go, Pikachu! and Let's Go, Eevee!|Partner Eevee}}|other=Screen}}
{{mvar|Glitzy Glow|Psychic|Special|VII|effects=Light Screen}}
{{mvar|Baddy Bad|Dark|Special|VII|effects=Reflect}}
{{mvar/f|footnotes={{m|Glitzy Glow}} and {{m|Baddy Bad}} were [[#Variations of Bouncy Bubble|variations of Bouncy Bubble]] prior to [[Generation VIII]].}}
 
====Sappy Seed and Freezy Frost====
{{mvar/h|10|power=100|acc=90|notes=Has a secondary effect, can only be used by {{OBP|partner Pokémon|Let's Go, Pikachu! and Let's Go, Eevee!|Partner Eevee}}|other=Secondary effect}}
{{mvar|Sappy Seed|Grass|Physical|VII|effects=Applies a Leech Seed to the target}}
{{mvar|Freezy Frost|Ice|Special|VII|effects=Resets stat changes of all active Pokémon to zero}}
{{mvar/f|footnotes={{m|Sappy Seed}} and {{m|Freezy Frost}} were [[#Variations of Bouncy Bubble|variations of Bouncy Bubble]] prior to [[Generation VIII]].}}
 
===Multistrike moves===
====Variations of Arm Thrust====
{{mvar/h|20|power=15|acc=100|notes=Hits 2-5 times|other=Notes}}
{{mvar|Arm Thrust|Fighting|Physical|III|other=&nbsp;}}
{{mvar|Water Shuriken|Water|Special|VI|other=Move with +1 [[priority]]}}
{{mvar/f}}
 
====Variations of Bone Rush====
{{mvar/h|10|power=25|acc=90|notes=Hits 2-5 times}}
{{mvar|Bone Rush|Ground|Physical|II|}}
{{mvar|Rock Blast|Rock|Physical|III|}}
{{mvar/f}}
 
====Variations of Bullet Seed====
{{mvar/h|30|power=25|acc=100|notes=Hits 2-5 times}}
{{mvar|Bullet Seed|Grass|Physical|III}}
{{mvar|Icicle Spear|Ice|Physical|III}}
{{mvar/f}}
 
====Variations of Fury Attack====
{{mvar/h|20|power=15|acc=85|notes=Hits 2-5 times}}
{{mvar|Fury Attack|Normal|Physical|I}}
{{mvar|Barrage|Normal|Physical|I}}
{{mvar/f}}
 
===[[One-hit knockout move]]s===
{{mvar/h|5|acc=30+|notes=Targets at a higher level than the user are unaffected<br>Accuracy depends on level difference between the user and the target|other=Notes}}
{{mvar|Guillotine|Normal|Physical|I|other=&nbsp;}}
{{mvar|Horn Drill|Normal|Physical|I|other=&nbsp;}}
{{mvar|Fissure|Ground|Physical|I|other=&nbsp;}}
{{mvar|Sheer Cold|Ice|Special|III|other=Base accuracy is 20% if the user is not Ice-type}}
{{mvar/f}}
 
===Pledge moves===
These moves have limited availability and can only be learned by [[first partner Pokémon]], the [[elemental monkeys]]<sup>{{gen|VII}}</sup>, {{p|Silvally}}{{sup/7|USUM}}{{sup/8|SwSh}} (Grass Pledge only, due to a bug), and {{p|Mew}}<sup>{{gen|IX}}</sup>.
{{mvar/h|10|power=80|acc=100|notes=Additional effect lasting four turns when used in combination|effects=Additional effect}}
{{mvar|Water Pledge|Water|Special|V|effects='''Fire Pledge''': Doubles the probability of secondary effects occurring.<br>'''Grass Pledge''': Quarters speed of opponents.}}
{{mvar|Fire Pledge|Fire|Special|V|effects='''Grass Pledge''': Non Fire-type opponents take 1/8 max HP damage each turn.<br>'''Water Pledge''': Doubles the probability of secondary effects occurring.}}
{{mvar|Grass Pledge|Grass|Special|V|effects='''Fire Pledge''': Non Fire-type opponents take 1/8 max HP damage each turn.<br>'''Water Pledge''': Quarters speed of opponents.}}
{{mvar/f}}
 
===Priority moves===
====Variations of Aqua Jet====
{{mvar/h|20|power=40|acc=100|notes=+1 priority}}
{{mvar|Aqua Jet|Water|Physical|IV}}
{{mvar|Accelerock|Rock|Physical|VII}}
{{mvar/f}}
 
====Variations of Quick Attack====
{{mvar/h|30|power=40|acc=100|notes=+1 priority}}
{{mvar|Quick Attack|Normal|Physical|I}}
{{mvar|Mach Punch|Fighting|Physical|II}}
{{mvar|Vacuum Wave|Fighting|Special|IV}}
{{mvar|Bullet Punch|Steel|Physical|IV}}
{{mvar|Ice Shard|Ice|Physical|IV}}
{{mvar|Shadow Sneak|Ghost|Physical|IV}}
{{mvar/f}}
 
===Retaliatory attacks===
{{mvar/h|20|acc=100|notes=-5 priority, counters the last move taken at twice the power|other=Counters}}
{{mvar|Counter|Fighting|Physical|I|effects=Physical moves}}  
{{mvar|Mirror Coat|Psychic|Special|II|effects=Special moves}}
{{mvar/f}}
 
===Torque moves===
These are the [[signature move]]s of [[Team Star]]'s [[Starmobile]]s. These moves cannot be learned by any Pokémon.
 
====With 80 base power====
{{mvar/h|10|power=80|acc=100|notes=Chance of causing a secondary effect|effects=Additional effect|signature=Starmobile}}
{{mvar|Blazing Torque|Fire|Physical|IX|effects=30% chance of burning the target|signature=[[Mela]]'s}}
{{mvar|Wicked Torque|Dark|Physical|IX|effects=10% chance of causing the target to sleep|signature=[[Giacomo]]'s}}
{{mvar/f}}
 
====With 100 base power====
{{mvar/h|10|power=100|acc=100|notes=30% chance of causing a secondary effect|signature=Starmobile|effects=Additional effect}}
{{mvar|Noxious Torque|Poison|Physical|IX|effects=30% chance of poisoning the target|signature=[[Atticus]]'s}}
{{mvar|Combat Torque|Fighting|Physical|IX|effects=30% chance of paralyzing the target|signature=[[Eri]]'s}}
{{mvar|Magical Torque|Fairy|Physical|IX|effects=30% chance of confusing the target|signature=[[Ortega]]'s}}
{{mvar/f}}


===Variations of Acid===
===Variations of Acid===
{{mvar/h|25 or 30|power=40|acc=100|notes=10% chance of secondary effect occuring|other=Secondary effect|PP=PP}}
{{mvar/h|25 or 30|power=40|acc=100|effects=Status effect|PP=yes|notes=10% for Secondary effect|other=Notes}}
{{mvar|Acid|Poison|Special|I|other=Lowers Special Defense|PP=30}}
{{mvar|Acid|Poison|Special|I|PP=30|effects=Lowers Special Defense|other=Affects all foes}}
{{mvar|Ember|Fire|Special|I|other=Inflicts burn|PP=25}}
{{mvar|Ember|Fire|Special|I|PP=25|effects=Inflicts burn|other=&nbsp;}}
{{mvar|ThunderShock|Electric|Special|I|other=Inflicts paralysis|PP=30}}
{{mvar|Thunder Shock|Electric|Special|I|PP=30|effects=Inflicts paralysis|other=&nbsp;}}
{{mvar|Powder Snow|Ice|Special|II|other=Freezes|PP=25}}
{{mvar|Bubble|Water|Special|I|PP=30|effects=Lowers Speed|other=&nbsp;}}
|}  
{{mvar|Powder Snow|Ice|Special|II|PP=25|effects=Freezes|other=&nbsp;}}
|}
{{mvar/f}}


===Variations of Aeroblast===
===Variations of Aeroblast===
{{mvar/h|5|power=100|acc=95|notes=high critical hit ratio}}
These are [[signature move]]s of [[Legendary Pokémon]].
{{mvar|Aeroblast|Flying|Special|II|sig=Lugia}}
{{mvar/h|5|power=100|acc=95|notes=High critical hit ratio|other=Signature move of}}
{{mvar|Spacial Rend|Dragon|Special|IV|sig=Palkia}}
{{mvar|Aeroblast|Flying|Special|II|signature={{p|Lugia}}}}
|}  
{{mvar|Spacial Rend|Dragon|Special|IV|signature={{p|Palkia}}}}
|}
{{mvar/f}}


===Variations of AncientPower===
===Variations of Ancient Power===
{{mvar/h|5|power=60|acc=100|notes=10% chance of raising all stats}}
{{mvar/h|5|power=60|acc=100|notes=10% chance of raising all stats}}
{{mvar|AncientPower|Rock|Special|II}}  
{{mvar|Ancient Power|Rock|Special|II}}  
{{mvar|Silver Wind|Bug|Special|III}}  
{{mvar|Silver Wind|Bug|Special|III}}  
{{mvar|Ominous Wind|Ghost|Special|IV}}  
{{mvar|Ominous Wind|Ghost|Special|IV}}  
|}
{{mvar/f}}
|}
 
===Variations of Ankle Sweep===
{{mvar/h|20|power=60|acc=100|notes=Lowers target's Speed one stage}}
{{mvar|Ankle Sweep|Fighting|Physical|V}}
{{mvar|Smooth Over|Ground|Physical|V|note=Affects all Pokémon but the user}}
|}
|}
 
===Variations of Aurora Beam===
{{mvar/h|20|power=65|acc=100|notes=Chance of an additional effect occuring|other=Additional effect}}
{{mvar|Aurora Beam|Ice|Special|I|other=10% chance of lowering target's Attack one stage}}
{{mvar|BubbleBeam|Water|Special|I|other=10% chance of lowering target's Speed one stage}}
{{mvar|Psybeam|Psychic|Special|I|other=10% chance of inflicting confusion}}
{{mvar|Sludge|Poison|Special|I|other=30% chance of inflicting poison}}
{{mvar|Spark|Electric|Physical|II|other=30% chance of inflicting paralysis}}
|}
|}


===Variations of Barrage===
===Variations of Barb Barrage===
{{mvar/h|20|power=15|acc=85|notes=Hits multiple times}}
These are the [[signature move]]s of certain Hisuian Pokémon.
{{mvar|Barrage|Normal|Physical|I|sig=The Exeggcute line}}
{{mvar/h|15|power=60|acc=100|notes=Power doubles if target has any status condition; 30% chance to inflict a status condition|effects=Status Condition|other=Signature move of}}
{{mvar|Fury Attack|Normal|Physical|I}}
{{mvar|Barb Barrage|Poison|Physical|VIII|effects=Poison|signature=Hisuian {{p|Qwilfish}} and {{p|Overqwil}}}}
|}
{{mvar|Infernal Parade|Ghost|Special|VIII|effects=Burn|signature=Hisuian {{p|Typhlosion}}}}
|}
{{mvar/f}}


===Variations of Bite===
===Variations of Bite===
{{mvar/h|20 or 25|power=60|acc=100|notes=Chance of inflicting a [[status ailment]]|other=Status ailment|PP=PP}}
{{mvar/h|25|power=60|acc=100|notes=30% chance of {{status|flinch}}ing}}
{{mvar|Bite|Dark|Physical|I|note=Normal-type in Generation I|other=10% chance of flinching|PP=25}}
{{mvar|Bite|Dark|Physical|I}}
{{mvar|DragonBreath|Dragon|Special|II|other=30% chance of inflicting paralysis|PP=20}}
{{mvar|Heart Stamp|Psychic|Physical|V}}
{{mvar|Flame Wheel|Fire|Physical|II|other=10% of inflicting a burn|PP=25}}
{{mvar/f|footnotes={{m|Bite}} was a Normal type move with a 10% chance of flinching in Generation I}}
{{mvar|Water Pulse|Water|Special|III|other=20% chance of confusing|PP=20}}
{{mvar|Chatter|Flying|Special|IV|other=Variable chance of confusing|sig=Chatot|PP=20}}
{{mvar|Heart Stamp|Psychic|Physical|V|other=10% chance of flinching|PP=25}}
|}
|}


===Variations of Blizzard===
===Variations of Blizzard===
{{mvar/h|5 or 10|power=120|acc=70|notes=Chance of additional effect|other=Additional effect|PP=PP}}
{{mvar/h|5 or 10|power=110|acc=70|notes=Chance of inflicting a status condition, certain weather causes moves to not miss|other=Move effect changes by weather effect|PP=yes|effects=Additional effect}}
{{mvar|Blizzard|Ice|Special|I|other=10% chance of freezing target|PP=5|note=90% accuracy in Generation I, cannot miss in hail}}  
{{mvar|Blizzard|Ice|Special|I|other=Cannot miss in hail or snow, affects all foes|PP=5|effects=10% chance of freezing target}}  
{{mvar|Thunder|Electric|Special|I|other=30% chance of paralyzing target|PP=10|note=Cannot miss in heavy rain}}
{{mvar|Thunder|Electric|Special|I|other=Cannot miss in heavy rain, accuracy cut to 50% in strong sunlight|PP=10|effects=30% chance of paralyzing target}}  
{{mvar|Focus Blast|Fighting|Special|IV|other=10% chance of lowering target's Special Defense one stage|PP=5}}
{{mvar|Hurricane|Flying|Special|V|other=Cannot miss in heavy rain, accuracy cut to 50% in strong sunlight|PP=10|effects=30% chance of confusing target}}
{{mvar|Gunk Shot|Poison|Physical|IV|other=30% chance of poisoning target|PP=5}}
{{mvar/f|footnotes=Move power was 120 prior to Generation VI. {{m|Focus Blast}} and {{m|Gunk Shot}} formerly had the same power too, but their power didn't drop in Generation VI and are therefore no longer included.}}
{{mvar|Hurricane|Flying|Special|V|other=30% chance of confusing target|PP=10|note=Cannot miss in heavy rain}}  
|}  
|}


===Variations of Blue Fire===
===Variations of Bolt Beak===
{{mvar/h|5|power=130|acc=85|notes=20% chance of inflicting a non-volatile [[status ailment]]|other=Status ailment}}
These are the [[signature move]]s of the [[fossil]] Pokémon of the [[Galar]] region.
{{mvar|Blue Fire|Fire|Special|V|other=Burn|sig=Reshiram}}  
{{mvar/h|10|power=85|acc=100|notes=Deals double damage if user moves first|other=Signature move of}}
{{mvar|Lightning Strike|Electric|Physical|V|other=Paralysis|sig=Zekrom}}  
{{mvar|Bolt Beak|Electric|Physical|VIII|signature={{p|Dracozolt}} & {{p|Arctozolt}}}}
|}  
{{mvar|Fishious Rend|Water|Physical|VIII|signature={{p|Dracovish}} & {{p|Arctovish}}}}
|}
{{mvar/f}}


===Variations of Bone Rush===
===Variations of Bolt Strike===
{{mvar/h|10|power=25|acc={{tt|90|80 prior to Generation V}}|notes=Hits multiple times}}
These are [[signature move]]s of two members of the [[Tao trio]].
{{mvar|Bone Rush|Ground|Physical|II|sig=The Cubone line|siggen=IV}}  
{{mvar/h|5|power=130|acc=85|notes=20% chance of inflicting a non-volatile [[status condition]]|effects=Status condition|other=Signature move of}}
{{mvar|Rock Blast|Rock|Physical|III}}  
{{mvar|Blue Flare|Fire|Special|V|effects=Burn|signature={{p|Reshiram}}}}  
|}  
{{mvar|Bolt Strike|Electric|Physical|V|effects=Paralysis|signature={{p|Zekrom}}}}  
|}
{{mvar/f}}


===Variations of Brine===
===Variations of Brine===
{{mvar/h|10|power=65|acc=100|notes=Power doubles under certain conditions|other=Condition}}
{{mvar/h|10|power=65|acc=100|notes=Power doubles under certain conditions|effects=Condition}}
{{mvar|Brine|Water|Special|IV|other=Target's HP under 50%}}  
{{mvar|Brine|Water|Special|IV|effects=Target's HP under 50%}}
{{mvar|Venom Shock|Poison|Special|V|other=Target is poisoned}}  
{{mvar|Venoshock|Poison|Special|V|effects=Target is poisoned}}
|}  
{{mvar|Hex|Ghost|Special|V|effects=Target has a {{DL|Status condition|non-volatile status}} condition}}  
|}
{{mvar/f}}


===Variations of Bug Bite===
===Variations of Catastropika===
{{mvar/h|20|power=60|acc=100|notes=Doubles in power{{tt|*|Generation V only}}, eats and gains the effect if the target has a held berry}}
{{mvar/h|1|power=210|acc=|notes=Signature Z-Move|other=Signature Pokémon}}
{{mvar|Bug Bite|Bug|Physical|IV}}  
{{mvar|Catastropika|Electric|Physical|VII|signature={{p|Pikachu}}}}
{{mvar|Pluck|Flying|Physical|IV}}  
{{mvar|Pulverizing Pancake|Normal|Physical|VII|signature={{p|Snorlax}}}}
|}  
{{mvar/f}}
|}


===Variations of Bullet Seed===
===Variations of Circle Throw===
{{mvar/h|30|power={{tt|25|10 prior to Generation V}}|acc=100|notes=Hits multiple times}}
{{mvar/h|10|power=60|acc=90|notes=-6 priority, forces target to switch out}}
{{mvar|Bullet Seed|Grass|Physical|III}}
{{mvar|Circle Throw|Fighting|Physical|V}}
{{mvar|Icicle Spear|Ice|Physical|III|sig=Shellder|siggen=V}}
{{mvar|Dragon Tail|Dragon|Physical|V}}  
|}
{{mvar/f}}
|}
 
===Variations of Clamp===
{{mvar/h|10 or 15|power=35|acc=85|notes=Partially traps target|PP=PP}}
{{mvar|Clamp|Water|Physical|I|sig=The Shellder line|siggen=III|note=75% accuracy prior to Generation V|PP=10}}  
{{mvar|Fire Spin|Fire|Special|I|note=15 power and 75% accuracy prior to Generation V|PP=15}}  
{{mvar|Whirlpool|Water|Special|II|note=15 power and 75% accuracy prior to Generation V|PP=15}}}  
{{mvar|Sand Tomb|Ground|Physical|III|note=15 power and 75% accuracy prior to Generation V|PP=15}}
|}
|}


===Variations of Counter===
===Variations of Collision Course===
{{mvar/h|20|acc=100|notes=-5 priority, counters the last move taken at twice the power|other=Counters}}
These are [[signature move]]s of the [[Paradox duo]].
{{mvar|Counter|Fighting|Physical|I|other={{tt|Physical moves|Fighting and Normal-type moves in Generation I}}|sig=Hitmonchan|siggen=II}}  
{{mvar/h|5|power=100|acc=100|notes=Boosted damage if the move is super effective on the target|PP=yes|other=Signature move of}}
{{mvar|Mirror Coat|Psychic|Special|II|other=Special moves}}  
{{mvar|Collision Course|Fighting|Physical|IX|PP=5|signature={{p|Koraidon}}}}
|}  
{{mvar|Electro Drift|Electric|Special|IX|PP=5|signature={{p|Miraidon}}}}
|}
{{mvar/f}}


===Variations of Cross Chop===
===Variations of Cross Chop===
Line 162: Line 211:
{{mvar|Cross Chop|Fighting|Physical|II}}  
{{mvar|Cross Chop|Fighting|Physical|II}}  
{{mvar|Stone Edge|Rock|Physical|IV}}  
{{mvar|Stone Edge|Rock|Physical|IV}}  
|}
{{mvar/f}}
|}
 
===Variations of Cross Flame===
{{mvar/h|5|power=100|acc=100|notes=Power doubles if hit by Cross Flame or Cross Thunder in the same turn|other=Power doubled by}}
{{mvar|Cross Flame|Fire|Special|V|other=Cross Thunder|sig=Reshiram}}
{{mvar|Cross Thunder|Electric|Physical|V|other=Cross Flame|sig=Zekrom}}
|}
|}
 
===Variations of Crush Grip===
{{mvar/h|5|power=Varying|acc=100|notes=Does more damage if the target's current HP is high}}
{{mvar|Crush Grip|Normal|Physical|IV|sig=Regigigas}}
{{mvar|Wring Out|Normal|Physical|IV}}
|}  
|}


===Variations of Crush Claw===
===Variations of Crush Claw===
{{mvar/h|10|power=75|acc=95|notes=50% chance to lower target's defense one stage}}
{{mvar/h|10|power=75|acc=95|notes=50% chance to lower target's defense one stage}}
{{mvar|Crush Claw|Normal|Physical|III|sig=Zangoose|siggen=IV}}  
{{mvar|Crush Claw|Normal|Physical|III}}  
{{mvar|Shell Blade|Water|Physical|V}}  
{{mvar|Razor Shell|Water|Physical|V}}  
|}  
{{mvar/f}}
|}


