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'''Move variations''' are moves that are identical to each other in terms of damage, PP, and accuracy, 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}}


==Elemental fangs==
==List of damage-dealing move variations==
{| border="1" cellpadding="2" align="left" style="margin: 5px; border: 1px solid #88a; border-collapse: collapse;"
===Elemental fangs===
|- style="background: #ccf;"
{{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}}
! colspan="4" | 15 PP, 65 power, 95% accuracy, may cause non-volatile status and/or make the target flinch
{{mvar|Thunder Fang|Electric|Physical|IV|effects=Paralysis}}
|- style="background: #eef;"
{{mvar|Ice Fang|Ice|Physical|IV|effects=Freeze}}
! width="25%" | Name
{{mvar|Fire Fang|Fire|Physical|IV|effects=Burn}}
! width="25%" | Type
|}
! width="25%" | Category
|}
! width="25%" | Generation
 
|-
===[[One-hit knockout move]]s===
| {{m|Fire Fang}}
{{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}}
| {{t|Fire}}
{{mvar|Guillotine|Normal|Physical|I|other=&nbsp;}}
| Physical
{{mvar|Horn Drill|Normal|Physical|I|other=&nbsp;}}
| IV
{{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}}
| {{m|Ice Fang}}
|}
| {{t|Ice}}
|}
| Physical
<center><small>*Targets with a higher Speed stat than the user are unaffected in [[Generation I]], and the move accuracy was 30%. </small></center>
| IV
 
|-
===Pledge moves===
| {{m|Thunder Fang}}
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>.
| {{t|Electric}}
{{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}}
| Physical
{{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>.}}
| IV
{{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)}}
|}
|}
<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}}
|}
|}
 
===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]]}}
|}
|}
 
===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}}}}
|}
|}
 
====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}}
|}
|}
<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>
 
====Variations of Glitzy Glow====
{{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|Glitzy Glow|Psychic|Special|VII|effects=Light Screen}}
{{mvar|Baddy Bad|Dark|Special|VII|effects=Reflect}}
|}
|}
<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}}
|}
|}
<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===
{{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|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|PP=25|effects=Inflicts burn|other=&nbsp;}}
{{mvar|Thunder Shock|Electric|Special|I|PP=30|effects=Inflicts paralysis|other=&nbsp;}}
{{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;}}
|}
|}
 
===Variations of Aeroblast===
These are [[signature move]]s of [[Legendary Pokémon]].
{{mvar/h|5|power=100|acc=95|notes=High critical hit ratio|signature=Signature move of:}}
{{mvar|Aeroblast|Flying|Special|II|signature={{p|Lugia}}}}
{{mvar|Spacial Rend|Dragon|Special|IV|signature={{p|Palkia}}}}
|}
|}
 
===Variations of Ancient Power===
{{mvar/h|5|power=60|acc=100|notes=10% chance of raising all stats}}
{{mvar|Ancient Power|Rock|Special|II}}
{{mvar|Silver Wind|Bug|Special|III}}
{{mvar|Ominous Wind|Ghost|Special|IV}}
|}
|}
 
===Variations of Arm Thrust===
{{mvar/h|20|power=15|acc=100|notes=[[Multistrike move]]s}}
{{mvar|Arm Thrust|Fighting|Physical|III|}}
{{mvar|Water Shuriken|Water|Special|VI|}}
|}
|}
<center><small>*{{m|Water Shuriken}} is a priority move, and changes when [[Battle Bond]] is active.</small></center>
 
===Variations of Aqua Jet===
{{mvar/h|20|power=40|acc=100|notes=+1 priority|PP=PP}}
{{mvar|Aqua Jet|Water|Physical|IV|PP=20}}
{{mvar|Accelerock|Rock|Physical|VII|PP=20}}
|}
|}
 
===Variations of Barb Barrage===
These are the [[signature move]]s of certain Hisuian Pokémon.
{{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|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}}}}
|}
|}
 
===Variations of Bite===
{{mvar/h|25|power=60|acc=100|notes=30% chance of {{status|flinch|flinching}}}}
{{mvar|Bite|Dark|Physical|I}}
{{mvar|Heart Stamp|Psychic|Physical|V}}
|}
|}
<center><small>*{{m|Bite}} was a Normal type move with a 10% chance of flinching in Generation I</small></center>
 
===Variations of Blizzard===
{{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=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=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|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}}
|}
|}
<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}}}}
|}
|}
 
===Variations of Bolt Strike===
These are [[signature move]]s of [[Legendary Pokémon]].
{{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|Bolt Strike|Electric|Physical|V|effects=Paralysis|signature={{p|Zekrom}}}}
{{mvar|Blue Flare|Fire|Special|V|effects=Burn|signature={{p|Reshiram}}}}  
|}
|}
 
===Variations of Bone Rush===
{{mvar/h|10|power=25|acc=90|notes=Hits multiple times}}
{{mvar|Bone Rush|Ground|Physical|II|}}  
{{mvar|Rock Blast|Rock|Physical|III|}}
|}
|}
<center><small>*Move accuracy was 80 prior to Generation VI.</small></center>
 
===Variations of Brine===
{{mvar/h|10|power=65|acc=100|notes=Power doubles under certain conditions|effects=Condition|other=notes}}
{{mvar|Brine|Water|Special|IV|effects=Target's HP under 50%|other=&nbsp;}}
{{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}}
|}
|}
 
===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}}  
|}
|}
<center><small>*Move power was 10 prior to Generation V.</small></center>
 
===Variations of Catastropika===
{{mvar/h|1|power=210|acc=—|notes=Signature Z-Move|signature=Signature Pokémon}}
{{mvar|Catastropika|Electric|Physical|VII|signature={{p|Pikachu}}}}
{{mvar|Pulverizing Pancake|Normal|Physical|VII|signature={{p|Snorlax}}}}
|}
|}
 
===Variations of Circle Throw===
{{mvar/h|10|power=60|acc=90|notes=-6 priority, forces target to switch out}}
{{mvar|Circle Throw|Fighting|Physical|V}}
{{mvar|Dragon Tail|Dragon|Physical|V}}
|}
|}
 
===Variations of Collision Course===
These are [[signature move]]s of [[Legendary Pokémon]].
{{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|Collision Course|Fighting|Physical|IX|PP=5|signature={{p|Koraidon}}}}
{{mvar|Electro Drift|Electric|Special|IX|PP=5|signature={{p|Miraidon}}}}
|}
|}
 
===Variations of Counter===
{{mvar/h|20|acc=100|notes=-5 priority, counters the last move taken at twice the power|effects=Counters}}
{{mvar|Counter|Fighting|Physical|I|effects=Physical moves<sup>Fighting and Normal-type moves in Gen I</sup>}}
{{mvar|Mirror Coat|Psychic|Special|II|effects=Special moves}}
|}
|}
<center><small>*Priorty was -1 prior in Generations I/II.</small></center>
 
===Variations of Cross Chop===
{{mvar/h|5|power=100|acc=80|notes=High critical hit ratio}}
{{mvar|Cross Chop|Fighting|Physical|II}}
{{mvar|Stone Edge|Rock|Physical|IV}}
|}
|}
 
===Variations of Crush Claw===
{{mvar/h|10|power=75|acc=95|notes=50% chance to lower target's defense one stage}}
{{mvar|Crush Claw|Normal|Physical|III}}
{{mvar|Razor Shell|Water|Physical|V}}
|}
|}
|}
<br clear="all">


==Elemental punches==
===Variations of Crunch===
{| border="1" cellpadding="2" align="left" style="margin: 5px; border: 1px solid #88a; border-collapse: collapse;"
{{mvar/h|10 or 15|power=80|acc=100|notes=Chance of lowering target's stat by one stage|effects=Affected stat}}
|- style="background: #ccf;"
{{mvar|Crunch|Dark|Physical|II|effects=20% chance of lowering the target's Defense<sup>Lowers Special Defense prior to Generation IV</sup>}}
! colspan="4" | 15 PP, 75 power, 100% accuracy, may cause non-volatile status on target
{{mvar|Shadow Ball|Ghost|Special|II|effects=20% chance of lowering the target's Special Defense}}
|- style="background: #eef;"
{{mvar|Flash Cannon|Steel|Special|IV|effects=10% chance of lowering the target's Special Defense}}
! width="25%" | Name
|}
! width="25%" | Type
! width="25%" | Category
! width="25%" | Generation
|-
| {{m|Fire Punch}}
| {{t|Fire}}
| Physical{{tt|*|Formerly Special in Generation I-III}}
| I
|-
| {{m|Ice Punch}}
| {{t|Ice}}
| Physical{{tt|*|Formerly Special in Generation I-III}}
| I
|-
| {{m|ThunderPunch}}
| {{t|Electric}}
| Physical{{tt|*|Formerly Special in Generation I-III}}
| I
|}
|}
<br clear="all">


