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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.
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'''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.
{{TOC right}}


==List of damage dealing move variations==
==List of damage-dealing move variations==
===Elemental Fangs===
===Elemental fangs===
{{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/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|Fire Fang|Fire|Physical|IV|other=Burn}}
{{mvar|Thunder Fang|Electric|Physical|IV|effects=Paralysis}}
{{mvar|Ice Fang|Ice|Physical|IV|other=Freeze}}
{{mvar|Ice Fang|Ice|Physical|IV|effects=Freeze}}
{{mvar|Thunder Fang|Electric|Physical|IV|other=Paralysis}}
{{mvar|Fire Fang|Fire|Physical|IV|effects=Burn}}
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===Elemental Punches===
===[[One-hit knockout move]]s===
{{mvar/h|15|power=75|acc=100|notes=10% chance to inflict non-volatile [[Status ailment|status]]|other=Status ailment}}
{{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|Fire Punch|Fire|Physical|I|other=Burn}}
{{mvar|Guillotine|Normal|Physical|I|other=&nbsp;}}
{{mvar|Ice Punch|Ice|Physical|I|other=Freeze}}
{{mvar|Horn Drill|Normal|Physical|I|other=&nbsp;}}
{{mvar|ThunderPunch|Electric|Physical|I|other=Paralysis}}
{{mvar|Fissure|Ground|Physical|I|other=&nbsp;}}
{{mvar|Sheer Cold|Ice|Special|III|other=Since Generation VII, {{type|Ice}} targets are unaffected and base accuracy is 20% if the user is not Ice-type}}
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<center><small>*Targets with a higher Speed stat than the user are unaffected in [[Generation I]], and the move accuracy was 30%. </small></center>


===Oath moves===
===Pledge moves===
{{mvar/h|10|power=50|acc=100|notes=Additional effect lasting four turns when used in combination|other=Effect when combined with:}}
These moves 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|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/h|10|power=80|acc=100|notes=Additional effect lasting four turns when used in combination|effects=Effect when combined with:|signature=Can only be learned by}}
{{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 Pledge|Water|Special|V|effects='''Fire Pledge''': Doubles the probability of secondary effects occurring.<br>'''Grass Pledge''': Quarters speed of opponents.|signature=Water type [[first partner Pokémon]], [[Panpour]] & [[Simipour]]<sup>{{gen|VII}}</sup>, and {{p|Mew}}<sup>{{gen|IX}}</sup>.}}
{{mvar|Water Oath|Water|Special|V|other='''Fire Oath''': Doubles the probability of secondary effects occuring<br>'''Grass Oath''': Halves 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.|signature=Fire type [[first partner Pokémon]], [[Pansear]] & [[Simisear]]<sup>{{gen|VII}}</sup>, and {{p|Mew}}<sup>{{gen|IX}}</sup>}}
{{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.|signature=Grass type [[first partner Pokémon]], [[Pansage]] & [[Simisage]]<sup>{{gen|VII}}</sup>, and {{p|Mew}}<sup>{{gen|IX}}</sup>  {{p|Silvally}}{{sup/7|USUM}}{{sup/8|SwSh}} (due to a bug)}}
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<center><small>*Move power was 50 power prior to [[Generation VI]].</small></center>
===Torque moves with 80 base power===
These are the [[signature move]]s of [[Team Star]]'s [[Starmobile]]s. These moves cannot be learned by any Pokémon.
{{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|Mela's]]}}
{{mvar|Wicked Torque|Dark|Physical|IX|signature=[[Giacomo|Giacomo's]]|effects=10% chance of causing the target to sleep}}
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===Torque moves with 100 base power===
These are the [[signature move]]s of [[Team Star]]'s [[Starmobile]]s. These moves cannot be learned by any Pokémon.
{{mvar/h|10|power=100|acc=100|notes=30% chance of causing a secondary effect|signature=Team Star member:|effects=Secondary effect}}
{{mvar|Noxious Torque|Poison|Physical|IX|effects=30% chance of poisoning the target|signature=[[Atticus]]}}
{{mvar|Combat Torque|Fighting|Physical|IX|signature=[[Eri]]|effects=30% chance of paralyzing the target}}
{{mvar|Magical Torque|Fairy|Physical|IX|effects=30% chance of confusing the target|signature=[[Ortega]]}}
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===Let's Go Partner moves===
====Variations of Pika Papow====
These moves are the partner powers and two of the [[signature move]]s of the {{OBP|partner Pokémon|Let's Go, Pikachu! and Let's Go, Eevee!}} featured in [[Pokémon: Let's Go, Pikachu! and Let's Go, Eevee!]].
{{mvar/h|20|power=varying|acc=&mdash;|notes=Power depends on user’s friendship|signature=Signature Partner}}
{{mvar|Pika Papow|Electric|Special|VII|signature={{OBP|partner Pokémon|Let's Go, Pikachu! and Let's Go, Eevee!|Pikachu}}}}
{{mvar|Veevee Volley|Normal|Physical|VII|signature={{OBP|partner Pokémon|Let's Go, Pikachu! and Let's Go, Eevee!|Eevee}}}}
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====Variations of Bouncy Bubble====
{{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=Secondary 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}}
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<center><small>*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.</small></center>


===[[One-hit knockout moves]]===
====Variations of Glitzy Glow====
{{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|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}}|effects=Screen}}
{{mvar|Fissure|Ground|Physical|I}}
{{mvar|Glitzy Glow|Psychic|Special|VII|effects=Light Screen}}  
{{mvar|Guillotine|Normal|Physical|I}}
{{mvar|Baddy Bad|Dark|Special|VII|effects=Reflect}}
{{mvar|Horn Drill|Normal|Physical|I}}
{{mvar|Sheer Cold|Ice|Special|III}}
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<center><small>*{{m|Glitzy Glow}} and {{m|Baddy Bad}} were [[#Variations of Bouncy Bubble|variations of Bouncy Bubble]] prior to [[Generation VIII]].</small></center>
====Variations of Sappy Seed====
{{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}}|effects=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}}
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<center><small>*{{m|Sappy Seed}} and {{m|Freezy Frost}} were [[#Variations of Bouncy Bubble|variations of Bouncy Bubble]] prior to [[Generation VIII]].</small></center>


===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=PP|notes=10% for Secondary effect|other=Notes}}
{{mvar|Acid|Poison|Special|I|note=Affects all foes|other=Lowers Special Defense|PP=30}}
{{mvar|Acid|Poison|Special|I|other=Affects all foes (adjacent foes in Triple Battles). Lowered Defense in Generations I-III|PP=30|effects=Lowers Special Defense}}
{{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|other=20 power prior to Generation VI|effects=Lowers Speed}}
{{mvar|Powder Snow|Ice|Special|II|PP=25|effects=Freezes|other=&nbsp;}}
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===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|signature=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}}}}
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===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}}  
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===Variations of Ankle Sweep===
===Variations of Arm Thrust===
{{mvar/h|20|power=60|acc=100|notes=Lowers target's Speed one stage}}
{{mvar/h|20|power=15|acc=100|notes=[[Multistrike move]]s}}
{{mvar|Ankle Sweep|Fighting|Physical|V}}  
{{mvar|Arm Thrust|Fighting|Physical|III|}}
{{mvar|Smooth Over|Ground|Physical|V|note=Affects all Pokémon but the user}}  
{{mvar|Water Shuriken|Water|Special|VI|}}
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<center><small>*{{m|Water Shuriken}} is a priority move, and changes when [[Battle Bond]] is active.</small></center>


===Variations of Aurora Beam===
===Variations of Aqua Jet===
{{mvar/h|20|power=65|acc=100|notes=Chance of an additional effect occuring|other=Additional effect}}
{{mvar/h|20|power=40|acc=100|notes=+1 priority|PP=PP}}
{{mvar|Aurora Beam|Ice|Special|I|other=10% chance of lowering target's Attack one stage}}
{{mvar|Aqua Jet|Water|Physical|IV|PP=20}}
{{mvar|BubbleBeam|Water|Special|I|other=10% chance of lowering target's Speed one stage}}
{{mvar|Accelerock|Rock|Physical|VII|PP=20}}
{{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}}
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===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|signature=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}}}}
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===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|flinching}}}}
{{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|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}}
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<center><small>*{{m|Bite}} was a Normal type move with a 10% chance of flinching in Generation I</small></center>


===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=PP|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=89.5% accuracy in Generation I, 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, 10% chance of paralyzing target in Gen I|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|Hurricane|Flying|Special|V|other=30% chance of confusing target|PP=10|note=Cannot miss in heavy rain}}  
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<center><small>*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.</small></center>
===Variations of Bolt Beak===
These are the [[signature move]]s of the [[fossil]] Pokémon of the [[Galar]] region.
{{mvar/h|10|power=85|acc=100|notes=Deals double damage if user moves first|signature=Signature move of}}
{{mvar|Bolt Beak|Electric|Physical|VIII|signature={{p|Dracovish}} & {{p|Arctovish}}}}
{{mvar|Fishious Rend|Water|Physical|VIII|signature={{p|Dracozolt}} & {{p|Arctozolt}}}}
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===Variations of Blue Fire===
===Variations of Bolt Strike===
{{mvar/h|5|power=130|acc=85|notes=20% chance of inflicting a non-volatile [[status ailment]]|other=Status ailment}}
These are [[signature move]]s of [[Legendary Pokémon]].
{{mvar|Blue Fire|Fire|Special|V|other=Burn|sig=Reshiram}}  
{{mvar/h|5|power=130|acc=85|notes=20% chance of inflicting a non-volatile [[status condition]]|effects=Status condition|signature=Signature move of}}
{{mvar|Lightning Strike|Electric|Physical|V|other=Paralysis|sig=Zekrom}}  
{{mvar|Bolt Strike|Electric|Physical|V|effects=Paralysis|signature={{p|Zekrom}}}}  
{{mvar|Blue Flare|Fire|Special|V|effects=Burn|signature={{p|Reshiram}}}}  
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===Variations of Bone Rush===
===Variations of Bone Rush===
{{mvar/h|10|power=25|acc={{tt|90|80 prior to Generation V}}|notes=Hits multiple times}}
{{mvar/h|10|power=25|acc=90|notes=Hits multiple times}}
{{mvar|Bone Rush|Ground|Physical|II|sig=The Cubone line|siggen=IV}}  
{{mvar|Bone Rush|Ground|Physical|II|}}  
{{mvar|Rock Blast|Rock|Physical|III}}  
{{mvar|Rock Blast|Rock|Physical|III|}}  
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<center><small>*Move accuracy was 80 prior to Generation VI.</small></center>


===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|other=notes}}
{{mvar|Brine|Water|Special|IV|other=Target's HP under 50%}}  
{{mvar|Brine|Water|Special|IV|effects=Target's HP under 50%|other=&nbsp;}}
{{mvar|Venom Shock|Poison|Special|V|other=Target is poisoned}}  
{{mvar|Venoshock|Poison|Special|V|effects=Target is poisoned|other=&nbsp;}}
{{mvar|Hex|Ghost|Special|V|effects=Target has a {{DL|Status condition|non-volatile status}} condition|other=50 power prior to Generation VI}}
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===Variations of Bullet Seed===
{{mvar/h|30|power=25|acc=100|notes=Hits multiple times}}
{{mvar|Bullet Seed|Grass|Physical|III}}
{{mvar|Icicle Spear|Ice|Physical|III}}  
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<center><small>*Move power was 10 prior to Generation V.</small></center>


===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|signature=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}}}}
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===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}}  
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===Variations of Clamp===
===Variations of Collision Course===
{{mvar/h|10 or 15|power=35|acc=85|notes=Partially traps target|PP=PP}}
These are [[signature move]]s of [[Legendary Pokémon]].
{{mvar|Clamp|Water|Physical|I|sig=The Shellder line|siggen=III|note=75% accuracy prior to Generation V|PP=10}}  
{{mvar/h|5|power=100|acc=100|notes=Boosted damage if the move is super effective on the target|PP=PP|signature=Signature move of}}
{{mvar|Fire Spin|Fire|Special|I|note=15 power and 75% accuracy prior to Generation V|PP=15}}
{{mvar|Collision Course|Fighting|Physical|IX|PP=5|signature={{p|Koraidon}}}}
{{mvar|Whirlpool|Water|Special|II|note=15 power and 75% accuracy prior to Generation V|PP=15}}}
{{mvar|Electro Drift|Electric|Special|IX|PP=5|signature={{p|Miraidon}}}}
{{mvar|Sand Tomb|Ground|Physical|III|note=15 power and 75% accuracy prior to Generation V|PP=15}}  
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===Variations of Counter===
===Variations of Counter===
{{mvar/h|20|acc=100|notes=-5 priority, counters the last move taken at twice the power|other=Counters}}
{{mvar/h|20|acc=100|notes=-5 priority, counters the last move taken at twice the power|effects=Counters}}
{{mvar|Counter|Fighting|Physical|I|other={{tt|Physical moves|Fighting and Normal-type moves in Generation I}}|sig=Hitmonchan|siggen=II}}  
{{mvar|Counter|Fighting|Physical|I|effects=Physical moves<sup>Fighting and Normal-type moves in Gen I</sup>}}  
{{mvar|Mirror Coat|Psychic|Special|II|other=Special moves}}  
{{mvar|Mirror Coat|Psychic|Special|II|effects=Special moves}}  
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<center><small>*Priorty was -1 prior in Generations I/II.</small></center>


===Variations of Cross Chop===
===Variations of Cross Chop===
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{{mvar|Cross Chop|Fighting|Physical|II}}  
{{mvar|Cross Chop|Fighting|Physical|II}}  
{{mvar|Stone Edge|Rock|Physical|IV}}  
{{mvar|Stone Edge|Rock|Physical|IV}}  
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===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}}
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===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}}
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===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}}  
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===Variations of Crunch===
===Variations of Crunch===
{{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|effects=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<sup>Lowers Special Defense prior to Generation IV</sup>}}
{{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|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|other=Notes}}
{{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|other=100 power in Generation I, 60 power in Generation II-III|effects=Earthquake and Magnitude}}  
{{mvar|Dive|Water|Physical|III|note=60 power in Generation III}}  
{{mvar|Dive|Water|Physical|III|other=60 power in Generation III|effects=Surf and Whirlpool}}
|}  
|}
|}
 
===Variations of Discharge===
{{mvar/h|15|power=80|acc=100|notes=30% chance of causing a secondary effect, hits all adjacent Pokémon|effects=Secondary effect}}
{{mvar|Discharge|Electric|Special|IV|effects=Paralysis}}
{{mvar|Lava Plume|Fire|Special|IV|effects=Burn}}
|}
|}
|}