===Variations of Crunch===
===Variations of Crunch and Shadow Ball===
{{mvar/h|10 or 15|power=80|acc=100|notes=Chance of affecting a stat|other=Affected stat|PP=PP}}
{{mvar/h|10 or 15|power=80|acc=100|notes=Chance of lowering target's stat by one stage|other=Affected stat}}
{{mvar|Crunch|Dark|Physical|II|other= 10% chance of lowering target's Defense one stage{{tt|*|Lowers Special Defense prior to Generation IV}}|PP=15}}
{{mvar|Crunch|Dark|Physical|II|effects=20% chance of lowering the target's Defense}}
{{mvar|Shadow Ball|Ghost|Special|II|other=20% chance of lowering target's Special Defense two stages|PP=15}}
{{mvar|Shadow Ball|Ghost|Special|II|effects=20% chance of lowering the target's Special Defense}}
{{mvar|Energy Ball|Grass|Special|IV|other=10% chance of lowering target's Special Defense one stage|PP=10}}
{{mvar|Flash Cannon|Steel|Special|IV|effects=10% chance of lowering the target's Special Defense}}
{{mvar|Flash Cannon|Steel|Special|IV|other=10% of lowering target's Special Defense one stage|PP=10}}
{{mvar/f}}
{{mvar|Fire Dance|Fire|Special|V|other=50% of raising user's Special Attack one stage|sig=Ulgamoth|PP=10}}
|}
|}


===Variations of Dig===
===Variations of Dig===
{{mvar/h|10|power=80|acc=100|notes=Two turn move}}
{{mvar/h|10|power=80|acc=100|effects=Double damage from|notes=Two-turn move; double damage from certain moves}}
{{mvar|Dig|Ground|Physical|I|sig=The Diglett line|siggen=III|note=100 power in Generation I, 60 power in Generation II-III}}  
{{mvar|Dig|Ground|Physical|I|effects=Earthquake and Magnitude}}
{{mvar|Dive|Water|Physical|III|note=60 power in Generation III}}  
{{mvar|Dive|Water|Physical|III|effects=Surf and Whirlpool}}
|}  
{{mvar/f}}
|}
 
===Variations of Discharge===
{{mvar/h|15|power=80|acc=100|notes=30% chance of causing a secondary effect, hits all adjacent Pokémon|other=Secondary effect}}
{{mvar|Discharge|Electric|Special|IV|effects=Paralysis}}
{{mvar|Lava Plume|Fire|Special|IV|effects=Burn}}
{{mvar/f}}


===Variations of Double-Edge===
===Variations of Double-Edge===
{{mvar/h|15|power=120|acc=100|notes=User receives recoil}}
{{mvar/h|PP=yes|10 or 15|power=120|acc=100|notes=User receives recoil equal to ⅓ of the damage done to the target|other=Additional effects}}
{{mvar|Double-Edge|Normal|Physical|I}}
{{mvar|Double-Edge|Normal|Physical|I|PP=15|effects=&nbsp;}}
{{mvar|Volt Tackle|Electric|Physical|III|sig=The Pichu line}}
{{mvar|Volt Tackle|Electric|Physical|III|PP=15|effects=10% chance of paralyzing the target}}
{{mvar|Brave Bird|Flying|Physical|IV}}
{{mvar|Flare Blitz|Fire|Physical|IV|PP=15|effects=10% chance of burning the target}}
{{mvar|Flare Blitz|Fire|Physical|IV}}
{{mvar|Brave Bird|Flying|Physical|IV|PP=15|effects=&nbsp;}}
{{mvar|Wood Hammer|Grass|Physical|IV}}
{{mvar|Wood Hammer|Grass|Physical|IV|PP=15|effects=&nbsp;}}
{{mvar|Afro Break|Normal|Physical|V|sig=Buffalon}}
{{mvar|Wave Crash|Water|Physical|VIII|PP=10|effects=&nbsp;}}
|}
{{mvar/f}}
|}
 
===Variations of Drill Peck===
{{mvar/h|15 or 20|power=80|acc=100|notes=No additional effect|PP=yes}}
{{mvar|Drill Peck|Flying|Physical|I|PP=20}}
{{mvar|Strength|Normal|Physical|I|PP=15}}
{{mvar|Dragon Claw|Dragon|Physical|III|PP=15}}
{{mvar|Seed Bomb|Grass|Physical|IV|PP=15}}
{{mvar|X-Scissor|Bug|Physical|IV|PP=15}}
{{mvar|Power Gem|Rock|Special|IV|PP=20}}
{{mvar/f}}


===Variations of Dragon Tail===
===Variations of Dynamax Cannon===
{{mvar/h|10|power=60|acc=90|notes=-6 priority, forces target to switch out}}
These are the [[signature move]]s of {{p|Zamazenta}}, {{p|Zacian}}, and {{p|Eternatus}}, the [[Legendary Pokémon]] featured in [[Pokémon Sword and Shield]].
{{mvar|Dragon Tail|Dragon|Physical|V}}  
{{mvar/h|5|power=100|acc=100|notes=Deals double damage on Dynamax Pokémon|other=Signature move of}}
{{mvar|Overhead Throw|Fighting|Physical|V}}  
{{mvar|Dynamax Cannon|Dragon|Special|VIII|signature={{p|Eternatus}}}}
|}  
{{mvar|Behemoth Blade|Steel|Physical|VIII|signature={{p|Zacian}}}}
|}
{{mvar|Behemoth Bash|Steel|Physical|VIII|signature={{p|Zamazenta}}}}
{{mvar/f}}


===Variations of DynamicPunch===
===Variations of Dynamic Punch===
{{mvar/h|5|power=100|acc=50|notes=Causes a [[status ailment]]|other=Status ailment}}
{{mvar/h|5|power=100|acc=50|notes=Causes a [[status condition]]|effects=Status condition}}
{{mvar|DynamicPunch|Fighting|Physical|II|other=Confusion}}  
{{mvar|Dynamic Punch|Fighting|Physical|II|effects=Confusion}}  
{{mvar|Purgatory|Fire|Special|V|other=Burn}}  
{{mvar|Inferno|Fire|Special|V|effects=Burn}}
|}
{{mvar/f}}
|}
<center><small>*{{m|Zap Cannon}} formerly had 100 power, but was changed to 120 power in Generation IV and is therefore no longer included.</small></center>


===Variations of Eruption===
===Variations of Eruption===
Line 233: Line 276:
{{mvar|Eruption|Fire|Special|III}}  
{{mvar|Eruption|Fire|Special|III}}  
{{mvar|Water Spout|Water|Special|III}}  
{{mvar|Water Spout|Water|Special|III}}  
|}  
{{mvar|Dragon Energy|Dragon|Special|VIII}}
|}
{{mvar/f}}


===Variations of Fire Blast===
===Variations of False Swipe===
{{mvar/h|5|power=120|acc=85|notes=May have additional effect|other=Additional effect}}
{{mvar/h|40|power=40|acc=100|notes=Leaves target with at least 1HP}}
{{mvar|Fire Blast|Fire|Special|I|other=10% chace of burning target}}  
{{mvar|False Swipe|Normal|Physical|II}}  
{{mvar|Seed Flare|Grass|Special|IV|sig=Shaymin|other=40% chance of lowering targets Special Defense two stages}}  
{{mvar|Hold Back|Normal|Physical|VI}}
|}  
{{mvar/f}}
|}


===Variations of Fling===
===Variations of Fire Punch===
{{mvar/h|10 or 15|power=varying|acc=100|notes=Damage and effect vary depending on held item|other=Item required|PP=PP}}
{{mvar/h|10 or 15|power=75|acc=100|notes=10% chance to inflict a [[status condition]]|effects=Status condition|PP=yes}}
{{mvar|Fling|Dark|Physical|IV|other=Any except [[Poké Ball]]s and [[mail]]|PP=15}}  
{{mvar|Fire Punch|Fire|Physical|I|PP=15|effects=Burn}}
{{mvar|Natural Gift|Normal|Physical|IV|note=Type also varies|other=Berry|PP=10}}  
{{mvar|Ice Punch|Ice|Physical|I|PP=15|effects=Freeze}}
|}  
{{mvar|Thunder Punch|Electric|Physical|I|PP=15|effects=Paralysis}}
|}
{{mvar|Signal Beam|Bug|Special|III|PP=15||effects=Confusion}}
{{mvar|Relic Song|Normal|Special|V|PP=10|effects=Sleep}}
{{mvar/f}}
 
===Variations of Fire Spin===
{{mvar/h|10 or 15|power=35|acc=85|notes=[[Bound|Binds]] target|PP=yes}}
{{mvar|Fire Spin|Fire|Special|I|PP=15}}
{{mvar|Clamp|Water|Physical|I|PP=10}}
{{mvar|Whirlpool|Water|Special|II|PP=15}}
{{mvar|Sand Tomb|Ground|Physical|III|PP=15}}
{{mvar/f|footnotes=Move power was 15, and accuracy was 70%, prior to Generation V, with the exception of Clamp, which power was 35 prior to Generation V.}}


===Variations of Flail===
===Variations of Flail===
Line 254: Line 306:
{{mvar|Flail|Normal|Physical|II}}  
{{mvar|Flail|Normal|Physical|II}}  
{{mvar|Reversal|Fighting|Physical|II}}  
{{mvar|Reversal|Fighting|Physical|II}}  
|}  
{{mvar/f}}
|}
 
===Variations of Flame Charge===
{{mvar/h|20|power=50|acc=100|notes=100% chance of a stat-changing secondary effect|effects=Secondary effect}}
{{mvar|Flame Charge|Fire|Physical|V|effects=Raises user's Speed by one stage}}
{{mvar|Struggle Bug|Bug|Special|V|effects=Lowers target's Special Attack by one stage}}
{{mvar|Pounce|Bug|Physical|IX|effects=Lowers target's Speed by one stage}}
{{mvar|Trailblaze|Grass|Physical|IX|effects=Raises user's Speed by one stage}}
{{mvar|Chilling Water|Water|Special|IX|effects=Lowers target's Attack by one stage}}
{{mvar/f|footnotes=Considered variations from Generation VI onward, as Struggle Bug had only 30 power in Generation V}}


===Variations of Flamethrower===
===Variations of Flamethrower===
{{mvar/h|10 or 15|power=95|acc=100|notes=10% chance of inflicting a non-volatile [[status ailment]]|other=Status ailment|PP=PP}}
{{mvar/h|10 or 15|power=90|acc=100|notes=10% chance of inflicting a non-volatile [[status condition]], targets one opponent|effects=Status condition|PP=yes}}
{{mvar|Flamethrower|Fire|Special|I|other=Burn|PP=15}}
{{mvar|Flamethrower|Fire|Special|I|effects=Burn|PP=15}}
{{mvar|Ice Beam|Ice|Special|I|other=Freeze|PP=10}}
{{mvar|Ice Beam|Ice|Special|I|effects=Freeze|PP=10}}
{{mvar|Thunderbolt|Electric|Special|I|other=Paralysis|PP=15}}
{{mvar|Thunderbolt|Electric|Special|I|effects=Paralysis|PP=15}}
{{mvar|Slime Wave|Poison|Special|V|other=Poison|PP=10}}
{{mvar/f}}
|}
|}


===Variations of Frustration===
===Variations of Fusion Flare===
{{mvar/h|20|power=varying|acc=100|notes=Power depends on user's [[happiness]]|other=Higher damage with}}
These are [[signature move]]s of {{p|Reshiram}} and {{p|Zekrom}}, the [[Legendary Pokémon]] featured in [[Pokémon Black and White Versions]], as well as Kyurem's fusion forms featured in [[Pokémon Black and White Versions 2]].
{{mvar|Frustration|Normal|Physical|II|other=Low happiness}}  
{{mvar/h|5|power=100|acc=100|notes=Power doubles if another Fusion Flare or Fusion Bolt is used in the same turn, regardless of ally or foe|effects=Power doubled by|other=Signature move of}}
{{mvar|Return|Normal|Physical|II|other=High happiness}}  
{{mvar|Fusion Flare|Fire|Special|V|effects=Fusion Bolt|signature={{p|Reshiram}} and White {{p|Kyurem}}}}  
|}  
{{mvar|Fusion Bolt|Electric|Physical|V|effects=Fusion Flare|signature={{p|Zekrom}} and Black {{p|Kyurem}}}}  
|}
{{mvar/f}}


===Variations of Giga Drain===
===Variations of Giga Drain===
{{mvar/h|{{tt|10|5 prior to Generation V}}|power={{tt|75|60 prior to Generation V}}|acc=100|notes=Restores HP by half damage dealt}}
{{mvar/h|10|power=75|acc=100|notes=Restores HP by half damage dealt}}
{{mvar|Giga Drain|Grass|Special|II}}  
{{mvar|Giga Drain|Grass|Special|II}}
{{mvar|Drain Punch|Fighting|Physical|IV}}  
{{mvar|Drain Punch|Fighting|Physical|IV}}  
{{mvar|Wood Horn|Grass|Physical|V|sig=Mebukijika}}  
{{mvar|Horn Leech|Grass|Physical|V}}
|}  
{{mvar/f|footnotes=For Giga Drain and Drain Punch, the power was 60, and PP was 5 PP, prior to Generation V.}}
|}


===Variations of Gust===
===Variations of Gyro Ball===
{{mvar/h|35|power=40|acc=100|notes=No additional effect}}
{{mvar/h|5 or 10|power=varying|acc=100|notes=Power depends on user's and target's Speed; cannot affect targets with {{a|Bulletproof}}|other=Higher damage with|PP=yes}}
{{mvar|Gust|Flying|Special|I|note=Normal-type in Generation I}}  
{{mvar|Gyro Ball|Steel|Physical|IV|effects=Lower Speed compared to the target|PP=5}}  
{{mvar|Pound|Normal|Physical|I}}  
{{mvar|Electro Ball|Electric|Special|V|effects=Higher Speed compared to the target|PP=10}}  
{{mvar|Scratch|Normal|Physical|I}}  
{{mvar/f}}
|}  
|}


===Variations of Heat Stamp===
===Variations of Hammer Arm===
{{mvar/h|10|power=100|acc=90|notes=Lowers user's Speed; {{cat|punching moves}}}}
{{mvar|Hammer Arm|Fighting|Physical|IV}}
{{mvar|Ice Hammer|Ice|Physical|VII}}
{{mvar/f}}
 
===Variations of Heavy Slam===
{{mvar/h|10|power=varying|acc=100|notes=Deals more damage if user's weight is higher compared to the target}}
{{mvar/h|10|power=varying|acc=100|notes=Deals more damage if user's weight is higher compared to the target}}
{{mvar|Heat Stamp|Fire|Physical|V|sig=The Tepig line}}  
{{mvar|Heavy Slam|Steel|Physical|V}}  
{{mvar|Heavy Bomber|Steel|Physical|V}}  
{{mvar|Heat Crash|Fire|Physical|V}}  
|}  
{{mvar/f}}
|}


===Variations of Hyper Beam===
===Variations of Hyper Beam===
{{mvar/h|5|power=150|acc=90|notes=User must rest the turn after its use}}
{{mvar/h|5|power=150|acc=90 or 100|notes=User must rest the turn after its use}}
{{mvar|Hyper Beam|Normal|Special|I}}  
{{mvar|Hyper Beam|Normal|Special|I}}  
{{mvar|Blast Burn|Fire|Special|III}}  
{{mvar|Blast Burn|Fire|Special|III}}
{{mvar|Frenzy Plant|Grass|Special|III}}  
{{mvar|Hydro Cannon|Water|Special|III}}
{{mvar|Hydro Cannon|Water|Special|III}}  
{{mvar|Frenzy Plant|Grass|Special|III}}
{{mvar|Giga Impact|Normal|Physical|IV}}  
{{mvar|Giga Impact|Normal|Physical|IV}}
{{mvar|Roar of Time|Dragon|Special|IV|sig=Dialga}}  
{{mvar|Rock Wrecker|Rock|Physical|IV}}
{{mvar|Rock Wrecker|Rock|Physical|IV|sig=Rhyperior|siggen=V}}  
{{mvar|Roar of Time|Dragon|Special|IV}}
|}  
{{mvar|Meteor Assault|Fighting|Physical|VIII}}  
|}
{{mvar/f}}


===Variations of Hyper Fang===
===Variations of Hyper Fang===
{{mvar/h|15|power=80|acc=90|notes=10% chance of flinching target}}
{{mvar/h|15|power=80|acc=90|notes=Has a chance of causing the target to {{status|flinch}}|other=Chance}}
{{mvar|Hyper Fang|Normal|Physical|I|sig=The Rattata line|siggen=IV}}
{{mvar|Hyper Fang|Normal|Physical|I|effects=10%}}
{{mvar|Zen Headbutt|Psychic|Physical|IV}}
{{mvar|Zen Headbutt|Psychic|Physical|IV|effects=20%}}
|}
{{mvar/f}}
|}
 
===Variations of Hyper Voice===
{{mvar/h|10|power=90|acc=100|notes=No additional effect}}
{{mvar|Hyper Voice|Normal|Special|III}}
{{mvar|Dragon Pulse|Dragon|Special|IV}}
|}
|}


===Variations of Icy Wind===
===Variations of Icy Wind===
{{mvar/h|15|power=55|acc=95|notes=Lowers target's stat one stage|other=Stat lowered}}
{{mvar/h|15|power=55|acc=95|notes=Lowers target's stat one stage|other=Stat lowered}}
{{mvar|Icy Wind|Ice|Special|II|other=Speed}}  
{{mvar|Icy Wind|Ice|Special|II|effects=Speed}}  
{{mvar|Mud Shot|Ground|Special|III|other=Speed}}  
{{mvar|Mud Shot|Ground|Special|III|effects=Speed}}
{{mvar|Bark Out|Dark|Special|V|other=Special Attack}}  
{{mvar|Electroweb|Electric|Special|V|effects=Speed}}  
{{mvar|ElecNet|Electric|Special|V|sig=The Bachuru line|other=Speed}}  
{{mvar|Snarl|Dark|Special|V|effects=Special Attack}}  
|}  
{{mvar/f}}
|}
 
===Variations of Iron Tail===
{{mvar/h|10-15|power=100|acc=75|notes=Chance of secondary effect|other=Secondary effect|PP=yes}}
{{mvar|Iron Tail|Steel|Physical|II|effects=30% chance of lowering target's Defense by one stage|PP=15}}
{{mvar|Dragon Rush|Dragon|Physical|IV|effects=20% chance of causing flinching|PP=10}}
{{mvar/f}}
 
===Variations of Jump Kick===
{{mvar/h|10 or 15|power=100|acc=95|notes=If the move misses, the user takes crash damage equivalent to 50% of their max HP|PP=yes}}
{{mvar|Jump Kick|Fighting|Physical|I|PP=10}}
{{mvar|Supercell Slam|Electric|Physical|IX|PP=15}}
{{mvar/f}}


===Variations of Karate Chop===
===Variations of Karate Chop===
{{mvar/h|25|power=50|acc=100|notes=High critical hit ratio}}
{{mvar/h|25|power=50|acc=100|notes=High critical hit ratio|other=Notes}}
{{mvar|Karate Chop|Fighting|Physical|I|note=Normal-type in Generation I}}
{{mvar|Karate Chop|Fighting|Physical|I|other=Normal-type in Generation I}}
{{mvar|Poison Tail|Poison|Physical|III|note=May also poison target|sig=Seviper|siggen=V}}
{{mvar|Poison Tail|Poison|Physical|III|other=10% chance of poisoning the target}}
|}
{{mvar/f}}
|}
 
===Variations of Last Respects===
{{mvar/h|10|power=50|acc=100|notes=Power is increased by 50 each time a specific event occurs|effects=Power increased when}}
{{mvar|Last Respects|Ghost|Physical|IX|effects=A Pokémon on the user's team faints}}
{{mvar|Rage Fist|Ghost|Physical|IX|effects=The user is hit by a damaging move}}
{{mvar/f}}


===Variations of Leaf Blade===
===Variations of Leaf Blade===
{{mvar/h|15|power=90|acc=100|notes=High critical hit ratio}}
{{mvar/h|15|power=90|acc=100|notes=High critical hit ratio}}
{{mvar|Leaf Blade|Grass|Physical|III|sig=Grovyle and Sceptile|siggen=IV|note=70 power prior to Generation IV}}
{{mvar|Leaf Blade|Grass|Physical|III}}
{{mvar|Attack Order|Bug|Physical|IV|sig=Vespiquen}}
{{mvar|Attack Order|Bug|Physical|IV}}
|}
{{mvar/f}}
|}


===Variations of Low Kick===
===Variations of Low Kick===
{{mvar/h|20|power=varying|acc=100|notes=Greater damage on heavier target}}
{{mvar/h|20|power=varying|acc=100|notes=Greater damage on heavier target}}
{{mvar|Low Kick|Fighting|Physical|I|note=Had 50 power prior to Generation III}}
{{mvar|Low Kick|Fighting|Physical|I}}
{{mvar|Grass Knot|Grass|Special|IV}}
{{mvar|Grass Knot|Grass|Special|IV}}
|}
{{mvar/f}}
|}
 