==[[One-hit knockout moves]]==
===Variations of Dig===
{| border="1" cellpadding="2" align="left" style="margin: 5px; border: 1px solid #88a; border-collapse: collapse;"
{{mvar/h|10|power=80|acc=100|effects=Double damage from|notes=Two-turn move; double damage from certain moves|other=Notes}}
|- style="background: #ccf;"
{{mvar|Dig|Ground|Physical|I|other=100 power in Generation I, 60 power in Generation II-III|effects=Earthquake and Magnitude}}  
! colspan="4" | 5 PP, damage equals foe's current HP, 30% accuracy, will not affect an opponent whose level is greater than the user's level
{{mvar|Dive|Water|Physical|III|other=60 power in Generation III|effects=Surf and Whirlpool}}  
|- style="background: #eef;"
|}
! width="25%" | Name
! width="25%" | Type
! width="25%" | Category
! width="25%" | Generation
|-
| {{m|Fissure}}
| {{t|Ground}}
| Physical
| I
|-
| {{m|Guillotine}}
| {{t|Normal}}
| Physical
| I
|-
| {{m|Horn Drill}}
| {{t|Normal}}
| Physical
| I
|-
| {{m|Sheer Cold}}
| {{t|Ice}}
| Special
| III
|}
|}
<br clear="all">


==Variations of Acid Armor==
===Variations of Discharge===
{| border="1" cellpadding="2" align="left" style="margin: 5px; border: 1px solid #88a; border-collapse: collapse;"
{{mvar/h|15|power=80|acc=100|notes=30% chance of causing a secondary effect, hits all adjacent Pokémon|effects=Secondary effect}}
|- style="background: #ccf;"
{{mvar|Discharge|Electric|Special|IV|effects=Paralysis}}
! colspan="5" | 30 or 40 PP, raises one of the user's stats by two stages
{{mvar|Lava Plume|Fire|Special|IV|effects=Burn}}
|- style="background: #eef;"
|}
! width="20%" | Name
! width="20%" | Type
! width="20%" | Category
! width="20%" | Stat raised
! width="20%" | Generation
|-
| {{m|Acid Armor}}
| {{t|Poison}}
| Status
| {{stat|Defense}}
| I
|-
| {{m|Agility}}
| {{t|Psychic}}
| Status
| {{stat|Speed}}
| I
|-
| {{m|Barrier}}
| {{t|Psychic}}
| Status
| {{stat|Defense}}
| I
|-
| {{m|Swords Dance}}
| {{t|Normal}}
| Status
| {{stat|Attack}}
| I
|-
| {{m|Acupressure}}
| {{t|Normal}}
| Status
| Random
| IV
|}
|}
<br clear="all">


==Variations of Aeroblast==
===Variations of Double-Edge===
{| border="1" cellpadding="2" align="left" style="margin: 5px; border: 1px solid #88a; border-collapse: collapse;"
{{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}}
|- style="background: #ccf;"
{{mvar|Double-Edge|Normal|Physical|I|PP=15|effects=&nbsp;|other=100 power in Generation I}}
! colspan="4" | 5 PP, 100 Power, 95% Accuracy, high critical-hit ratio
{{mvar|Volt Tackle|Electric|Physical|III|PP=15|effects=10% chance of paralyzing the target|other=&nbsp;}}
|- style="background: #eef;"
{{mvar|Flare Blitz|Fire|Physical|IV|PP=15|effects=10% chance of burning the target|other=&nbsp;}}
! width="25%" | Name
{{mvar|Brave Bird|Flying|Physical|IV|PP=15|effects=&nbsp;|other=&nbsp;}}
! width="25%" | Type
{{mvar|Wood Hammer|Grass|Physical|IV|PP=15|effects=&nbsp;|other=&nbsp;}}
! width="25%" | Category
{{mvar|Wave Crash|Water|Physical|VIII|PP=10|effects=&nbsp;|other=75 power in Generation VIII}}
! width="25%" | Generation
|}
|-
| {{m|Aeroblast}}{{tt|*|Lugia's signature move}}
| {{t|Flying}}
| Special{{tt|*|Formerly Physical in Generations II and III}}
| II
|-
| {{m|Spacial Rend}}{{tt|*|Palkia's signature move}}
| {{t|Dragon}}
| Special
| IV
|}
|}
<br clear="all">


==Variations of Amnesia==
===Variations of Drill Peck===
{| border="1" cellpadding="2" align="left" style="margin: 5px; border: 1px solid #88a; border-collapse: collapse;"
{{mvar/h|15 or 20|power=80|acc=100|notes=No additional effect|PP=PP|other=Notes}}
|- style="background: #ccf;"
{{mvar|Drill Peck|Flying|Physical|I|PP=20|other=&nbsp;}}
! colspan="5" | 20 PP, raises one of the user's Special-based stats two stages
{{mvar|Strength|Normal|Physical|I|PP=15|other=Signature move of Machamp in Generation VII}}
|- style="background: #eef;"
{{mvar|Dragon Claw|Dragon|Physical|III|PP=15|other=&nbsp;}}
! width="20%" | Name
{{mvar|Seed Bomb|Grass|Physical|IV|PP=15|other=&nbsp;}}
! width="20%" | Type
{{mvar|X-Scissor|Bug|Physical|IV|PP=15|other=&nbsp;}}
! width="20%" | Category
{{mvar|Power Gem|Rock|Special|IV|other=70 power prior to Generation VI|PP=20}}
! width="20%" | Stat raised
|}
! width="20%" | Generation
|-
| {{m|Amnesia}}
| {{t|Psychic}}
| Status
| Sp. Defense{{tt|*|Formerly Special in Generation I}}
| I
|-
| {{m|Tail Glow}}
| {{t|Bug}}
| Status
| Sp. Attack
| III
|-
| {{m|Nasty Plot}}
| {{t|Dark}}
| Status
| Sp. Attack
| IV
|}
|}
<br clear="all">


==Variations of AncientPower==
===Variations of Dynamax Cannon===
{| border="1" cellpadding="2" align="left" style="margin: 5px; border: 1px solid #88a; border-collapse: collapse;"
These are the [[signature move]]s of {{p|Zamazenta}}, {{p|Zacian}}, and {{p|Eternatus}}, the [[Legendary Pokémon]] featured in [[Pokémon Sword and Shield]].
|- style="background: #ccf;"
{{mvar/h|5|power=100|acc=100|notes=Deals double damage on Dynamax Pokémon|signature=Signature move of}}
! colspan="4" | 5 PP, 60 Power, 100% Accuracy, may raise all of user's stats
{{mvar|Dynamax Cannon|Dragon|Special|VIII|signature={{p|Eternatus}}}}
|- style="background: #eef;"
{{mvar|Behemoth Blade|Steel|Physical|VIII|signature={{p|Zacian}}}}
! width="25%" | Name
{{mvar|Behemoth Bash|Steel|Physical|VIII|signature={{p|Zamazenta}}}}
! width="25%" | Type
|}
! width="25%" | Category
! width="25%" | Generation
|-
| {{m|AncientPower}}
| {{t|Rock}}
| Special{{tt|*|Formerly Physical in Generations II-III}}
| II
|-
| {{m|Silver Wind}}
| {{t|Bug}}
| Special{{tt|*|Formerly Physical in Generation III}}
| III
|-
| {{m|Ominous Wind}}
| {{t|Ghost}}
| Special
| IV
|}
|}
<br clear="all">