===Variations of Double-Edge===
===Variations of Double-Edge===
{{mvar/h|15|power=120|acc=100|notes=User receives recoil}}
{{mvar/h|PP=y|10 or 15|power=120|acc=100|notes=User receives recoil equal to ⅓ of the damage done to the target|other=Additional effects|other2=Notes}}
{{mvar|Double-Edge|Normal|Physical|I}}
{{mvar|Double-Edge|Normal|Physical|I|PP=15|effects=&nbsp;|other=100 power in Generation I}}
{{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|other=&nbsp;}}
{{mvar|Brave Bird|Flying|Physical|IV}}
{{mvar|Flare Blitz|Fire|Physical|IV|PP=15|effects=10% chance of burning the target|other=&nbsp;}}
{{mvar|Flare Blitz|Fire|Physical|IV}}
{{mvar|Brave Bird|Flying|Physical|IV|PP=15|effects=&nbsp;|other=&nbsp;}}
{{mvar|Wood Hammer|Grass|Physical|IV}}
{{mvar|Wood Hammer|Grass|Physical|IV|PP=15|effects=&nbsp;|other=&nbsp;}}
{{mvar|Afro Break|Normal|Physical|V|sig=Buffalon}}
{{mvar|Wave Crash|Water|Physical|VIII|PP=10|effects=&nbsp;|other=75 power in Generation VIII}}
|}
|}
|}
|}


===Variations of Dragon Tail===
===Variations of Drill Peck===
{{mvar/h|10|power=60|acc=90|notes=-6 priority, forces target to switch out}}
{{mvar/h|15 or 20|power=80|acc=100|notes=No additional effect|PP=PP|other=Notes}}
{{mvar|Dragon Tail|Dragon|Physical|V}}  
{{mvar|Drill Peck|Flying|Physical|I|PP=20|other=&nbsp;}}
{{mvar|Overhead Throw|Fighting|Physical|V}}  
{{mvar|Strength|Normal|Physical|I|PP=15|other=Signature move of Machamp in Generation VII}}
{{mvar|Dragon Claw|Dragon|Physical|III|PP=15|other=&nbsp;}}
{{mvar|Seed Bomb|Grass|Physical|IV|PP=15|other=&nbsp;}}
{{mvar|X-Scissor|Bug|Physical|IV|PP=15|other=&nbsp;}}
{{mvar|Power Gem|Rock|Special|IV|other=70 power prior to Generation VI|PP=20}}
|}
|}
 
===Variations of Dynamax Cannon===
These are the [[signature move]]s of {{p|Zamazenta}}, {{p|Zacian}}, and {{p|Eternatus}}, the [[Legendary Pokémon]] featured in [[Pokémon Sword and Shield]].
{{mvar/h|5|power=100|acc=100|notes=Deals double damage on Dynamax Pokémon|signature=Signature move of}}
{{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}}}}
|}
|}
 
===Variations of Dynamic Punch===
{{mvar/h|5|power=100|acc=50|notes=Causes a [[status condition]]|effects=Status condition}}
{{mvar|Dynamic Punch|Fighting|Physical|II|effects=Confusion}}
{{mvar|Inferno|Fire|Special|V|effects=Burn}}
|}  
|}  
|}
|}


===Variations of DynamicPunch===
===Variations of Earthquake===
{{mvar/h|5|power=100|acc=50|notes=Causes a [[status ailment]]|other=Status ailment}}
{{mvar/h|10|power=100|acc=100|notes=Always has a special effect|effects=Special effect}}
{{mvar|DynamicPunch|Fighting|Physical|II|other=Confusion}}  
{{mvar|Earthquake|Ground|Physical|I|effects=Hits all adjacent Pokémon}}  
{{mvar|Purgatory|Fire|Special|V|other=Burn}}  
{{mvar|Judgment|Normal|Special|IV|effects=Type depends on held [[Plate]]}}  
|}  
|}  
|}
|}
<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===
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{{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}}
|}  
|}  
|}
|}


===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}}
|}  
|}  
|}
|}


===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=PP}}
{{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}}
|}
|}
 
===Variations of Fire Spin===
{{mvar/h|10 or 15|power=35|acc=85|notes=[[Bound|Binds]] target|PP=PP}}
{{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}}
|}  
|}  
|}
|}
<center><small>*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.</small></center>


===Variations of Flail===
===Variations of Flail===
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{{mvar|Reversal|Fighting|Physical|II}}  
{{mvar|Reversal|Fighting|Physical|II}}  
|}  
|}  
|}
===Variations of Flame Charge===
{{mvar/h|20|power=50|acc=100|notes=100% chance of a stat-changing secondary effect|effects=Secondary effect|other=Notes}}
{{mvar|Flame Charge|Fire|Physical|V|effects=Raises user's Speed by one stage|other=&nbsp;}}
{{mvar|Struggle Bug|Bug|Special|V|other=30 power prior to Generation VI|effects=Lowers target's Special Attack by one stage}}
{{mvar|Pounce|Bug|Physical|IX|effects=Lowers target's Speed by one stage|other=&nbsp;}}
{{mvar|Trailblaze|Grass|Physical|IX|effects=Raises user's Speed by one stage|other=&nbsp;}}
{{mvar|Chilling Water|Water|Special|IX|effects=Lowers target's Attack by one stage|other=&nbsp;}}
|}
|}
|}


===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=PP}}
{{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}}
|}
|}
|}
|}
<center><small>*Move power was 95 prior to Generation VI.</small></center>


===Variations of Frustration===
===Variations of Fury Attack===
{{mvar/h|20|power=varying|acc=100|notes=Power depends on user's [[happiness]]|other=Higher damage with}}
{{mvar/h|20|power=15|acc=85|notes=Hits multiple times}}
{{mvar|Frustration|Normal|Physical|II|other=Low happiness}}  
{{mvar|Fury Attack|Normal|Physical|I}}
{{mvar|Return|Normal|Physical|II|other=High happiness}}  
{{mvar|Barrage|Normal|Physical|I}}
|}
|}
 
===Variations of Fusion Flare===
These are [[signature move]]s of {{p|Reshiram}} and {{p|Zekrom}}, the [[Legendary Pokémon]] featured in [[Pokémon Black and White Versions]].
{{mvar/h|5|power=100|acc=100|notes=Power doubles if hit by Fusion Flare or Fusion Bolt in the same turn|effects=Power doubled by|signature=Signature move of}}
{{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}}}}  
|}  
|}  
|}
|}


===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}}
|}
|}
<center><small>*For Giga Drain and Drain Punch, the power was 60, and PP was 5 PP, prior to Generation V.</small></center>
 
===Variations of Gyro Ball===
{{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}}|effects=Higher damage with|PP=PP}}
{{mvar|Gyro Ball|Steel|Physical|IV|effects=Lower Speed compared to the target|PP=5}}
{{mvar|Electro Ball|Electric|Special|V|effects=Higher Speed compared to the target|PP=10}}  
|}  
|}  
|}
|}


===Variations of Gust===
===Variations of Hammer Arm===
{{mvar/h|35|power=40|acc=100|notes=No additional effect}}
{{mvar/h|10|power=100|acc=90|notes=Lowers user's Speed; {{cat|punching moves}}}}
{{mvar|Gust|Flying|Special|I|note=Normal-type in Generation I}}  
{{mvar|Hammer Arm|Fighting|Physical|IV}}  
{{mvar|Pound|Normal|Physical|I}}  
{{mvar|Ice Hammer|Ice|Physical|VII}}  
{{mvar|Scratch|Normal|Physical|I}}  
|}  
|}  
|}
|}


===Variations of Heat Stamp===
===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}}  
|}  
|}  
|}
|}


===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|notes=User must rest the turn after its use|other=Notes}}
{{mvar|Hyper Beam|Normal|Special|I}}  
{{mvar|Hyper Beam|Normal|Special|I|other=Physical move prior to Generation IV}}  
{{mvar|Blast Burn|Fire|Special|III}}  
{{mvar|Blast Burn|Fire|Special|III|other=&nbsp;}}
{{mvar|Frenzy Plant|Grass|Special|III}}  
{{mvar|Hydro Cannon|Water|Special|III|other=&nbsp;}}
{{mvar|Hydro Cannon|Water|Special|III}}  
{{mvar|Frenzy Plant|Grass|Special|III|other=&nbsp;}}
{{mvar|Giga Impact|Normal|Physical|IV}}  
{{mvar|Giga Impact|Normal|Physical|IV|other=&nbsp;}}
{{mvar|Roar of Time|Dragon|Special|IV|sig=Dialga}}  
{{mvar|Rock Wrecker|Rock|Physical|IV|other=&nbsp;}}
{{mvar|Rock Wrecker|Rock|Physical|IV|sig=Rhyperior|siggen=V}}  
{{mvar|Roar of Time|Dragon|Special|IV|other=&nbsp;}}  
|}  
{{mvar|Meteor Assault|Fighting|Physical|VIII|other=&nbsp;}}  
|}
|}
|}


===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}}|effects=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%}}
|}
|}
|}
|}


===Variations of Hyper Voice===
===Variations of Icy Wind===
{{mvar/h|10|power=90|acc=100|notes=No additional effect}}
{{mvar/h|15|power=55|acc=95|notes=Lowers target's stat one stage|effects=Stat lowered}}
{{mvar|Hyper Voice|Normal|Special|III}}
{{mvar|Icy Wind|Ice|Special|II|effects=Speed}}
{{mvar|Dragon Pulse|Dragon|Special|IV}}
{{mvar|Mud Shot|Ground|Special|III|effects=Speed}}
{{mvar|Electroweb|Electric|Special|V|effects=Speed}}
{{mvar|Snarl|Dark|Special|V|effects=Special Attack}}
|}
|}
 
===Variations of Iron Tail===
{{mvar/h|10-15|power=100|acc=75|notes=Chance of secondary effect|effects=Secondary effect|PP=PP}}
{{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}}
|}
|}
|}
|}


===Variations of Icy Wind===
===Variations of Jump Kick===
{{mvar/h|15|power=55|acc=95|notes=Lowers target's stat one stage|other=Stat lowered}}
{{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=PP}}
{{mvar|Icy Wind|Ice|Special|II|other=Speed}}  
{{mvar|Jump Kick|Fighting|Physical|I|PP=10}}
{{mvar|Mud Shot|Ground|Special|III|other=Speed}}
{{mvar|Supercell Slam|Electric|Physical|IX|PP=15}}
{{mvar|Bark Out|Dark|Special|V|other=Special Attack}}
|}
{{mvar|ElecNet|Electric|Special|V|sig=The Bachuru line|other=Speed}}  
|}  
|}
|}


===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}}
|}
|}
|}
===Variations of Last Respects===
{{mvar/h|10|power=50|acc=100|notes=Signature move, power is increased by 50 each time a specific event occurs|effects=Power increased when|signature=Signature move of}}
{{mvar|Last Respects|Ghost|Physical|IX|effects=A Pokémon on the user's team faints|signature={{p|Houndstone}} and {{p|Basculin}} (White-Striped Form)}}
{{mvar|Rage Fist|Ghost|Physical|IX|effects=The user is hit by a damaging move|signature={{p|Primeape}} and {{p|Annihilape}}}}
|}
|}
|}


===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, signature move (at any point in time)|signature=Signature move of|other=Notes}}
{{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|other=70 power in Generation III, formerly a variation of Slash|signature={{p|Grovyle}} and {{p|Sceptile}}<sup>Gen. III</sup>}}
{{mvar|Attack Order|Bug|Physical|IV|sig=Vespiquen}}
{{mvar|Attack Order|Bug|Physical|IV|signature={{p|Vespiquen}}|other=&nbsp;}}
|}
|}
|}
|}


===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|other=Notes}}
{{mvar|Low Kick|Fighting|Physical|I|note=Had 50 power prior to Generation III}}
{{mvar|Low Kick|Fighting|Physical|I|other=50 power, 90% accuracy and 30% chance of flinching prior to Generation III}}
{{mvar|Grass Knot|Grass|Special|IV}}
{{mvar|Grass Knot|Grass|Special|IV|other=&nbsp;}}
|}
|}
|}
===Variations of Lunge===
{{mvar/h|15|power=80|acc=100|notes=Lowers target's stat one stage|effects=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}}
|}
|}
|}


===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|signature=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}}}}
|}
|}
|}
|}
<center><small>*Move power was 70 prior to Generation IX.</small></center>


===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|signature=Signature move of}}
{{mvar|Megahorn|Bug|Physical|II|sig=Heracross|siggen=III}}
{{mvar|Megahorn|Bug|Physical|II|signature={{p|Heracross}} <sup>Gen. II</sup>}}
{{mvar|Power Whip|Grass|Physical|IV}}
{{mvar|Power Whip|Grass|Physical|IV|signature=&nbsp;}}
{{mvar|Precipice Blades|Ground|Physical|VI|signature={{p|Groudon}} from Omega Ruby and Alpha Sapphire onward}}
|}
|}
|}
|}


===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}}
|}  
|}
|}
|}


===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=PP}}
{{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}}
|}
|}
|}
|}


===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}}
Line 389: Line 529:


===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}}
|}
|}
|}
|}
<center><small>*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.</small></center>


===Variations of Petal Dance===
===Variations of Pluck===
{{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|20|power=60|acc=100|notes=Eats and gains the effect of the target's held Berry}}
{{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|Pluck|Flying|Physical|IV}}
{{mvar|Thrash|Normal|Physical|I|PP=10{{tt|*|20 prior to Generation V}}}}
{{mvar|Bug Bite|Bug|Physical|IV}}  
{{mvar|Outrage|Dragon|Physical|II|PP=15}}
|}  
|}
 
===Variations of Pound===
{{mvar/h|30, 35, or 40|power=40|acc=100|notes=No additional effect|PP=PP|other=notes}}
{{mvar|Pound|Normal|Physical|I|PP=35|other=&nbsp;}}  
{{mvar|Scratch|Normal|Physical|I|PP=35|other=&nbsp;}}
{{mvar|Gust|Flying|Special|I||PP=35|other=Normal-Type in Gen. I}} 
{{mvar|Tackle|Normal|Physical|I|PP=35|other=35 power in Generations I-IV; 50 power in Generations V-VI; 95% accuracy prior to Generation V}}  
{{mvar|Fairy Wind|Fairy|Special|VI|PP=30|other=&nbsp;}}
{{mvar|Leafage|Grass|Physical|VII|PP=40|other=&nbsp;}}  
{{mvar|Branch Poke|Grass|Physical|VIII|PP=40|other=&nbsp;}}
|}
|}
 
===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}}
|}
|}
 
===Variations of Psyblade===
{{mvar/h|15|power=80|acc=100|notes=Power is increased by 50% under a certain field condition|other=Field condition}}
{{mvar|Psyblade|Psychic|Physical|IX|other=Electric Terrain}}
{{mvar|Hydro Steam|Water|Special|IX|other=Harsh sunlight}}
|}
|}
|}
|}


===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=Chance of lowering target's stat by one stage|effects=Affected stat}}
{{mvar|Psychic|Psychic|Special|I}}  
{{mvar|Psychic|Psychic|Special|I|effects=10% chance of lowering the target's Special Defense}}  
{{mvar|Bug Buzz|Bug|Special|IV}}  
{{mvar|Bug Buzz|Bug|Special|IV|effects=10% chance of lowering the target's Special Defense}}
{{mvar|Earth Power|Ground|Special|IV}}  
{{mvar|Energy Ball|Grass|Special|IV|effects=10% chance of lowering the target's Special Defense}}  
|}  
{{mvar|Earth Power|Ground|Special|IV|effects=10% chance of lowering the target's Special Defense}}
|}
|}
 