===Variations of Lunge===
{{mvar/h|15|power=80|acc=100|notes=Lowers target's stat one stage|other=Stat lowered}}
{{mvar|Lunge|Bug|Physical|VII|effects=Attack}}
{{mvar|Fire Lash|Fire|Physical|VII|effects=Defense}}
{{mvar|Drum Beating|Grass|Physical|VIII|effects=Speed}}
{{mvar|Apple Acid|Grass|Special|VIII|effects=Special Defense}}
{{mvar|Grav Apple|Grass|Physical|VIII|effects=Defense}}
{{mvar/f}}


===Variations of Luster Purge===
===Variations of Luster Purge===
{{mvar/h|5|power=70|acc=100|notes=50% of additional effect occuring|other=Additional effect}}
These are the [[signature move]]s of the [[Eon duo]], {{p|Latios}} and {{p|Latias}}.
{{mvar|Luster Purge|Psychic|Special|III|other=Lowers target's Special Defense one stage|sig=Latios}}
{{mvar/h|5|power=95|acc=100|notes=50% chance of lowering the target's stat by 1 stage|effects=Lowered stat|other=Signature move of}}
{{mvar|Mist Ball|Psychic|Special|III|other=Lowers target's Special Attack one stage|sig=Latias}}
{{mvar|Luster Purge|Psychic|Special|III|effects=Special Defense|signature={{p|Latios}}}}
|}
{{mvar|Mist Ball|Psychic|Special|III|effects=Special Attack|signature={{p|Latias}}}}
|}
{{mvar/f|footnotes=Move power was 70 prior to Generation IX.}}


===Variations of Megahorn===
===Variations of Megahorn===
{{mvar/h|10|power=120|acc=85|notes=No additional effect}}
{{mvar/h|10|power=120|acc=85|notes=No additional effect}}
{{mvar|Megahorn|Bug|Physical|II|sig=Heracross|siggen=III}}
{{mvar|Megahorn|Bug|Physical|II}}
{{mvar|Power Whip|Grass|Physical|IV}}
{{mvar|Power Whip|Grass|Physical|IV}}
|}
{{mvar|Precipice Blades|Ground|Physical|VI}}
|}
{{mvar/f}}


===Variations of Night Shade===
===Variations of Metal Burst===
{{mvar/h|15 or 20|power=varying|acc=100|notes=Damage equals to user's level|PP=PP}}
{{mvar/h|10|acc=100|notes=Returns 1.5 times the damage dealt by the opponent's last attack}}
{{mvar|Night Shade|Ghost|Special|I|PP=15|The Gastly line}}  
{{mvar|Metal Burst|Steel|Physical|IV}}
{{mvar|Seismic Toss|Fighting|Physical|I|PP=20}}  
{{mvar|Comeuppance|Dark|Physical|IX}}
|}  
{{mvar/f}}
|}


===Variations of Needle Arm===
===Variations of Needle Arm===
{{mvar/h|10 or 15|power=60|acc=100|notes=30% chance of inflicting a [[status ailment]]|other=Status ailment|PP=PP}}
{{mvar/h|10 or 15|power=60|acc=100|notes=30% chance of causing a secondary effect|effects=Secondary effect|PP=yes}}
{{mvar|Needle Arm|Grass|Physical|III|other=Causes flinching|sig=The Cacnea line|siggen=V|PP=15}}
{{mvar|Needle Arm|Grass|Physical|III|effects=Flinching|PP=15}}
{{mvar|Force Palm|Fighting|Physical|IV|other=Inflicts paralysis|PP=10}}
{{mvar|Force Palm|Fighting|Physical|IV|effects=Paralysis|PP=10}}
|}
{{mvar/f}}
|}


===Variations of Octazooka===
===Variations of Octazooka===
{{mvar/h|10|power=65|acc=85|notes=May lower target's Accuracy one stage}}
{{mvar/h|10|power=65|acc=85|notes=30% chance of lowering target's accuracy by one stage}}
{{mvar|Octazooka|Water|Special|II|sig=Octillery}}
{{mvar|Octazooka|Water|Special|II}}
{{mvar|Mud Bomb|Ground|Special|IV}}
{{mvar|Mud Bomb|Ground|Special|IV}}
{{mvar|Mirror Shot|Steel|Special|IV}}
{{mvar|Mirror Shot|Steel|Special|IV}}
|}
{{mvar/f}}
|}


===Variations of Overheat===
===Variations of Overheat===
{{mvar/h|5|power=140|acc=90|notes=Lowers user's Special Attack two stages}}
{{mvar/h|5|power=130|acc=90|notes=Lowers user's Special Attack two stages}}
{{mvar|Overheat|Fire|Special|III}}
{{mvar|Overheat|Fire|Special|III}}
{{mvar|Psycho Boost|Psychic|Special|III|sig=Deoxys}}
{{mvar|Draco Meteor|Dragon|Special|IV}}
{{mvar|Draco Meteor|Dragon|Special|IV}}
{{mvar|Leaf Storm|Grass|Special|IV}}
{{mvar|Leaf Storm|Grass|Special|IV}}
|}
{{mvar|Fleur Cannon|Fairy|Special|VII}}
|}
{{mvar/f|footnotes=Move power was 140 prior to Generation IV. {{m|Psycho Boost}} formerly had the same power too, but its power didn't drop in Generation VI and is therefore no longer included.}}
 
===Variations of Pluck===
{{mvar/h|20|power=60|acc=100|notes=Eats and gains the effect of the target's held Berry}}
{{mvar|Pluck|Flying|Physical|IV}}
{{mvar|Bug Bite|Bug|Physical|IV}}
{{mvar/f}}
 
===Variations of Pound===
{{mvar/h|30, 35, or 40|power=40|acc=100|notes=No additional effect|PP=yes}}
{{mvar|Pound|Normal|Physical|I|PP=35}}
{{mvar|Scratch|Normal|Physical|I|PP=35}}
{{mvar|Gust|Flying|Special|I||PP=35}} 
{{mvar|Tackle|Normal|Physical|I|PP=35}}
{{mvar|Fairy Wind|Fairy|Special|VI|PP=30}}
{{mvar|Leafage|Grass|Physical|VII|PP=40}}
{{mvar|Branch Poke|Grass|Physical|VIII|PP=40}}
{{mvar/f}}
 
===Variations of Psybeam===
{{mvar/h|20|power=65|acc=100|notes=Chance of an additional effect occurring|effects=Additional effect}}
{{mvar|Psybeam|Psychic|Special|I|effects=10% chance of inflicting confusion}}
{{mvar|Bubble Beam|Water|Special|I|effects=10% chance of lowering target's Speed one stage}}
{{mvar|Aurora Beam|Ice|Special|I|effects=10% chance of lowering target's Attack one stage}}
{{mvar|Sludge|Poison|Special|I|effects=30% chance of inflicting poison}}
{{mvar|Spark|Electric|Physical|II|effects=30% chance of inflicting paralysis}}
{{mvar/f}}


===Variations of Petal Dance===
===Variations of Psyblade===
{{mvar/h|10 or 15|power=120{{tt|*|90 prior to Generation V}}|acc=100|notes=Lasts 2-3 turns, user becomes confused|PP=PP}}
{{mvar/h|15|power=80|acc=100|notes=Power is increased by 50% under a certain field condition|other=Field condition}}
{{mvar|Petal Dance|Grass|Physical|I|note=70 power in Generation I-III|PP=10{{tt|*|20 prior to Generation V}}|sig=The Oddish line|siggen=II}}
{{mvar|Psyblade|Psychic|Physical|IX|other=Electric Terrain}}
{{mvar|Thrash|Normal|Physical|I|PP=10{{tt|*|20 prior to Generation V}}}}
{{mvar|Hydro Steam|Water|Special|IX|other=Harsh sunlight}}
{{mvar|Outrage|Dragon|Physical|II|PP=15}}
{{mvar/f}}
|}
|}


===Variations of Psychic===
===Variations of Psychic===
{{mvar/h|10|power=90|acc=100|notes=10% chance of lowering Special Defense one stage}}
{{mvar/h|10|power=90|acc=100|notes=10% chance of lowering the target's Special Defense by one stage}}
{{mvar|Psychic|Psychic|Special|I}}  
{{mvar|Psychic|Psychic|Special|I}}  
{{mvar|Bug Buzz|Bug|Special|IV}}  
{{mvar|Bug Buzz|Bug|Special|IV}}
{{mvar|Energy Ball|Grass|Special|IV}}  
{{mvar|Earth Power|Ground|Special|IV}}  
{{mvar|Earth Power|Ground|Special|IV}}  
|}  
{{mvar/f}}
|}


===Variations of Quick Attack===
===Variations of Psyshock===
{{mvar/h|30|power=40|acc=100|notes=+1 priority}}
{{mvar/h|10|power=80|acc=100|notes=Uses alternative stats to calculate damage|other=Effect}}
{{mvar|Quick Attack|Normal|Physical|I}}  
{{mvar|Psyshock|Psychic|Special|V|effects=Uses opponent's Defense in place of Special Defense}}
{{mvar|Mach Punch|Fighting|Physical|II}}
{{mvar|Body Press|Fighting|Physical|VIII|effects=Uses user's Defense in place of Attack}}
{{mvar|Aqua Jet|Water|Physical|IV}}  
{{mvar/f}}
{{mvar|Bullet Punch|Steel|Physical|IV}}
{{mvar|Ice Shard|Ice|Physical|IV}}  
{{mvar|Shadow Sneak|Ghost|Physical|IV}}
{{mvar|Vacuum Wave|Fighting|Special|IV}}
|}
|}


===Variations of Razor Leaf===
===Variations of Return===
{{mvar/h|25|power=55|acc=95|notes=High critical hit ratio}}
{{mvar/h|20|power=varying|acc=100|notes=Power depends on user's [[friendship]]|other=Higher damage with}}
{{mvar|Razor Leaf|Grass|Physical|I}}
{{mvar|Return|Normal|Physical|II|effects=High friendship}}  
{{mvar|Air Cutter|Flying|Special|III}}
{{mvar|Frustration|Normal|Physical|II|effects=Low friendship}}  
|}
{{mvar/f}}
|}


===Variations of Revenge===
===Variations of Revenge===
{{mvar/h|10|power=60|acc=100|notes=-4 priority, doubles in power if user was damaged}}
{{mvar/h|10|power=60|acc=100|notes=-4 priority, doubles in power if user was damaged}}
{{mvar|Revenge|Fighting|Physical|III|note=0 priority prior to Generation IV}}  
{{mvar|Revenge|Fighting|Physical|III}}  
{{mvar|Avalanche|Ice|Physical|IV}}  
{{mvar|Avalanche|Ice|Physical|IV}}  
|}  
{{mvar/f}}
|}


===Variations of Rollout===
===Variations of Rollout===
{{mvar/h|20|power=30|acc=90|notes=Power doubles with each consecutive hit}}
{{mvar/h|20|power=30|acc=90|notes=Power doubles with each consecutive hit; also doubles if Defense Curl is used}}
{{mvar|Rollout|Rock|Physical|II}}  
{{mvar|Rollout|Rock|Physical|II}}  
{{mvar|Ice Ball|Ice|Physical|III|sig=The Spheal line}}  
{{mvar|Ice Ball|Ice|Physical|III}}
|}  
{{mvar/f}}
|}
 
===Variations of Sacred Fire===
{{mvar/h|5|power=100|acc=95|notes=50% chance of causing a secondary effect|effects=Additional effect}}
{{mvar|Sacred Fire|Fire|Physical|II|effects=Burn}}  
{{mvar|Diamond Storm|Rock|Physical|VI|effects=Raises user's Defense by 2 stages per target}}
{{mvar/f}}
 
===Variations of Seismic Toss===
{{mvar/h|15 or 20|acc=100|notes=Damage equal to user's level|PP=yes}}
{{mvar|Seismic Toss|Fighting|Physical|I|PP=20}}
{{mvar|Night Shade|Ghost|Special|I|PP=15}}
{{mvar/f}}


===Variations of Signal Beam===
===Variations of Shadow Bone===
{{mvar/h|10 or 15|power=75|acc=100|notes=10% chance of inflicting a [[status ailment]]|other=Status ailment|PP=PP}}
{{mvar/h|10|power=85|acc=100|notes=20% chance of lowering Defense one stage}}
{{mvar|Signal Beam|Bug|Special|III|PP=15|other=Confusion}}  
{{mvar|Shadow Bone|Ghost|Physical|VII}}
{{mvar|Ancient Song|Normal|Special|V|PP=10|sig=Meloetta|other=Sleep}}  
{{mvar|Liquidation|Water|Physical|VII}}
|}  
{{mvar/f}}
|}
 
===Variations of Skull Bash===
{{mvar/h|10|power=130|acc=100|notes=Needs to charge, raises stat by one stage on the first turn|other=Stat raised}}
{{mvar|Skull Bash|Normal|Physical|I|effects=Defense}}
{{mvar|Electro Shot|Electric|Special|IX|effects=Special Attack}}
{{mvar/f}}


===Variations of Sky Attack===
===Variations of Sky Attack===
{{mvar/h|5|power=140|acc=90|notes=Needs to charge, 30% chance of causing a [[status ailment]]|other=Status ailment}}
{{mvar/h|5|power=140|acc=90|notes=Needs to charge, 30% chance of causing a secondary effect|effects=Additional effect|other=Notes}}
{{mvar|Sky Attack|Flying|Physical|I|other=Flinch}}  
{{mvar|Sky Attack|Flying|Physical|I|effects=Flinch|other=High critical hit ratio}}  
{{mvar|Cold Flare|Ice|Special|V|other=Burn}}  
{{mvar|Freeze Shock|Ice|Physical|V|effects=Paralysis|other=&nbsp;}}
{{mvar|Freeze Bolt|Ice|Physical|V|other=Paralysis}}  
{{mvar|Ice Burn|Ice|Special|V|effects=Burn|other=&nbsp;}}
|}  
{{mvar/f}}
|}


===Variations of Slash===
===Variations of Slash===
{{mvar/h|15 or 20|power=70|acc=100|notes=High critical hit ratio|PP=PP}}
{{mvar/h|15 or 20|power=70|acc=100|notes=High critical hit ratio|PP=yes|other=Notes}}
{{mvar|Slash|Normal|Physical|I|PP=20}}  
{{mvar|Slash|Normal|Physical|I|PP=20|other=&nbsp;}}
{{mvar|Cross Poison|Poison|Physical|IV|note=10% chance of poisoning|PP=20}}  
{{mvar|Night Slash|Dark|Physical|IV|PP=15|other=&nbsp;}}
{{mvar|Psycho Cut|Psychic|Physical|IV|PP=20}}  
{{mvar|Shadow Claw|Ghost|Physical|IV|PP=15|other=&nbsp;}}
{{mvar|Night Slash|Dark|Physical|IV|PP=15}}  
{{mvar|Psycho Cut|Psychic|Physical|IV|PP=20|other=&nbsp;}}
{{mvar|Shadow Claw|Ghost|Physical|IV|PP=15}}  
{{mvar|Cross Poison|Poison|Physical|IV|other=10% chance of poisoning|PP=20}}
|}
{{mvar|Aqua Cutter|Water|Physical|IX|PP=20|other=&nbsp;}}
|}
{{mvar/f|footnotes={{m|Leaf Blade}} formerly had 70 power, but was changed to 90 power in Generation IV and is therefore no longer included (it is instead included in a [[#Variations of Leaf Blade|different list of variations]]).}}
<center><small>*{{m|Leaf Blade}} formerly had 70 power, but was changed to 90 power in Generation IV and is therefore no longer included.</small></center>


===Variations of SmellingSalt===
===Variations of Sludge Wave===
{{mvar/h|10|power=60|acc=100|notes=Double damage on target with non-volatile status, cures non-volatile status on target|other=Cured status ailment}}
{{mvar/h|15|power=95|acc=100|notes=Chance of causing a secondary effect|effects=Additional effect}}
{{mvar|SmellingSalt|Normal|Physical|III|other=Paralysis|The Makuhita line}}  
{{mvar|Sludge Wave|Poison|Special|V|effects=10% chance of poisoning, hits all adjacent Pokémon}}
{{mvar|Wake-Up Slap|Fighting|Physical|IV|other=Sleep}}  
{{mvar|Moonblast|Fairy|Special|VI|effects=30% chance of lowering target's Special Attack by one stage}}
|}  
{{mvar/f}}
|}
 
===Variations of Springtide Storm===
These are the [[signature moves]] of the [[forces of nature]].
{{mvar/h|5 or 10|power=100|acc=80|notes=Chance of causing a secondary effect|effects=Additional effect|other=Signature move of}}
{{mvar|Springtide Storm|Fairy|Special|VIII|effects=30% chance of lowering each target's Attack by one stage|signature={{p|Enamorus}}}}
{{mvar|Bleakwind Storm|Flying|Special|VIII|effects=30% chance of lowring each target's Speed by one stage|signature={{p|Tornadus}}}}
{{mvar|Wildbolt Storm|Electric|Special|VIII|effects=20% chance of paralyzing each target|signature={{p|Thundurus}}}}
{{mvar|Sandsear Storm|Ground|Special|VIII|effects=20% chance to burning each target|signature={{p|Landorus}}}}
{{mvar/f}}
 
===Variations of Steel Beam===
{{mvar/h|5|power=140|acc=95|notes=User takes recoil damage equal to 1/2 its max HP}}
{{mvar|Steel Beam|Steel|Special|VIII}}
{{mvar|Chloroblast|Grass|Special|VIII}}
{{mvar/f}}


===Variations of Stomp===
===Variations of Stomp===
{{mvar/h|20|power=65|acc=100|notes=30% of [[Status ailment|flinching]], doubles in power if target has used {{m|Minimize}}}}
{{mvar/h|20|power=65|acc=100|notes=30% chance of {{status|flinch|flinching}}, doubles in power if target has used {{m|Minimize}}}}
{{mvar|Stomp|Normal|Physical|I}}  
{{mvar|Stomp|Normal|Physical|I}}  
{{mvar|Hard Roller|Bug|Physical|V}}  
{{mvar|Steamroller|Bug|Physical|V}}  
|}  
{{mvar/f}}
|}
 
===Variations of Stomping Tantrum===
{{mvar/h|10 or 5|power=75|acc=100|notes=Doubles in power after a certain effect occurs|other=Condition|PP=yes}}
{{mvar|Stomping Tantrum|Ground|Physical|VII|effects=If the user's previous move missed or failed, but was not protected from|PP=10}}
{{mvar|Lash Out|Dark|Physical|VIII|effects=If the user's stats were lowered|PP=5}}  
{{mvar|Temper Flare|Fire|Physical|IX|effects=If the user's previous move missed or failed, but was not protected from|PP=10}}
{{mvar/f}}
 
===Variations of Stone Axe===
These are the [[signature moves]] of Hisuian Pokémon.
{{mvar/h|15|power=65|acc=90|other=Signature move of|notes=High critical hit ratio, leaves {{status|splinters}} in the target{{sup/8|LA}}<br>Sets up a [[List of moves that cause entry hazards|trap]] on the target's side of the field{{sup/9|SV}}|effects=Trap set{{sup/9|SV}}}}
{{mvar|Stone Axe|Rock|Physical|VIII|signature={{p|Kleavor}}|effects={{m|Stealth Rock}}}}
{{mvar|Ceaseless Edge|Dark|Physical|VIII|signature=Hisuian {{p|Samurott}}|effects=One layer of {{m|spikes}}}}
{{mvar/f}}
 
===Variations of Stored Power===
{{mvar/h|10|power=20|acc=100|notes=Increases base power the more positive stat changes the user has built up}}
{{mvar|Stored Power|Psychic|Special|V}}
{{mvar|Power Trip|Dark|Physical|VII}}
{{mvar/f}}
 
===Variations of Sucker Punch===
{{mvar/h|5|power=70|acc|100|notes=Strikes first, but fails if the target isn't using a damaging move on the turn}}
{{mvar|Sucker Punch|Dark|Physical|IV}}
{{mvar|Thunderclap|Electric|Special|IX}}
{{mvar/f}}


===Variations of Strength===
===Variations of Sunsteel Strike===
{{mvar/h|15 or 20|power=80|acc=100|notes=No additional effect}}
These are the [[signature move]]s of the [[Light trio]], {{p|Lunala}}, {{p|Necrozma}}, and {{p|Solgaleo}}.
{{mvar|Strength|Normal|Physical|I}}
{{mvar/h|5|power=100|acc=100|notes=Ignores the target's [[Ability]]|other=Signature move|effects=Added effect}}
{{mvar|Drill Peck|Flying|Physical|I}}  
{{mvar|Sunsteel Strike|Steel|Physical|VII|signature={{p|Solgaleo}} and Dusk Mane {{p|Necrozma}}|effects=&nbsp;}}
{{mvar|Dragon Claw|Dragon|Physical|III}}  
{{mvar|Moongeist Beam|Ghost|Special|VII|signature={{p|Lunala}} and Dawn Wings {{p|Necrozma}}|effects=&nbsp;}}
{{mvar|Seed Bomb|Grass|Physical|IV}}  
{{mvar|Photon Geyser|Psychic|Special|VII|signature={{p|Necrozma}}|effects=Deals physical damage if the user's Attack is higher than Special Attack}}
{{mvar|X-Scissor|Bug|Physical|IV}}
{{mvar/f}}
|}  
|}