==Variations of Aurora Beam==
===Variations of Dynamic Punch===
{| border="1" cellpadding="2" align="left" style="margin: 5px; border: 1px solid #88a; border-collapse: collapse;"
{{mvar/h|5|power=100|acc=50|notes=Causes a [[status condition]]|effects=Status condition}}
|- style="background: #ccf;"
{{mvar|Dynamic Punch|Fighting|Physical|II|effects=Confusion}}  
! colspan="5" | 20 PP, 65 power, 100% accuracy, may have a special effect
{{mvar|Inferno|Fire|Special|V|effects=Burn}}
|- style="background: #eef;"
|}  
! width="20%" | Name
! width="16%" | Type
! width="17%" | Category
! width="27%" | Special effect
! width="20%" | Generation
|-
| {{m|Aurora Beam}}
| {{t|Ice}}
| Special
| Lowers Attack
| I
|-
| {{m|BubbleBeam}}
| {{t|Water}}
| Special
| Lowers Speed
| I
|-
| {{m|Psybeam}}
| {{t|Psychic}}
| Special
| Inflicts Confusion
| I
|-
| {{m|Sludge}}
| {{t|Poison}}
| Special{{tt|*|Formerly Physical in Generations I-III}}
| Inflicts Poison
| I
|-
| {{m|Spark}}
| {{t|Electric}}
| Physical{{tt|*|Formerly Special in Generations II and III}}
| Inflicts Paralysis
| II
|}
|}
<br clear="all">


==Variations of Barrage==
===Variations of Earthquake===
{| border="1" cellpadding="2" align="left" style="margin: 5px; border: 1px solid #88a; border-collapse: collapse;"
{{mvar/h|10|power=100|acc=100|notes=Always has a special effect|effects=Special effect}}
|- style="background: #ccf;"
{{mvar|Earthquake|Ground|Physical|I|effects=Hits all adjacent Pokémon}}  
! colspan="4" | 20 PP, 15 Power, 85% Accuracy, multiple hits
{{mvar|Judgment|Normal|Special|IV|effects=Type depends on held [[Plate]]}}  
|- style="background: #eef;"
|}  
! width="25%" | Name
! width="25%" | Type
! width="25%" | Category
! width="25%" | Generation
|-
| {{m|Barrage}}{{tt|*|The Exeggcute line's signature move}}
| {{t|Normal}}
| Physical
| I
|-
| {{m|DoubleSlap}}
| {{t|Normal}}
| Physical
| I
|-
| {{m|Fury Attack}}
| {{t|Normal}}
| Physical
| I
|}
|}
<br clear="all">


==Variations of Blizzard==
===Variations of Eruption===
{| border="1" cellpadding="2" align="left" style="margin: 5px; border: 1px solid #88a; border-collapse: collapse;"
{{mvar/h|5|power=varying|acc=100|notes=Higher damage when used with high HP}}
|- style="background: #ccf;"
{{mvar|Eruption|Fire|Special|III}}  
! colspan="4" | 5 or 10 PP, 120 power, 70% accuracy, may cause non-volatile status on target
{{mvar|Water Spout|Water|Special|III}}  
|- style="background: #eef;"
{{mvar|Dragon Energy|Dragon|Special|VIII}}
! width="25%" | Name
|}  
! width="25%" | Type
! width="25%" | Category
! width="25%" | Generation
|-
| {{m|Blizzard}}{{tt|*|90% accuracy in Gen I; in 2v2, hits both opponents}}
| {{t|Ice}}
| Special
| I
|-
| {{m|Thunder}}
| {{t|Electric}}
| Special
| I
|-
| {{m|Focus Blast}}
| {{t|Fighting}}
| Special
| IV
|-
| {{m|Gunk Shot}}
| {{t|Poison}}
| Physical
| IV
|}
|}
<br clear="all">


==Variations of Bone Rush==
===Variations of False Swipe===
{| border="1" cellpadding="2" align="left" style="margin: 5px; border: 1px solid #88a; border-collapse: collapse;"
{{mvar/h|40|power=40|acc=100|notes=Leaves target with at least 1HP}}
|- style="background: #ccf;"
{{mvar|False Swipe|Normal|Physical|II}}
! colspan="4" | 10 PP, 25 Power, 80% Accuracy, multiple hits
{{mvar|Hold Back|Normal|Physical|VI}}
|- style="background: #eef;"
|}
! width="25%" | Name
! width="25%" | Type
! width="25%" | Category
! width="25%" | Generation
|-
| {{m|Bone Rush}}
| {{t|Ground}}
| Physical
| II
|-
| {{m|Rock Blast}}
| {{t|Rock}}
| Physical
| III
|}
|}
<br clear="all">


==Variations of Bulk Up==
===Variations of Fire Punch===
{| border="1" cellpadding="2" align="left" style="margin: 5px; border: 1px solid #88a; border-collapse: collapse;"
{{mvar/h|10 or 15|power=75|acc=100|notes=10% chance to inflict a [[status condition]]|effects=Status condition|PP=PP}}
|- style="background: #ccf;"
{{mvar|Fire Punch|Fire|Physical|I|PP=15|effects=Burn}}
! colspan="5" | 20 PP, raises two of the user's stats by one stage
{{mvar|Ice Punch|Ice|Physical|I|PP=15|effects=Freeze}}
|- style="background: #eef;"
{{mvar|Thunder Punch|Electric|Physical|I|PP=15|effects=Paralysis}}
! width="20%" | Name
{{mvar|Signal Beam|Bug|Special|III|PP=15||effects=Confusion}}  
! width="20%" | Type
{{mvar|Relic Song|Normal|Special|V|PP=10|effects=Sleep}}  
! width="20%" | Category
|}
! width="20%" | Stats raised
! width="20%" | Generation
|-
| {{m|Bulk Up}}
| {{t|Fighting}}
| Status
| Attack and Defense
| III
|-
| {{m|Calm Mind}}
| {{t|Psychic}}
| Status
| Sp. Attack and Sp. Defense
| III
|-
| {{m|Cosmic Power}}
| {{t|Psychic}}
| Status
| Defense and Sp. Defense
| III
|-
| {{m|Dragon Dance}}
| {{t|Dragon}}
| Status
| Attack and Speed
| III
|-
| {{m|Stockpile}}{{tt|*|Effect is lost if Swallow or Spit Up is used}}
| {{t|Normal}}
| Status
| Defense and Sp. Defense
| III{{tt|*|Stat-raising effect did not come until Generation IV}}
|}
|}
<br clear="all">


==Variations of Bug Bite==
===Variations of Fire Spin===
{| border="1" cellpadding="2" align="left" style="margin: 5px; border: 1px solid #88a; border-collapse: collapse;"
{{mvar/h|10 or 15|power=35|acc=85|notes=[[Bound|Binds]] target|PP=PP}}
|- style="background: #ccf;"
{{mvar|Fire Spin|Fire|Special|I|PP=15}}
! colspan="4" | 20 PP, 60 Power, 100% Accuracy, gains effect of target's held Berry
{{mvar|Clamp|Water|Physical|I|PP=10}}  
|- style="background: #eef;"
{{mvar|Whirlpool|Water|Special|II|PP=15}}
! width="25%" | Name
{{mvar|Sand Tomb|Ground|Physical|III|PP=15}}
! width="25%" | Type
|}
! width="25%" | Category
! width="25%" | Generation
|-
| {{m|Bug Bite}}
| {{t|Bug}}
| Physical
| IV
|-
| {{m|Pluck}}
| {{t|Flying}}
| Physical
| IV
|}
|}
<br clear="all">
<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 Bullet Seed==
===Variations of Flail===
{| border="1" cellpadding="2" align="left" style="margin: 5px; border: 1px solid #88a; border-collapse: collapse;"
{{mvar/h|15|power=varying|acc=100|notes=Higher damage when used with low HP}}
|- style="background: #ccf;"
{{mvar|Flail|Normal|Physical|II}}  
! colspan="4" | 30 PP, 10 Power, 100% Accuracy, multiple hits
{{mvar|Reversal|Fighting|Physical|II}}  
|- style="background: #eef;"
|}
! width="25%" | Name
! width="25%" | Type
! width="25%" | Category
! width="25%" | Generation
|-
| {{m|Bullet Seed}}
| {{t|Grass}}
| Physical{{tt|*|Formerly Special in Generation III}}
| III
|-
| {{m|Icicle Spear}}
| {{t|Ice}}
| Physical{{tt|*|Formerly Special in Generation III}}
| III
|}
|}
<br clear="all">