===Variations of Psyshock===
{{mvar/h|10|power=80|acc=100|notes=Uses alternative stats to calculate damage|effects=Effect}}
{{mvar|Psyshock|Psychic|Special|V|effects=Uses opponent's Defense in place of Special Defense}}
{{mvar|Body Press|Fighting|Physical|VIII|effects=Uses user's Defense in place of Attack}}
|}
|}
|}


===Variations of Quick Attack===
===Variations of Quick Attack===
{{mvar/h|30|power=40|acc=100|notes=+1 priority}}
{{mvar/h|30|power=40|acc=100|notes=+1 priority|PP=PP}}
{{mvar|Quick Attack|Normal|Physical|I}}  
{{mvar|Quick Attack|Normal|Physical|I|PP=30}}
{{mvar|Mach Punch|Fighting|Physical|II}}  
{{mvar|Mach Punch|Fighting|Physical|II|PP=30}}  
{{mvar|Aqua Jet|Water|Physical|IV}}  
{{mvar|Vacuum Wave|Fighting|Special|IV|PP=30}}
{{mvar|Bullet Punch|Steel|Physical|IV}}  
{{mvar|Bullet Punch|Steel|Physical|IV|PP=30}}
{{mvar|Ice Shard|Ice|Physical|IV}}  
{{mvar|Ice Shard|Ice|Physical|IV|PP=30}}  
{{mvar|Shadow Sneak|Ghost|Physical|IV}}
{{mvar|Shadow Sneak|Ghost|Physical|IV|PP=30}}
{{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]]|effects=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}}  
|}
|}  
|}
|}


===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}}  
|}  
|}  
Line 440: Line 616:


===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}}  
|}  
|}  
|}
|}


===Variations of Signal Beam===
===Variations of Sacred Fire===
{{mvar/h|10 or 15|power=75|acc=100|notes=10% chance of inflicting a [[status ailment]]|other=Status ailment|PP=PP}}
{{mvar/h|5|power=100|acc=95|notes=50% chance of causing a secondary effect, signature move (at any point in time)|effects=Secondary effect|signature=Signature move of}}
{{mvar|Signal Beam|Bug|Special|III|PP=15|other=Confusion}}  
{{mvar|Sacred Fire|Fire|Physical|II|effects=Burn|signature={{p|Ho-Oh}} <sup>Prior to Gen. IV</sup>}}  
{{mvar|Ancient Song|Normal|Special|V|PP=10|sig=Meloetta|other=Sleep}}  
{{mvar|Diamond Storm|Rock|Physical|VI|effects=Raises user's Defense by 2 stages per target <sup>by 1 stage prior to Generation VII</sup>|signature={{p|Diancie}}}}
|}  
|}  
|}
===Variations of Seismic Toss===
{{mvar/h|15 or 20|acc=100|notes=Damage equal to user's level|PP=PP}}
{{mvar|Seismic Toss|Fighting|Physical|I|PP=20}}
{{mvar|Night Shade|Ghost|Special|I|PP=15}}
|}
|}
===Variations of Shadow Bone===
{{mvar/h|10|power=85|acc=100|notes=20% chance of lowering Defense one stage}}
{{mvar|Shadow Bone|Ghost|Physical|VII}}
{{mvar|Liquidation|Water|Physical|VII}}
|}
|}
===Variations of Skull Bash===
{{mvar/h|10|power=130|acc=100|notes=Needs to charge, raises stat by one stage on the first turn|effects=Stat raised}}
{{mvar|Skull Bash|Normal|Physical|I|effects=Defense}}
{{mvar|Electro Shot|Electric|Special|IX|effects=Special Attack}}
|}
|}
|}


===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}}
These are [[signature move]]s and formerly signature moves of [[Legendary Pokémon]].
{{mvar|Sky Attack|Flying|Physical|I|other=Flinch}}  
{{mvar/h|5|power=140|acc=90|notes=Needs to charge, 30% chance of causing a secondary effect|effects=Secondary effect|signature=Signature move of|other=Notes}}
{{mvar|Cold Flare|Ice|Special|V|other=Burn}}  
{{mvar|Sky Attack|Flying|Physical|I|effects=Flinch|other=High critical hit ratio|signature=signature move of {{p|Moltres}} in Generation II}}  
{{mvar|Freeze Bolt|Ice|Physical|V|other=Paralysis}}  
{{mvar|Freeze Shock|Ice|Physical|V|effects=Paralysis|signature=Black {{p|Kyurem}}|other=&nbsp;}}
{{mvar|Ice Burn|Ice|Special|V|effects=Burn|signature=White {{p|Kyurem}}|other=&nbsp;}}
|}  
|}  
|}
|}


===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=PP|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;}}
|}  
|}  
|}
|}
<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>
<center><small>*{{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]]).</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=Secondary 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}}
|}  
|}
|}
 
===Variations of Springtide Storm===
These are the [[signature moves]] of the [[forces of nature]].
{{mvar/h|10|power=100|acc=80|notes=30% chance of causing a secondary effect|effects=Secondary effect|signature=Signature move of}}
{{mvar|Springtide Storm|Fairy|Special|VIII|effects=Depends on Enamorus's Forme: Raises all of the user's stats in Incarnate Forme, lowers target's defenses in Therian Forme|signature={{p|Enamorus}}}}
{{mvar|Bleakwind Storm|Flying|Special|VIII|effects=Frostbite|signature={{p|Tornadus}}}}
{{mvar|Wildbolt Storm|Electric|Special|VIII|effects=Paralysis|signature={{p|Thundurus}}}}
{{mvar|Sandsear Storm|Ground|Special|VIII|effects=Burn|signature={{p|Landorus}}}}
|}
|}
<center><small>Move PP is 5, and move power is 95, in Legends: Arcues</small></center>
 
===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}}
|}
|}
|}
<center><small>*Move power is 120 in Legends: Arceus</small></center>


===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}}  
|}  
|}  
|}
|}


===Variations of Strength===
===Variations of Stomping Tantrum===
{{mvar/h|15 or 20|power=80|acc=100|notes=No additional effect}}
{{mvar/h|10 or 5|power=75|acc=100|notes=Doubles in power after a certain effect occurs|effects=Condition|PP=PP}}
{{mvar|Strength|Normal|Physical|I}}
{{mvar|Stomping Tantrum|Ground|Physical|VII|effects=If the user's previous move missed or failed, but was not protected from|PP=10}}  
{{mvar|Drill Peck|Flying|Physical|I}}
{{mvar|Lash Out|Dark|Physical|VIII|effects=If the user's stats were lowered|PP=5}}  
{{mvar|Dragon Claw|Dragon|Physical|III}}  
{{mvar|Temper Flare|Fire|Physical|IX|effects=If the user's previous move missed or failed, but was not protected from|PP=10}}
{{mvar|Seed Bomb|Grass|Physical|IV}}
{{mvar|X-Scissor|Bug|Physical|IV}}
|}  
|}  
|}
===Variations of Stone Axe===
These are the [[signature moves]] of Hisuian Pokémon.
{{mvar/h|15|power=65|acc=90|signature=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 use of {{m|spikes}}}}
|}
|}
===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}}
|}
|}
===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}}
|}
|}
===Variations of Sunsteel Strike===
These are the [[signature move]]s of the [[Light trio]], {{p|Lunala}}, {{p|Necrozma}}, and {{p|Solgaleo}}.
{{mvar/h|5|power=100|acc=100|notes=Ignores the target's [[Ability]]|signature=Signature move|effects=Added effect}}
{{mvar|Sunsteel Strike|Steel|Physical|VII|signature={{p|Solgaleo}} and Dusk Mane {{p|Necrozma}}|effects=&nbsp;}}
{{mvar|Moongeist Beam|Ghost|Special|VII|signature={{p|Lunala}} and Dawn Wings {{p|Necrozma}}|effects=&nbsp;}}
{{mvar|Photon Geyser|Psychic|Special|VII|signature={{p|Necrozma}}|effects=Deals physical damage if the user's Attack is higher than Special Attack}}
|}
|}
|}


===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|effects=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. In Legends: Arceus only, Defense and Special Defense are combined into &quot;defensive stats&quot;}}
{{mvar|Armor Cannon|Fire|Special|IX|effects=Defense, Special Defense}}
|}  
|}  
|}
===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}}
|}
|}
===Variations of Surf===
{{mvar/h|10-15|power=90|acc=100|notes=Targets more than one Pokémon in Double and Triple Battles|effects=Targets|other=Notes|signature=Signature move of}}
{{mvar|Surf|Water|Special|I|other=Does double damage if target is using Dive. <sup>95 power prior to Generation VI</sup>|effects=all adjacent Pokémon<sup>All adjacent foes prior to Gen. III</sup>|signature=&nbsp;}}
{{mvar|Hyper Voice|Normal|Special|III|other=&nbsp;|effects=All adjacent foes|signature=&nbsp;}}
{{mvar|Petal Blizzard|Grass|Physical|VI|other=&nbsp;|effects=All adjacent Pokémon|signature=&nbsp;}}
{{mvar|Land's Wrath|Ground|Physical|VI|other=&nbsp;|effects=All all adjacent foes|signature={{p|Zygarde}}}}
{{mvar|Thousand Arrows|Ground|Physical|VII|other=&nbsp;|effects=All adjacent foes|signature={{p|Zygarde}}}}
{{mvar|Thousand Waves|Ground|Physical|VII|other=&nbsp;|effects=All adjacent foes|signature={{p|Zygarde}}}}
|}
|}
|}


===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}}
|}  
|}  
|}
|}
===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=PP|signature=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}}}}
|}
|}
===Variations of Thief===
{{mvar/h|25|power=60|acc=100|other=PP before Gen VI.|notes=Steals the target's held item}}
{{mvar|Thief|Dark|Physical|II|other=10}}
{{mvar|Covet|Normal|Physical|III|other=40}}
|}
|}
<center><small>*Move power was 40 prior to Generation VI. Before Generation VI, the PP of these two moves differed, so they were not move variations, despite having the same effect</small></center>
===Variations of Thrash===
{{mvar/h|10|other=Notes|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|other=<sup>20 PP prior to Generation V</sup>}}
{{mvar|Petal Dance|Grass|Special|I|other=<sup>70 power prior to Gen III and 20 PP prior to Generation V</sup>}}
{{mvar|Outrage|Dragon|Physical|II|other=<sup>15 PP Gen I-V</sup>}}
{{mvar|Raging Fury|Fire|Physical|VIII|other=&nbsp;}}
|}
|}
<center><small>*These moves had 90 power prior to Generation V. In Legends: Arceus, their power is 90 and their accuracy is 85%.</small></center>


===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}}  
|}  
|}  
|}
|}


===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=Secondary effect|PP=PP|other=Notes}}
{{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|other=Signature move of Goldeen and Seaking in Generation I. No additional effect prior to Generation IV}}
{{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|other=30PP prior to Generation VI}}
{{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||other=&nbsp;}}
{{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|other=&nbsp;}}
{{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|other=&nbsp;}}
{{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|other=&nbsp;}}
{{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|other=&nbsp;}}
|}  
|}
|}
|}


===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|effects=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|Evil Eye|Ghost|Special|V|other=The target is afflicted by non-volatile status ailment}}  
|}  
|}  
|}
|}


==List of status move variations==
===Variations of Wring Out===
===Variations of After You===
{{mvar/h|5 or 10|power=Varying|acc=100|notes=Does more damage if the target's current HP is high|PP=PP}}
{{mvar/h|15|notes=Changes move order of the target|other=Change}}
{{mvar|Wring Out|Normal|Special|IV|PP=5}}  
{{mvar|After You|Normal|Status|V|other=Target moves next}}
{{mvar|Crush Grip|Normal|Physical|IV|PP=5}}  
{{mvar|Postpone|Dark|Status|V|other=Target moves last}}
{{mvar|Hard Press|Steel|Physical|IX|PP=10}}
|}
|}  
|}
|}


===Variations of Agility===
==List of status move variations==
{{mvar/h|30|notes=Increases user's stat by two stages|other=Stat affected}}
===Terrain moves===
{{mvar|Agility|Psychic|Status|I|other=Speed}}
{{mvar/h|10|notes=Causes a special effect for all grounded Pokémon for 5 turns|effects=Effect}}
{{mvar|Barrier|Psychic|Status|I|other=Defense}}
{{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|Swords Dance|Normal|Status|I|other=Attack}}
{{mvar|Misty Terrain|Fairy|Status|VI|effects=Powers down Dragon moves, prevents status conditions and confusion<sup>Gen. VIII</sup>}}
{{mvar|Acupressure|Normal|Status|IV|other=Random}}
{{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}}
|}
|}
|}
|}


===Variations of Amnesia===
===Weather moves===
{{mvar/h|15 or 20|notes=Increases user's stat by two stages|other=Stat affected|PP=PP}}
{{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=PP}}
{{mvar|Amnesia|Psychic|Status|I|other=Special Defense|note=Raises Special by two stages in Generation I|PP=20}}
{{mvar|Sandstorm|Rock|Status|II|effects=Sandstorm|PP=10}}
{{mvar|Minimize|Normal|Status|I|other=Evasion|note=Raises Evasion one stage prior to Generation V|PP=20}}
{{mvar|Rain Dance|Water|Status|II|effects=Rain|PP=5}}
{{mvar|Iron Defense|Steel|Status|III|other=Defense|PP=15}}
{{mvar|Sunny Day|Fire|Status|II|effects=Harsh sunlight|PP=5}}
{{mvar|Nasty Plot|Dark|Status|IV|other=Special Attack|PP=20}}
{{mvar|Hail|Ice|Status|III|effects=Hail|PP=10}}
{{mvar|Rock Polish|Rock|Status|IV|other=Speed|PP=20}}
{{mvar|Snowscape|Ice|Status|IX|effects=Snow|PP=10}}
{{mvar|Body Purge|Steel|Status|V|other=Speed|note=Halves user's weight|PP=15}}
|}
|}
|}
|}


===Variations of Bulk Up===
===Variations of After You===
{{mvar/h|15 or 20|notes=Increases two of the user's stat by one stage|other=Stats affected|PP=PP}}
{{mvar/h|15|notes=Changes move order of the target|effects=Change}}
{{mvar|Bulk Up|Fighting|Status|III|other=Attack, Defense|PP=20}}
{{mvar|After You|Normal|Status|V|effects=Target moves next}}
{{mvar|Calm Mind|Psychic|Status|III|other=Special Attack, Special Defense|PP=20}}
{{mvar|Quash|Dark|Status|V|effects=Target moves last}}
{{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=PP|effects=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}}
|}
|}
|}
|}


===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=PP|other=Notes}}
{{mvar|Charm|Normal|Status|II|other=Attack|PP=20}}
{{mvar|Charm|Fairy|Status|II|effects=Attack|PP=20|other=<sup>Normal-type from Gen I-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;}}
|}
|}
|}
|}