===Variations of Superpower===
===Variations of Superpower===
{{mvar/h|5|power=120|acc=100|notes=Lowers two of the user's stats|other=Stats lowered}}
{{mvar/h|5|power=120|acc=100|notes=Lowers two of the user's stats by one stage each|other=Stats lowered}}
{{mvar|Superpower|Fighting|Physical|III|other=Attack, Defense}}  
{{mvar|Superpower|Fighting|Physical|III|effects=Attack, Defense}}  
{{mvar|Close Combat|Fighting|Physical|IV|other=Defense, Special Defense}}  
{{mvar|Close Combat|Fighting|Physical|IV|effects=Defense, Special Defense}}
|}  
{{mvar|Dragon Ascent|Flying|Physical|VI|effects=Defense, Special Defense}}
|}
{{mvar|Headlong Rush|Ground|Physical|VIII|effects=Defense, Special Defense}}
{{mvar|Armor Cannon|Fire|Special|IX|effects=Defense, Special Defense}}
{{mvar/f}}
 
===Variations of Super Fang===
{{mvar/h|10|acc=90|notes=Deals damage equal to half target's remaining HP}}
{{mvar|Super Fang|Normal|Physical|I}}
{{mvar|Nature's Madness|Fairy|Special|VII}}
{{mvar|Ruination|Dark|Special|IX}}
{{mvar/f}}
 
===Variations of Surf===
{{mvar/h|10-15|power=90|acc=100|notes=Targets more than one Pokémon in Double and Triple Battles|effects=Range|other=Notes}}
{{mvar|Surf|Water|Special|I|other=Does double damage if target is using Dive|effects=All adjacent Pokémon}}
{{mvar|Hyper Voice|Normal|Special|III|other=&nbsp;|effects=All adjacent foes}}
{{mvar|Petal Blizzard|Grass|Physical|VI|other=&nbsp;|effects=All adjacent Pokémon}}
{{mvar|Land's Wrath|Ground|Physical|VI|other=&nbsp;|effects=All all adjacent foes}}
{{mvar|Thousand Arrows|Ground|Physical|VII|other=&nbsp;|effects=All adjacent foes}}
{{mvar|Thousand Waves|Ground|Physical|VII|other=&nbsp;|effects=All adjacent foes}}
{{mvar/f|footnotes=Considered variations from Generation VI onward, as Surf had 95 power prior to it}}


===Variations of Swift===
===Variations of Swift===
{{mvar/h|20|power=60|notes=Cannot miss}}
{{mvar/h|20|power=60|acc=&mdash;|notes=Never misses}}
{{mvar|Swift|Normal|Special|I}}
{{mvar|Swift|Normal|Special|I}}
{{mvar|Faint Attack|Dark|Physical|II}}  
{{mvar|Feint Attack|Dark|Physical|II}}
{{mvar|Shadow Punch|Ghost|Physical|III}}
{{mvar|Aerial Ace|Flying|Physical|III}}  
{{mvar|Aerial Ace|Flying|Physical|III}}  
{{mvar|Magical Leaf|Grass|Special|III}}  
{{mvar|Magical Leaf|Grass|Special|III}}  
{{mvar|Shadow Punch|Ghost|Physical|III}}
{{mvar|Shock Wave|Electric|Special|III}}  
{{mvar|Shock Wave|Electric|Special|III}}  
{{mvar|Magnet Bomb|Steel|Physical|IV}}
{{mvar|Magnet Bomb|Steel|Physical|IV}}
|}  
{{mvar/f}}
|}
 
===Variations of Techno Blast===
These are signature moves of Legendary Pokémon.
{{mvar/h|5 or 10|power=120|acc=100|notes=Type varies depending on specific held item|PP=yes|other=Signature move of}}
{{mvar|Techno Blast|Normal|Special|V|PP=5|signature={{p|Genesect}}}}
{{mvar|Multi-Attack|Normal|Physical|VII|PP=10|signature={{p|Silvally}}}}
{{mvar/f}}
 
===Variations of Thief===
{{mvar/h|25|power=60|acc=100|notes=Steals the target's held item}}
{{mvar|Thief|Dark|Physical|II}}
{{mvar|Covet|Normal|Physical|III}}
{{mvar/f|footnotes=Considered variations only after Generation VI, as their PP differed prior to it}}
 
===Variations of Thrash===
{{mvar/h|10|power=120|acc=100|notes=Lasts 2-3 turns, user becomes confused<br>Fixates the user on the move{{sup/8|LA}}}}
{{mvar|Thrash|Normal|Physical|I}}
{{mvar|Petal Dance|Grass|Special|I}}
{{mvar|Outrage|Dragon|Physical|II}}
{{mvar|Raging Fury|Fire|Physical|VIII}}
{{mvar/f|footnotes=Considered variations from Generation V onward, as their PP and base power differed prior to it}}


===Variations of U-turn===
===Variations of U-turn===
{{mvar/h|20|power=70|acc=100|notes=User switches after damage}}
{{mvar/h|20|power=70|acc=100|notes=User switches after dealing damage}}
{{mvar|U-turn|Bug|Physical|IV}}  
{{mvar|U-turn|Bug|Physical|IV}}  
{{mvar|Volt Change|Electric|Special|V|sig=Emonga}}  
{{mvar|Volt Switch|Electric|Special|V}}  
|}  
{{mvar/f}}
|}


===Variations of Waterfall===
===Variations of Waterfall===
{{mvar/h|15|power=80|acc=100|notes=Chance of inflicting a [[status ailment]]|other=Status ailment|PP=PP}}
{{mvar/h|10, 15, or 20|power=80|acc=100|notes=Chance of causing a secondary effect, single target|effects=Additional effect|PP=yes}}
{{mvar|Waterfall|Water|Physical|I|other=20% chance of flinching|PP=15|sig=The Goldeen line|siggen=II}}
{{mvar|Waterfall|Water|Physical|I|effects=20% chance of flinching|PP=15}}
{{mvar|Dark Pulse|Dark|Special|IV|other=20% chance of flinching|PP=15}}
{{mvar|Extrasensory|Psychic|Special|III|effects=10% chance of flinching|PP=20}}
{{mvar|Discharge|Electric|Special|IV|other=30% chance of paralyzing|PP=15}}
{{mvar|Poison Jab|Poison|Physical|IV|effects=30% chance of poisoning|PP=20}}
{{mvar|Iron Head|Steel|Physical|IV|other=30% chance of flinching|PP=15}}
{{mvar|Dark Pulse|Dark|Special|IV|effects=20% chance of flinching|PP=15}}
{{mvar|Lava Plume|Fire|Special|IV|other=30% chance of burning|PP=15}}
{{mvar|Iron Head|Steel|Physical|IV|effects=30% chance of flinching|PP=15}}
{{mvar|Poison Jab|Poison|Physical|IV|other=30% chance of poisoning|PP=15}}
{{mvar|Scald|Water|Special|V|effects=30% chance of burning|PP=15}}
{{mvar|Boiling Water|Water|Special|V|other=30% chance of burning|PP=15}}
{{mvar|Zing Zap|Electric|Physical|VII|effects=30% chance of flinching|PP=10}}
|}  
{{mvar/f}}
|}


===Variations of Weather Ball===
===Variations of Weather Ball===
{{mvar/h|10|power=50|acc=100|notes=Power doubles under certain conditions|other=Condition}}
{{mvar/h|10|power=50|acc=100|notes=Power doubles under a field condition|other=Field condition}}
{{mvar|Weather Ball|Normal|Physical|III|other=When a Weather Condition is active}}
{{mvar|Weather Ball|Normal|Physical|III|effects=Any type of weather, except strong winds}}
{{mvar|Assurance|Dark|Physical|IV|other=The target has received damage on the same turn}}  
{{mvar|Terrain Pulse|Normal|Physical|VIII|effects=Any type of terrain}}
{{mvar|Payback|Dark|Physical|IV|other=The user attacks after the target}}  
{{mvar/f}}
{{mvar|Evil Eye|Ghost|Special|V|other=The target is afflicted by non-volatile status ailment}}  
 
|}  
===Variations of Wring Out===
|}
{{mvar/h|5 or 10|power=Varying|acc=100|notes=Does more damage if the target's current HP is high|PP=yes}}
{{mvar|Wring Out|Normal|Special|IV|PP=5}}  
{{mvar|Crush Grip|Normal|Physical|IV|PP=5}}  
{{mvar|Hard Press|Steel|Physical|IX|PP=10}}
{{mvar/f}}


==List of status move variations==
==List of status move variations==
===Terrain moves===
{{mvar/h|10|notes=Causes a special effect for all grounded Pokémon for 5 turns|other=Effect}}
{{mvar|Grassy Terrain|Grass|Status|VI|effects=Powers up Grass moves, powers down Earthquake, Magnitude and Bulldoze, grounded Pokémon heal by 1/16 of max HP each turn}}
{{mvar|Misty Terrain|Fairy|Status|VI|effects=Powers down Dragon moves, prevents status conditions and confusion<sup>Gen. VIII</sup>}}
{{mvar|Electric Terrain|Electric|Status|VI|effects=Powers up Electric moves, prevents sleep}}
{{mvar|Psychic Terrain|Psychic|Status|VII|effects=Powers up Psychic moves, prevents the use of priority moves}}
{{mvar/f}}
===Weather moves===
{{mvar/h|5 or 10|notes=Changes in-battle [[weather]] for 5 turns, does not replace [[heavy rain]], [[extremely harsh sunlight]], or [[strong winds]]|effects=Weather|PP=yes}}
{{mvar|Sandstorm|Rock|Status|II|effects=Sandstorm|PP=10}}
{{mvar|Rain Dance|Water|Status|II|effects=Rain|PP=5}}
{{mvar|Sunny Day|Fire|Status|II|effects=Harsh sunlight|PP=5}}
{{mvar|Hail|Ice|Status|III|effects=Hail|PP=10}}
{{mvar|Snowscape|Ice|Status|IX|effects=Snow|PP=10}}
{{mvar/f}}
===Variations of After You===
===Variations of After You===
{{mvar/h|15|notes=Changes move order of the target|other=Change}}
{{mvar/h|15|notes=Changes move order of the target|other=Change}}
{{mvar|After You|Normal|Status|V|other=Target moves next}}
{{mvar|After You|Normal|Status|V|effects=Target moves next}}
{{mvar|Postpone|Dark|Status|V|other=Target moves last}}
{{mvar|Quash|Dark|Status|V|effects=Target moves last}}
|}
{{mvar/f}}
|}
 
===Variations of Agility===
{{mvar/h|30|notes=Increases user's stat by two stages|other=Stat affected}}
{{mvar|Agility|Psychic|Status|I|other=Speed}}
{{mvar|Barrier|Psychic|Status|I|other=Defense}}
{{mvar|Swords Dance|Normal|Status|I|other=Attack}}
{{mvar|Acupressure|Normal|Status|IV|other=Random}}
|}
|}
 
===Variations of Amnesia===
{{mvar/h|15 or 20|notes=Increases user's stat by two stages|other=Stat affected|PP=PP}}
{{mvar|Amnesia|Psychic|Status|I|other=Special Defense|note=Raises Special by two stages in Generation I|PP=20}}
{{mvar|Minimize|Normal|Status|I|other=Evasion|note=Raises Evasion one stage prior to Generation V|PP=20}}
{{mvar|Iron Defense|Steel|Status|III|other=Defense|PP=15}}
{{mvar|Nasty Plot|Dark|Status|IV|other=Special Attack|PP=20}}
{{mvar|Rock Polish|Rock|Status|IV|other=Speed|PP=20}}
{{mvar|Body Purge|Steel|Status|V|other=Speed|note=Halves user's weight|PP=15}}
|}
|}
 
===Variations of Bulk Up===
{{mvar/h|15 or 20|notes=Increases two of the user's stat by one stage|other=Stats affected|PP=PP}}
{{mvar|Bulk Up|Fighting|Status|III|other=Attack, Defense|PP=20}}
{{mvar|Calm Mind|Psychic|Status|III|other=Special Attack, Special Defense|PP=20}}
{{mvar|Cosmic Power|Psychic|Status|III|other=Defense, Special Defense|PP=20}}
{{mvar|Dragon Dance|Dragon|Status|III|other=Attack, Speed|PP=20}}
{{mvar|Stockpile|Normal|Status|III|other=Defense, Special Defense|PP=20{{tt|*|10 prior to Generation IV}}|note=Did not raise stats prior to Generation IV}}
{{mvar|Hone Claws|Dark|Status|V|other=Attack, Accuracy|PP=15}}
|}
|}
 
===Variations of Butterfly Dance===
{{mvar/h|20|notes=Raises three of user's stats by one stage|other=Affected stats}}
{{mvar|Butterfly Dance|Bug|Status|V|other=Special Attack, Special Defense, Speed}}
{{mvar|Coil Around|Poison|Status|V|other=Attack, Defense, Accuracy}}
|}
|}


===Variations of Camouflage===
===Variations of Camouflage===
{{mvar/h|15 or 20|notes=Changes user's type|PP=PP|other=Changes to}}
{{mvar/h|15 or 20|notes=Changes user's type|PP=yes|other=Changes to}}
{{mvar|Camouflage|Normal|Status|III|PP=20|other=Varies with the terrain|sig=Staryu|siggen=IV}}
{{mvar|Camouflage|Normal|Status|III|PP=20|effects=Varies with the terrain}}
{{mvar|Mirror Type|Normal|Status|V|PP=15|other=Same as opponent's type}}
{{mvar|Reflect Type|Normal|Status|V|PP=15|effects=Same as opponent's type}}
|}
{{mvar/f}}
|}


===Variations of Charm===
===Variations of Charm===
{{mvar/h|15 or 20|acc=100|notes=Lower's target's stat by two stages|other=Stats affected|PP=PP}}
{{mvar/h|15 or 20|acc=100|notes=Lowers target's stat by two stages|effects=Stats affected|PP=yes|other=Notes}}
{{mvar|Charm|Normal|Status|II|other=Attack|PP=20}}
{{mvar|Charm|Fairy|Status|II|effects=Attack|PP=20|other=<sup>Normal-type before Gen VI</sup>}}
{{mvar|Fake Tears|Dark|Status|III|other=Special Defense|PP=20}}
{{mvar|Feather Dance|Flying|Status|III|effects=Attack|PP=15|other=&nbsp;}}
{{mvar|FeatherDance|Flying|Status|III|other=Attack|PP=15|sig=The Pidgey line|siggen=IV}}
{{mvar|Fake Tears|Dark|Status|III|effects=Special Defense|PP=20|other=&nbsp;}}
{{mvar|Captivate|Normal|Status|IV|other=Special Attack|PP=20|note=Only affects targets of opposite gender}}
{{mvar|Captivate|Normal|Status|IV|effects=Special Attack|PP=20|other=Only affects targets of opposite gender}}
|}
{{mvar|Eerie Impulse|Electric|Status|VI|effects=Special Attack|PP=15|other=&nbsp;}}
|}
{{mvar/f}}
 
===Variations of Confide===
{{mvar/h|20|notes=Lowers target's stat by one stage, unaffected by protecting moves|effects=Stat affected|other=Notes}}
{{mvar|Confide|Normal|Status|VI|effects=Special Attack|other=Sound-based move}}
{{mvar|Play Nice|Normal|Status|VI|effects=Attack|other=&nbsp;}}
{{mvar/f}}


===Variations of Conversion===
===Variations of Conversion===
{{mvar/h|30|notes=Changes user's type|other=Changes to}}
These are [[signature move]]s of {{p|Porygon}}'s evolutionary line.
{{mvar|Conversion|Normal|Status|I|other=One of the user's moves|sig=The Porygon line}}
{{mvar/h|30|notes=Changes user's type|effects=Type change}}
{{mvar|Conversion 2|Normal|Status|II|other=Type that resists opponent's last move|sig=The Porygon line}}
{{mvar|Conversion|Normal|Status|I|effects=One of the user's moves}}
|}
{{mvar|Conversion 2|Normal|Status|II|effects=Type that resists opponent's last move}}
|}
{{mvar/f}}
 
===Variations of Defense Curl===
{{mvar/h|40|notes=Raises a stat by one level|other=Stat affected}}
{{mvar|Defense Curl|Normal|Status|I|other=Defense}}
{{mvar|Meditate|Psychic|Status|I|other=Attack}}
{{mvar|Withdraw|Water|Status|I|other=Defense}}
{{mvar|Howl|Normal|Status|III|other=Attack}}
|}
|}


===Variations of Destiny Bond===
===Variations of Destiny Bond===
{{mvar/h|5 or 10|notes=Requires user to faint|other=Effect|PP=PP}}
{{mvar/h|5|notes=Requires user to faint|effects=Effect}}
{{mvar|Destiny Bond|Ghost|Status|II|other=Knocks out target if target knocked out the user in the same turn|PP=5}}
{{mvar|Destiny Bond|Ghost|Status|II|effects=Knocks out target if target knocked out the user in the same turn}}
{{mvar|Grudge|Ghost|Status|III|other=Brings PP of move that knocked the user out to 0|PP=5}}
{{mvar|Grudge|Ghost|Status|III|effects=Brings PP of move that knocked the user out to 0}}
{{mvar|Memento|Dark|Status|III|other=Lowers the target's Attack and Sp. Attack by two stages|PP=10}}
{{mvar/f}}
{{mvar|Healing Wish|Psychic|Status|IV|other=The next Pokémon sent out will be fully healed|PP=10}}
{{mvar|Lunar Dance|Psychic|Status|IV|other=The next Pokémon sent out will be fully healed|PP=10|sig=Cresselia}}
|}
|}


===Variations of Detect===
===Variations of Disable===
{{mvar/h|5 or 10|notes=+3 priority, protects user from all moves|PP=PP}}
{{mvar/h|15 or 20|acc=100|notes=Disables the opponent's moves or items|other=Disables|PP=yes}}
{{mvar|Detect|Fighting|Status|II|PP=5}}
{{mvar|Disable|Normal|Status|I|effects=The affected move|PP=20}}
{{mvar|Protect|Normal|Status|II|PP=10}}
{{mvar|Torment|Dark|Status|III|effects=Using moves twice in a row|PP=15}}
|}
{{mvar|Taunt|Dark|Status|III|effects=Status moves|PP=20}}
|}
{{mvar|Embargo|Dark|Status|IV|effects=Using items|PP=15}}
 
{{mvar|Heal Block|Psychic|Status|IV|effects=Moves and items that restore HP, damaging moves that heal the user<sup>these moves would only deal damage prior to Gen VI</sup>|PP=15}}
===Variations of Fast Guard===
{{mvar/f}}
{{mvar/h|10 or 15|notes=+3 priority, protects user's side of field|other=Protects from|PP=PP}}
{{mvar|Fast Guard|Fighting|Status|V|other=Moves with increased priority|PP=15}}
{{mvar|Wide Guard|Rock|Status|V|other=Moves that target multiple Pokémon|PP=10}}
|}
|}
 
===Variations of Flash===
{{mvar/h|15 or 20|acc=100|notes=Decreases Accuracy or Evasion by one stage|other=Stat affected|PP=PP}}
{{mvar|Flash|Normal|Status|I|other=Accuracy|note=70% accuracy prior to Generation IV|PP=20}}
{{mvar|SmokeScreen|Normal|Status|I|other=Accuracy|PP=20}}
{{mvar|Sand-Attack|Ground|Status|I|other=Accuracy|note=Normal-type in Generation I|PP=15}}
{{mvar|Sweet Scent|Normal|Status|II|other=Evasion|PP=20}}
|}
|}


===Variations of Follow Me===
===Variations of Follow Me===
{{mvar/h|20|notes=+3 priority, forces all opponents to target the user}}
{{mvar/h|20|notes=+2 priority, forces all opponents to target the user}}
{{mvar|Follow Me|Normal|Status|III}}
{{mvar|Follow Me|Normal|Status|III}}
{{mvar|Anger Powder|Bug|Status|V}}
{{mvar|Rage Powder|Bug|Status|V}}
|}
{{mvar/f|footnotes=+3 priority prior to Generation VI}}
|}


===Variations of Foresight===
===Variations of Foresight===
{{mvar/h|40|acc=100|notes=Removes a type immunity and negates target's evasiveness|other=Removed immunity}}
{{mvar/h|40|acc=100|notes=Removes a type immunity and negates target's evasiveness|other=Removed immunity}}
{{mvar|Foresight|Normal|Status|II|other=Ghost-types are affected by Normal and Fighting moves}}
{{mvar|Foresight|Normal|Status|II|effects=Ghost types are affected by Normal and Fighting moves}}
{{mvar|Odor Sleuth|Normal|Status|III|other=Ghost-types are affected by Normal and Fighting moves}}
{{mvar|Odor Sleuth|Normal|Status|III|effects=Ghost types are affected by Normal and Fighting moves}}
{{mvar|Miracle Eye|Psychic|Status|IV|other=Dark-types are affected by Psychic moves}}
{{mvar|Miracle Eye|Psychic|Status|IV|effects=Dark types are affected by Psychic moves}}
|}
{{mvar/f}}
|}