==Variations of Counter==
===Variations of Flame Charge===
{| border="1" cellpadding="2" align="left" style="margin: 5px; border: 1px solid #88a; border-collapse: collapse;"
{{mvar/h|20|power=50|acc=100|notes=100% chance of a stat-changing secondary effect|effects=Secondary effect|other=Notes}}
|- style="background: #ccf;"
{{mvar|Flame Charge|Fire|Physical|V|effects=Raises user's Speed by one stage|other=&nbsp;}}
! colspan="4" | 20 PP, --- Power, 100% accuracy, Goes last and counters the move used by the foe at twice the power
{{mvar|Struggle Bug|Bug|Special|V|other=30 power prior to Generation VI|effects=Lowers target's Special Attack by one stage}}
|- style="background: #eef;"
{{mvar|Pounce|Bug|Physical|IX|effects=Lowers target's Speed by one stage|other=&nbsp;}}
! width="25%" | Name
{{mvar|Trailblaze|Grass|Physical|IX|effects=Raises user's Speed by one stage|other=&nbsp;}}
! width="25%" | Type
{{mvar|Chilling Water|Water|Special|IX|effects=Lowers target's Attack by one stage|other=&nbsp;}}
! width="25%" | Category
|}
! width="25%" | Generation
|-
| {{m|Counter}}
| {{t|Fighting}}
| Physical
| I
|-
| {{m|Mirror Coat}}
| {{t|Psychic}}
| Special
| II
|}
|}
<br clear="all">


==Variations of Cross Chop==
===Variations of Flamethrower===
{| border="1" cellpadding="2" align="left" style="margin: 5px; border: 1px solid #88a; border-collapse: collapse;"
{{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}}
|- style="background: #ccf;"
{{mvar|Flamethrower|Fire|Special|I|effects=Burn|PP=15}}
! colspan="4" | 5 PP, 100 Power, 80% accuracy, Has a high critical-hit ratio
{{mvar|Ice Beam|Ice|Special|I|effects=Freeze|PP=10}}
|- style="background: #eef;"
{{mvar|Thunderbolt|Electric|Special|I|effects=Paralysis|PP=15}}
! width="25%" | Name
! width="25%" | Type
! width="25%" | Category
! width="25%" | Generation
|-
| {{m|Cross Chop}}
| {{t|Fighting}}
| Physical
| II
|-
| {{m|Stone Edge}}
| {{t|Rock}}
| Physical
| IV
|}
|}
<br clear="all">
|}
<center><small>*Move power was 95 prior to Generation VI.</small></center>


<!-- Maximum Power: 110 -->
===Variations of Fury Attack===
==Variations of Crush Grip==
{{mvar/h|20|power=15|acc=85|notes=Hits multiple times}}
{| border="1" cellpadding="2" align="left" style="margin: 5px; border: 1px solid #88a; border-collapse: collapse;"
{{mvar|Fury Attack|Normal|Physical|I}}
|- style="background: #ccf;"
{{mvar|Barrage|Normal|Physical|I}}
! colspan="4" | 5 PP, varying Power, 100% Accuracy, greater damage on target with more HP
|}
|- style="background: #eef;"
! width="25%" | Name
! width="25%" | Type
! width="25%" | Category
! width="25%" | Generation
|-
| {{m|Crush Grip}}{{tt|*|Regigigas' signature move}}
| {{t|Normal}}
| Physical
| IV
|-
| {{m|Wring Out}}
| {{t|Normal}}
| Special
| IV
|}
|}
<br clear="all">


==Variations of Detect==
===Variations of Fusion Flare===
{| border="1" cellpadding="2" align="left" style="margin: 5px; border: 1px solid #88a; border-collapse: collapse;"
These are [[signature move]]s of {{p|Reshiram}} and {{p|Zekrom}}, the [[Legendary Pokémon]] featured in [[Pokémon Black and White Versions]].
|- style="background: #ccf;"
{{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}}
! colspan="4" | 5 or 10 PP, goes first and protects user from all attacks during turn, success rate halves after each consecutive use
{{mvar|Fusion Flare|Fire|Special|V|effects=Fusion Bolt|signature={{p|Reshiram}} and White {{p|Kyurem}}}}  
|- style="background: #eef;"
{{mvar|Fusion Bolt|Electric|Physical|V|effects=Fusion Flare|signature={{p|Zekrom}} and Black {{p|Kyurem}}}}  
! width="25%" | Name
|}
! width="25%" | Type
! width="25%" | Category
! width="25%" | Generation
|-
| {{m|Detect}}{{tt|*|In Generation IV, Mind Reader, Lock-On, and No Guard give moves, except OHKO moves, (100-Accuracy)% to hit through Detect or Protect. Thunder and Blizzard have 30% chance to hit in rain and hail respectively}}
| {{t|Fighting}}
| Status
| II
|-
| {{m|Protect}}{{tt|*|In Generation IV, Mind Reader, Lock-On, and No Guard give moves, except OHKO moves, (100-Accuracy)% to hit through Detect or Protect. Thunder and Blizzard have 30% chance to hit in rain and hail respectively}}
| {{t|Normal}}
| Status
| II
|}
|}
<br clear="all">


==Variations of Dig==
===Variations of Giga Drain===
{| border="1" cellpadding="2" align="left" style="margin: 5px; border: 1px solid #88a; border-collapse: collapse;"
{{mvar/h|10|power=75|acc=100|notes=Restores HP by half damage dealt}}
|- style="background: #ccf;"
{{mvar|Giga Drain|Grass|Special|II}}
! colspan="4" | 10 PP, 80{{tt|*|Dig has 100 power in Generation I, and 60 power in Generations II and III}} power, 100% accuracy, two-turn move
{{mvar|Drain Punch|Fighting|Physical|IV}}  
|- style="background: #eef;"
{{mvar|Horn Leech|Grass|Physical|V}}
! width="25%" | Name
|}
! width="25%" | Type
! width="25%" | Category
! width="25%" | Generation
|-
| {{m|Dig}}
| {{t|Ground}}
| Physical
| I
|-
| {{m|Dive}}
| {{t|Water}}
| Physical{{tt|*|Formerly Special in Generation III}}
| III
|}
|}
<br clear="all">
<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 Discharge==
===Variations of Gyro Ball===
{| border="1" cellpadding="2" align="left" style="margin: 5px; border: 1px solid #88a; border-collapse: collapse;"
{{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}}
|- style="background: #ccf;"
{{mvar|Gyro Ball|Steel|Physical|IV|effects=Lower Speed compared to the target|PP=5}}  
! colspan="4" | 15 PP, 80 Power, 100% Accuracy, hits everyone else, may cause non-volatile status on target
{{mvar|Electro Ball|Electric|Special|V|effects=Higher Speed compared to the target|PP=10}}  
|- style="background: #eef;"
|}  
! width="25%" | Name
! width="25%" | Type
! width="25%" | Category
! width="25%" | Generation
|-
| {{m|Discharge}}
| {{t|Electric}}
| Special
| IV
|-
| {{m|Lava Plume}}
| {{t|Fire}}
| Special
| IV
|}
|}
<br clear="all">


==Variations of Double-Edge==
===Variations of Hammer Arm===
{| border="1" cellpadding="2" align="left" style="margin: 5px; border: 1px solid #88a; border-collapse: collapse;"
{{mvar/h|10|power=100|acc=90|notes=Lowers user's Speed; {{cat|punching moves}}}}
|- style="background: #ccf;"
{{mvar|Hammer Arm|Fighting|Physical|IV}}  
! colspan="4" | 15 PP, 120 Power, 100% Accuracy, recoil damage
{{mvar|Ice Hammer|Ice|Physical|VII}}  
|- style="background: #eef;"
|}  
! width="25%" | Name
! width="25%" | Type
! width="25%" | Category
! width="25%" | Generation
|-
| {{m|Double-Edge}}
| {{t|Normal}}
| Physical
| I
|-
| {{m|Volt Tackle}}{{tt|*|The Pichu line's signature move}}
| {{t|Electric}}
| Physical{{tt|*|Formerly Special in Generation III}}
| III
|-
| {{m|Brave Bird}}
| {{t|Flying}}
| Physical
| IV
|-
| {{m|Flare Blitz}}
| {{t|Fire}}
| Physical
| IV
|-
| {{m|Wood Hammer}}
| {{t|Grass}}
| Physical
| IV
|}
|}
<br clear="all">