===Variations of Conversion===
===Variations of Confide===
{{mvar/h|30|notes=Changes user's type|other=Changes to}}
{{mvar/h|20|notes=Lowers target's stat by one stage, unaffected by protecting moves|effects=Stat affected|other=Notes}}
{{mvar|Conversion|Normal|Status|I|other=One of the user's moves|sig=The Porygon line}}
{{mvar|Confide|Normal|Status|VI|effects=Special Attack|other=Sound-based move}}
{{mvar|Conversion 2|Normal|Status|II|other=Type that resists opponent's last move|sig=The Porygon line}}
{{mvar|Play Nice|Normal|Status|VI|effects=Attack|other=&nbsp;}}
|}
|}
|}
|}


===Variations of Defense Curl===
===Variations of Conversion===
{{mvar/h|40|notes=Raises a stat by one level|other=Stat affected}}
These are [[signature move]]s of {{p|Porygon}}'s evolutionary line.
{{mvar|Defense Curl|Normal|Status|I|other=Defense}}
{{mvar/h|30|notes=Changes user's type|effects=Type change}}
{{mvar|Meditate|Psychic|Status|I|other=Attack}}
{{mvar|Conversion|Normal|Status|I|effects=One of the user's moves}}
{{mvar|Withdraw|Water|Status|I|other=Defense}}
{{mvar|Conversion 2|Normal|Status|II|effects=Type that resists opponent's last move}}
{{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|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|effects=Disables|PP=PP}}
{{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/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}}
|}
|}
|}
|}
<center><small>*+3 priority prior to Generation VI</small></center>


===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|effects=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}}
|}
|}
|}
|}


===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/h|10|notes=Averages the target's stats with the user|effects=Affected stats}}
{{mvar|Gastro Acid|Poison|Status|IV|other=None|PP=10}}
{{mvar|Guard Split|Psychic|Status|V|effects=Defense and Special Defense}}
{{mvar|Worry Seed|Grass|Status|IV|other={{a|Insomnia}}|PP=10}}
{{mvar|Power Split|Psychic|Status|V|effects=Attack and Special Attack}}
{{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|Guard Share|Psychic|Status|V|other=Defense and Special Defense}}
{{mvar|Power Share|Psychic|Status|V|other=Attack and Special Attack}}
|}
|}
|}
|}


===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|effects=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}}
|}
|}
|}
|}


===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}}
|}
|}
===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}}
|}
|}
|}
|}


===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;}}
|}
|}
|}
|}


===Variations of Leer===
===Variations of Jungle Healing===
{{mvar/h|30|notes=Lowers the target's defense by one level}}
{{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|Leer|Normal|Status|I}}
{{mvar|Jungle Healing|Grass|Status|VIII}}
{{mvar|Tail Whip|Normal|Status|I}}
{{mvar|Lunar Blessing|Psychic|Status|VIII}}
|}
|}
|}
|}


===Variations of Leech Seed===
===Variations of Magnetic Flux===
{{mvar/h|10|acc=90|notes=Inflicts target with a non-volatile [[status ailment]]|other=status ailment|PP=PP}}
{{mvar/h|20|notes=Raises the stats of allied Pokémon with Plus or Minus|effects=Boosted stats}}
{{mvar|Leech Seed|Grass|Status|I|other=Seeding|PP=10}}
{{mvar|Magnetic Flux|Electric|Status|VI|effects=Defense and Special Defense}}
{{mvar|Toxic|Poison|Status|I|other=Badly Poison|PP=10}}
{{mvar|Gear Up|Steel|Status|VII|effects=Attack and Special Attack}}
|}
|}
|}
|}


===Variations of Lock-On===
===Variations of Meditate===
{{mvar/h|5|notes=Ensures user's next move will hit}}
{{mvar/h|40|notes=Raises a stat by one stage|effects=Stat affected|other=Notes}}
{{mvar|Lock-On|Normal|Status|II}}
{{mvar|Meditate|Psychic|Status|I|effects=Attack|other=&nbsp;}}
{{mvar|Mind Reader|Normal|Status|II}}
{{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}}
|}
|}
|}
|}


===Variations of Lovely Kiss===
===Variations of Memento===
{{mvar/h|10 or 15|acc=75|notes=Inflicts a [[status ailment]]|other=Status ailment|PP=PP}}
{{mvar/h|10|notes=Causes the user to faint without damaging the foe|effects=Effect}}
{{mvar|Lovely Kiss|Normal|Status|I|other=Sleep|sig=Jynx|PP=10}}
{{mvar|Memento|Dark|Status|III|effects=Lowers the target's Attack and Sp. Attack by two stages}}
{{mvar|Sleep Powder|Grass|Status|I|other=Sleep|PP=15}}
{{mvar|Healing Wish|Psychic|Status|IV|effects=The next Pokémon sent out will have HP and status fully healed}}
{{mvar|Sweet Kiss|Normal|Status|II|other=Confusion|PP=10}}
{{mvar|Lunar Dance|Psychic|Status|IV|effects=The next Pokémon sent out will have HP, PP and status fully healed}}
{{mvar|Will-O-Wisp|Fire|Status|III|other=Burn|PP=15}}
|}
|}
|}
|}


===Variations of Mean Look===
===Variations of Mind Reader===
{{mvar/h|5 or 10|acc=100|notes=Prevents target form escaping or switching out|PP=PP}}
{{mvar/h|5|notes=Ensures user's next move will hit}}
{{mvar|Mean Look|Normal|Status|II|PP=5}}
{{mvar|Mind Reader|Normal|Status|II}}
{{mvar|Spider Web|Bug|Status|II|PP=10|sig=Spinarak|siggen=V}}
{{mvar|Lock-On|Normal|Status|II}}
{{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|effects=Protects from|PP=PP}}
{{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}}
|}
|}
|}
|}


===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;}}
|}
|}
|}
|}


===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|effects=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}}
|}
|}
 
===Variations of No Retreat===
{{mvar/h|5|notes=Raises Attack, Defense, Special Attack, Special Defense and Speed by one stage each, has a negative effect|effects=Additional Effect}}
{{mvar|No Retreat|Fighting|Status|VIII|effects=User cannot leave the battlefield, can only be used once}}
{{mvar|Clangorous Soul|Dragon|Status|VIII|effects=Loses 1/3 HP}}
|}
|}
|}
|}


===Variations of PoisonPowder===
===Variations of Poison Powder===
{{mvar/h|35 or 30|acc=75|notes=Inflicts a [[status ailment]]|other=Status ailment|PP=PP}}
{{mvar/h|35 or 30|acc=75|notes=Inflicts a [[status condition]]|effects=Status condition|PP=PP}}
{{mvar|PoisonPowder|Poison|Status|I|other=Poison|PP=35}}
{{mvar|Poison Powder|Poison|Status|I|effects=Poison|PP=35}}
{{mvar|Stun Spore|Grass|Status|I|other=Paralysis|PP=30}}
{{mvar|Stun Spore|Grass|Status|I|effects=Paralysis|PP=30}}
|}
|}
|}
|}
<center><small>*{{m|Glare}} formerly had 75% accuracy, but was changed to 90% in Generation V and is therefore no longer included.</small></center>
<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 Protect===
{{mvar/h|5 or 10|notes=Changes in-battle [[weather conditions]] for 5 turns|other=Weather|PP=PP}}
{{mvar/h|5 or 10|notes=+4 priority, protects user from all moves|PP=PP|effects=Added effect on contact|signature=Signature move of|other=Blocks status moves?}}
{{mvar|Rain Dance|Water|Status|II|other=Heavy rain|PP=5}}
{{mvar|Protect|Normal|Status|II|PP=10|effects=None|signature=&nbsp;|other=Yes}}
{{mvar|Sandstorm|Rock|Status|II|other=Sandstorm|PP=10}}
{{mvar|Detect|Fighting|Status|II|PP=5|effects=None|signature=&nbsp;|other=Yes}}
{{mvar|Sunny Day|Fire|Status|II|other=Intense sunlight|PP=5}}
{{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|Hail|Ice|Status|III|other=Hail|PP=10}}
{{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}}
|}
|}
|}
|}


===Variations of Recover===
<center><small>*[[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.</small></center>
{{mvar/h|10|notes=Heals user by half max HP}}
 
{{mvar|Recover|Normal|Status|I|note=20 PP prior to Generation IV}}
===Variations of Quiver Dance===
{{mvar|Softboiled|Normal|Status|I|sig=The Chansey line}}
{{mvar/h|20|notes=Raises three of user's stats by one stage|effects=Affected stats}}
{{mvar|Milk Drink|Normal|Status|II|sig=Miltank}}
{{mvar|Quiver Dance|Bug|Status|V|effects=Special Attack, Special Defense, Speed}}
{{mvar|Slack Off|Normal|Status|III|sig=The Slakoth line|siggen=IV}}
{{mvar|Coil|Poison|Status|V|effects=Attack, Defense, Accuracy}}
{{mvar|Heal Order|Bug|Status|IV|sig=Vespiquen}}
{{mvar|Roost|Flying|Status|IV|note=Removes user's Flying-type until end of turn}}
|}
|}
|}
|}


===Variations of Roar===
===Variations of Recover===
{{mvar/h|20|acc=100|notes=-6 priority, forces target to switch}}
{{mvar/h|5 (or 10 for Heal Order)|notes=Heals user by half max HP|other=Notes}}
{{mvar|Roar|Normal|Status|I|note=Targets with Soundproof are unnaffected}}
{{mvar|Recover|Normal|Status|I|other=20 PP prior to Generation IV}}
{{mvar|Whirlwind|Normal|Status|I}}
{{mvar|Soft-Boiled|Normal|Status|I|other=&nbsp;}}
{{mvar|Milk Drink|Normal|Status|II|other=&nbsp;}}
{{mvar|Slack Off|Normal|Status|III|other=&nbsp;}}
{{mvar|Roost|Flying|Status|IV|other=Removes user's Flying-type until end of turn}}
{{mvar|Heal Order|Bug|Status|IV|other=&nbsp;}}
|}
|}
|}
|}
<center><small>*Prior to Generation IX, all moves listed below had 10 PP. Heal Order has been unavailable since Gen VIII.</small></center>


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


===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|effects=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}}
|}
|}
|}
|}
Line 817: Line 1,099:


===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=PP}}
{{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}}
|}
|}
|}
|}


===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|effects=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}}
|}
|}
 
===Variations of Sleep Powder===
{{mvar/h|10 or 15|acc=75|notes=Inflicts a [[status condition]]|effects=Status condition|PP=PP|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}}
|}
|}
<center><small>*{{m|Will-O-Wisp}} formerly had 75% accuracy, but was changed to 85% in Generation VI and is therefore no longer included.</small></center>
 
===Variations of Soak===
{{mvar/h|20|notes=Changes targets type to a pure type|effects=Type Changed to}}
{{mvar|Soak|Water|Status|V|effects=Changes to Water type}}
{{mvar|Magic Powder|Psychic|Status|VIII|effects=Changes to Psychic type}}
|}
|}
 
===Variations of Spider Web===
{{mvar/h|5 or 10|notes=Prevents target form escaping or switching out, cannot miss|PP=PP}}
{{mvar|Spider Web|Bug|Status|II|PP=10}}
{{mvar|Mean Look|Normal|Status|II|PP=5}}
{{mvar|Block|Normal|Status|III|PP=5}}
|}
|}
|}
|}


===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|signature=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;}}
|}
|}
 
===Variations of Splash===
{{mvar/h|40|notes=Does nothing|other=Notes|signature=Move exclusivity}}
{{mvar|Splash|Normal|Status|I|other=Fails under {{m|Gravity}}|signature={{p|Magikarp}} <sup>Gen. I</sup>}}
{{mvar|Celebrate|Normal|Status|VI|other=Shows text "Congratulations, <{{player}}'s name>!"|signature=Event-exclusive move}}
{{mvar|Hold Hands|Normal|Status|VI|other=Targets adjacent ally|signature=Event-exclusive move}}
|}
|}
|}
|}


===Variations of Spore===
===Variations of Stockpile===
{{mvar/h|15 or 20|acc=100|notes=Inflicts target with a [[status ailment]]|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=PP|other=Notes}}
{{mvar|Spore|Grass|Status|I|other=Sleep|sig=The Paras line|siggen=III|PP=15}}
{{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|Thunder Wave|Electric|Status|I|other=Paralysis|PP=20}}
{{mvar|Cosmic Power|Psychic|Status|III|effects=Defense, Special Defense|PP=20|other=&nbsp;}}
{{mvar|Teeter Dance|Normal|Status|III|other=Confusion|sig=Spinda|siggen=V|PP=20}}
{{mvar|Bulk Up|Fighting|Status|III|effects=Attack, Defense|PP=20|other=&nbsp;}}
{{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;}}
|}
|}
|}
|}


===Variations of Taunt===
===Variations of Swords Dance===
{{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 user's stat by two stages|effects=Stat affected|PP=PP|other=Notes}}
{{mvar|Taunt|Dark|Status|III|other=Status Moves|PP=20}}
{{mvar|Swords Dance|Normal|Status|I|effects=Attack|PP=20|other=30 prior to Generation VI}}
{{mvar|Torment|Dark|Status|III|other=Using moves twice in a row|PP=15}}
{{mvar|Barrier|Psychic|Status|I|effects=Defense|PP=20|other=30 PP prior to Generation IV}}
{{mvar|Embargo|Dark|Status|IV|other=Using items|PP=15}}
{{mvar|Amnesia|Psychic|Status|I|effects=Special Defense|other=Raises Special by two stages in Generation I|PP=20}}
{{mvar|Heal Block|Psychic|Status|IV|other=Healing Moves|PP=15}}
{{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}}
|}
|}
<center><small>*{{m|Minimize}} formerly had 20 PP, but was changed to 10 PP in Generation VI and is therefore no longer included.</small></center>
<center><small>*{{m|Tail Glow}} formerly raised Sp. Atk by 2 stages, but was changed to +3 in Generation V and is therefore no longer included.</small></center>
 
===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}}
|}
|}
|}
|}


===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}}
|}
|}
===Variations of Trick-or-Treat===
{{mvar/h|20|notes=Adds a type to the target|effects=Added type}}
{{mvar|Trick-or-Treat|Ghost|Status|VI|effects=Ghost}}
{{mvar|Forest's Curse|Grass|Status|VI|effects=Grass}}
|}
|}
|}
|}


===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=PP|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=0}}
{{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 Gen I-VI</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 Gen I-VI</sup>|PP=10}}
|}
|}
|}
|}


==List of Shadow Move variations==
===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}}
|}
|}
<center><small>*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</small></center>
 
===Variations of Wide Guard===
{{mvar/h|10 or 15|notes=+3 priority, protects user's side of field|effects=Protects from|PP=PP}}
{{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}}
|}
|}
 
===Variations of Worry Seed===
{{mvar/h|10 or 15|acc=100|notes=Changes the target's Ability|effects=Ability becomes|PP=PP}}
{{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}}
|}
|}
 
==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|signature=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}}}}
|}
|}
|}
|}
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* [[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 13:45, 17 September 2024

140Kabuto.png This article contains old or outdated information, or has not been updated in a while.
Please check the content of this article and update it as required.
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.