===Variations of Gastro Acid===
===Variations of Guard Split===
{{mvar/h|10 or 15|acc=100|notes=Changes the target's ability|other=Changes into|PP=PP}}
{{mvar|Gastro Acid|Poison|Status|IV|other=None|PP=10}}
{{mvar|Worry Seed|Grass|Status|IV|other={{a|Insomnia}}|PP=10}}
{{mvar|Befriend|Normal|Status|V|other=Same as user|PP=15}}
{{mvar|Simple Beam|Normal|Status|V|other={{a|Simple}}|PP=15}}
|}
|}
 
===Variations of Guard Share===
{{mvar/h|10|notes=Averages the target's stats with the user|other=Affected stats}}
{{mvar/h|10|notes=Averages the target's stats with the user|other=Affected stats}}
{{mvar|Guard Share|Psychic|Status|V|other=Defense and Special Defense}}
{{mvar|Guard Split|Psychic|Status|V|effects=Defense and Special Defense}}
{{mvar|Power Share|Psychic|Status|V|other=Attack and Special Attack}}
{{mvar|Power Split|Psychic|Status|V|effects=Attack and Special Attack}}
|}
{{mvar/f}}
|}


===Variations of Harden===
===Variations of Harden===
{{mvar/h|30|notes=Raises a stat by one level|other=Stat affected}}
{{mvar/h|30|notes=Raises a stat by one stage|other=Stat affected}}
{{mvar|Harden|Normal|Status|I|other=Defense}}
{{mvar|Harden|Normal|Status|I|effects=Defense}}
{{mvar|Sharpen|Normal|Status|I|other=Attack|sig=Porygon|siggen=V}}
{{mvar|Sharpen|Normal|Status|I|effects=Attack}}
|}
{{mvar/f}}
|}


===Variations of Heal Bell===
===Variations of Heal Bell===
{{mvar/h|5|notes=Cures user's party of [[Status ailment|status ailments]]}}
{{mvar/h|5|notes=Cures user's party of [[status condition]]s}}
{{mvar|Heal Bell|Normal|Status|II}}
{{mvar|Heal Bell|Normal|Status|II}}
{{mvar|Aromatherapy|Grass|Status|III}}
{{mvar|Aromatherapy|Grass|Status|III}}
|}
{{mvar/f}}
|}
 
===Variations of Heal Pulse===
{{mvar/h|10|notes=Heals target by 1/2 of its max HP}}
{{mvar|Heal Pulse|Psychic|Status|V}}
{{mvar|Floral Healing|Fairy|Status|VII}}
{{mvar/f}}


===Variations of Ingrain===
===Variations of Ingrain===
{{mvar/h|20|notes=Heals user by 1/16 of max HP each turn}}
{{mvar/h|20|notes=Heals user by 1/16 of its maximum HP each turn|other=Notes}}
{{mvar|Ingrain|Grass|Status|III|note=Protects the user from forced switching}}
{{mvar|Ingrain|Grass|Status|III|other=Prevents the user from switching}}
{{mvar|Aqua Ring|Water|Status|IV}}
{{mvar|Aqua Ring|Water|Status|IV|other=&nbsp;}}
|}
{{mvar/f}}
|}
 
===Variations of Jungle Healing===
{{mvar/h|5 or 10|notes=Heals user and allies by 1/4 of their maximum HP and removes any non-volatile [[status condition]]s they may have}}
{{mvar|Jungle Healing|Grass|Status|VIII}}
{{mvar|Lunar Blessing|Psychic|Status|VIII}}
{{mvar/f}}
 
===Variations of Magnetic Flux===
{{mvar/h|20|notes=Raises the stats of allied Pokémon with Plus or Minus|other=Boosted stats}}
{{mvar|Magnetic Flux|Electric|Status|VI|effects=Defense and Special Defense}}
{{mvar|Gear Up|Steel|Status|VII|effects=Attack and Special Attack}}
{{mvar/f}}


===Variations of Leer===
===Variations of Meditate===
{{mvar/h|30|notes=Lowers the target's defense by one level}}
{{mvar/h|40|notes=Raises a stat by one stage|effects=Stat affected|other=Notes}}
{{mvar|Leer|Normal|Status|I}}
{{mvar|Meditate|Psychic|Status|I|effects=Attack|other=&nbsp;}}
{{mvar|Tail Whip|Normal|Status|I}}
{{mvar|Withdraw|Water|Status|I|effects=Defense|other=&nbsp;}}
|}
{{mvar|Defense Curl|Normal|Status|I|effects=Defense|other=Doubles the power of Rollout and Ice Ball}}
|}
{{mvar|Howl|Normal|Status|effects=Attack|other=Raises allies' Attack stats by one stage too. Is a Sound-based move}}
{{mvar/f}}


===Variations of Leech Seed===
===Variations of Memento===
{{mvar/h|10|acc=90|notes=Inflicts target with a non-volatile [[status ailment]]|other=status ailment|PP=PP}}
{{mvar/h|10|notes=Causes the user to faint without damaging the foe|other=Effect}}
{{mvar|Leech Seed|Grass|Status|I|other=Seeding|PP=10}}
{{mvar|Memento|Dark|Status|III|effects=Lowers the target's Attack and Sp. Attack by two stages}}
{{mvar|Toxic|Poison|Status|I|other=Badly Poison|PP=10}}
{{mvar|Healing Wish|Psychic|Status|IV|effects=The next Pokémon sent out will have HP and status fully healed}}
|}
{{mvar|Lunar Dance|Psychic|Status|IV|effects=The next Pokémon sent out will have HP, PP and status fully healed}}
|}
{{mvar/f}}


===Variations of Lock-On===
===Variations of Mind Reader===
{{mvar/h|5|notes=Ensures user's next move will hit}}
{{mvar/h|5|notes=Ensures user's next move will hit}}
{{mvar|Mind Reader|Normal|Status|II}}
{{mvar|Lock-On|Normal|Status|II}}
{{mvar|Lock-On|Normal|Status|II}}
{{mvar|Mind Reader|Normal|Status|II}}
{{mvar/f}}
|}
|}
 
===Variations of Lovely Kiss===
{{mvar/h|10 or 15|acc=75|notes=Inflicts a [[status ailment]]|other=Status ailment|PP=PP}}
{{mvar|Lovely Kiss|Normal|Status|I|other=Sleep|sig=Jynx|PP=10}}
{{mvar|Sleep Powder|Grass|Status|I|other=Sleep|PP=15}}
{{mvar|Sweet Kiss|Normal|Status|II|other=Confusion|PP=10}}
{{mvar|Will-O-Wisp|Fire|Status|III|other=Burn|PP=15}}
|}
|}
 
===Variations of Mean Look===
{{mvar/h|5 or 10|acc=100|notes=Prevents target form escaping or switching out|PP=PP}}
{{mvar|Mean Look|Normal|Status|II|PP=5}}
{{mvar|Spider Web|Bug|Status|II|PP=10|sig=Spinarak|siggen=V}}
{{mvar|Block|Normal|Status|III|PP=5}}
|}
|}


===Variations of Mirror Move===
===Variations of Mist===
{{mvar/h|20|notes=Uses the last move used by the target}}
{{mvar/h|25 or 30|notes=Protects the user's party for 5 turns|other=Protects from|PP=yes}}
{{mvar|Mirror Move|Flying|Status|I}}
{{mvar|Mist|Ice|Status|I|effects=Stat drops|PP=30|notes=Fades upon switching prior to Generation III}}
{{mvar|Copycat|Normal|Status|IV}}
{{mvar|Safeguard|Normal|Status|II|effects=[[Status condition]]s|PP=25}}
|}
{{mvar|Lucky Chant|Normal|Status|IV|effects=Critical hits|PP=30}}
|}
{{mvar/f}}


===Variations of Moonlight===
===Variations of Morning Sun===
{{mvar/h|5|notes=Heals variant amount of HP, depending on the [[Weather Conditions|weather]]}}
{{mvar/h|5 or 10|notes=Heals variant amount of HP (normally 1/2 of max HP), depending on weather|effects=Conditions|signature=Signature move of|other=Notes}}
{{mvar|Moonlight|Normal|Status|II}}
{{mvar|Morning Sun|Normal|Status|II|signature={{p|Espeon}} <sup>Gen. II</sup>|effects=1/2 HP during no weather or strong winds, 2/3 HP in harsh sunlight, 1/4 HP during other weather|other=&nbsp;}}
{{mvar|Morning Sun|Normal|Status|II|sig=Espeon|siggen=III}}
{{mvar|Synthesis|Grass|Status|II|effects=1/2 HP during no weather or strong winds, 2/3 HP in harsh sunlight, 1/4 HP during other weather|other=&nbsp;|signature=&nbsp;}}
{{mvar|Synthesis|Grass|Status|II}}
{{mvar|Moonlight|Fairy|Status|II|effects=1/2 HP during no weather or [[strong winds]], 2/3 HP in [[harsh sunlight]], 1/4 HP during other weather|other=Normal-type prior to Generation VI|signature=&nbsp;}}
|}
{{mvar|Shore Up|Ground|Status|VII|effects=2/3 HP during a {{weather|sandstorm}}, 1/2 HP otherwise|signature={{p|Sandygast}} and {{p|Palossand}}|other=&nbsp;}}
|}
{{mvar/f}}


===Variations of Mud Sport===
===Variations of Mud Sport===
{{mvar/h|15|notes=Halves damage taken from a certain type|other=Affected type}}
{{mvar/h|15|notes=Halves damage taken from a certain type|other=Affected type}}
{{mvar|Mud Sport|Ground|Status|III|other=Electric}}
{{mvar|Mud Sport|Ground|Status|III|effects=Electric}}
{{mvar|Water Sport|Water|Status|III|other=Fire}}
{{mvar|Water Sport|Water|Status|III|effects=Fire}}
|}
{{mvar/f}}
|}


===Variations of PoisonPowder===
===Variations of No Retreat===
{{mvar/h|35 or 30|acc=75|notes=Inflicts a [[status ailment]]|other=Status ailment|PP=PP}}
{{mvar/h|5|notes=Raises Attack, Defense, Special Attack, Special Defense and Speed by one stage each, has a negative effect|other=Additional Effect}}
{{mvar|PoisonPowder|Poison|Status|I|other=Poison|PP=35}}
{{mvar|No Retreat|Fighting|Status|VIII|effects=User cannot leave the battlefield, can only be used once}}
{{mvar|Stun Spore|Grass|Status|I|other=Paralysis|PP=30}}
{{mvar|Clangorous Soul|Dragon|Status|VIII|effects=Loses 1/3 HP}}
|}
{{mvar/f}}
|}
<center><small>*{{m|Glare}} formerly had 75% accuracy, but was changed to 90% in Generation V and is therefore no longer included.</small></center>


===Variations of Rain Dance===
===Variations of Poison Powder===
{{mvar/h|5 or 10|notes=Changes in-battle [[weather conditions]] for 5 turns|other=Weather|PP=PP}}
{{mvar/h|35 or 30|acc=75|notes=Inflicts a [[status condition]]|effects=Status condition|PP=yes}}
{{mvar|Rain Dance|Water|Status|II|other=Heavy rain|PP=5}}
{{mvar|Poison Powder|Poison|Status|I|effects=Poison|PP=35}}
{{mvar|Sandstorm|Rock|Status|II|other=Sandstorm|PP=10}}
{{mvar|Stun Spore|Grass|Status|I|effects=Paralysis|PP=30}}
{{mvar|Sunny Day|Fire|Status|II|other=Intense sunlight|PP=5}}
{{mvar/f|footnotes={{m|Glare}} formerly had 75% accuracy, but was changed to 90% in Generation V and then 100% in Generation VI and is therefore no longer included.}}
{{mvar|Hail|Ice|Status|III|other=Hail|PP=10}}
 
|}
===Variations of Protect===
|}
{{mvar/h|5 or 10|notes=+4 priority, protects user from all moves|PP=yes|effects=Added effect on contact|signature=Signature move of|other=Blocks status moves?}}
{{mvar|Protect|Normal|Status|II|PP=10|effects=None|signature=&nbsp;|other=Yes}}
{{mvar|Detect|Fighting|Status|II|PP=5|effects=None|signature=&nbsp;|other=Yes}}
{{mvar|King's Shield|Steel|Status|VI|PP=10|signature={{p|Aegislash}}|effects=Lowers Attack by 2<sup>{{gen|VI}}–{{gen|VII}}</sup>/1<sup>{{gen|VIII}}+</sup> stage(s)|other=No}}
{{mvar|Spiky Shield|Grass|Status|VI|PP=10|effects=Damage taken 1/8 of max HP|signature={{p|Chesnaught}} <sup>Pokémon X and Y</sup>|other=Yes}}
{{mvar|Baneful Bunker|Poison|Status|VII|PP=10|effects=Poisons on contact|signature={{p|Toxapex}}|other=Yes}}
{{mvar|Obstruct|Dark|Status|VIII|PP=10|signature={{p|Obstagoon}}|effects=Lowers Defense by 2 stages|other=No}}
{{mvar|Silk Trap|Bug|Status|IX|PP=10|signature={{p|Spidops}}|effects=Lowers Speed by 1 stage|other=No}}
{{mvar|Burning Bulwark|Fire|Status|IX|PP=10|effects=Burns on contact|signature={{p|Gouging Fire}}|other=Yes}}
{{mvar/f|footnotes=[[Protection#Unprotectable_moves|Not all status moves can be protected against]]. A "Yes" in this column means it only protects against the Status moves that can be protected against.}}
 
===Variations of Quiver Dance===
{{mvar/h|20 (10 for Victory Dance)|notes=Raises three of user's stats by one stage|other=Affected stats}}
{{mvar|Quiver Dance|Bug|Status|V|effects=Special Attack, Special Defense, Speed}}
{{mvar|Coil|Poison|Status|V|effects=Attack, Defense, Accuracy}}
{{mvar|Victory Dance|Fighting|Status|IX|effects=Attack, Defense, Speed}}
{{mvar/f}}


===Variations of Recover===
===Variations of Recover===
{{mvar/h|10|notes=Heals user by half max HP}}
{{mvar/h|5 (or 10 for Heal Order)|notes=Heals user by half max HP|other=Notes}}
{{mvar|Recover|Normal|Status|I|note=20 PP prior to Generation IV}}
{{mvar|Recover|Normal|Status|I|other=20 PP prior to Generation IV}}
{{mvar|Softboiled|Normal|Status|I|sig=The Chansey line}}
{{mvar|Soft-Boiled|Normal|Status|I|other=&nbsp;}}
{{mvar|Milk Drink|Normal|Status|II|sig=Miltank}}
{{mvar|Milk Drink|Normal|Status|II|other=&nbsp;}}
{{mvar|Slack Off|Normal|Status|III|sig=The Slakoth line|siggen=IV}}
{{mvar|Slack Off|Normal|Status|III|other=&nbsp;}}
{{mvar|Heal Order|Bug|Status|IV|sig=Vespiquen}}
{{mvar|Roost|Flying|Status|IV|other=Removes user's Flying-type until end of turn}}
{{mvar|Roost|Flying|Status|IV|note=Removes user's Flying-type until end of turn}}
{{mvar|Heal Order|Bug|Status|IV|other=&nbsp;}}
|}
{{mvar/f|footnotes=Prior to Generation IX, all moves listed had 10 PP. Heal Order has been unavailable since Gen VIII.}}
|}


===Variations of Roar===
===Variations of Sand Attack===
{{mvar/h|20|acc=100|notes=-6 priority, forces target to switch}}
{{mvar/h|15 or 20|acc=100|notes=Decreases accuracy by one stage|PP=yes|other=Notes}}
{{mvar|Roar|Normal|Status|I|note=Targets with Soundproof are unnaffected}}
{{mvar|Sand Attack|Ground|Status|I|other=Normal-type in Generation I|PP=15}}
{{mvar|Whirlwind|Normal|Status|I}}
{{mvar|Smokescreen|Normal|Status|I|other=&nbsp;|PP=20}}
|}
{{mvar|Flash|Normal|Status|I|other=70% accuracy prior to Generation IV|PP=20}}
|}
{{mvar/f}}
 
===Variations of Safeguard===
{{mvar/h|25 or 30|notes=Protects the user's party for 5 turns|other=Protects from|PP=PP}}
{{mvar|Safeguard|Normal|Status|II|other=[[Status ailment|Status ailments]]|PP=25}}
{{mvar|Lucky Chant|Normal|Status|IV|other=Critical hits|PP=30}}
|}
|}


===Variations of Screech===
===Variations of Screech===
{{mvar/h|40|acc=85|notes=Sound moves that lower the target's stat by two stages|other=Stat affected}}
{{mvar/h|40|acc=85|notes=Sound-based moves that lower the target's stat by two stages|other=Stat affected}}
{{mvar|Screech|Normal|Status|I|other=Defense}}
{{mvar|Screech|Normal|Status|I|effects=Defense}}
{{mvar|Metal Sound|Steel|Status|III|other=Special Defense}}
{{mvar|Metal Sound|Steel|Status|III|effects=Special Defense}}
|}
{{mvar/f|footnotes={{m|Cotton Spore}} formerly had 85% accuracy, but was changed to 100% in Generation V and is therefore no longer included.}}
|}
<center><small>*{{m|Cotton Spore}} formerly had 85% accuracy, but was changed to 100% in Generation V and is therefore no longer included.</small></center>


===Variations of Sing===
===Variations of Sing===
{{mvar/h|15 or 20|acc=55|notes=Sound moves that inflict a [[status ailment]]|other=Status ailment|PP=PP}}
{{mvar/h|15 or 20|acc=55|notes=Sound-based moves that inflict a [[status condition]]|effects=Status condition|PP=yes}}
{{mvar|Sing|Normal|Status|I|other=Sleep|PP=15}}
{{mvar|Sing|Normal|Status|I|effects=Sleep|PP=15}}
{{mvar|Supersonic|Normal|Status|I|other=Confusion|PP=20}}
{{mvar|Supersonic|Normal|Status|I|effects=Confusion|PP=20}}
{{mvar|GrassWhistle|Grass|Status|III|other=Sleep|PP=15}}
{{mvar|Grass Whistle|Grass|Status|III|effects=Sleep|PP=15}}
|}
{{mvar/f}}
|}


===Variations of Skill Swap===
===Variations of Skill Swap===
{{mvar/h|10|notes=Switches the user's condition with the target|other=Switched}}
{{mvar/h|10|notes=Switches the user's condition with the target|other=Switched}}
{{mvar|Skill Swap|Psychic|Status|III|other=Abilities}}
{{mvar|Skill Swap|Psychic|Status|III|effects=Abilities}}
{{mvar|Heart Swap|Psychic|Status|IV|other=Any stat changes|sig=Manaphy}}
{{mvar|Power Swap|Psychic|Status|IV|effects=Changes to Attack and Special Attack}}
{{mvar|Guard Swap|Psychic|Status|IV|other=Changes to Defense and Special Defense}}
{{mvar|Guard Swap|Psychic|Status|IV|effects=Changes to Defense and Special Defense}}
{{mvar|Power Swap|Psychic|Status|IV|other=Changes to Attack and Special Attack}}
{{mvar|Heart Swap|Psychic|Status|IV|effects=Any stat changes}}
|}
{{mvar|Speed Swap|Psychic|Status|VII|effects=Speed}}
|}
{{mvar/f}}
 
===Variations of Sleep Powder===
{{mvar/h|10 or 15|acc=75|notes=Inflicts a [[status condition]]|effects=Status condition|PP=yes|other=Notes}}
{{mvar|Sleep Powder|Grass|Status|I|effects=Sleep|PP=15|other=&nbsp;}}
{{mvar|Lovely Kiss|Normal|Status|I|effects=Sleep|PP=10|other=&nbsp;}}
{{mvar|Sweet Kiss|Fairy|Status|II|effects=Confusion|PP=10|other=Normal-type prior to Generation VI}}
{{mvar/f|footnotes={{m|Will-O-Wisp}} formerly had 75% accuracy, but was changed to 85% in Generation VI and is therefore no longer included.}}
 
===Variations of Soak===
{{mvar/h|20|notes=Changes targets type to a pure type|other=Type Changed to}}
{{mvar|Soak|Water|Status|V|effects=Changes to Water type}}
{{mvar|Magic Powder|Psychic|Status|VIII|effects=Changes to Psychic type}}
{{mvar/f}}
 
===Variations of Spider Web===
{{mvar/h|5 or 10|notes=Prevents target form escaping or switching out, cannot miss|PP=yes}}
{{mvar|Spider Web|Bug|Status|II|PP=10}}
{{mvar|Mean Look|Normal|Status|II|PP=5}}
{{mvar|Block|Normal|Status|III|PP=5}}
{{mvar/f}}