==Variations of DynamicPunch==
===Variations of Heavy Slam===
{| border="1" cellpadding="2" align="left" style="margin: 5px; border: 1px solid #88a; border-collapse: collapse;"
{{mvar/h|10|power=varying|acc=100|notes=Deals more damage if user's weight is higher compared to the target}}
|- style="background: #ccf;"
{{mvar|Heavy Slam|Steel|Physical|V}}  
! colspan="6" | 5 PP, 100 or 120 power, 50% accuracy, sure to cause status condition
{{mvar|Heat Crash|Fire|Physical|V}}  
|- style="background: #eef;"
|}
! width="16%" | Name
! width="16%" | Type
! width="16%" | Category
! width="16%" | Power
! width="16%" | Status inflicted
! width="16%" | Generation
|-
| {{m|DynamicPunch}}
| {{t|Fighting}}
| Physical
| 100
| Confusion
| II
|-
| {{m|Zap Cannon}}
| {{t|Electric}}
| Special
| {{tt|120|100 in Gen II/III}}
| Paralysis
| II
|}
|}
<br clear="all">


==Variations of Ember==
===Variations of Hyper Beam===
{| border="1" cellpadding="2" align="left" style="margin: 5px; border: 1px solid #88a; border-collapse: collapse;"
{{mvar/h|5|power=150|acc=90|notes=User must rest the turn after its use|other=Notes}}
|- style="background: #ccf;"
{{mvar|Hyper Beam|Normal|Special|I|other=Physical move prior to Generation IV}}
! colspan="4" | 25 or 30 PP, 40 Power, 100% Accuracy, may cause non-volatile status on target
{{mvar|Blast Burn|Fire|Special|III|other=&nbsp;}}
|- style="background: #eef;"
{{mvar|Hydro Cannon|Water|Special|III|other=&nbsp;}}
! width="25%" | Name
{{mvar|Frenzy Plant|Grass|Special|III|other=&nbsp;}}
! width="25%" | Type
{{mvar|Giga Impact|Normal|Physical|IV|other=&nbsp;}}
! width="25%" | Category
{{mvar|Rock Wrecker|Rock|Physical|IV|other=&nbsp;}}
! width="25%" | Generation
{{mvar|Roar of Time|Dragon|Special|IV|other=&nbsp;}}  
|-
{{mvar|Meteor Assault|Fighting|Physical|VIII|other=&nbsp;}}  
| {{m|Ember}}
|}
| {{t|Fire}}
| Special
| I
|-
| {{m|ThunderShock}}
| {{t|Electric}}
| Special
| I
|-
| {{m|Powder Snow}}
| {{t|Ice}}
| Special
| II
|}
|}
<br clear="all">


==Variations of Eruption==
===Variations of Hyper Fang===
{| border="1" cellpadding="2" align="left" style="margin: 5px; border: 1px solid #88a; border-collapse: collapse;"
{{mvar/h|15|power=80|acc=90|notes=Has a chance of causing the target to {{status|flinch}}|effects=Chance}}
|- style="background: #ccf;"
{{mvar|Hyper Fang|Normal|Physical|I|effects=10%}}
! colspan="4" | 5 PP, 150 Power, 100% Accuracy, lesser damage from less healthy user
{{mvar|Zen Headbutt|Psychic|Physical|IV|effects=20%}}
|- style="background: #eef;"
|}
! width="25%" | Name
! width="25%" | Type
! width="25%" | Category
! width="25%" | Generation
|-
| {{m|Eruption}}
| {{t|Fire}}
| Special
| III
|-
| {{m|Water Spout}}
| {{t|Water}}
| Special
| III
|}
|}
<br clear="all">


==Variations of Fire Blast==
===Variations of Icy Wind===
{| border="1" cellpadding="2" align="left" style="margin: 5px; border: 1px solid #88a; border-collapse: collapse;"
{{mvar/h|15|power=55|acc=95|notes=Lowers target's stat one stage|effects=Stat lowered}}
|- style="background: #ccf;"
{{mvar|Icy Wind|Ice|Special|II|effects=Speed}}
! colspan="4" | 5 PP, 120 Power, 85% Accuracy, may cause non-volatile status on target
{{mvar|Mud Shot|Ground|Special|III|effects=Speed}}  
|- style="background: #eef;"
{{mvar|Electroweb|Electric|Special|V|effects=Speed}}
! width="25%" | Name
{{mvar|Snarl|Dark|Special|V|effects=Special Attack}}  
! width="25%" | Type
|}
! width="25%" | Category
! width="25%" | Generation
|-
| {{m|Fire Blast}}
| {{t|Fire}}
| Special
| I
|-
| {{m|Seed Flare}}{{tt|*|Shaymin's signature move}}
| {{t|Grass}}
| Special
| IV
|}
|}
<br clear="all">


==Variations of Fire Spin==
===Variations of Iron Tail===
{| border="1" cellpadding="2" align="left" style="margin: 5px; border: 1px solid #88a; border-collapse: collapse;"
{{mvar/h|10-15|power=100|acc=75|notes=Chance of secondary effect|effects=Secondary effect|PP=PP}}
|- style="background: #ccf;"
{{mvar|Iron Tail|Steel|Physical|II|effects=30% chance of lowering target's Defense by one stage|PP=15}}
! colspan="4" | 20 PP, 15 Power, 70% Accuracy, traps
{{mvar|Dragon Rush|Dragon|Physical|IV|effects=20% chance of causing flinching|PP=10}}
|- style="background: #eef;"
|}
! width="25%" | Name
! width="25%" | Type
! width="25%" | Category
! width="25%" | Generation
|-
| {{m|Fire Spin}}
| {{t|Fire}}
| Special
| I
|-
| {{m|Whirlpool}}
| {{t|Water}}
| Special
| II
|-
| {{m|Sand Tomb}}
| {{t|Ground}}
| Physical
| III
|}
|}
<br clear="all">


==Variations of Flail==
===Variations of Jump Kick===
{| border="1" cellpadding="2" align="left" style="margin: 5px; border: 1px solid #88a; border-collapse: collapse;"
{{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}}
|- style="background: #ccf;"
{{mvar|Jump Kick|Fighting|Physical|I|PP=10}}
! colspan="4" | 15 PP, varying Power, 100% Accuracy, greater damage from less healthy user
{{mvar|Supercell Slam|Electric|Physical|IX|PP=15}}
|- style="background: #eef;"
|}
! width="25%" | Name
! width="25%" | Type
! width="25%" | Category
! width="25%" | Generation
|-
| {{m|Flail}}
| {{t|Normal}}
| Physical
| II
|-
| {{m|Reversal}}
| {{t|Fighting}}
| Physical
| II
|}
|}
<br clear="all">


==Variations of Flamethrower==
===Variations of Karate Chop===
{| border="1" cellpadding="2" align="left" style="margin: 5px; border: 1px solid #88a; border-collapse: collapse;"
{{mvar/h|25|power=50|acc=100|notes=High critical hit ratio|other=Notes}}
|- style="background: #ccf;"
{{mvar|Karate Chop|Fighting|Physical|I|other=Normal-type in Generation I}}
! colspan="5" | 15 or 10 PP, 95 power, 100% accuracy, may cause non-volatile status on target
{{mvar|Poison Tail|Poison|Physical|III|other=10% chance of poisoning the target}}
|- style="background: #eef;"
|}
! width="20%" | Name
! width="20%" | Type
! width="20%" | Category
! width="20%" | Generation
! width="20%" | PP
|-
| {{m|Flamethrower}}
| {{t|Fire}}
| Special
| I
| 15
|-
| {{m|Ice Beam}}
| {{t|Ice}}
| Special
| I
| 10
|-
| {{m|Surf}}{{tt|*|Does not cause a status ailment}}
| {{t|Water}}
| Special
| I
| 15
|-
| {{m|Thunderbolt}}
| {{t|Electric}}
| Special
| I
| 15
|}
|}
<br clear="all">