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 [[{{{signature}}}|{{{signature}}}]] {{{other}}}
Thunder Fang  Electric  Physical IV {{{PP}}} Paralysis {{{signature}}} {{{other}}}
Ice Fang  Ice  Physical IV {{{PP}}} Freeze {{{signature}}} {{{other}}}
Fire Fang  Fire  Physical IV {{{PP}}} Burn {{{signature}}} {{{other}}}

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 [[{{{effects}}}|{{{effects}}}]] [[{{{signature}}}|{{{signature}}}]] Notes
Guillotine  Normal  Physical I {{{PP}}} {{{effects}}} {{{signature}}}  
Horn Drill  Normal  Physical I {{{PP}}} {{{effects}}} {{{signature}}}  
Fissure  Ground  Physical I {{{PP}}} {{{effects}}} {{{signature}}}  
Sheer Cold  Ice  Special III {{{PP}}} {{{effects}}} {{{signature}}} Since Generation VII, Ice-type targets are unaffected and base accuracy is 20% if the user is not Ice-type
*Targets with a higher Speed stat than the user are unaffected in Generation I, and the move accuracy was 30%.

Pledge moves

These moves 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 Effect when combined with: Can only be learned by {{{other}}}
Water Pledge  Water  Special V {{{PP}}} Fire Pledge: Doubles the probability of secondary effects occurring.
Grass Pledge: Quarters speed of opponents.
Water type first partner Pokémon, Panpour & SimipourVII, and MewIX. {{{other}}}
Fire Pledge  Fire  Special V {{{PP}}} Grass Pledge: Non Fire-type opponents take 1/8 max HP damage each turn.
Water Pledge: Doubles the probability of secondary effects occurring.
Fire type first partner Pokémon, Pansear & SimisearVII, and MewIX {{{other}}}
Grass Pledge  Grass  Special V {{{PP}}} Fire Pledge: Non Fire-type opponents take 1/8 max HP damage each turn.
Water Pledge: Quarters speed of opponents.
Grass type first partner Pokémon, Pansage & SimisageVII, and MewIX SilvallyUSUMSwSh (due to a bug) {{{other}}}
*Move power was 50 power prior to Generation VI.

Torque moves with 80 base power

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

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

Torque moves with 100 base power

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

10 PP, 100 Power, 100% Accuracy
30% chance of causing a secondary effect
Move Type Cat. Gen PP Secondary effect Team Star member: {{{other}}}
Noxious Torque  Poison  Physical IX {{{PP}}} 30% chance of poisoning the target Atticus {{{other}}}
Combat Torque  Fighting  Physical IX {{{PP}}} 30% chance of paralyzing the target Eri {{{other}}}
Magical Torque  Fairy  Physical IX {{{PP}}} 30% chance of confusing the target Ortega {{{other}}}

Let's Go Partner moves

Variations of Pika Papow

These moves are the partner powers and two of the signature moves of the partner Pokémon featured in Pokémon: Let's Go, Pikachu! and Let's Go, Eevee!.

20 PP, varying Power, —% Accuracy
Power depends on user’s friendship
Move Type Cat. Gen PP [[{{{effects}}}|{{{effects}}}]] Signature Partner {{{other}}}
Pika Papow  Electric  Special VII {{{PP}}} {{{effects}}} Pikachu {{{other}}}
Veevee Volley  Normal  Physical VII {{{PP}}} {{{effects}}} Eevee {{{other}}}

Variations of Bouncy Bubble

20 PP, 60 Power, 100% Accuracy
Has a secondary effect, can only be used by Partner Eevee
Move Type Cat. Gen PP Secondary effect [[{{{signature}}}|{{{signature}}}]] {{{other}}}
Bouncy Bubble  Water  Special VII {{{PP}}} 50% of damage dealt to the target is restored to the user {{{signature}}} {{{other}}}
Buzzy Buzz  Electric  Special VII {{{PP}}} Paralyzes the target {{{signature}}} {{{other}}}
Sizzly Slide  Fire  Physical VII {{{PP}}} Burns the target {{{signature}}} {{{other}}}
*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.

Variations of Glitzy Glow

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 [[{{{signature}}}|{{{signature}}}]] {{{other}}}
Glitzy Glow  Psychic  Special VII {{{PP}}} Light Screen {{{signature}}} {{{other}}}
Baddy Bad  Dark  Special VII {{{PP}}} Reflect {{{signature}}} {{{other}}}
*Glitzy Glow and Baddy Bad were variations of Bouncy Bubble prior to Generation VIII.

Variations of Sappy Seed

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

Variations of Acid

25 or 30 PP, 40 Power, 100% Accuracy
10% for Secondary effect
Move Type Cat. Gen PP Status effect [[{{{signature}}}|{{{signature}}}]] Notes
Acid  Poison  Special I 30 Lowers Special Defense {{{signature}}} Affects all foes (adjacent foes in Triple Battles). Lowered Defense in Generations I-III
Ember  Fire  Special I 25 Inflicts burn {{{signature}}}  
Thunder Shock  Electric  Special I 30 Inflicts paralysis {{{signature}}}  
Bubble  Water  Special I 30 Lowers Speed {{{signature}}} 20 power prior to Generation VI
Powder Snow  Ice  Special II 25 Freezes {{{signature}}}  

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 [[{{{effects}}}|{{{effects}}}]] Signature move of: {{{other}}}
Aeroblast  Flying  Special II {{{PP}}} {{{effects}}} Lugia {{{other}}}
Spacial Rend  Dragon  Special IV {{{PP}}} {{{effects}}} Palkia {{{other}}}

Variations of Ancient Power

5 PP, 60 Power, 100% Accuracy
10% chance of raising all stats
Move Type Cat. Gen PP [[{{{effects}}}|{{{effects}}}]] [[{{{signature}}}|{{{signature}}}]] {{{other}}}
Ancient Power  Rock  Special II {{{PP}}} {{{effects}}} {{{signature}}} {{{other}}}
Silver Wind  Bug  Special III {{{PP}}} {{{effects}}} {{{signature}}} {{{other}}}
Ominous Wind  Ghost  Special IV {{{PP}}} {{{effects}}} {{{signature}}} {{{other}}}

Variations of Arm Thrust

20 PP, 15 Power, 100% Accuracy
Multistrike moves
Move Type Cat. Gen PP [[{{{effects}}}|{{{effects}}}]] [[{{{signature}}}|{{{signature}}}]] {{{other}}}
Arm Thrust  Fighting  Physical III {{{PP}}} {{{effects}}} {{{signature}}} {{{other}}}
Water Shuriken  Water  Special VI {{{PP}}} {{{effects}}} {{{signature}}} {{{other}}}
*Water Shuriken is a priority move, and changes when Battle Bond is active.

Variations of Aqua Jet

20 PP, 40 Power, 100% Accuracy
+1 priority
Move Type Cat. Gen PP [[{{{effects}}}|{{{effects}}}]] [[{{{signature}}}|{{{signature}}}]] {{{other}}}
Aqua Jet  Water  Physical IV 20 {{{effects}}} {{{signature}}} {{{other}}}
Accelerock  Rock  Physical VII 20 {{{effects}}} {{{signature}}} {{{other}}}

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: {{{other}}}
Barb Barrage  Poison  Physical VIII {{{PP}}} Poison Hisuian Qwilfish and Overqwil {{{other}}}
Infernal Parade  Ghost  Special VIII {{{PP}}} Burn Hisuian Typhlosion {{{other}}}

Variations of Bite

25 PP, 60 Power, 100% Accuracy
30% chance of flinching
Move Type Cat. Gen PP [[{{{effects}}}|{{{effects}}}]] [[{{{signature}}}|{{{signature}}}]] {{{other}}}
Bite  Dark  Physical I {{{PP}}} {{{effects}}} {{{signature}}} {{{other}}}
Heart Stamp  Psychic  Physical V {{{PP}}} {{{effects}}} {{{signature}}} {{{other}}}
*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 [[{{{signature}}}|{{{signature}}}]] Move effect changes by weather effect
Blizzard  Ice  Special I 5 10% chance of freezing target {{{signature}}} 89.5% accuracy in Generation I, cannot miss in hail or snow, affects all foes
Thunder  Electric  Special I 10 30% chance of paralyzing target {{{signature}}} Cannot miss in heavy rain, accuracy cut to 50% in strong sunlight, 10% chance of paralyzing target in Gen I
Hurricane  Flying  Special V 10 30% chance of confusing target {{{signature}}} 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 [[{{{effects}}}|{{{effects}}}]] Signature move of {{{other}}}
Bolt Beak  Electric  Physical VIII {{{PP}}} {{{effects}}} Dracovish & Arctovish {{{other}}}
Fishious Rend  Water  Physical VIII {{{PP}}} {{{effects}}} Dracozolt & Arctozolt {{{other}}}

Variations of Bolt Strike

These are signature moves of Legendary Pokémon.

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 {{{other}}}
Bolt Strike  Electric  Physical V {{{PP}}} Paralysis Zekrom {{{other}}}
Blue Flare  Fire  Special V {{{PP}}} Burn Reshiram {{{other}}}

Variations of Bone Rush

10 PP, 25 Power, 90% Accuracy
Hits multiple times
Move Type Cat. Gen PP [[{{{effects}}}|{{{effects}}}]] [[{{{signature}}}|{{{signature}}}]] {{{other}}}
Bone Rush  Ground  Physical II {{{PP}}} {{{effects}}} {{{signature}}} {{{other}}}
Rock Blast  Rock  Physical III {{{PP}}} {{{effects}}} {{{signature}}} {{{other}}}
*Move accuracy was 80 prior to Generation VI.

Variations of Brine

10 PP, 65 Power, 100% Accuracy
Power doubles under certain conditions
Move Type Cat. Gen PP Condition [[{{{signature}}}|{{{signature}}}]] notes
Brine  Water  Special IV {{{PP}}} Target's HP under 50% {{{signature}}}  
Venoshock  Poison  Special V {{{PP}}} Target is poisoned {{{signature}}}  
Hex  Ghost  Special V {{{PP}}} Target has a non-volatile status condition {{{signature}}} 50 power prior to Generation VI

Variations of Bullet Seed

30 PP, 25 Power, 100% Accuracy
Hits multiple times
Move Type Cat. Gen PP [[{{{effects}}}|{{{effects}}}]] [[{{{signature}}}|{{{signature}}}]] {{{other}}}
Bullet Seed  Grass  Physical III {{{PP}}} {{{effects}}} {{{signature}}} {{{other}}}
Icicle Spear  Ice  Physical III {{{PP}}} {{{effects}}} {{{signature}}} {{{other}}}
*Move power was 10 prior to Generation V.

Variations of Catastropika

1 PP, 210 Power, —% Accuracy
Signature Z-Move
Move Type Cat. Gen PP [[{{{effects}}}|{{{effects}}}]] Signature Pokémon {{{other}}}
Catastropika  Electric  Physical VII {{{PP}}} {{{effects}}} Pikachu {{{other}}}
Pulverizing Pancake  Normal  Physical VII {{{PP}}} {{{effects}}} Snorlax {{{other}}}

Variations of Circle Throw

10 PP, 60 Power, 90% Accuracy
-6 priority, forces target to switch out
Move Type Cat. Gen PP [[{{{effects}}}|{{{effects}}}]] [[{{{signature}}}|{{{signature}}}]] {{{other}}}
Circle Throw  Fighting  Physical V {{{PP}}} {{{effects}}} {{{signature}}} {{{other}}}
Dragon Tail  Dragon  Physical V {{{PP}}} {{{effects}}} {{{signature}}} {{{other}}}

Variations of Collision Course

These are signature moves of Legendary Pokémon.

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

Variations of Counter

20 PP, 100% Accuracy
-5 priority, counters the last move taken at twice the power
Move Type Cat. Gen PP Counters [[{{{signature}}}|{{{signature}}}]] {{{other}}}
Counter  Fighting  Physical I {{{PP}}} Physical movesFighting and Normal-type moves in Gen I {{{signature}}} {{{other}}}
Mirror Coat  Psychic  Special II {{{PP}}} Special moves {{{signature}}} {{{other}}}
*Priorty was -1 prior in Generations I/II.

Variations of Cross Chop

5 PP, 100 Power, 80% Accuracy
High critical hit ratio
Move Type Cat. Gen PP [[{{{effects}}}|{{{effects}}}]] [[{{{signature}}}|{{{signature}}}]] {{{other}}}
Cross Chop  Fighting  Physical II {{{PP}}} {{{effects}}} {{{signature}}} {{{other}}}
Stone Edge  Rock  Physical IV {{{PP}}} {{{effects}}} {{{signature}}} {{{other}}}

Variations of Crush Claw

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

Variations of Crunch

10 or 15 PP, 80 Power, 100% Accuracy
Chance of lowering target's stat by one stage
Move Type Cat. Gen PP Affected stat [[{{{signature}}}|{{{signature}}}]] {{{other}}}
Crunch  Dark  Physical II {{{PP}}} 20% chance of lowering the target's DefenseLowers Special Defense prior to Generation IV {{{signature}}} {{{other}}}
Shadow Ball  Ghost  Special II {{{PP}}} 20% chance of lowering the target's Special Defense {{{signature}}} {{{other}}}
Flash Cannon  Steel  Special IV {{{PP}}} 10% chance of lowering the target's Special Defense {{{signature}}} {{{other}}}

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 [[{{{signature}}}|{{{signature}}}]] Notes
Dig  Ground  Physical I {{{PP}}} Earthquake and Magnitude {{{signature}}} 100 power in Generation I, 60 power in Generation II-III
Dive  Water  Physical III {{{PP}}} Surf and Whirlpool {{{signature}}} 60 power in Generation III

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 [[{{{signature}}}|{{{signature}}}]] {{{other}}}
Discharge  Electric  Special IV {{{PP}}} Paralysis {{{signature}}} {{{other}}}
Lava Plume  Fire  Special IV {{{PP}}} Burn {{{signature}}} {{{other}}}

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 [[{{{effects}}}|{{{effects}}}]] [[{{{signature}}}|{{{signature}}}]] Additional effects
Double-Edge  Normal  Physical I 15   {{{signature}}} 100 power in Generation I
Volt Tackle  Electric  Physical III 15 10% chance of paralyzing the target {{{signature}}}  
Flare Blitz  Fire  Physical IV 15 10% chance of burning the target {{{signature}}}  
Brave Bird  Flying  Physical IV 15   {{{signature}}}  
Wood Hammer  Grass  Physical IV 15   {{{signature}}}  
Wave Crash  Water  Physical VIII 10   {{{signature}}} 75 power in Generation VIII