===Variations of Spikes===
===Variations of Spikes===
{{mvar/h|20|notes=Lays down entry hazards|other=Effect}}
{{mvar/h|20|notes=Lays down [[entry hazards]]|effects=Effect|other=Signature move of}}
{{mvar|Spikes|Ground|Status|II|other=Inflicts damages when opponent switches in}}
{{mvar|Spikes|Ground|Status|II|effects=Inflicts damage when grounded opponent switches in|signature={{p|Pineco}} and {{p|Forretress}}<sup>Gen. II</sup>}}
{{mvar|Stealth Rock|Rock|Status|IV|other=Inflicts damage depending on type when opponent switches in}}
{{mvar|Toxic Spikes|Poison|Status|IV|effects=Inflicts poison when grounded opponent switches in, removed by grounded {{type|Poison}} Pokémon|signature=&nbsp;}}
{{mvar|Toxic Spikes|Poison|Status|IV|other=Inflicts poison when opponent switches in}}
{{mvar|Stealth Rock|Rock|Status|IV|effects=Inflicts damage depending on type when opponent switches in|signature=&nbsp;}}
|}
{{mvar|Sticky Web|Bug|Status|VI|effects=Decreases Speed by 1 stage when grounded opponent switches in|signature=&nbsp;}}
|}
{{mvar/f}}


===Variations of Spore===
===Variations of Splash===
{{mvar/h|15 or 20|acc=100|notes=Inflicts target with a [[status ailment]]|other=status ailment|PP=PP}}
{{mvar/h|40|notes=Does nothing|other=Notes|signature=Move exclusivity}}
{{mvar|Spore|Grass|Status|I|other=Sleep|sig=The Paras line|siggen=III|PP=15}}
{{mvar|Splash|Normal|Status|I|other=Fails under {{m|Gravity}}|signature={{p|Magikarp}} <sup>Gen. I</sup>}}
{{mvar|Thunder Wave|Electric|Status|I|other=Paralysis|PP=20}}
{{mvar|Celebrate|Normal|Status|VI|other=Shows text "Congratulations, <{{player}}'s name>!"|signature=Event-exclusive move}}
{{mvar|Teeter Dance|Normal|Status|III|other=Confusion|sig=Spinda|siggen=V|PP=20}}
{{mvar|Hold Hands|Normal|Status|VI|other=Targets adjacent ally|signature=Event-exclusive move}}
|}
{{mvar/f}}
|}


===Variations of Taunt===
===Variations of Stockpile===
{{mvar/h|15 or 20|acc=100|notes=Prohibits the opponent's party|other=status ailment|PP=PP}}
{{mvar/h|15 or 20|notes=Increases two of the user's stats by one stage|effects=Stats affected|PP=yes|other=Notes}}
{{mvar|Taunt|Dark|Status|III|other=Status Moves|PP=20}}
{{mvar|Stockpile|Normal|Status|III|effects=Defense, Special Defense|PP=20|other=Did not raise stats prior to Generation IV, and had 10 PP}}
{{mvar|Torment|Dark|Status|III|other=Using moves twice in a row|PP=15}}
{{mvar|Cosmic Power|Psychic|Status|III|effects=Defense, Special Defense|PP=20|other=&nbsp;}}
{{mvar|Embargo|Dark|Status|IV|other=Using items|PP=15}}
{{mvar|Bulk Up|Fighting|Status|III|effects=Attack, Defense|PP=20|other=&nbsp;}}
{{mvar|Heal Block|Psychic|Status|IV|other=Healing Moves|PP=15}}
{{mvar|Calm Mind|Psychic|Status|III|effects=Special Attack, Special Defense|PP=20|other=&nbsp;}}
|}
{{mvar|Dragon Dance|Dragon|Status|III|effects=Attack, Speed|PP=20|other=&nbsp;}}
|}
{{mvar|Hone Claws|Dark|Status|V|effects=Attack, Accuracy|PP=15|other=&nbsp;}}
{{mvar/f}}
 
===Variations of Swords Dance===
{{mvar/h|15 or 20|notes=Increases user's stat by two stages|effects=Stat affected|PP=yes|other=Notes}}
{{mvar|Swords Dance|Normal|Status|I|effects=Attack|PP=20|other=30 prior to Generation VI}}
{{mvar|Barrier|Psychic|Status|I|effects=Defense|PP=20|other=30 PP prior to Generation IV}}
{{mvar|Amnesia|Psychic|Status|I|effects=Special Defense|other=Raises Special by two stages in Generation I|PP=20}}
{{mvar|Acid Armor|Poison|Status|I|effects=Defense|PP=20|other=40 PP prior to Generation IV}}
{{mvar|Iron Defense|Steel|Status|III|effects=Defense|PP=15|other=&nbsp;}}
{{mvar|Rock Polish|Rock|Status|IV|effects=Speed|PP=20|other=&nbsp;}}
{{mvar|Nasty Plot|Dark|Status|IV|effects=Special Attack|PP=20|other=&nbsp;}}
{{mvar|Autotomize|Steel|Status|V|effects=Speed|other=Reduces the user's weight|PP=15}}
{{mvar/f|footnotes=<ul>
<li> {{m|Minimize}} formerly had 20 PP, but was changed to 10 PP in Generation VI and is therefore no longer included.</li>
<li> {{m|Tail Glow}} formerly raised Sp. Atk by 2 stages, but was changed to +3 in Generation V and is therefore no longer included.</li></ul>}}
 
===Variations of Tail Whip===
{{mvar/h|30|notes=Lowers adjacent opponents' defense by one stage}}
{{mvar|Tail Whip|Normal|Status|I}}
{{mvar|Leer|Normal|Status|I}}
{{mvar/f}}


===Variations of Trick===
===Variations of Trick===
{{mvar/h|10|acc=100|notes=Switches items with target}}
{{mvar/h|10|acc=100|notes=Switches [[held items]] with target}}
{{mvar|Trick|Psychic|Status|III}}
{{mvar|Trick|Psychic|Status|III}}
{{mvar|Switcheroo|Dark|Status|IV}}
{{mvar|Switcheroo|Dark|Status|IV}}
|}
{{mvar/f}}
|}
 
===Variations of Trick-or-Treat===
{{mvar/h|20|notes=Adds a type to the target|other=Added type}}
{{mvar|Trick-or-Treat|Ghost|Status|VI|effects=Ghost}}
{{mvar|Forest's Curse|Grass|Status|VI|effects=Grass}}
{{mvar/f}}


===Variations of Trick Room===
===Variations of Trick Room===
{{mvar/h|5 or 10|notes=-7 priority, causes a special effect for all Pokémon on the field for 5 turns|other=Effect|PP=PP}}
{{mvar/h|5 or 10|notes=Causes a special effect for all Pokémon on the field for 5 turns|effects=Effect|PP=yes|other=Priority}}
{{mvar|Trick Room|Psychic|Status|IV|other=Slower Pokémon move first|PP=5}}
{{mvar|Trick Room|Psychic|Status|IV|effects=Slower Pokémon move first|PP=5|other=-7}}
{{mvar|Magic Room|Psychic|Status|V|other=Disables held items|PP=10}}
{{mvar|Wonder Room|Psychic|Status|V|effects=Switches Defense and Special Defense|other=0 <sup>-7 priority in Gen V</sup>|PP=10}}
{{mvar|Wonder Room|Psychic|Status|V|other=Switches Defense and Special Defense|PP=10}}
{{mvar|Magic Room|Psychic|Status|V|effects=Disables held items|other=0 <sup>-7 priority in Gen V</sup>|PP=10}}
|}
{{mvar/f}}
|}
 
===Variations of Whirlwind===
{{mvar/h|20|notes=-6 priority, forces target to switch, bypasses accuracy checks, cannot affect targets with Ingrain or Suction cups|other=Notes}}
{{mvar|Whirlwind|Normal|Status|I|other=Targets with Wind Rider are unaffected}}
{{mvar|Roar|Normal|Status|I|other=Targets with Soundproof are unaffected}}
{{mvar/f|footnotes=Both moves have been changed substantially over the generations, but changes to these moves have been consistently applied to both over the generations. For information, check their individual pages}}


==List of Shadow Move variations==
===Variations of Wide Guard===
{{mvar/h|10 or 15|notes=+3 priority, protects user's side of field|other=Protects from|PP=yes}}
{{mvar|Wide Guard|Rock|Status|V|effects=Moves that target multiple Pokémon|PP=10}}
{{mvar|Quick Guard|Fighting|Status|V|effects=Moves with increased priority|PP=15}}
{{mvar|Crafty Shield|Fairy|Status|VI|effects=Status moves|PP=10}}
{{mvar/f}}
 
===Variations of Worry Seed===
{{mvar/h|10 or 15|acc=100|notes=Changes the target's Ability|other=Ability becomes|PP=yes}}
{{mvar|Worry Seed|Grass|Status|IV|effects={{a|Insomnia}}|PP=10}}
{{mvar|Simple Beam|Normal|Status|V|effects={{a|Simple}}|PP=15}}
{{mvar|Entrainment|Normal|Status|V|effects=Same as user|PP=15}}
{{mvar/f}}
 
==List of Shadow move variations==
===Variations of Shadow Bolt===
===Variations of Shadow Bolt===
{{mvar/h|N/A|power=75|acc=100|notes=10% chance of inflicting a non-volatile [[status ailment]]|other=Status ailment}}
These are the [[signature move|signature]] [[Shadow move]]s of the [[legendary birds]] in {{Pokémon XD}}.
{{mvar|Shadow Bolt|Shadow|Special|III|other=Paralysis|sig=Shadow Zapdos}}
{{mvar/h|Infinite|power=75|acc=100|notes=10% chance of inflicting a non-volatile [[status condition]]|effects=Status condition|other=Signature move of}}
{{mvar|Shadow Chill|Shadow|Special|III|other=Freeze|sig=Shadow Articuno}}
{{mvar|Shadow Bolt|Shadow|Special|III|effects=Paralysis|signature=Shadow {{p|Zapdos}}}}
{{mvar|Shadow Fire|Shadow|Special|III|other=Burn|sig=Shadow Moltres}}
{{mvar|Shadow Chill|Shadow|Special|III|effects=Freeze|signature=Shadow {{p|Articuno}}}}
|}
{{mvar|Shadow Fire|Shadow|Special|III|effects=Burn|signature=Shadow {{p|Moltres}}}}
|}
{{mvar/f}}


==See also==
==Related articles==
* [[Ability variations]]
* [[Ability variations]]


{{-}}
{{Project Moves and Abilities notice}}


{{Project Moves and Abilities notice}}
[[Category:Lists of moves]]
[[Category:Moves]]
[[Category:Game mechanics]]


[[de:Attacken-Variationen]]
[[de:Attacken-Variationen]]
[[it:Varianti mossa]]

Latest revision as of 23:31, 21 January 2025

Get it? Because the name is unknown. The subject of this article has no official name.
The name currently in use is a fan designator; see below for more information.

Move variations are moves that are identical to one another in terms of damage and accuracy, are similar in PP (no more than 5 apart), but may have different types, damage categories, or secondary effects. Below are the various move archetypes and the moves that fall into their categories.

Move archetypes are listed in alphabetical order. Within each archetype table, moves are listed in order of their index number.

All details are accurate to the most recent game in which the move is present. For details that have changed between generations, please refer to the move's page.

List of damage-dealing move variations

Elemental fangs

15 PP, 65 Power, 95% Accuracy
10% chance to inflict non-volatile status and/or flinch the target; biting move
Move Type Cat. Gen PP Status condition
Thunder Fang  Electric  Physical IV Paralysis
Ice Fang  Ice  Physical IV Freeze
Fire Fang  Fire  Physical IV Burn

Let's Go Partner moves

There are the signature moves of the partner Pokémon featured in Pokémon: Let's Go, Pikachu! and Let's Go, Eevee!

Partner powers

20 PP, varying Power, —% Accuracy
Power depends on user’s friendship
Move Type Cat. Gen PP Partner Pokémon
Pika Papow  Electric  Special VII Pikachu
Veevee Volley  Normal  Physical VII Eevee

Bouncy Bubble, Buzzy Buzz, and Sizzly Slide

20 PP, 60 Power, 100% Accuracy
Has a secondary effect, can only be used by Partner Eevee
Move Type Cat. Gen PP Additional effect
Bouncy Bubble  Water  Special VII 50% of damage dealt to the target is restored to the user
Buzzy Buzz  Electric  Special VII Paralyzes the target
Sizzly Slide  Fire  Physical VII Burns the target
Prior to Generation VIII, Bouncy Bubble, Buzzy Buzz, Sizzly Slide, Glitzy Glow, Baddy Bad, Sappy Seed, Freezy Frost and Sparkly Swirl had 90 base power, 15 base PP, and 100% accuracy.

Glitzy Glow and Baddy Bad

15 PP, 80 Power, 95% Accuracy
Applies the effects of a screen to the user's side of the field
Can only be used by Partner Eevee
Move Type Cat. Gen PP Screen
Glitzy Glow  Psychic  Special VII Light Screen
Baddy Bad  Dark  Special VII Reflect
Glitzy Glow and Baddy Bad were variations of Bouncy Bubble prior to Generation VIII.

Sappy Seed and Freezy Frost

10 PP, 100 Power, 90% Accuracy
Has a secondary effect, can only be used by Partner Eevee
Move Type Cat. Gen PP Secondary effect
Sappy Seed  Grass  Physical VII Applies a Leech Seed to the target
Freezy Frost  Ice  Special VII Resets stat changes of all active Pokémon to zero
Sappy Seed and Freezy Frost were variations of Bouncy Bubble prior to Generation VIII.

Multistrike moves

Variations of Arm Thrust

20 PP, 15 Power, 100% Accuracy
Hits 2-5 times
Move Type Cat. Gen PP Notes
Arm Thrust  Fighting  Physical III  
Water Shuriken  Water  Special VI Move with +1 priority

Variations of Bone Rush

10 PP, 25 Power, 90% Accuracy
Hits 2-5 times
Move Type Cat. Gen PP
Bone Rush  Ground  Physical II
Rock Blast  Rock  Physical III

Variations of Bullet Seed

30 PP, 25 Power, 100% Accuracy
Hits 2-5 times
Move Type Cat. Gen PP
Bullet Seed  Grass  Physical III
Icicle Spear  Ice  Physical III

Variations of Fury Attack

20 PP, 15 Power, 85% Accuracy
Hits 2-5 times
Move Type Cat. Gen PP
Fury Attack  Normal  Physical I
Barrage  Normal  Physical I

One-hit knockout moves

5 PP, 30+% Accuracy
Targets at a higher level than the user are unaffected
Accuracy depends on level difference between the user and the target
Move Type Cat. Gen PP Notes
Guillotine  Normal  Physical I  
Horn Drill  Normal  Physical I  
Fissure  Ground  Physical I  
Sheer Cold  Ice  Special III Base accuracy is 20% if the user is not Ice-type

Pledge moves

These moves have limited availability and can only be learned by first partner Pokémon, the elemental monkeysVII, SilvallyUSUMSwSh (Grass Pledge only, due to a bug), and MewIX.

10 PP, 80 Power, 100% Accuracy
Additional effect lasting four turns when used in combination
Move Type Cat. Gen PP Additional effect
Water Pledge  Water  Special V Fire Pledge: Doubles the probability of secondary effects occurring.
Grass Pledge: Quarters speed of opponents.
Fire Pledge  Fire  Special V Grass Pledge: Non Fire-type opponents take 1/8 max HP damage each turn.
Water Pledge: Doubles the probability of secondary effects occurring.
Grass Pledge  Grass  Special V Fire Pledge: Non Fire-type opponents take 1/8 max HP damage each turn.
Water Pledge: Quarters speed of opponents.

Priority moves

Variations of Aqua Jet

20 PP, 40 Power, 100% Accuracy
+1 priority
Move Type Cat. Gen PP
Aqua Jet  Water  Physical IV
Accelerock  Rock  Physical VII

Variations of Quick Attack

30 PP, 40 Power, 100% Accuracy
+1 priority
Move Type Cat. Gen PP
Quick Attack  Normal  Physical I
Mach Punch  Fighting  Physical II
Vacuum Wave  Fighting  Special IV
Bullet Punch  Steel  Physical IV
Ice Shard  Ice  Physical IV
Shadow Sneak  Ghost  Physical IV

Retaliatory attacks

20 PP, 100% Accuracy
-5 priority, counters the last move taken at twice the power
Move Type Cat. Gen PP Counters
Counter  Fighting  Physical I Physical moves
Mirror Coat  Psychic  Special II Special moves

Torque moves

These are the signature moves of Team Star's Starmobiles. These moves cannot be learned by any Pokémon.

With 80 base power

10 PP, 80 Power, 100% Accuracy
Chance of causing a secondary effect
Move Type Cat. Gen PP Additional effect Starmobile
Blazing Torque  Fire  Physical IX 30% chance of burning the target Mela's
Wicked Torque  Dark  Physical IX 10% chance of causing the target to sleep Giacomo's

With 100 base power

10 PP, 100 Power, 100% Accuracy
30% chance of causing a secondary effect
Move Type Cat. Gen PP Additional effect Starmobile
Noxious Torque  Poison  Physical IX 30% chance of poisoning the target Atticus's
Combat Torque  Fighting  Physical IX 30% chance of paralyzing the target Eri's
Magical Torque  Fairy  Physical IX 30% chance of confusing the target Ortega's

Variations of Acid

25 or 30 PP, 40 Power, 100% Accuracy
10% for Secondary effect
Move Type Cat. Gen PP Status effect Notes
Acid  Poison  Special I 30 Lowers Special Defense Affects all foes
Ember  Fire  Special I 25 Inflicts burn  
Thunder Shock  Electric  Special I 30 Inflicts paralysis  
Bubble  Water  Special I 30 Lowers Speed  
Powder Snow  Ice  Special II 25 Freezes  

Variations of Aeroblast

These are signature moves of Legendary Pokémon.

5 PP, 100 Power, 95% Accuracy
High critical hit ratio
Move Type Cat. Gen PP Signature move of
Aeroblast  Flying  Special II Lugia
Spacial Rend  Dragon  Special IV Palkia

Variations of Ancient Power

5 PP, 60 Power, 100% Accuracy
10% chance of raising all stats
Move Type Cat. Gen PP
Ancient Power  Rock  Special II
Silver Wind  Bug  Special III
Ominous Wind  Ghost  Special IV

Variations of Barb Barrage

These are the signature moves of certain Hisuian Pokémon.

15 PP, 60 Power, 100% Accuracy
Power doubles if target has any status condition; 30% chance to inflict a status condition
Move Type Cat. Gen PP Status Condition Signature move of
Barb Barrage  Poison  Physical VIII Poison Hisuian Qwilfish and Overqwil
Infernal Parade  Ghost  Special VIII Burn Hisuian Typhlosion

Variations of Bite

25 PP, 60 Power, 100% Accuracy
30% chance of flinching
Move Type Cat. Gen PP
Bite  Dark  Physical I
Heart Stamp  Psychic  Physical V
Bite was a Normal type move with a 10% chance of flinching in Generation I

Variations of Blizzard

5 or 10 PP, 110 Power, 70% Accuracy
Chance of inflicting a status condition, certain weather causes moves to not miss
Move Type Cat. Gen PP Additional effect Move effect changes by weather effect
Blizzard  Ice  Special I 5 10% chance of freezing target Cannot miss in hail or snow, affects all foes
Thunder  Electric  Special I 10 30% chance of paralyzing target Cannot miss in heavy rain, accuracy cut to 50% in strong sunlight
Hurricane  Flying  Special V 10 30% chance of confusing target Cannot miss in heavy rain, accuracy cut to 50% in strong sunlight
Move power was 120 prior to Generation VI. Focus Blast and Gunk Shot formerly had the same power too, but their power didn't drop in Generation VI and are therefore no longer included.

Variations of Bolt Beak

These are the signature moves of the fossil Pokémon of the Galar region.

10 PP, 85 Power, 100% Accuracy
Deals double damage if user moves first
Move Type Cat. Gen PP Signature move of
Bolt Beak  Electric  Physical VIII Dracozolt & Arctozolt
Fishious Rend  Water  Physical VIII Dracovish & Arctovish

Variations of Bolt Strike

These are signature moves of two members of the Tao trio.

5 PP, 130 Power, 85% Accuracy
20% chance of inflicting a non-volatile status condition
Move Type Cat. Gen PP Status condition Signature move of
Blue Flare  Fire  Special V Burn Reshiram
Bolt Strike  Electric  Physical V Paralysis Zekrom

Variations of Brine

10 PP, 65 Power, 100% Accuracy
Power doubles under certain conditions
Move Type Cat. Gen PP Condition
Brine  Water  Special IV Target's HP under 50%
Venoshock  Poison  Special V Target is poisoned
Hex  Ghost  Special V Target has a non-volatile status condition

Variations of Catastropika

1 PP, 210 Power, —% Accuracy
Signature Z-Move
Move Type Cat. Gen PP Signature Pokémon
Catastropika  Electric  Physical VII Pikachu
Pulverizing Pancake  Normal  Physical VII Snorlax

Variations of Circle Throw

10 PP, 60 Power, 90% Accuracy
-6 priority, forces target to switch out
Move Type Cat. Gen PP
Circle Throw  Fighting  Physical V
Dragon Tail  Dragon  Physical V

Variations of Collision Course

These are signature moves of the Paradox duo.