==Variations of Flash==
===Variations of Last Respects===
{| border="1" cellpadding="2" align="left" style="margin: 5px; border: 1px solid #88a; border-collapse: collapse;"
{{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}}
|- style="background: #ccf;"
{{mvar|Last Respects|Ghost|Physical|IX|effects=A Pokémon on the user's team faints|signature={{p|Houndstone}} and {{p|Basculin}} (White-Striped Form)}}
! colspan="4" | 20 or 15 PP, 100% accuracy, lowers the target's accuracy one stage
{{mvar|Rage Fist|Ghost|Physical|IX|effects=The user is hit by a damaging move|signature={{p|Primeape}} and {{p|Annihilape}}}}
|- style="background: #eef;"
|}
! width="25%" | Name
! width="25%" | Type
! width="25%" | Category
! width="25%" | Generation
|-
| {{m|Flash}}
| {{t|Normal}}
| Status
| I
|-
| {{m|SmokeScreen}}
| {{t|Normal}}
| Status
| I
|}
|}
<br clear="all">


==Variations of Foresight==
===Variations of Leaf Blade===
{| border="1" cellpadding="2" align="left" style="margin: 5px; border: 1px solid #88a; border-collapse: collapse;"
{{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}}
|- style="background: #ccf;"
{{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>}}
! colspan="4" | 40 PP, Removes a type immunity and negates target's evasiveness
{{mvar|Attack Order|Bug|Physical|IV|signature={{p|Vespiquen}}|other=&nbsp;}}
|- style="background: #eef;"
|}
! width="25%" | Name
! width="25%" | Type
! width="25%" | Category
! width="25%" | Generation
|-
| {{m|Foresight}}
| {{t|Normal}}
| Status
| II
|-
| {{m|Odor Sleuth}}
| {{t|Normal}}
| Status
| III
|-
| {{m|Miracle Eye}}
| {{t|Psychic}}
| Status
| IV
|}
|}
<br clear="all">


==Variations of Frustration==
===Variations of Low Kick===
{| border="1" cellpadding="2" align="left" style="margin: 5px; border: 1px solid #88a; border-collapse: collapse;"
{{mvar/h|20|power=varying|acc=100|notes=Greater damage on heavier target|other=Notes}}
|- style="background: #ccf;"
{{mvar|Low Kick|Fighting|Physical|I|other=50 power, 90% accuracy and 30% chance of flinching prior to Generation III}}
! colspan="4" | 20 PP, 100% accuracy, power depends on Pokémon's happiness
{{mvar|Grass Knot|Grass|Special|IV|other=&nbsp;}}
|- style="background: #eef;"
|}
! width="25%" | Name
! width="25%" | Type
! width="25%" | Category
! width="25%" | Generation
|-
| {{m|Frustration}}
| {{t|Normal}}
| Physical
| II
|-
| {{m|Return}}
| {{t|Normal}}
| Physical
| II
|}
|}
<br clear="all">


==Variations of Giga Drain==
===Variations of Lunge===
{| border="1" cellpadding="2" align="left" style="margin: 5px; border: 1px solid #88a; border-collapse: collapse;"
{{mvar/h|15|power=80|acc=100|notes=Lowers target's stat one stage|effects=Stat lowered}}
|- style="background: #ccf;"
{{mvar|Lunge|Bug|Physical|VII|effects=Attack}}
! colspan="5" | 5 or 10 PP, 60 Power, 100% accuracy, user restores health equal to half the damage inflicted on the opponent.
{{mvar|Fire Lash|Fire|Physical|VII|effects=Defense}}
|- style="background: #eef;"
{{mvar|Drum Beating|Grass|Physical|VIII|effects=Speed}}
! width="20%" | Name
{{mvar|Apple Acid|Grass|Special|VIII|effects=Special Defense}}
! width="20%" | Type
{{mvar|Grav Apple|Grass|Physical|VIII|effects=Defense}}
! width="20%" | PP
|}
! width="20%" | Category
! width="20%" | Generation
|-
| {{m|Giga Drain}}
| {{t|Grass}}
| 10{{tt|*|Formerly 5 in Generations II-III}}
| Special
| II
|-
| {{m|Drain Punch}}
| {{t|Fighting}}
| 5
| Physical
| IV
|}
|}
<br clear="all">


==Variations of Glare==
===Variations of Luster Purge===
{| border="1" cellpadding="2" align="left" style="margin: 5px; border: 1px solid #88a; border-collapse: collapse;"
These are the [[signature move]]s of the [[Eon duo]], {{p|Latios}} and {{p|Latias}}.
|- style="background: #ccf;"
{{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}}
! colspan="4" | 30 PP, 75 accuracy, paralyzes the target.
{{mvar|Luster Purge|Psychic|Special|III|effects=Special Defense|signature={{p|Latios}}}}
|- style="background: #eef;"
{{mvar|Mist Ball|Psychic|Special|III|effects=Special Attack|signature={{p|Latias}}}}
! width="25%" | Name
|}
! width="25%" | Type
! width="25%" | Category
! width="25%" | Generation
|-
| {{m|Glare}}
| {{t|Normal}}
| Status
| I
|-
| {{m|Stun Spore}}
| {{t|Grass}}
| Status
| I
|}
|}
<br clear="all">
<center><small>*Move power was 70 prior to Generation IX.</small></center>


==Variations of Heal Bell==
===Variations of Megahorn===
{| border="1" cellpadding="2" align="left" style="margin: 5px; border: 1px solid #88a; border-collapse: collapse;"
{{mvar/h|10|power=120|acc=85|notes=No additional effect|signature=Signature move of}}
|- style="background: #ccf;"
{{mvar|Megahorn|Bug|Physical|II|signature={{p|Heracross}} <sup>Gen. II</sup>}}
! colspan="4" | 5 PP, heals status problems of user's [[party]]
{{mvar|Power Whip|Grass|Physical|IV|signature=&nbsp;}}
|- style="background: #eef;"
{{mvar|Precipice Blades|Ground|Physical|VI|signature={{p|Groudon}} from Omega Ruby and Alpha Sapphire onward}}
! width="25%" | Name
|}
! width="25%" | Type
! width="25%" | Category
! width="25%" | Generation
|-
| {{m|Heal Bell}}
| {{t|Normal}}
| Status
| II
|-
| {{m|Aromatherapy}}
| {{t|Grass}}
| Status
| III
|}
|}
<br clear="all">


==Variations of Healing Wish==
===Variations of Metal Burst===
{| border="1" cellpadding="2" align="left" style="margin: 5px; border: 1px solid #88a; border-collapse: collapse;"
{{mvar/h|10|acc=100|notes=Returns 1.5 times the damage dealt by the opponent's last attack}}
|- style="background: #ccf;"
{{mvar|Metal Burst|Steel|Physical|IV}}
! colspan="4" | 10 PP; user faints, but fully heals the Pokémon taking its place
{{mvar|Comeuppance|Dark|Physical|IX}}
|- style="background: #eef;"
|}
! width="25%" | Name
! width="25%" | Type
! width="25%" | Category
! width="25%" | Generation
|-
| {{m|Healing Wish}}
| {{t|Psychic}}
| Status
| IV
|-
| {{m|Lunar Dance}}{{tt|*|Cresselia's signature move}}
| {{t|Psychic}}
| Status
| IV
|}
|}
<br clear="all">


==Variations of Hyper Beam==
===Variations of Needle Arm===
{| border="1" cellpadding="2" align="left" style="margin: 5px; border: 1px solid #88a; border-collapse: collapse;"
{{mvar/h|10 or 15|power=60|acc=100|notes=30% chance of causing a secondary effect|effects=Secondary effect|PP=PP}}
|- style="background: #ccf;"
{{mvar|Needle Arm|Grass|Physical|III|effects=Flinching|PP=15}}
! colspan="4" | 5 PP, 150 Power, 90% Accuracy, user must rest turn after use
{{mvar|Force Palm|Fighting|Physical|IV|effects=Paralysis|PP=10}}
|- style="background: #eef;"
|}
! width="25%" | Name
! width="25%" | Type
! width="25%" | Category
! width="25%" | Generation
|-
| {{m|Hyper Beam}}
| {{t|Normal}}
| Special{{tt|*|Formerly Physical in Generations I-III}}
| I
|-
| {{m|Blast Burn}}
| {{t|Fire}}
| Special
| III
|-
| {{m|Frenzy Plant}}
| {{t|Grass}}
| Special
| III
|-
| {{m|Hydro Cannon}}
| {{t|Water}}
| Special
| III
|-
| {{m|Giga Impact}}
| {{t|Normal}}
| Physical
| IV
|-
| {{m|Roar of Time}}{{tt|*|Dialga's signature move}}
| {{t|Dragon}}
| Special
| IV
|-
| {{m|Rock Wrecker}}{{tt|*|Rhyperior's signature move}}
| {{t|Rock}}
| Physical
| IV
|}
|}
<br clear="all">