Variations of Drill Peck

15 or 20 PP, 80 Power, 100% Accuracy
No additional effect
Move Type Cat. Gen PP [[{{{effects}}}|{{{effects}}}]] [[{{{signature}}}|{{{signature}}}]] Notes
Drill Peck  Flying  Physical I 20 {{{effects}}} {{{signature}}}  
Strength  Normal  Physical I 15 {{{effects}}} {{{signature}}} Signature move of Machamp in Generation VII
Dragon Claw  Dragon  Physical III 15 {{{effects}}} {{{signature}}}  
Seed Bomb  Grass  Physical IV 15 {{{effects}}} {{{signature}}}  
X-Scissor  Bug  Physical IV 15 {{{effects}}} {{{signature}}}  
Power Gem  Rock  Special IV 20 {{{effects}}} {{{signature}}} 70 power prior to Generation VI

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 [[{{{effects}}}|{{{effects}}}]] Signature move of {{{other}}}
Dynamax Cannon  Dragon  Special VIII {{{PP}}} {{{effects}}} Eternatus {{{other}}}
Behemoth Blade  Steel  Physical VIII {{{PP}}} {{{effects}}} Zacian {{{other}}}
Behemoth Bash  Steel  Physical VIII {{{PP}}} {{{effects}}} Zamazenta {{{other}}}

Variations of Dynamic Punch

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

Variations of Earthquake

10 PP, 100 Power, 100% Accuracy
Always has a special effect
Move Type Cat. Gen PP Special effect [[{{{signature}}}|{{{signature}}}]] {{{other}}}
Earthquake  Ground  Physical I {{{PP}}} Hits all adjacent Pokémon {{{signature}}} {{{other}}}
Judgment  Normal  Special IV {{{PP}}} Type depends on held Plate {{{signature}}} {{{other}}}

Variations of Eruption

5 PP, varying Power, 100% Accuracy
Higher damage when used with high HP
Move Type Cat. Gen PP [[{{{effects}}}|{{{effects}}}]] [[{{{signature}}}|{{{signature}}}]] {{{other}}}
Eruption  Fire  Special III {{{PP}}} {{{effects}}} {{{signature}}} {{{other}}}
Water Spout  Water  Special III {{{PP}}} {{{effects}}} {{{signature}}} {{{other}}}
Dragon Energy  Dragon  Special VIII {{{PP}}} {{{effects}}} {{{signature}}} {{{other}}}

Variations of False Swipe

40 PP, 40 Power, 100% Accuracy
Leaves target with at least 1HP
Move Type Cat. Gen PP [[{{{effects}}}|{{{effects}}}]] [[{{{signature}}}|{{{signature}}}]] {{{other}}}
False Swipe  Normal  Physical II {{{PP}}} {{{effects}}} {{{signature}}} {{{other}}}
Hold Back  Normal  Physical VI {{{PP}}} {{{effects}}} {{{signature}}} {{{other}}}

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 [[{{{signature}}}|{{{signature}}}]] {{{other}}}
Fire Punch  Fire  Physical I 15 Burn {{{signature}}} {{{other}}}
Ice Punch  Ice  Physical I 15 Freeze {{{signature}}} {{{other}}}
Thunder Punch  Electric  Physical I 15 Paralysis {{{signature}}} {{{other}}}
Signal Beam  Bug  Special III 15 Confusion {{{signature}}} {{{other}}}
Relic Song  Normal  Special V 10 Sleep {{{signature}}} {{{other}}}

Variations of Fire Spin

10 or 15 PP, 35 Power, 85% Accuracy
Binds target
Move Type Cat. Gen PP [[{{{effects}}}|{{{effects}}}]] [[{{{signature}}}|{{{signature}}}]] {{{other}}}
Fire Spin  Fire  Special I 15 {{{effects}}} {{{signature}}} {{{other}}}
Clamp  Water  Physical I 10 {{{effects}}} {{{signature}}} {{{other}}}
Whirlpool  Water  Special II 15 {{{effects}}} {{{signature}}} {{{other}}}
Sand Tomb  Ground  Physical III 15 {{{effects}}} {{{signature}}} {{{other}}}
*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 [[{{{effects}}}|{{{effects}}}]] [[{{{signature}}}|{{{signature}}}]] {{{other}}}
Flail  Normal  Physical II {{{PP}}} {{{effects}}} {{{signature}}} {{{other}}}
Reversal  Fighting  Physical II {{{PP}}} {{{effects}}} {{{signature}}} {{{other}}}

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 [[{{{signature}}}|{{{signature}}}]] Notes
Flame Charge  Fire  Physical V {{{PP}}} Raises user's Speed by one stage {{{signature}}}  
Struggle Bug  Bug  Special V {{{PP}}} Lowers target's Special Attack by one stage {{{signature}}} 30 power prior to Generation VI
Pounce  Bug  Physical IX {{{PP}}} Lowers target's Speed by one stage {{{signature}}}  
Trailblaze  Grass  Physical IX {{{PP}}} Raises user's Speed by one stage {{{signature}}}  
Chilling Water  Water  Special IX {{{PP}}} Lowers target's Attack by one stage {{{signature}}}  

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 [[{{{signature}}}|{{{signature}}}]] {{{other}}}
Flamethrower  Fire  Special I 15 Burn {{{signature}}} {{{other}}}
Ice Beam  Ice  Special I 10 Freeze {{{signature}}} {{{other}}}
Thunderbolt  Electric  Special I 15 Paralysis {{{signature}}} {{{other}}}
*Move power was 95 prior to Generation VI.

Variations of Fury Attack

20 PP, 15 Power, 85% Accuracy
Hits multiple times
Move Type Cat. Gen PP [[{{{effects}}}|{{{effects}}}]] [[{{{signature}}}|{{{signature}}}]] {{{other}}}
Fury Attack  Normal  Physical I {{{PP}}} {{{effects}}} {{{signature}}} {{{other}}}
Barrage  Normal  Physical I {{{PP}}} {{{effects}}} {{{signature}}} {{{other}}}

Variations of Fusion Flare

These are signature moves of Reshiram and Zekrom, the Legendary Pokémon featured in Pokémon Black and White Versions.

5 PP, 100 Power, 100% Accuracy
Power doubles if hit by Fusion Flare or Fusion Bolt in the same turn
Move Type Cat. Gen PP Power doubled by Signature move of {{{other}}}
Fusion Flare  Fire  Special V {{{PP}}} Fusion Bolt Reshiram and White Kyurem {{{other}}}
Fusion Bolt  Electric  Physical V {{{PP}}} Fusion Flare Zekrom and Black Kyurem {{{other}}}

Variations of Giga Drain

10 PP, 75 Power, 100% Accuracy
Restores HP by half damage dealt
Move Type Cat. Gen PP [[{{{effects}}}|{{{effects}}}]] [[{{{signature}}}|{{{signature}}}]] {{{other}}}
Giga Drain  Grass  Special II {{{PP}}} {{{effects}}} {{{signature}}} {{{other}}}
Drain Punch  Fighting  Physical IV {{{PP}}} {{{effects}}} {{{signature}}} {{{other}}}
Horn Leech  Grass  Physical V {{{PP}}} {{{effects}}} {{{signature}}} {{{other}}}
*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 [[{{{signature}}}|{{{signature}}}]] {{{other}}}
Gyro Ball  Steel  Physical IV 5 Lower Speed compared to the target {{{signature}}} {{{other}}}
Electro Ball  Electric  Special V 10 Higher Speed compared to the target {{{signature}}} {{{other}}}

Variations of Hammer Arm

10 PP, 100 Power, 90% Accuracy
Lowers user's Speed; punching moves
Move Type Cat. Gen PP [[{{{effects}}}|{{{effects}}}]] [[{{{signature}}}|{{{signature}}}]] {{{other}}}
Hammer Arm  Fighting  Physical IV {{{PP}}} {{{effects}}} {{{signature}}} {{{other}}}
Ice Hammer  Ice  Physical VII {{{PP}}} {{{effects}}} {{{signature}}} {{{other}}}

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 [[{{{effects}}}|{{{effects}}}]] [[{{{signature}}}|{{{signature}}}]] {{{other}}}
Heavy Slam  Steel  Physical V {{{PP}}} {{{effects}}} {{{signature}}} {{{other}}}
Heat Crash  Fire  Physical V {{{PP}}} {{{effects}}} {{{signature}}} {{{other}}}

Variations of Hyper Beam

5 PP, 150 Power, 90% Accuracy
User must rest the turn after its use
Move Type Cat. Gen PP [[{{{effects}}}|{{{effects}}}]] [[{{{signature}}}|{{{signature}}}]] Notes
Hyper Beam  Normal  Special I {{{PP}}} {{{effects}}} {{{signature}}} Physical move prior to Generation IV
Blast Burn  Fire  Special III {{{PP}}} {{{effects}}} {{{signature}}}  
Hydro Cannon  Water  Special III {{{PP}}} {{{effects}}} {{{signature}}}  
Frenzy Plant  Grass  Special III {{{PP}}} {{{effects}}} {{{signature}}}  
Giga Impact  Normal  Physical IV {{{PP}}} {{{effects}}} {{{signature}}}  
Rock Wrecker  Rock  Physical IV {{{PP}}} {{{effects}}} {{{signature}}}  
Roar of Time  Dragon  Special IV {{{PP}}} {{{effects}}} {{{signature}}}  
Meteor Assault  Fighting  Physical VIII {{{PP}}} {{{effects}}} {{{signature}}}  

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 [[{{{signature}}}|{{{signature}}}]] {{{other}}}
Hyper Fang  Normal  Physical I {{{PP}}} 10% {{{signature}}} {{{other}}}
Zen Headbutt  Psychic  Physical IV {{{PP}}} 20% {{{signature}}} {{{other}}}

Variations of Icy Wind

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

Variations of Iron Tail

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

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 [[{{{effects}}}|{{{effects}}}]] [[{{{signature}}}|{{{signature}}}]] {{{other}}}
Jump Kick  Fighting  Physical I 10 {{{effects}}} {{{signature}}} {{{other}}}
Supercell Slam  Electric  Physical IX 15 {{{effects}}} {{{signature}}} {{{other}}}

Variations of Karate Chop

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

Variations of Last Respects

10 PP, 50 Power, 100% Accuracy
Signature move, power is increased by 50 each time a specific event occurs
Move Type Cat. Gen PP Power increased when Signature move of {{{other}}}
Last Respects  Ghost  Physical IX {{{PP}}} A Pokémon on the user's team faints Houndstone and Basculin (White-Striped Form) {{{other}}}
Rage Fist  Ghost  Physical IX {{{PP}}} The user is hit by a damaging move Primeape and Annihilape {{{other}}}

Variations of Leaf Blade

15 PP, 90 Power, 100% Accuracy
High critical hit ratio, signature move (at any point in time)
Move Type Cat. Gen PP [[{{{effects}}}|{{{effects}}}]] Signature move of Notes
Leaf Blade  Grass  Physical III {{{PP}}} {{{effects}}} Grovyle and SceptileGen. III 70 power in Generation III, formerly a variation of Slash
Attack Order  Bug  Physical IV {{{PP}}} {{{effects}}} Vespiquen  

Variations of Low Kick

20 PP, varying Power, 100% Accuracy
Greater damage on heavier target
Move Type Cat. Gen PP [[{{{effects}}}|{{{effects}}}]] [[{{{signature}}}|{{{signature}}}]] Notes
Low Kick  Fighting  Physical I {{{PP}}} {{{effects}}} {{{signature}}} 50 power, 90% accuracy and 30% chance of flinching prior to Generation III
Grass Knot  Grass  Special IV {{{PP}}} {{{effects}}} {{{signature}}}  

Variations of Lunge

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

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 {{{other}}}
Luster Purge  Psychic  Special III {{{PP}}} Special Defense Latios {{{other}}}
Mist Ball  Psychic  Special III {{{PP}}} Special Attack Latias {{{other}}}
*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 [[{{{effects}}}|{{{effects}}}]] Signature move of {{{other}}}
Megahorn  Bug  Physical II {{{PP}}} {{{effects}}} Heracross Gen. II {{{other}}}
Power Whip  Grass  Physical IV {{{PP}}} {{{effects}}}   {{{other}}}
Precipice Blades  Ground  Physical VI {{{PP}}} {{{effects}}} Groudon from Omega Ruby and Alpha Sapphire onward {{{other}}}

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 [[{{{effects}}}|{{{effects}}}]] [[{{{signature}}}|{{{signature}}}]] {{{other}}}
Metal Burst  Steel  Physical IV {{{PP}}} {{{effects}}} {{{signature}}} {{{other}}}
Comeuppance  Dark  Physical IX {{{PP}}} {{{effects}}} {{{signature}}} {{{other}}}

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 [[{{{signature}}}|{{{signature}}}]] {{{other}}}
Needle Arm  Grass  Physical III 15 Flinching {{{signature}}} {{{other}}}
Force Palm  Fighting  Physical IV 10 Paralysis {{{signature}}} {{{other}}}

Variations of Octazooka

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

Variations of Overheat

5 PP, 130 Power, 90% Accuracy
Lowers user's Special Attack two stages
Move Type Cat. Gen PP [[{{{effects}}}|{{{effects}}}]] [[{{{signature}}}|{{{signature}}}]] {{{other}}}
Overheat  Fire  Special III {{{PP}}} {{{effects}}} {{{signature}}} {{{other}}}
Draco Meteor  Dragon  Special IV {{{PP}}} {{{effects}}} {{{signature}}} {{{other}}}
Leaf Storm  Grass  Special IV {{{PP}}} {{{effects}}} {{{signature}}} {{{other}}}
Fleur Cannon  Fairy  Special VII {{{PP}}} {{{effects}}} {{{signature}}} {{{other}}}
*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 [[{{{effects}}}|{{{effects}}}]] [[{{{signature}}}|{{{signature}}}]] {{{other}}}
Pluck  Flying  Physical IV {{{PP}}} {{{effects}}} {{{signature}}} {{{other}}}
Bug Bite  Bug  Physical IV {{{PP}}} {{{effects}}} {{{signature}}} {{{other}}}

Variations of Pound

30, 35, or 40 PP, 40 Power, 100% Accuracy
No additional effect
Move Type Cat. Gen PP [[{{{effects}}}|{{{effects}}}]] [[{{{signature}}}|{{{signature}}}]] notes
Pound  Normal  Physical I 35 {{{effects}}} {{{signature}}}  
Scratch  Normal  Physical I 35 {{{effects}}} {{{signature}}}  
Gust  Flying  Special I 35 {{{effects}}} {{{signature}}} Normal-Type in Gen. I
Tackle  Normal  Physical I 35 {{{effects}}} {{{signature}}} 35 power in Generations I-IV; 50 power in Generations V-VI; 95% accuracy prior to Generation V
Fairy Wind  Fairy  Special VI 30 {{{effects}}} {{{signature}}}  
Leafage  Grass  Physical VII 40 {{{effects}}} {{{signature}}}  
Branch Poke  Grass  Physical VIII 40 {{{effects}}} {{{signature}}}  