5 PP, 100 Power, 100% Accuracy
Boosted damage if the move is super effective on the target
Move Type Cat. Gen PP Signature move of
Collision Course  Fighting  Physical IX 5 Koraidon
Electro Drift  Electric  Special IX 5 Miraidon

Variations of Cross Chop

5 PP, 100 Power, 80% Accuracy
High critical hit ratio
Move Type Cat. Gen PP
Cross Chop  Fighting  Physical II
Stone Edge  Rock  Physical IV

Variations of Crush Claw

10 PP, 75 Power, 95% Accuracy
50% chance to lower target's defense one stage
Move Type Cat. Gen PP
Crush Claw  Normal  Physical III
Razor Shell  Water  Physical V

Variations of Crunch and Shadow Ball

10 or 15 PP, 80 Power, 100% Accuracy
Chance of lowering target's stat by one stage
Move Type Cat. Gen PP Affected stat
Crunch  Dark  Physical II 20% chance of lowering the target's Defense
Shadow Ball  Ghost  Special II 20% chance of lowering the target's Special Defense
Flash Cannon  Steel  Special IV 10% chance of lowering the target's Special Defense

Variations of Dig

10 PP, 80 Power, 100% Accuracy
Two-turn move; double damage from certain moves
Move Type Cat. Gen PP Double damage from
Dig  Ground  Physical I Earthquake and Magnitude
Dive  Water  Physical III Surf and Whirlpool

Variations of Discharge

15 PP, 80 Power, 100% Accuracy
30% chance of causing a secondary effect, hits all adjacent Pokémon
Move Type Cat. Gen PP Secondary effect
Discharge  Electric  Special IV Paralysis
Lava Plume  Fire  Special IV Burn

Variations of Double-Edge

10 or 15 PP, 120 Power, 100% Accuracy
User receives recoil equal to ⅓ of the damage done to the target
Move Type Cat. Gen PP Additional effects
Double-Edge  Normal  Physical I 15  
Volt Tackle  Electric  Physical III 15 10% chance of paralyzing the target
Flare Blitz  Fire  Physical IV 15 10% chance of burning the target
Brave Bird  Flying  Physical IV 15  
Wood Hammer  Grass  Physical IV 15  
Wave Crash  Water  Physical VIII 10  

Variations of Drill Peck

15 or 20 PP, 80 Power, 100% Accuracy
No additional effect
Move Type Cat. Gen PP
Drill Peck  Flying  Physical I 20
Strength  Normal  Physical I 15
Dragon Claw  Dragon  Physical III 15
Seed Bomb  Grass  Physical IV 15
X-Scissor  Bug  Physical IV 15
Power Gem  Rock  Special IV 20

Variations of Dynamax Cannon

These are the signature moves of Zamazenta, Zacian, and Eternatus, the Legendary Pokémon featured in Pokémon Sword and Shield.

5 PP, 100 Power, 100% Accuracy
Deals double damage on Dynamax Pokémon
Move Type Cat. Gen PP Signature move of
Dynamax Cannon  Dragon  Special VIII Eternatus
Behemoth Blade  Steel  Physical VIII Zacian
Behemoth Bash  Steel  Physical VIII Zamazenta

Variations of Dynamic Punch

5 PP, 100 Power, 50% Accuracy
Causes a status condition
Move Type Cat. Gen PP Status condition
Dynamic Punch  Fighting  Physical II Confusion
Inferno  Fire  Special V Burn

Variations of Eruption

5 PP, varying Power, 100% Accuracy
Higher damage when used with high HP
Move Type Cat. Gen PP
Eruption  Fire  Special III
Water Spout  Water  Special III
Dragon Energy  Dragon  Special VIII

Variations of False Swipe

40 PP, 40 Power, 100% Accuracy
Leaves target with at least 1HP
Move Type Cat. Gen PP
False Swipe  Normal  Physical II
Hold Back  Normal  Physical VI

Variations of Fire Punch

10 or 15 PP, 75 Power, 100% Accuracy
10% chance to inflict a status condition
Move Type Cat. Gen PP Status condition
Fire Punch  Fire  Physical I 15 Burn
Ice Punch  Ice  Physical I 15 Freeze
Thunder Punch  Electric  Physical I 15 Paralysis
Signal Beam  Bug  Special III 15 Confusion
Relic Song  Normal  Special V 10 Sleep

Variations of Fire Spin

10 or 15 PP, 35 Power, 85% Accuracy
Binds target
Move Type Cat. Gen PP
Fire Spin  Fire  Special I 15
Clamp  Water  Physical I 10
Whirlpool  Water  Special II 15
Sand Tomb  Ground  Physical III 15
Move power was 15, and accuracy was 70%, prior to Generation V, with the exception of Clamp, which power was 35 prior to Generation V.

Variations of Flail

15 PP, varying Power, 100% Accuracy
Higher damage when used with low HP
Move Type Cat. Gen PP
Flail  Normal  Physical II
Reversal  Fighting  Physical II

Variations of Flame Charge

20 PP, 50 Power, 100% Accuracy
100% chance of a stat-changing secondary effect
Move Type Cat. Gen PP Secondary effect
Flame Charge  Fire  Physical V Raises user's Speed by one stage
Struggle Bug  Bug  Special V Lowers target's Special Attack by one stage
Pounce  Bug  Physical IX Lowers target's Speed by one stage
Trailblaze  Grass  Physical IX Raises user's Speed by one stage
Chilling Water  Water  Special IX Lowers target's Attack by one stage
Considered variations from Generation VI onward, as Struggle Bug had only 30 power in Generation V

Variations of Flamethrower

10 or 15 PP, 90 Power, 100% Accuracy
10% chance of inflicting a non-volatile status condition, targets one opponent
Move Type Cat. Gen PP Status condition
Flamethrower  Fire  Special I 15 Burn
Ice Beam  Ice  Special I 10 Freeze
Thunderbolt  Electric  Special I 15 Paralysis

Variations of Fusion Flare

These are signature moves of Reshiram and Zekrom, the Legendary Pokémon featured in Pokémon Black and White Versions, as well as Kyurem's fusion forms featured in Pokémon Black and White Versions 2.

5 PP, 100 Power, 100% Accuracy
Power doubles if another Fusion Flare or Fusion Bolt is used in the same turn, regardless of ally or foe
Move Type Cat. Gen PP Power doubled by Signature move of
Fusion Flare  Fire  Special V Fusion Bolt Reshiram and White Kyurem
Fusion Bolt  Electric  Physical V Fusion Flare Zekrom and Black Kyurem

Variations of Giga Drain

10 PP, 75 Power, 100% Accuracy
Restores HP by half damage dealt
Move Type Cat. Gen PP
Giga Drain  Grass  Special II
Drain Punch  Fighting  Physical IV
Horn Leech  Grass  Physical V
For Giga Drain and Drain Punch, the power was 60, and PP was 5 PP, prior to Generation V.

Variations of Gyro Ball

5 or 10 PP, varying Power, 100% Accuracy
Power depends on user's and target's Speed; cannot affect targets with Bulletproof
Move Type Cat. Gen PP Higher damage with
Gyro Ball  Steel  Physical IV 5 Lower Speed compared to the target
Electro Ball  Electric  Special V 10 Higher Speed compared to the target

Variations of Hammer Arm

10 PP, 100 Power, 90% Accuracy
Lowers user's Speed; punching moves
Move Type Cat. Gen PP
Hammer Arm  Fighting  Physical IV
Ice Hammer  Ice  Physical VII

Variations of Heavy Slam

10 PP, varying Power, 100% Accuracy
Deals more damage if user's weight is higher compared to the target
Move Type Cat. Gen PP
Heavy Slam  Steel  Physical V
Heat Crash  Fire  Physical V

Variations of Hyper Beam

5 PP, 150 Power, 90 or 100% Accuracy
User must rest the turn after its use
Move Type Cat. Gen PP
Hyper Beam  Normal  Special I
Blast Burn  Fire  Special III
Hydro Cannon  Water  Special III
Frenzy Plant  Grass  Special III
Giga Impact  Normal  Physical IV
Rock Wrecker  Rock  Physical IV
Roar of Time  Dragon  Special IV
Meteor Assault  Fighting  Physical VIII

Variations of Hyper Fang

15 PP, 80 Power, 90% Accuracy
Has a chance of causing the target to flinch
Move Type Cat. Gen PP Chance
Hyper Fang  Normal  Physical I 10%
Zen Headbutt  Psychic  Physical IV 20%

Variations of Icy Wind

15 PP, 55 Power, 95% Accuracy
Lowers target's stat one stage
Move Type Cat. Gen PP Stat lowered
Icy Wind  Ice  Special II Speed
Mud Shot  Ground  Special III Speed
Electroweb  Electric  Special V Speed
Snarl  Dark  Special V Special Attack

Variations of Iron Tail

10-15 PP, 100 Power, 75% Accuracy
Chance of secondary effect
Move Type Cat. Gen PP Secondary effect
Iron Tail  Steel  Physical II 15 30% chance of lowering target's Defense by one stage
Dragon Rush  Dragon  Physical IV 10 20% chance of causing flinching

Variations of Jump Kick

10 or 15 PP, 100 Power, 95% Accuracy
If the move misses, the user takes crash damage equivalent to 50% of their max HP
Move Type Cat. Gen PP
Jump Kick  Fighting  Physical I 10
Supercell Slam  Electric  Physical IX 15

Variations of Karate Chop

25 PP, 50 Power, 100% Accuracy
High critical hit ratio
Move Type Cat. Gen PP Notes
Karate Chop  Fighting  Physical I Normal-type in Generation I
Poison Tail  Poison  Physical III 10% chance of poisoning the target

Variations of Last Respects

10 PP, 50 Power, 100% Accuracy
Power is increased by 50 each time a specific event occurs
Move Type Cat. Gen PP Power increased when
Last Respects  Ghost  Physical IX A Pokémon on the user's team faints
Rage Fist  Ghost  Physical IX The user is hit by a damaging move

Variations of Leaf Blade

15 PP, 90 Power, 100% Accuracy
High critical hit ratio
Move Type Cat. Gen PP
Leaf Blade  Grass  Physical III
Attack Order  Bug  Physical IV

Variations of Low Kick

20 PP, varying Power, 100% Accuracy
Greater damage on heavier target
Move Type Cat. Gen PP
Low Kick  Fighting  Physical I
Grass Knot  Grass  Special IV

Variations of Lunge

15 PP, 80 Power, 100% Accuracy
Lowers target's stat one stage
Move Type Cat. Gen PP Stat lowered
Lunge  Bug  Physical VII Attack
Fire Lash  Fire  Physical VII Defense
Drum Beating  Grass  Physical VIII Speed
Apple Acid  Grass  Special VIII Special Defense
Grav Apple  Grass  Physical VIII Defense

Variations of Luster Purge

These are the signature moves of the Eon duo, Latios and Latias.

5 PP, 95 Power, 100% Accuracy
50% chance of lowering the target's stat by 1 stage
Move Type Cat. Gen PP Lowered stat Signature move of
Luster Purge  Psychic  Special III Special Defense Latios
Mist Ball  Psychic  Special III Special Attack Latias
Move power was 70 prior to Generation IX.

Variations of Megahorn

10 PP, 120 Power, 85% Accuracy
No additional effect
Move Type Cat. Gen PP
Megahorn  Bug  Physical II
Power Whip  Grass  Physical IV
Precipice Blades  Ground  Physical VI

Variations of Metal Burst

10 PP, 100% Accuracy
Returns 1.5 times the damage dealt by the opponent's last attack
Move Type Cat. Gen PP
Metal Burst  Steel  Physical IV
Comeuppance  Dark  Physical IX

Variations of Needle Arm

10 or 15 PP, 60 Power, 100% Accuracy
30% chance of causing a secondary effect
Move Type Cat. Gen PP Secondary effect
Needle Arm  Grass  Physical III 15 Flinching
Force Palm  Fighting  Physical IV 10 Paralysis

Variations of Octazooka

10 PP, 65 Power, 85% Accuracy
30% chance of lowering target's accuracy by one stage
Move Type Cat. Gen PP
Octazooka  Water  Special II
Mud Bomb  Ground  Special IV
Mirror Shot  Steel  Special IV

Variations of Overheat

5 PP, 130 Power, 90% Accuracy
Lowers user's Special Attack two stages
Move Type Cat. Gen PP
Overheat  Fire  Special III
Draco Meteor  Dragon  Special IV
Leaf Storm  Grass  Special IV
Fleur Cannon  Fairy  Special VII
Move power was 140 prior to Generation IV. Psycho Boost formerly had the same power too, but its power didn't drop in Generation VI and is therefore no longer included.

Variations of Pluck

20 PP, 60 Power, 100% Accuracy
Eats and gains the effect of the target's held Berry
Move Type Cat. Gen PP
Pluck  Flying  Physical IV
Bug Bite  Bug  Physical IV

Variations of Pound

30, 35, or 40 PP, 40 Power, 100% Accuracy
No additional effect
Move Type Cat. Gen PP
Pound  Normal  Physical I 35
Scratch  Normal  Physical I 35
Gust  Flying  Special I 35
Tackle  Normal  Physical I 35
Fairy Wind  Fairy  Special VI 30
Leafage  Grass  Physical VII 40
Branch Poke  Grass  Physical VIII 40

Variations of Psybeam

20 PP, 65 Power, 100% Accuracy
Chance of an additional effect occurring
Move Type Cat. Gen PP Additional effect
Psybeam  Psychic  Special I 10% chance of inflicting confusion
Bubble Beam  Water  Special I 10% chance of lowering target's Speed one stage
Aurora Beam  Ice  Special I 10% chance of lowering target's Attack one stage
Sludge  Poison  Special I 30% chance of inflicting poison
Spark  Electric  Physical II 30% chance of inflicting paralysis

Variations of Psyblade

15 PP, 80 Power, 100% Accuracy
Power is increased by 50% under a certain field condition
Move Type Cat. Gen PP Field condition
Psyblade  Psychic  Physical IX Electric Terrain
Hydro Steam  Water  Special IX Harsh sunlight

Variations of Psychic

10 PP, 90 Power, 100% Accuracy
10% chance of lowering the target's Special Defense by one stage
Move Type Cat. Gen PP
Psychic  Psychic  Special I
Bug Buzz  Bug  Special IV
Energy Ball  Grass  Special IV
Earth Power  Ground  Special IV

Variations of Psyshock

10 PP, 80 Power, 100% Accuracy
Uses alternative stats to calculate damage
Move Type Cat. Gen PP Effect
Psyshock  Psychic  Special V Uses opponent's Defense in place of Special Defense
Body Press  Fighting  Physical VIII Uses user's Defense in place of Attack

Variations of Return

20 PP, varying Power, 100% Accuracy
Power depends on user's friendship
Move Type Cat. Gen PP Higher damage with
Return  Normal  Physical II High friendship
Frustration  Normal  Physical II Low friendship

Variations of Revenge

10 PP, 60 Power, 100% Accuracy
-4 priority, doubles in power if user was damaged
Move Type Cat. Gen PP
Revenge  Fighting  Physical III
Avalanche  Ice  Physical IV

Variations of Rollout

20 PP, 30 Power, 90% Accuracy
Power doubles with each consecutive hit; also doubles if Defense Curl is used
Move Type Cat. Gen PP
Rollout  Rock  Physical II
Ice Ball  Ice  Physical III

Variations of Sacred Fire

5 PP, 100 Power, 95% Accuracy
50% chance of causing a secondary effect
Move Type Cat. Gen PP Additional effect
Sacred Fire  Fire  Physical II Burn
Diamond Storm  Rock  Physical VI Raises user's Defense by 2 stages per target

Variations of Seismic Toss

15 or 20 PP, 100% Accuracy
Damage equal to user's level
Move Type Cat. Gen PP
Seismic Toss  Fighting  Physical I 20
Night Shade  Ghost  Special I 15

Variations of Shadow Bone

10 PP, 85 Power, 100% Accuracy
20% chance of lowering Defense one stage
Move Type Cat. Gen PP
Shadow Bone  Ghost  Physical VII
Liquidation  Water  Physical VII

Variations of Skull Bash

10 PP, 130 Power, 100% Accuracy
Needs to charge, raises stat by one stage on the first turn
Move Type Cat. Gen PP Stat raised
Skull Bash  Normal  Physical I Defense
Electro Shot  Electric  Special IX Special Attack

Variations of Sky Attack

5 PP, 140 Power, 90% Accuracy
Needs to charge, 30% chance of causing a secondary effect
Move Type Cat. Gen PP Additional effect Notes
Sky Attack  Flying  Physical I Flinch High critical hit ratio
Freeze Shock  Ice  Physical V Paralysis  
Ice Burn  Ice  Special V Burn  

Variations of Slash

15 or 20 PP, 70 Power, 100% Accuracy
High critical hit ratio
Move Type Cat. Gen PP Notes
Slash  Normal  Physical I 20  
Night Slash  Dark  Physical IV 15  
Shadow Claw  Ghost  Physical IV 15  
Psycho Cut  Psychic  Physical IV 20  
Cross Poison  Poison  Physical IV 20 10% chance of poisoning
Aqua Cutter  Water  Physical IX 20  
Leaf Blade formerly had 70 power, but was changed to 90 power in Generation IV and is therefore no longer included (it is instead included in a different list of variations).

Variations of Sludge Wave

15 PP, 95 Power, 100% Accuracy
Chance of causing a secondary effect
Move Type Cat. Gen PP Additional effect
Sludge Wave  Poison  Special V 10% chance of poisoning, hits all adjacent Pokémon
Moonblast  Fairy  Special VI 30% chance of lowering target's Special Attack by one stage

Variations of Springtide Storm

These are the signature moves of the forces of nature.

5 or 10 PP, 100 Power, 80% Accuracy
Chance of causing a secondary effect
Move Type Cat. Gen PP Additional effect Signature move of
Springtide Storm  Fairy  Special VIII 30% chance of lowering each target's Attack by one stage Enamorus
Bleakwind Storm  Flying  Special VIII 30% chance of lowring each target's Speed by one stage Tornadus
Wildbolt Storm  Electric  Special VIII 20% chance of paralyzing each target Thundurus
Sandsear Storm  Ground  Special VIII 20% chance to burning each target Landorus

Variations of Steel Beam

5 PP, 140 Power, 95% Accuracy
User takes recoil damage equal to 1/2 its max HP
Move Type Cat. Gen PP
Steel Beam  Steel  Special VIII
Chloroblast  Grass  Special VIII

Variations of Stomp

20 PP, 65 Power, 100% Accuracy
30% chance of flinching, doubles in power if target has used Minimize
Move Type Cat. Gen PP
Stomp  Normal  Physical I
Steamroller  Bug  Physical V

Variations of Stomping Tantrum

10 or 5 PP, 75 Power, 100% Accuracy
Doubles in power after a certain effect occurs
Move Type Cat. Gen PP Condition
Stomping Tantrum  Ground  Physical VII 10 If the user's previous move missed or failed, but was not protected from
Lash Out  Dark  Physical VIII 5 If the user's stats were lowered
Temper Flare  Fire  Physical IX 10 If the user's previous move missed or failed, but was not protected from

Variations of Stone Axe

These are the signature moves of Hisuian Pokémon.

15 PP, 65 Power, 90% Accuracy
High critical hit ratio, leaves splinters in the targetLA
Sets up a trap on the target's side of the fieldSV
Move Type Cat. Gen PP Trap setSV Signature move of
Stone Axe  Rock  Physical VIII Stealth Rock Kleavor
Ceaseless Edge  Dark  Physical VIII One layer of spikes Hisuian Samurott

Variations of Stored Power

10 PP, 20 Power, 100% Accuracy
Increases base power the more positive stat changes the user has built up
Move Type Cat. Gen PP
Stored Power  Psychic  Special V
Power Trip  Dark  Physical VII

Variations of Sucker Punch

5 PP, 70 Power
Strikes first, but fails if the target isn't using a damaging move on the turn
Move Type Cat. Gen PP
Sucker Punch  Dark  Physical IV
Thunderclap  Electric  Special IX

Variations of Sunsteel Strike

These are the signature moves of the Light trio, Lunala, Necrozma, and Solgaleo.