==Variations of Hyper Fang==
===Variations of Octazooka===
{| border="1" cellpadding="2" align="left" style="margin: 5px; border: 1px solid #88a; border-collapse: collapse;"
{{mvar/h|10|power=65|acc=85|notes=30% chance of lowering target's accuracy by one stage}}
|- style="background: #ccf;"
{{mvar|Octazooka|Water|Special|II}}
! colspan="4" | 15 PP, 80 Power, 90% Accuracy, may make the target flinch
{{mvar|Mud Bomb|Ground|Special|IV}}
|- style="background: #eef;"
{{mvar|Mirror Shot|Steel|Special|IV}}
! width="25%" | Name
|}
! width="25%" | Type
! width="25%" | Category
! width="25%" | Generation
|-
| {{m|Hyper Fang}}
| {{t|Normal}}
| Physical
| I
|-
| {{m|Zen Headbutt}}
| {{t|Psychic}}
| Physical
| IV
|}
|}
<br clear="all">


==Variations of Icy Wind==
===Variations of Overheat===
{| border="1" cellpadding="2" align="left" style="margin: 5px; border: 1px solid #88a; border-collapse: collapse;"
{{mvar/h|5|power=130|acc=90|notes=Lowers user's Special Attack two stages}}
|- style="background: #ccf;"
{{mvar|Overheat|Fire|Special|III}}
! colspan="4" | 15 PP, 55 Power, 95% Accuracy, 100% chance of lowering Target's Speed.
{{mvar|Draco Meteor|Dragon|Special|IV}}
|- style="background: #eef;"
{{mvar|Leaf Storm|Grass|Special|IV}}
! width="25%" | Name
{{mvar|Fleur Cannon|Fairy|Special|VII}}
! width="25%" | Type
|}
! width="25%" | Category
! width="25%" | Generation
|-
| {{m|Icy Wind}}
| {{t|Ice}}
| Special
| II
|-
| {{m|Mud Shot}}
| {{t|Ground}}
| Special
| III
|}
|}
<br clear="all">
<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 Ingrain==
===Variations of Pluck===
{| border="1" cellpadding="2" align="left" style="margin: 5px; border: 1px solid #88a; border-collapse: collapse;"
{{mvar/h|20|power=60|acc=100|notes=Eats and gains the effect of the target's held Berry}}
|- style="background: #ccf;"
{{mvar|Pluck|Flying|Physical|IV}}  
! colspan="4" | 20 PP, Restores 1/6 of max HP each turn.
{{mvar|Bug Bite|Bug|Physical|IV}}  
|- style="background: #eef;"
|}  
! width="25%" | Name
! width="25%" | Type
! width="25%" | Category
! width="25%" | Generation
|-
| {{m|Ingrain}}{{tt|*|User cannot switch out}}
| {{t|Grass}}
| Status
| III
|-
| {{m|Aqua Ring}}
| {{t|Water}}
| Status
| IV
|}
|}
<br clear="all">


==Variations of Leaf Blade==
===Variations of Pound===
{| border="1" cellpadding="2" align="left" style="margin: 5px; border: 1px solid #88a; border-collapse: collapse;"
{{mvar/h|30, 35, or 40|power=40|acc=100|notes=No additional effect|PP=PP|other=notes}}
|- style="background: #ccf;"
{{mvar|Pound|Normal|Physical|I|PP=35|other=&nbsp;}}
! colspan="4" | 15 PP, 90 Power, 100% Accuracy, high critical-hit ratio
{{mvar|Scratch|Normal|Physical|I|PP=35|other=&nbsp;}}
|- style="background: #eef;"
{{mvar|Gust|Flying|Special|I||PP=35|other=Normal-Type in Gen. I}}
! width="25%" | Name
{{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}}  
! width="25%" | Type
{{mvar|Fairy Wind|Fairy|Special|VI|PP=30|other=&nbsp;}}  
! width="25%" | Category
{{mvar|Leafage|Grass|Physical|VII|PP=40|other=&nbsp;}}  
! width="25%" | Generation
{{mvar|Branch Poke|Grass|Physical|VIII|PP=40|other=&nbsp;}}  
|-
|}
| {{m|Leaf Blade}}
| {{t|Grass}}
| Physical{{tt|*|Formerly Special in Generation III}}
| III
|-
| {{m|Attack Order}}{{tt|*|One of Vespiquen's three signature moves}}
| {{t|Bug}}
| Physical
| IV
|}
|}
<br clear="all">


==Variations of Leer==
===Variations of Psybeam===
{| border="1" cellpadding="2" align="left" style="margin: 5px; border: 1px solid #88a; border-collapse: collapse;"
{{mvar/h|20|power=65|acc=100|notes=Chance of an additional effect occurring|effects=Additional effect}}
|- style="background: #ccf;"
{{mvar|Psybeam|Psychic|Special|I|effects=10% chance of inflicting confusion}}
! colspan="4" | 30 PP, lowers target's Defense by one stage
{{mvar|Bubble Beam|Water|Special|I|effects=10% chance of lowering target's Speed one stage}}
|- style="background: #eef;"
{{mvar|Aurora Beam|Ice|Special|I|effects=10% chance of lowering target's Attack one stage}}
! width="25%" | Name
{{mvar|Sludge|Poison|Special|I|effects=30% chance of inflicting poison}}
! width="25%" | Type
{{mvar|Spark|Electric|Physical|II|effects=30% chance of inflicting paralysis}}
! width="25%" | Category
|}
! width="25%" | Generation
|-
| {{m|Leer}}
| {{t|Normal}}
| Status
| I
|-
| {{m|Tail Whip}}
| {{t|Normal}}
| Status
| I
|}
|}
<br clear="all">


<!-- Maximum Power: 120 -->
===Variations of Psyblade===
==Variations of Low Kick==
{{mvar/h|15|power=80|acc=100|notes=Power is increased by 50% under a certain field condition|other=Field condition}}
{| border="1" cellpadding="2" align="left" style="margin: 5px; border: 1px solid #88a; border-collapse: collapse;"
{{mvar|Psyblade|Psychic|Physical|IX|other=Electric Terrain}}
|- style="background: #ccf;"
{{mvar|Hydro Steam|Water|Special|IX|other=Harsh sunlight}}
! colspan="4" | 20 PP, varying Power, 100% Accuracy, greater damage on heavier target
|}
|- style="background: #eef;"
! width="25%" | Name
! width="25%" | Type
! width="25%" | Category
! width="25%" | Generation
|-
| {{m|Low Kick}}
| {{t|Fighting}}
| Physical
| III{{tt|*|Introduced in generation I with 50 power and 20% chance of making the defending Pokémon flinch}}
|-
| {{m|Grass Knot}}
| {{t|Grass}}
| Special
| IV
|}
|}
<br clear="all">


==Variations of Luster Purge==
===Variations of Psychic===
{| border="1" cellpadding="2" align="left" style="margin: 5px; border: 1px solid #88a; border-collapse: collapse;"
{{mvar/h|10|power=90|acc=100|notes=Chance of lowering target's stat by one stage|effects=Affected stat}}
|- style="background: #ccf;"
{{mvar|Psychic|Psychic|Special|I|effects=10% chance of lowering the target's Special Defense}}  
! colspan="4" | 5 PP, 70 Power, 100% Accuracy, lowers target's stats
{{mvar|Bug Buzz|Bug|Special|IV|effects=10% chance of lowering the target's Special Defense}}
|- style="background: #eef;"
{{mvar|Energy Ball|Grass|Special|IV|effects=10% chance of lowering the target's Special Defense}}  
! width="25%" | Name
{{mvar|Earth Power|Ground|Special|IV|effects=10% chance of lowering the target's Special Defense}}
! width="25%" | Type
! width="25%" | Category
! width="25%" | Generation
|-
| {{m|Luster Purge}}
| {{t|Psychic}}
| Special
| III
|-
| {{m|Mist Ball}}
| {{t|Psychic}}
| Special
| III
|}
|}
<br clear="all">
==Variations of Mean Look==
{| border="1" cellpadding="2" align="left" style="margin: 5px; border: 1px solid #88a; border-collapse: collapse;"
|- style="background: #ccf;"
!colspan="4" | 5 or 10 PP; prevents foe from escaping or switching out
|- style="background: #eef;"
! width="25%" | Name
! width="25%" | Type
! width="25%" | Category
! width="25%" | Generation
|-
| {{m|Mean Look}}
| {{t|Normal}}
| Status
| II
|-
| {{m|Spider Web}}{{tt|*|The Spinarak line's signature move}}
| {{t|Bug}}
| Status
| II
|-
| {{m|Block}}
| {{t|Normal}}
| Status
| III
|}
|}
<br clear="all">