Variations of Psybeam

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

Variations of Psyblade

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

Variations of Psychic

10 PP, 90 Power, 100% Accuracy
Chance of lowering target's stat by one stage
Move Type Cat. Gen PP Affected stat [[{{{signature}}}|{{{signature}}}]] {{{other}}}
Psychic  Psychic  Special I {{{PP}}} 10% chance of lowering the target's Special Defense {{{signature}}} {{{other}}}
Bug Buzz  Bug  Special IV {{{PP}}} 10% chance of lowering the target's Special Defense {{{signature}}} {{{other}}}
Energy Ball  Grass  Special IV {{{PP}}} 10% chance of lowering the target's Special Defense {{{signature}}} {{{other}}}
Earth Power  Ground  Special IV {{{PP}}} 10% chance of lowering the target's Special Defense {{{signature}}} {{{other}}}

Variations of Psyshock

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

Variations of Quick Attack

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

Variations of Return

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

Variations of Revenge

10 PP, 60 Power, 100% Accuracy
-4 priority, doubles in power if user was damaged
Move Type Cat. Gen PP [[{{{effects}}}|{{{effects}}}]] [[{{{signature}}}|{{{signature}}}]] {{{other}}}
Revenge  Fighting  Physical III {{{PP}}} {{{effects}}} {{{signature}}} {{{other}}}
Avalanche  Ice  Physical IV {{{PP}}} {{{effects}}} {{{signature}}} {{{other}}}

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 [[{{{effects}}}|{{{effects}}}]] [[{{{signature}}}|{{{signature}}}]] {{{other}}}
Rollout  Rock  Physical II {{{PP}}} {{{effects}}} {{{signature}}} {{{other}}}
Ice Ball  Ice  Physical III {{{PP}}} {{{effects}}} {{{signature}}} {{{other}}}

Variations of Sacred Fire

5 PP, 100 Power, 95% Accuracy
50% chance of causing a secondary effect, signature move (at any point in time)
Move Type Cat. Gen PP Secondary effect Signature move of {{{other}}}
Sacred Fire  Fire  Physical II {{{PP}}} Burn Ho-Oh Prior to Gen. IV {{{other}}}
Diamond Storm  Rock  Physical VI {{{PP}}} Raises user's Defense by 2 stages per target by 1 stage prior to Generation VII Diancie {{{other}}}

Variations of Seismic Toss

15 or 20 PP, 100% Accuracy
Damage equal to user's level
Move Type Cat. Gen PP [[{{{effects}}}|{{{effects}}}]] [[{{{signature}}}|{{{signature}}}]] {{{other}}}
Seismic Toss  Fighting  Physical I 20 {{{effects}}} {{{signature}}} {{{other}}}
Night Shade  Ghost  Special I 15 {{{effects}}} {{{signature}}} {{{other}}}

Variations of Shadow Bone

10 PP, 85 Power, 100% Accuracy
20% chance of lowering Defense one stage
Move Type Cat. Gen PP [[{{{effects}}}|{{{effects}}}]] [[{{{signature}}}|{{{signature}}}]] {{{other}}}
Shadow Bone  Ghost  Physical VII {{{PP}}} {{{effects}}} {{{signature}}} {{{other}}}
Liquidation  Water  Physical VII {{{PP}}} {{{effects}}} {{{signature}}} {{{other}}}

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 [[{{{signature}}}|{{{signature}}}]] {{{other}}}
Skull Bash  Normal  Physical I {{{PP}}} Defense {{{signature}}} {{{other}}}
Electro Shot  Electric  Special IX {{{PP}}} Special Attack {{{signature}}} {{{other}}}

Variations of Sky Attack

These are signature moves and formerly signature moves of Legendary Pokémon.

5 PP, 140 Power, 90% Accuracy
Needs to charge, 30% chance of causing a secondary effect
Move Type Cat. Gen PP Secondary effect Signature move of Notes
Sky Attack  Flying  Physical I {{{PP}}} Flinch signature move of Moltres in Generation II High critical hit ratio
Freeze Shock  Ice  Physical V {{{PP}}} Paralysis Black Kyurem  
Ice Burn  Ice  Special V {{{PP}}} Burn White Kyurem  

Variations of Slash

15 or 20 PP, 70 Power, 100% Accuracy
High critical hit ratio
Move Type Cat. Gen PP [[{{{effects}}}|{{{effects}}}]] [[{{{signature}}}|{{{signature}}}]] Notes
Slash  Normal  Physical I 20 {{{effects}}} {{{signature}}}  
Night Slash  Dark  Physical IV 15 {{{effects}}} {{{signature}}}  
Shadow Claw  Ghost  Physical IV 15 {{{effects}}} {{{signature}}}  
Psycho Cut  Psychic  Physical IV 20 {{{effects}}} {{{signature}}}  
Cross Poison  Poison  Physical IV 20 {{{effects}}} {{{signature}}} 10% chance of poisoning
Aqua Cutter  Water  Physical IX 20 {{{effects}}} {{{signature}}}  
*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 Secondary effect [[{{{signature}}}|{{{signature}}}]] {{{other}}}
Sludge Wave  Poison  Special V {{{PP}}} 10% chance of poisoning, hits all adjacent Pokémon {{{signature}}} {{{other}}}
Moonblast  Fairy  Special VI {{{PP}}} 30% chance of lowering target's Special Attack by one stage {{{signature}}} {{{other}}}

Variations of Springtide Storm

These are the signature moves of the forces of nature.

10 PP, 100 Power, 80% Accuracy
30% chance of causing a secondary effect
Move Type Cat. Gen PP Secondary effect Signature move of {{{other}}}
Springtide Storm  Fairy  Special VIII {{{PP}}} Depends on Enamorus's Forme: Raises all of the user's stats in Incarnate Forme, lowers target's defenses in Therian Forme Enamorus {{{other}}}
Bleakwind Storm  Flying  Special VIII {{{PP}}} Frostbite Tornadus {{{other}}}
Wildbolt Storm  Electric  Special VIII {{{PP}}} Paralysis Thundurus {{{other}}}
Sandsear Storm  Ground  Special VIII {{{PP}}} Burn Landorus {{{other}}}
Move PP is 5, and move power is 95, in Legends: Arcues

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 [[{{{effects}}}|{{{effects}}}]] [[{{{signature}}}|{{{signature}}}]] {{{other}}}
Steel Beam  Steel  Special VIII {{{PP}}} {{{effects}}} {{{signature}}} {{{other}}}
Chloroblast  Grass  Special VIII {{{PP}}} {{{effects}}} {{{signature}}} {{{other}}}
*Move power is 120 in Legends: Arceus

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 [[{{{effects}}}|{{{effects}}}]] [[{{{signature}}}|{{{signature}}}]] {{{other}}}
Stomp  Normal  Physical I {{{PP}}} {{{effects}}} {{{signature}}} {{{other}}}
Steamroller  Bug  Physical V {{{PP}}} {{{effects}}} {{{signature}}} {{{other}}}

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 [[{{{signature}}}|{{{signature}}}]] {{{other}}}
Stomping Tantrum  Ground  Physical VII 10 If the user's previous move missed or failed, but was not protected from {{{signature}}} {{{other}}}
Lash Out  Dark  Physical VIII 5 If the user's stats were lowered {{{signature}}} {{{other}}}
Temper Flare  Fire  Physical IX 10 If the user's previous move missed or failed, but was not protected from {{{signature}}} {{{other}}}

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|Trap setSV]] Signature move of {{{other}}}
Stone Axe  Rock  Physical VIII {{{PP}}} Stealth Rock Kleavor {{{other}}}
Ceaseless Edge  Dark  Physical VIII {{{PP}}} One use of spikes Hisuian Samurott {{{other}}}

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 [[{{{effects}}}|{{{effects}}}]] [[{{{signature}}}|{{{signature}}}]] {{{other}}}
Stored Power  Psychic  Special V {{{PP}}} {{{effects}}} {{{signature}}} {{{other}}}
Power Trip  Dark  Physical VII {{{PP}}} {{{effects}}} {{{signature}}} {{{other}}}

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 [[{{{effects}}}|{{{effects}}}]] [[{{{signature}}}|{{{signature}}}]] {{{other}}}
Sucker Punch  Dark  Physical IV {{{PP}}} {{{effects}}} {{{signature}}} {{{other}}}
Thunderclap  Electric  Special IX {{{PP}}} {{{effects}}} {{{signature}}} {{{other}}}

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 {{{other}}}
Sunsteel Strike  Steel  Physical VII {{{PP}}}   Solgaleo and Dusk Mane Necrozma {{{other}}}
Moongeist Beam  Ghost  Special VII {{{PP}}}   Lunala and Dawn Wings Necrozma {{{other}}}
Photon Geyser  Psychic  Special VII {{{PP}}} Deals physical damage if the user's Attack is higher than Special Attack Necrozma {{{other}}}

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 [[{{{signature}}}|{{{signature}}}]] {{{other}}}
Superpower  Fighting  Physical III {{{PP}}} Attack, Defense {{{signature}}} {{{other}}}
Close Combat  Fighting  Physical IV {{{PP}}} Defense, Special Defense {{{signature}}} {{{other}}}
Dragon Ascent  Flying  Physical VI {{{PP}}} Defense, Special Defense {{{signature}}} {{{other}}}
Headlong Rush  Ground  Physical VIII {{{PP}}} Defense, Special Defense. In Legends: Arceus only, Defense and Special Defense are combined into "defensive stats" {{{signature}}} {{{other}}}
Armor Cannon  Fire  Special IX {{{PP}}} Defense, Special Defense {{{signature}}} {{{other}}}

Variations of Super Fang

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

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 Targets Signature move of Notes
Surf  Water  Special I {{{PP}}} all adjacent PokémonAll adjacent foes prior to Gen. III   Does double damage if target is using Dive. 95 power prior to Generation VI
Hyper Voice  Normal  Special III {{{PP}}} All adjacent foes    
Petal Blizzard  Grass  Physical VI {{{PP}}} All adjacent Pokémon    
Land's Wrath  Ground  Physical VI {{{PP}}} All all adjacent foes Zygarde  
Thousand Arrows  Ground  Physical VII {{{PP}}} All adjacent foes Zygarde  
Thousand Waves  Ground  Physical VII {{{PP}}} All adjacent foes Zygarde  

Variations of Swift

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

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 [[{{{effects}}}|{{{effects}}}]] Signature move of {{{other}}}
Techno Blast  Normal  Special V 5 {{{effects}}} Genesect {{{other}}}
Multi-Attack  Normal  Physical VII 10 {{{effects}}} Silvally {{{other}}}

Variations of Thief

25 PP, 60 Power, 100% Accuracy
Steals the target's held item
Move Type Cat. Gen PP [[{{{effects}}}|{{{effects}}}]] [[{{{signature}}}|{{{signature}}}]] PP before Gen VI.
Thief  Dark  Physical II {{{PP}}} {{{effects}}} {{{signature}}} 10
Covet  Normal  Physical III {{{PP}}} {{{effects}}} {{{signature}}} 40
*Move power was 40 prior to Generation VI. Before Generation VI, the PP of these two moves differed, so they were not move variations, despite having the same effect

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 [[{{{effects}}}|{{{effects}}}]] [[{{{signature}}}|{{{signature}}}]] Notes
Thrash  Normal  Physical I {{{PP}}} {{{effects}}} {{{signature}}} 20 PP prior to Generation V
Petal Dance  Grass  Special I {{{PP}}} {{{effects}}} {{{signature}}} 70 power prior to Gen III and 20 PP prior to Generation V
Outrage  Dragon  Physical II {{{PP}}} {{{effects}}} {{{signature}}} 15 PP Gen I-V
Raging Fury  Fire  Physical VIII {{{PP}}} {{{effects}}} {{{signature}}}  
*These moves had 90 power prior to Generation V. In Legends: Arceus, their power is 90 and their accuracy is 85%.

Variations of U-turn

20 PP, 70 Power, 100% Accuracy
User switches after dealing damage
Move Type Cat. Gen PP [[{{{effects}}}|{{{effects}}}]] [[{{{signature}}}|{{{signature}}}]] {{{other}}}
U-turn  Bug  Physical IV {{{PP}}} {{{effects}}} {{{signature}}} {{{other}}}
Volt Switch  Electric  Special V {{{PP}}} {{{effects}}} {{{signature}}} {{{other}}}

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 Secondary effect [[{{{signature}}}|{{{signature}}}]] Notes
Waterfall  Water  Physical I 15 20% chance of flinching {{{signature}}} Signature move of Goldeen and Seaking in Generation I. No additional effect prior to Generation IV
Extrasensory  Psychic  Special III 20 10% chance of flinching {{{signature}}} 30PP prior to Generation VI
Poison Jab  Poison  Physical IV 20 30% chance of poisoning {{{signature}}}  
Dark Pulse  Dark  Special IV 15 20% chance of flinching {{{signature}}}  
Iron Head  Steel  Physical IV 15 30% chance of flinching {{{signature}}}  
Scald  Water  Special V 15 30% chance of burning {{{signature}}}  
Zing Zap  Electric  Physical VII 10 30% chance of flinching {{{signature}}}  

Variations of Weather Ball

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

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 [[{{{effects}}}|{{{effects}}}]] [[{{{signature}}}|{{{signature}}}]] {{{other}}}
Wring Out  Normal  Special IV 5 {{{effects}}} {{{signature}}} {{{other}}}
Crush Grip  Normal  Physical IV 5 {{{effects}}} {{{signature}}} {{{other}}}
Hard Press  Steel  Physical IX 10 {{{effects}}} {{{signature}}} {{{other}}}

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 [[{{{signature}}}|{{{signature}}}]] {{{other}}}
Grassy Terrain  Grass  Status VI {{{PP}}} Powers up Grass moves, powers down Earthquake, Magnitude and Bulldoze, grounded Pokémon heal by 1/16 of max HP each turn {{{signature}}} {{{other}}}
Misty Terrain  Fairy  Status VI {{{PP}}} Powers down Dragon moves, prevents status conditions and confusionGen. VIII {{{signature}}} {{{other}}}
Electric Terrain  Electric  Status VI {{{PP}}} Powers up Electric moves, prevents sleep {{{signature}}} {{{other}}}
Psychic Terrain  Psychic  Status VII {{{PP}}} Powers up Psychic moves, prevents the use of priority moves {{{signature}}} {{{other}}}

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 [[{{{signature}}}|{{{signature}}}]] {{{other}}}
Sandstorm  Rock  Status II 10 Sandstorm {{{signature}}} {{{other}}}
Rain Dance  Water  Status II 5 Rain {{{signature}}} {{{other}}}
Sunny Day  Fire  Status II 5 Harsh sunlight {{{signature}}} {{{other}}}
Hail  Ice  Status III 10 Hail {{{signature}}} {{{other}}}
Snowscape  Ice  Status IX 10 Snow {{{signature}}} {{{other}}}

Variations of After You

15 PP
Changes move order of the target
Move Type Cat. Gen PP Change [[{{{signature}}}|{{{signature}}}]] {{{other}}}
After You  Normal  Status V {{{PP}}} Target moves next {{{signature}}} {{{other}}}
Quash  Dark  Status V {{{PP}}} Target moves last {{{signature}}} {{{other}}}

Variations of Camouflage

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

Variations of Charm

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

Variations of Confide

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

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 [[{{{signature}}}|{{{signature}}}]] {{{other}}}
Conversion  Normal  Status I {{{PP}}} One of the user's moves {{{signature}}} {{{other}}}
Conversion 2  Normal  Status II {{{PP}}} Type that resists opponent's last move {{{signature}}} {{{other}}}