5 PP, 100 Power, 100% Accuracy
Ignores the target's Ability
Move Type Cat. Gen PP Added effect Signature move
Sunsteel Strike  Steel  Physical VII   Solgaleo and Dusk Mane Necrozma
Moongeist Beam  Ghost  Special VII   Lunala and Dawn Wings Necrozma
Photon Geyser  Psychic  Special VII Deals physical damage if the user's Attack is higher than Special Attack Necrozma

Variations of Superpower

5 PP, 120 Power, 100% Accuracy
Lowers two of the user's stats by one stage each
Move Type Cat. Gen PP Stats lowered
Superpower  Fighting  Physical III Attack, Defense
Close Combat  Fighting  Physical IV Defense, Special Defense
Dragon Ascent  Flying  Physical VI Defense, Special Defense
Headlong Rush  Ground  Physical VIII Defense, Special Defense
Armor Cannon  Fire  Special IX Defense, Special Defense

Variations of Super Fang

10 PP, 90% Accuracy
Deals damage equal to half target's remaining HP
Move Type Cat. Gen PP
Super Fang  Normal  Physical I
Nature's Madness  Fairy  Special VII
Ruination  Dark  Special IX

Variations of Surf

10-15 PP, 90 Power, 100% Accuracy
Targets more than one Pokémon in Double and Triple Battles
Move Type Cat. Gen PP Range Notes
Surf  Water  Special I All adjacent Pokémon Does double damage if target is using Dive
Hyper Voice  Normal  Special III All adjacent foes  
Petal Blizzard  Grass  Physical VI All adjacent Pokémon  
Land's Wrath  Ground  Physical VI All all adjacent foes  
Thousand Arrows  Ground  Physical VII All adjacent foes  
Thousand Waves  Ground  Physical VII All adjacent foes  
Considered variations from Generation VI onward, as Surf had 95 power prior to it

Variations of Swift

20 PP, 60 Power, —% Accuracy
Never misses
Move Type Cat. Gen PP
Swift  Normal  Special I
Feint Attack  Dark  Physical II
Shadow Punch  Ghost  Physical III
Aerial Ace  Flying  Physical III
Magical Leaf  Grass  Special III
Shock Wave  Electric  Special III
Magnet Bomb  Steel  Physical IV

Variations of Techno Blast

These are signature moves of Legendary Pokémon.

5 or 10 PP, 120 Power, 100% Accuracy
Type varies depending on specific held item
Move Type Cat. Gen PP Signature move of
Techno Blast  Normal  Special V 5 Genesect
Multi-Attack  Normal  Physical VII 10 Silvally

Variations of Thief

25 PP, 60 Power, 100% Accuracy
Steals the target's held item
Move Type Cat. Gen PP
Thief  Dark  Physical II
Covet  Normal  Physical III
Considered variations only after Generation VI, as their PP differed prior to it

Variations of Thrash

10 PP, 120 Power, 100% Accuracy
Lasts 2-3 turns, user becomes confused
Fixates the user on the moveLA
Move Type Cat. Gen PP
Thrash  Normal  Physical I
Petal Dance  Grass  Special I
Outrage  Dragon  Physical II
Raging Fury  Fire  Physical VIII
Considered variations from Generation V onward, as their PP and base power differed prior to it

Variations of U-turn

20 PP, 70 Power, 100% Accuracy
User switches after dealing damage
Move Type Cat. Gen PP
U-turn  Bug  Physical IV
Volt Switch  Electric  Special V

Variations of Waterfall

10, 15, or 20 PP, 80 Power, 100% Accuracy
Chance of causing a secondary effect, single target
Move Type Cat. Gen PP Additional effect
Waterfall  Water  Physical I 15 20% chance of flinching
Extrasensory  Psychic  Special III 20 10% chance of flinching
Poison Jab  Poison  Physical IV 20 30% chance of poisoning
Dark Pulse  Dark  Special IV 15 20% chance of flinching
Iron Head  Steel  Physical IV 15 30% chance of flinching
Scald  Water  Special V 15 30% chance of burning
Zing Zap  Electric  Physical VII 10 30% chance of flinching

Variations of Weather Ball

10 PP, 50 Power, 100% Accuracy
Power doubles under a field condition
Move Type Cat. Gen PP Field condition
Weather Ball  Normal  Physical III Any type of weather, except strong winds
Terrain Pulse  Normal  Physical VIII Any type of terrain

Variations of Wring Out

5 or 10 PP, Varying Power, 100% Accuracy
Does more damage if the target's current HP is high
Move Type Cat. Gen PP
Wring Out  Normal  Special IV 5
Crush Grip  Normal  Physical IV 5
Hard Press  Steel  Physical IX 10

List of status move variations

Terrain moves

10 PP
Causes a special effect for all grounded Pokémon for 5 turns
Move Type Cat. Gen PP Effect
Grassy Terrain  Grass  Status VI Powers up Grass moves, powers down Earthquake, Magnitude and Bulldoze, grounded Pokémon heal by 1/16 of max HP each turn
Misty Terrain  Fairy  Status VI Powers down Dragon moves, prevents status conditions and confusionGen. VIII
Electric Terrain  Electric  Status VI Powers up Electric moves, prevents sleep
Psychic Terrain  Psychic  Status VII Powers up Psychic moves, prevents the use of priority moves

Weather moves

5 or 10 PP
Changes in-battle weather for 5 turns, does not replace heavy rain, extremely harsh sunlight, or strong winds
Move Type Cat. Gen PP Weather
Sandstorm  Rock  Status II 10 Sandstorm
Rain Dance  Water  Status II 5 Rain
Sunny Day  Fire  Status II 5 Harsh sunlight
Hail  Ice  Status III 10 Hail
Snowscape  Ice  Status IX 10 Snow

Variations of After You

15 PP
Changes move order of the target
Move Type Cat. Gen PP Change
After You  Normal  Status V Target moves next
Quash  Dark  Status V Target moves last

Variations of Camouflage

15 or 20 PP
Changes user's type
Move Type Cat. Gen PP Changes to
Camouflage  Normal  Status III 20 Varies with the terrain
Reflect Type  Normal  Status V 15 Same as opponent's type

Variations of Charm

15 or 20 PP, 100% Accuracy
Lowers target's stat by two stages
Move Type Cat. Gen PP Stats affected Notes
Charm  Fairy  Status II 20 Attack Normal-type before Gen VI
Feather Dance  Flying  Status III 15 Attack  
Fake Tears  Dark  Status III 20 Special Defense  
Captivate  Normal  Status IV 20 Special Attack Only affects targets of opposite gender
Eerie Impulse  Electric  Status VI 15 Special Attack  

Variations of Confide

20 PP
Lowers target's stat by one stage, unaffected by protecting moves
Move Type Cat. Gen PP Stat affected Notes
Confide  Normal  Status VI Special Attack Sound-based move
Play Nice  Normal  Status VI Attack  

Variations of Conversion

These are signature moves of Porygon's evolutionary line.

30 PP
Changes user's type
Move Type Cat. Gen PP Type change
Conversion  Normal  Status I One of the user's moves
Conversion 2  Normal  Status II Type that resists opponent's last move

Variations of Destiny Bond

5 PP
Requires user to faint
Move Type Cat. Gen PP Effect
Destiny Bond  Ghost  Status II Knocks out target if target knocked out the user in the same turn
Grudge  Ghost  Status III Brings PP of move that knocked the user out to 0

Variations of Disable

15 or 20 PP, 100% Accuracy
Disables the opponent's moves or items
Move Type Cat. Gen PP Disables
Disable  Normal  Status I 20 The affected move
Torment  Dark  Status III 15 Using moves twice in a row
Taunt  Dark  Status III 20 Status moves
Embargo  Dark  Status IV 15 Using items
Heal Block  Psychic  Status IV 15 Moves and items that restore HP, damaging moves that heal the userthese moves would only deal damage prior to Gen VI

Variations of Follow Me

20 PP
+2 priority, forces all opponents to target the user
Move Type Cat. Gen PP
Follow Me  Normal  Status III
Rage Powder  Bug  Status V
+3 priority prior to Generation VI

Variations of Foresight

40 PP, 100% Accuracy
Removes a type immunity and negates target's evasiveness
Move Type Cat. Gen PP Removed immunity
Foresight  Normal  Status II Ghost types are affected by Normal and Fighting moves
Odor Sleuth  Normal  Status III Ghost types are affected by Normal and Fighting moves
Miracle Eye  Psychic  Status IV Dark types are affected by Psychic moves

Variations of Guard Split

10 PP
Averages the target's stats with the user
Move Type Cat. Gen PP Affected stats
Guard Split  Psychic  Status V Defense and Special Defense
Power Split  Psychic  Status V Attack and Special Attack

Variations of Harden

30 PP
Raises a stat by one stage
Move Type Cat. Gen PP Stat affected
Harden  Normal  Status I Defense
Sharpen  Normal  Status I Attack

Variations of Heal Bell

5 PP
Cures user's party of status conditions
Move Type Cat. Gen PP
Heal Bell  Normal  Status II
Aromatherapy  Grass  Status III

Variations of Heal Pulse

10 PP
Heals target by 1/2 of its max HP
Move Type Cat. Gen PP
Heal Pulse  Psychic  Status V
Floral Healing  Fairy  Status VII

Variations of Ingrain

20 PP
Heals user by 1/16 of its maximum HP each turn
Move Type Cat. Gen PP Notes
Ingrain  Grass  Status III Prevents the user from switching
Aqua Ring  Water  Status IV  

Variations of Jungle Healing

5 or 10 PP
Heals user and allies by 1/4 of their maximum HP and removes any non-volatile status conditions they may have
Move Type Cat. Gen PP
Jungle Healing  Grass  Status VIII
Lunar Blessing  Psychic  Status VIII

Variations of Magnetic Flux

20 PP
Raises the stats of allied Pokémon with Plus or Minus
Move Type Cat. Gen PP Boosted stats
Magnetic Flux  Electric  Status VI Defense and Special Defense
Gear Up  Steel  Status VII Attack and Special Attack

Variations of Meditate

40 PP
Raises a stat by one stage
Move Type Cat. Gen PP Stat affected Notes
Meditate  Psychic  Status I Attack  
Withdraw  Water  Status I Defense  
Defense Curl  Normal  Status I Defense Doubles the power of Rollout and Ice Ball
Howl  Normal  Status I Attack Raises allies' Attack stats by one stage too. Is a Sound-based move

Variations of Memento

10 PP
Causes the user to faint without damaging the foe
Move Type Cat. Gen PP Effect
Memento  Dark  Status III Lowers the target's Attack and Sp. Attack by two stages
Healing Wish  Psychic  Status IV The next Pokémon sent out will have HP and status fully healed
Lunar Dance  Psychic  Status IV The next Pokémon sent out will have HP, PP and status fully healed

Variations of Mind Reader

5 PP
Ensures user's next move will hit
Move Type Cat. Gen PP
Mind Reader  Normal  Status II
Lock-On  Normal  Status II

Variations of Mist

25 or 30 PP
Protects the user's party for 5 turns
Move Type Cat. Gen PP Protects from
Mist  Ice  Status I 30 Stat drops
Safeguard  Normal  Status II 25 Status conditions
Lucky Chant  Normal  Status IV 30 Critical hits

Variations of Morning Sun

5 or 10 PP
Heals variant amount of HP (normally 1/2 of max HP), depending on weather
Move Type Cat. Gen PP Conditions Signature move of Notes
Morning Sun  Normal  Status II 1/2 HP during no weather or strong winds, 2/3 HP in harsh sunlight, 1/4 HP during other weather Espeon Gen. II  
Synthesis  Grass  Status II 1/2 HP during no weather or strong winds, 2/3 HP in harsh sunlight, 1/4 HP during other weather    
Moonlight  Fairy  Status II 1/2 HP during no weather or strong winds, 2/3 HP in harsh sunlight, 1/4 HP during other weather   Normal-type prior to Generation VI
Shore Up  Ground  Status VII 2/3 HP during a sandstorm, 1/2 HP otherwise Sandygast and Palossand  

Variations of Mud Sport

15 PP
Halves damage taken from a certain type
Move Type Cat. Gen PP Affected type
Mud Sport  Ground  Status III Electric
Water Sport  Water  Status III Fire

Variations of No Retreat

5 PP
Raises Attack, Defense, Special Attack, Special Defense and Speed by one stage each, has a negative effect
Move Type Cat. Gen PP Additional Effect
No Retreat  Fighting  Status VIII User cannot leave the battlefield, can only be used once
Clangorous Soul  Dragon  Status VIII Loses 1/3 HP

Variations of Poison Powder

35 or 30 PP, 75% Accuracy
Inflicts a status condition
Move Type Cat. Gen PP Status condition
Poison Powder  Poison  Status I 35 Poison
Stun Spore  Grass  Status I 30 Paralysis
Glare formerly had 75% accuracy, but was changed to 90% in Generation V and then 100% in Generation VI and is therefore no longer included.

Variations of Protect

5 or 10 PP
+4 priority, protects user from all moves
Move Type Cat. Gen PP Added effect on contact Signature move of Blocks status moves?
Protect  Normal  Status II 10 None   Yes
Detect  Fighting  Status II 5 None   Yes
King's Shield  Steel  Status VI 10 Lowers Attack by 2VIVII/1VIII+ stage(s) Aegislash No
Spiky Shield  Grass  Status VI 10 Damage taken 1/8 of max HP Chesnaught Pokémon X and Y Yes
Baneful Bunker  Poison  Status VII 10 Poisons on contact Toxapex Yes
Obstruct  Dark  Status VIII 10 Lowers Defense by 2 stages Obstagoon No
Silk Trap  Bug  Status IX 10 Lowers Speed by 1 stage Spidops No
Burning Bulwark  Fire  Status IX 10 Burns on contact Gouging Fire Yes
Not all status moves can be protected against. A "Yes" in this column means it only protects against the Status moves that can be protected against.

Variations of Quiver Dance

20 (10 for Victory Dance) PP
Raises three of user's stats by one stage
Move Type Cat. Gen PP Affected stats
Quiver Dance  Bug  Status V Special Attack, Special Defense, Speed
Coil  Poison  Status V Attack, Defense, Accuracy
Victory Dance  Fighting  Status IX Attack, Defense, Speed

Variations of Recover

5 (or 10 for Heal Order) PP
Heals user by half max HP
Move Type Cat. Gen PP Notes
Recover  Normal  Status I 20 PP prior to Generation IV
Soft-Boiled  Normal  Status I  
Milk Drink  Normal  Status II  
Slack Off  Normal  Status III  
Roost  Flying  Status IV Removes user's Flying-type until end of turn
Heal Order  Bug  Status IV  
Prior to Generation IX, all moves listed had 10 PP. Heal Order has been unavailable since Gen VIII.

Variations of Sand Attack

15 or 20 PP, 100% Accuracy
Decreases accuracy by one stage
Move Type Cat. Gen PP Notes
Sand Attack  Ground  Status I 15 Normal-type in Generation I
Smokescreen  Normal  Status I 20  
Flash  Normal  Status I 20 70% accuracy prior to Generation IV

Variations of Screech

40 PP, 85% Accuracy
Sound-based moves that lower the target's stat by two stages
Move Type Cat. Gen PP Stat affected
Screech  Normal  Status I Defense
Metal Sound  Steel  Status III Special Defense
Cotton Spore formerly had 85% accuracy, but was changed to 100% in Generation V and is therefore no longer included.

Variations of Sing

15 or 20 PP, 55% Accuracy
Sound-based moves that inflict a status condition
Move Type Cat. Gen PP Status condition
Sing  Normal  Status I 15 Sleep
Supersonic  Normal  Status I 20 Confusion
Grass Whistle  Grass  Status III 15 Sleep

Variations of Skill Swap

10 PP
Switches the user's condition with the target
Move Type Cat. Gen PP Switched
Skill Swap  Psychic  Status III Abilities
Power Swap  Psychic  Status IV Changes to Attack and Special Attack
Guard Swap  Psychic  Status IV Changes to Defense and Special Defense
Heart Swap  Psychic  Status IV Any stat changes
Speed Swap  Psychic  Status VII Speed

Variations of Sleep Powder

10 or 15 PP, 75% Accuracy
Inflicts a status condition
Move Type Cat. Gen PP Status condition Notes
Sleep Powder  Grass  Status I 15 Sleep  
Lovely Kiss  Normal  Status I 10 Sleep  
Sweet Kiss  Fairy  Status II 10 Confusion Normal-type prior to Generation VI
Will-O-Wisp formerly had 75% accuracy, but was changed to 85% in Generation VI and is therefore no longer included.

Variations of Soak

20 PP
Changes targets type to a pure type
Move Type Cat. Gen PP Type Changed to
Soak  Water  Status V Changes to Water type
Magic Powder  Psychic  Status VIII Changes to Psychic type

Variations of Spider Web

5 or 10 PP
Prevents target form escaping or switching out, cannot miss
Move Type Cat. Gen PP
Spider Web  Bug  Status II 10
Mean Look  Normal  Status II 5
Block  Normal  Status III 5

Variations of Spikes

20 PP
Lays down entry hazards
Move Type Cat. Gen PP Effect Signature move of
Spikes  Ground  Status II Inflicts damage when grounded opponent switches in Pineco and ForretressGen. II
Toxic Spikes  Poison  Status IV Inflicts poison when grounded opponent switches in, removed by grounded Poison-type Pokémon  
Stealth Rock  Rock  Status IV Inflicts damage depending on type when opponent switches in  
Sticky Web  Bug  Status VI Decreases Speed by 1 stage when grounded opponent switches in  

Variations of Splash

40 PP
Does nothing
Move Type Cat. Gen PP Move exclusivity Notes
Splash  Normal  Status I Magikarp Gen. I Fails under Gravity
Celebrate  Normal  Status VI Event-exclusive move Shows text "Congratulations, <player's name>!"
Hold Hands  Normal  Status VI Event-exclusive move Targets adjacent ally

Variations of Stockpile

15 or 20 PP
Increases two of the user's stats by one stage
Move Type Cat. Gen PP Stats affected Notes
Stockpile  Normal  Status III 20 Defense, Special Defense Did not raise stats prior to Generation IV, and had 10 PP
Cosmic Power  Psychic  Status III 20 Defense, Special Defense  
Bulk Up  Fighting  Status III 20 Attack, Defense  
Calm Mind  Psychic  Status III 20 Special Attack, Special Defense  
Dragon Dance  Dragon  Status III 20 Attack, Speed  
Hone Claws  Dark  Status V 15 Attack, Accuracy  

Variations of Swords Dance

15 or 20 PP
Increases user's stat by two stages
Move Type Cat. Gen PP Stat affected Notes
Swords Dance  Normal  Status I 20 Attack 30 prior to Generation VI
Barrier  Psychic  Status I 20 Defense 30 PP prior to Generation IV
Amnesia  Psychic  Status I 20 Special Defense Raises Special by two stages in Generation I
Acid Armor  Poison  Status I 20 Defense 40 PP prior to Generation IV
Iron Defense  Steel  Status III 15 Defense  
Rock Polish  Rock  Status IV 20 Speed  
Nasty Plot  Dark  Status IV 20 Special Attack  
Autotomize  Steel  Status V 15 Speed Reduces the user's weight
  • Minimize formerly had 20 PP, but was changed to 10 PP in Generation VI and is therefore no longer included.
  • Tail Glow formerly raised Sp. Atk by 2 stages, but was changed to +3 in Generation V and is therefore no longer included.

Variations of Tail Whip

30 PP
Lowers adjacent opponents' defense by one stage
Move Type Cat. Gen PP
Tail Whip  Normal  Status I
Leer  Normal  Status I

Variations of Trick

10 PP, 100% Accuracy
Switches held items with target
Move Type Cat. Gen PP
Trick  Psychic  Status III
Switcheroo  Dark  Status IV

Variations of Trick-or-Treat

20 PP
Adds a type to the target
Move Type Cat. Gen PP Added type
Trick-or-Treat  Ghost  Status VI Ghost
Forest's Curse  Grass  Status VI Grass

Variations of Trick Room

5 or 10 PP
Causes a special effect for all Pokémon on the field for 5 turns
Move Type Cat. Gen PP Effect Priority
Trick Room  Psychic  Status IV 5 Slower Pokémon move first -7
Wonder Room  Psychic  Status V 10 Switches Defense and Special Defense 0 -7 priority in Gen V
Magic Room  Psychic  Status V 10 Disables held items 0 -7 priority in Gen V

Variations of Whirlwind

20 PP
-6 priority, forces target to switch, bypasses accuracy checks, cannot affect targets with Ingrain or Suction cups
Move Type Cat. Gen PP Notes
Whirlwind  Normal  Status I Targets with Wind Rider are unaffected
Roar  Normal  Status I Targets with Soundproof are unaffected
Both moves have been changed substantially over the generations, but changes to these moves have been consistently applied to both over the generations. For information, check their individual pages

Variations of Wide Guard

10 or 15 PP
+3 priority, protects user's side of field
Move Type Cat. Gen PP Protects from
Wide Guard  Rock  Status V 10 Moves that target multiple Pokémon
Quick Guard  Fighting  Status V 15 Moves with increased priority
Crafty Shield  Fairy  Status VI 10 Status moves

Variations of Worry Seed

10 or 15 PP, 100% Accuracy
Changes the target's Ability
Move Type Cat. Gen PP Ability becomes
Worry Seed  Grass  Status IV 10 Insomnia
Simple Beam  Normal  Status V 15 Simple
Entrainment  Normal  Status V 15 Same as user

List of Shadow move variations

Variations of Shadow Bolt

These are the signature Shadow moves of the legendary birds in Pokémon XD.

Infinite PP, 75 Power, 100% Accuracy
10% chance of inflicting a non-volatile status condition
Move Type Cat. Gen PP Status condition Signature move of
Shadow Bolt  Shadow  Special III Paralysis Shadow Zapdos
Shadow Chill  Shadow  Special III Freeze Shadow Articuno
Shadow Fire  Shadow  Special III Burn Shadow Moltres

Related articles


This article is part of Project Moves and Abilities, a Bulbapedia project that aims to write comprehensive articles on two related aspects of the Pokémon games.