Variations of Destiny Bond

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

Variations of Disable

15 or 20 PP, 100% Accuracy
Disables the opponent's moves or items
Move Type Cat. Gen PP Disables [[{{{signature}}}|{{{signature}}}]] {{{other}}}
Disable  Normal  Status I 20 The affected move {{{signature}}} {{{other}}}
Torment  Dark  Status III 15 Using moves twice in a row {{{signature}}} {{{other}}}
Taunt  Dark  Status III 20 Status moves {{{signature}}} {{{other}}}
Embargo  Dark  Status IV 15 Using items {{{signature}}} {{{other}}}
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 {{{signature}}} {{{other}}}

Variations of Follow Me

20 PP
+2 priority, forces all opponents to target the user
Move Type Cat. Gen PP [[{{{effects}}}|{{{effects}}}]] [[{{{signature}}}|{{{signature}}}]] {{{other}}}
Follow Me  Normal  Status III {{{PP}}} {{{effects}}} {{{signature}}} {{{other}}}
Rage Powder  Bug  Status V {{{PP}}} {{{effects}}} {{{signature}}} {{{other}}}
*+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 [[{{{signature}}}|{{{signature}}}]] {{{other}}}
Foresight  Normal  Status II {{{PP}}} Ghost types are affected by Normal and Fighting moves {{{signature}}} {{{other}}}
Odor Sleuth  Normal  Status III {{{PP}}} Ghost types are affected by Normal and Fighting moves {{{signature}}} {{{other}}}
Miracle Eye  Psychic  Status IV {{{PP}}} Dark types are affected by Psychic moves {{{signature}}} {{{other}}}

Variations of Guard Split

10 PP
Averages the target's stats with the user
Move Type Cat. Gen PP Affected stats [[{{{signature}}}|{{{signature}}}]] {{{other}}}
Guard Split  Psychic  Status V {{{PP}}} Defense and Special Defense {{{signature}}} {{{other}}}
Power Split  Psychic  Status V {{{PP}}} Attack and Special Attack {{{signature}}} {{{other}}}

Variations of Harden

30 PP
Raises a stat by one stage
Move Type Cat. Gen PP Stat affected [[{{{signature}}}|{{{signature}}}]] {{{other}}}
Harden  Normal  Status I {{{PP}}} Defense {{{signature}}} {{{other}}}
Sharpen  Normal  Status I {{{PP}}} Attack {{{signature}}} {{{other}}}

Variations of Heal Bell

5 PP
Cures user's party of status conditions
Move Type Cat. Gen PP [[{{{effects}}}|{{{effects}}}]] [[{{{signature}}}|{{{signature}}}]] {{{other}}}
Heal Bell  Normal  Status II {{{PP}}} {{{effects}}} {{{signature}}} {{{other}}}
Aromatherapy  Grass  Status III {{{PP}}} {{{effects}}} {{{signature}}} {{{other}}}

Variations of Heal Pulse

10 PP
Heals target by 1/2 of its max HP
Move Type Cat. Gen PP [[{{{effects}}}|{{{effects}}}]] [[{{{signature}}}|{{{signature}}}]] {{{other}}}
Heal Pulse  Psychic  Status V {{{PP}}} {{{effects}}} {{{signature}}} {{{other}}}
Floral Healing  Fairy  Status VII {{{PP}}} {{{effects}}} {{{signature}}} {{{other}}}

Variations of Ingrain

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

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 [[{{{effects}}}|{{{effects}}}]] [[{{{signature}}}|{{{signature}}}]] {{{other}}}
Jungle Healing  Grass  Status VIII {{{PP}}} {{{effects}}} {{{signature}}} {{{other}}}
Lunar Blessing  Psychic  Status VIII {{{PP}}} {{{effects}}} {{{signature}}} {{{other}}}

Variations of Magnetic Flux

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

Variations of Meditate

40 PP
Raises a stat by one stage
Move Type Cat. Gen PP Stat affected [[{{{signature}}}|{{{signature}}}]] Notes
Meditate  Psychic  Status I {{{PP}}} Attack {{{signature}}}  
Withdraw  Water  Status I {{{PP}}} Defense {{{signature}}}  
Defense Curl  Normal  Status I {{{PP}}} Defense {{{signature}}} Doubles the power of Rollout and Ice Ball
Howl  Normal  Status I {{{PP}}} Attack {{{signature}}} 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 [[{{{signature}}}|{{{signature}}}]] {{{other}}}
Memento  Dark  Status III {{{PP}}} Lowers the target's Attack and Sp. Attack by two stages {{{signature}}} {{{other}}}
Healing Wish  Psychic  Status IV {{{PP}}} The next Pokémon sent out will have HP and status fully healed {{{signature}}} {{{other}}}
Lunar Dance  Psychic  Status IV {{{PP}}} The next Pokémon sent out will have HP, PP and status fully healed {{{signature}}} {{{other}}}

Variations of Mind Reader

5 PP
Ensures user's next move will hit
Move Type Cat. Gen PP [[{{{effects}}}|{{{effects}}}]] [[{{{signature}}}|{{{signature}}}]] {{{other}}}
Mind Reader  Normal  Status II {{{PP}}} {{{effects}}} {{{signature}}} {{{other}}}
Lock-On  Normal  Status II {{{PP}}} {{{effects}}} {{{signature}}} {{{other}}}

Variations of Mist

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

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 {{{PP}}} 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 {{{PP}}} 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 {{{PP}}} 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 {{{PP}}} 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 [[{{{signature}}}|{{{signature}}}]] {{{other}}}
Mud Sport  Ground  Status III {{{PP}}} Electric {{{signature}}} {{{other}}}
Water Sport  Water  Status III {{{PP}}} Fire {{{signature}}} {{{other}}}

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 [[{{{signature}}}|{{{signature}}}]] {{{other}}}
No Retreat  Fighting  Status VIII {{{PP}}} User cannot leave the battlefield, can only be used once {{{signature}}} {{{other}}}
Clangorous Soul  Dragon  Status VIII {{{PP}}} Loses 1/3 HP {{{signature}}} {{{other}}}

Variations of Poison Powder

35 or 30 PP, 75% Accuracy
Inflicts a status condition
Move Type Cat. Gen PP Status condition [[{{{signature}}}|{{{signature}}}]] {{{other}}}
Poison Powder  Poison  Status I 35 Poison {{{signature}}} {{{other}}}
Stun Spore  Grass  Status I 30 Paralysis {{{signature}}} {{{other}}}
*Glare formerly had 75% accuracy, but was changed to 90% in Generation V 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 PP
Raises three of user's stats by one stage
Move Type Cat. Gen PP Affected stats [[{{{signature}}}|{{{signature}}}]] {{{other}}}
Quiver Dance  Bug  Status V {{{PP}}} Special Attack, Special Defense, Speed {{{signature}}} {{{other}}}
Coil  Poison  Status V {{{PP}}} Attack, Defense, Accuracy {{{signature}}} {{{other}}}

Variations of Recover

5 (or 10 for Heal Order) PP
Heals user by half max HP
Move Type Cat. Gen PP [[{{{effects}}}|{{{effects}}}]] [[{{{signature}}}|{{{signature}}}]] Notes
Recover  Normal  Status I {{{PP}}} {{{effects}}} {{{signature}}} 20 PP prior to Generation IV
Soft-Boiled  Normal  Status I {{{PP}}} {{{effects}}} {{{signature}}}  
Milk Drink  Normal  Status II {{{PP}}} {{{effects}}} {{{signature}}}  
Slack Off  Normal  Status III {{{PP}}} {{{effects}}} {{{signature}}}  
Roost  Flying  Status IV {{{PP}}} {{{effects}}} {{{signature}}} Removes user's Flying-type until end of turn
Heal Order  Bug  Status IV {{{PP}}} {{{effects}}} {{{signature}}}  
*Prior to Generation IX, all moves listed below 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 [[{{{effects}}}|{{{effects}}}]] [[{{{signature}}}|{{{signature}}}]] Notes
Sand Attack  Ground  Status I 15 {{{effects}}} {{{signature}}} Normal-type in Generation I
Smokescreen  Normal  Status I 20 {{{effects}}} {{{signature}}}  
Flash  Normal  Status I 20 {{{effects}}} {{{signature}}} 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 [[{{{signature}}}|{{{signature}}}]] {{{other}}}
Screech  Normal  Status I {{{PP}}} Defense {{{signature}}} {{{other}}}
Metal Sound  Steel  Status III {{{PP}}} Special Defense {{{signature}}} {{{other}}}
*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 [[{{{signature}}}|{{{signature}}}]] {{{other}}}
Sing  Normal  Status I 15 Sleep {{{signature}}} {{{other}}}
Supersonic  Normal  Status I 20 Confusion {{{signature}}} {{{other}}}
Grass Whistle  Grass  Status III 15 Sleep {{{signature}}} {{{other}}}

Variations of Skill Swap

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

Variations of Sleep Powder

10 or 15 PP, 75% Accuracy
Inflicts a status condition
Move Type Cat. Gen PP Status condition [[{{{signature}}}|{{{signature}}}]] Notes
Sleep Powder  Grass  Status I 15 Sleep {{{signature}}}  
Lovely Kiss  Normal  Status I 10 Sleep {{{signature}}}  
Sweet Kiss  Fairy  Status II 10 Confusion {{{signature}}} 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 [[{{{signature}}}|{{{signature}}}]] {{{other}}}
Soak  Water  Status V {{{PP}}} Changes to Water type {{{signature}}} {{{other}}}
Magic Powder  Psychic  Status VIII {{{PP}}} Changes to Psychic type {{{signature}}} {{{other}}}

Variations of Spider Web

5 or 10 PP
Prevents target form escaping or switching out, cannot miss
Move Type Cat. Gen PP [[{{{effects}}}|{{{effects}}}]] [[{{{signature}}}|{{{signature}}}]] {{{other}}}
Spider Web  Bug  Status II 10 {{{effects}}} {{{signature}}} {{{other}}}
Mean Look  Normal  Status II 5 {{{effects}}} {{{signature}}} {{{other}}}
Block  Normal  Status III 5 {{{effects}}} {{{signature}}} {{{other}}}

Variations of Spikes

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

Variations of Splash

40 PP
Does nothing
Move Type Cat. Gen PP [[{{{effects}}}|{{{effects}}}]] Move exclusivity Notes
Splash  Normal  Status I {{{PP}}} {{{effects}}} Magikarp Gen. I Fails under Gravity
Celebrate  Normal  Status VI {{{PP}}} {{{effects}}} Event-exclusive move Shows text "Congratulations, <player's name>!"
Hold Hands  Normal  Status VI {{{PP}}} {{{effects}}} 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 [[{{{signature}}}|{{{signature}}}]] Notes
Stockpile  Normal  Status III 20 Defense, Special Defense {{{signature}}} Did not raise stats prior to Generation IV, and had 10 PP
Cosmic Power  Psychic  Status III 20 Defense, Special Defense {{{signature}}}  
Bulk Up  Fighting  Status III 20 Attack, Defense {{{signature}}}  
Calm Mind  Psychic  Status III 20 Special Attack, Special Defense {{{signature}}}  
Dragon Dance  Dragon  Status III 20 Attack, Speed {{{signature}}}  
Hone Claws  Dark  Status V 15 Attack, Accuracy {{{signature}}}  

Variations of Swords Dance

15 or 20 PP
Increases user's stat by two stages
Move Type Cat. Gen PP Stat affected [[{{{signature}}}|{{{signature}}}]] Notes
Swords Dance  Normal  Status I 20 Attack {{{signature}}} 30 prior to Generation VI
Barrier  Psychic  Status I 20 Defense {{{signature}}} 30 PP prior to Generation IV
Amnesia  Psychic  Status I 20 Special Defense {{{signature}}} Raises Special by two stages in Generation I
Acid Armor  Poison  Status I 20 Defense {{{signature}}} 40 PP prior to Generation IV
Iron Defense  Steel  Status III 15 Defense {{{signature}}}  
Rock Polish  Rock  Status IV 20 Speed {{{signature}}}  
Nasty Plot  Dark  Status IV 20 Special Attack {{{signature}}}  
Autotomize  Steel  Status V 15 Speed {{{signature}}} 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 [[{{{effects}}}|{{{effects}}}]] [[{{{signature}}}|{{{signature}}}]] {{{other}}}
Tail Whip  Normal  Status I {{{PP}}} {{{effects}}} {{{signature}}} {{{other}}}
Leer  Normal  Status I {{{PP}}} {{{effects}}} {{{signature}}} {{{other}}}

Variations of Trick

10 PP, 100% Accuracy
Switches held items with target
Move Type Cat. Gen PP [[{{{effects}}}|{{{effects}}}]] [[{{{signature}}}|{{{signature}}}]] {{{other}}}
Trick  Psychic  Status III {{{PP}}} {{{effects}}} {{{signature}}} {{{other}}}
Switcheroo  Dark  Status IV {{{PP}}} {{{effects}}} {{{signature}}} {{{other}}}

Variations of Trick-or-Treat

20 PP
Adds a type to the target
Move Type Cat. Gen PP Added type [[{{{signature}}}|{{{signature}}}]] {{{other}}}
Trick-or-Treat  Ghost  Status VI {{{PP}}} Ghost {{{signature}}} {{{other}}}
Forest's Curse  Grass  Status VI {{{PP}}} Grass {{{signature}}} {{{other}}}

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 [[{{{signature}}}|{{{signature}}}]] Priority
Trick Room  Psychic  Status IV 5 Slower Pokémon move first {{{signature}}} 0
Wonder Room  Psychic  Status V 10 Switches Defense and Special Defense {{{signature}}} 0 -7 priority Gen I-VI
Magic Room  Psychic  Status V 10 Disables held items {{{signature}}} 0 -7 priority Gen I-VI

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 [[{{{effects}}}|{{{effects}}}]] [[{{{signature}}}|{{{signature}}}]] Notes
Whirlwind  Normal  Status I {{{PP}}} {{{effects}}} {{{signature}}} Targets with Wind Rider are unaffected
Roar  Normal  Status I {{{PP}}} {{{effects}}} {{{signature}}} 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 [[{{{signature}}}|{{{signature}}}]] {{{other}}}
Wide Guard  Rock  Status V 10 Moves that target multiple Pokémon {{{signature}}} {{{other}}}
Quick Guard  Fighting  Status V 15 Moves with increased priority {{{signature}}} {{{other}}}
Crafty Shield  Fairy  Status VI 10 Status moves {{{signature}}} {{{other}}}

Variations of Worry Seed

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

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 {{{other}}}
Shadow Bolt  Shadow  Special III {{{PP}}} Paralysis Shadow Zapdos {{{other}}}
Shadow Chill  Shadow  Special III {{{PP}}} Freeze Shadow Articuno {{{other}}}
Shadow Fire  Shadow  Special III {{{PP}}} Burn Shadow Moltres {{{other}}}

See also


Project Moves and Abilities logo.png 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.