==Variations of Megahorn==
===Variations of Psyshock===
{| border="1" cellpadding="2" align="left" style="margin: 5px; border: 1px solid #88a; border-collapse: collapse;"
{{mvar/h|10|power=80|acc=100|notes=Uses alternative stats to calculate damage|effects=Effect}}
|- style="background: #ccf;"
{{mvar|Psyshock|Psychic|Special|V|effects=Uses opponent's Defense in place of Special Defense}}
! colspan="4" | 10 PP, 120 Power, 85% Accuracy
{{mvar|Body Press|Fighting|Physical|VIII|effects=Uses user's Defense in place of Attack}}
|- style="background: #eef;"
|}
! width="25%" | Name
! width="25%" | Type
! width="25%" | Category
! width="25%" | Generation
|-
| {{m|Megahorn}}
| {{t|Bug}}
| Physical
| II
|-
| {{m|Power Whip}}
| {{t|Grass}}
| Physical
| IV
|}
|}
<br clear="all">


==Variations of Mirror Move==
===Variations of Quick Attack===
{| border="1" cellpadding="2" align="left" style="margin: 5px; border: 1px solid #88a; border-collapse: collapse;"
{{mvar/h|30|power=40|acc=100|notes=+1 priority|PP=PP}}
|- style="background: #ccf;"
{{mvar|Quick Attack|Normal|Physical|I|PP=30}}
! colspan="4" | 20 PP, Copies the last move used by the foe
{{mvar|Mach Punch|Fighting|Physical|II|PP=30}}
|- style="background: #eef;"
{{mvar|Vacuum Wave|Fighting|Special|IV|PP=30}}
! width="25%" | Name
{{mvar|Bullet Punch|Steel|Physical|IV|PP=30}}
! width="25%" | Type
{{mvar|Ice Shard|Ice|Physical|IV|PP=30}}  
! width="25%" | Category
{{mvar|Shadow Sneak|Ghost|Physical|IV|PP=30}}
! width="25%" | Generation
|}
|-
| {{m|Mirror Move}}
| {{t|Flying}}
| Status
| I
|-
| {{m|Copycat}}
| {{t|Normal}}
| Status
| IV
|}
|}
<br clear="all">


==Variations of Moonlight==
===Variations of Return===
{| border="1" cellpadding="2" align="left" style="margin: 5px; border: 1px solid #88a; border-collapse: collapse;"
{{mvar/h|20|power=varying|acc=100|notes=Power depends on user's [[friendship]]|effects=Higher damage with}}
|- style="background: #ccf;"
{{mvar|Return|Normal|Physical|II|effects=High friendship}}  
! colspan="4" | 5 PP, Heals variant amount of HP, depending on the weather
{{mvar|Frustration|Normal|Physical|II|effects=Low friendship}}  
|- style="background: #eef;"
|}  
! width="25%" | Name
! width="25%" | Type
! width="25%" | Category
! width="25%" | Generation
|-
| {{m|Moonlight}}
| {{t|Normal}}
| Status
| II
|-
| {{m|Morning Sun}}
| {{t|Normal}}
| Status
| II
|-
| {{m|Synthesis}}
| {{t|Grass}}
| Status
| II
|}
|}
<br clear="all">


==Variations of Mud Sport==
===Variations of Revenge===
{| border="1" cellpadding="2" align="left" style="margin: 5px; border: 1px solid #88a; border-collapse: collapse;"
{{mvar/h|10|power=60|acc=100|notes=-4 priority, doubles in power if user was damaged}}
|- style="background: #ccf;"
{{mvar|Revenge|Fighting|Physical|III}}
! colspan="4" | 15 PP, raises resistance to a certain type of move
{{mvar|Avalanche|Ice|Physical|IV}}  
|- style="background: #eef;"
|}
! width="25%" | Name
! width="25%" | Type
! width="25%" | Category
! width="25%" | Generation
|-
| {{m|Mud Sport}}
| {{t|Ground}}
| Status
| III
|-
| {{m|Water Sport}}
| {{t|Water}}
| Status
| III
|}
|}
<br clear="all">


==Variations of Octazooka==
===Variations of Rollout===
{| border="1" cellpadding="2" align="left" style="margin: 5px; border: 1px solid #88a; border-collapse: collapse;"
{{mvar/h|20|power=30|acc=90|notes=Power doubles with each consecutive hit; also doubles if Defense Curl is used}}
|- style="background: #ccf;"
{{mvar|Rollout|Rock|Physical|II}}  
! colspan="4" | 10 PP, 65 Power, 85% Accuracy, may lower opponent's accuracy
{{mvar|Ice Ball|Ice|Physical|III}}  
|- style="background: #eef;"
|}  
! width="25%" | Name
! width="25%" | Type
! width="25%" | Category
! width="25%" | Generation
|-
| {{m|Octazooka}}{{tt|*|Octillery's signature move}}
| {{t|Water}}
| Special
| II
|-
| {{m|Mud Bomb}}
| {{t|Ground}}
| Special
| IV
|-
| {{m|Mirror Shot}}
| {{t|Steel}}
| Special
| IV
|}
|}
<br clear="all">


==Variations of Overheat==
===Variations of Sacred Fire===
{| border="1" cellpadding="2" align="left" style="margin: 5px; border: 1px solid #88a; border-collapse: collapse;"
{{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}}
|- style="background: #ccf;"
{{mvar|Sacred Fire|Fire|Physical|II|effects=Burn|signature={{p|Ho-Oh}} <sup>Prior to Gen. IV</sup>}}  
! colspan="4" | 5 PP, 140 Power, 90% Accuracy, lowers user's Special Attack sharply
{{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}}}}
|- style="background: #eef;"
|}  
! width="25%" | Name
! width="25%" | Type
! width="25%" | Category
! width="25%" | Generation
|-
| {{m|Overheat}}
| {{t|Fire}}
| Special
| III
|-
| {{m|Psycho Boost}}{{tt|*|Deoxys' signature move}}
| {{t|Psychic}}
| Special
| III
|-
| {{m|Draco Meteor}}
| {{t|Dragon}}
| Special
| IV
|-
| {{m|Leaf Storm}}
| {{t|Grass}}
| Special
| IV
|}
|}
<br clear="all">


==Variations of Petal Dance==
===Variations of Seismic Toss===
{| border="1" cellpadding="2" align="left" style="margin: 5px; border: 1px solid #88a; border-collapse: collapse;"
{{mvar/h|15 or 20|acc=100|notes=Damage equal to user's level|PP=PP}}
|- style="background: #ccf;"
{{mvar|Seismic Toss|Fighting|Physical|I|PP=20}}  
! colspan="5" | 20 or 15 PP, 90 Power, 100% Accuracy, lasts 2-3 turns, user becomes confused
{{mvar|Night Shade|Ghost|Special|I|PP=15}}
|- style="background: #eef;"
|}  
! width="20%" | Name
! width="20%" | Type
! width="20%" | PP
! width="20%" | Category
! width="20%" | Generation
|-
| {{m|Petal Dance}}{{tt|*|70 Power in Generations I-III}}
| {{t|Grass}}
| 20
| Special
| I
|-
| {{m|Thrash}}
| {{t|Normal}}
| 20
| Physical
| I
|-
| {{m|Outrage}}{{tt|*|Power changed to 120 in Generation IV}}
| {{t|Dragon}}
| 15
| Physical{{tt|*|Formerly Special in Generations II and III}}
| II
|}
|}
<br clear="all">


==Variations of Pound==
===Variations of Shadow Bone===
{| border="1" cellpadding="2" align="left" style="margin: 5px; border: 1px solid #88a; border-collapse: collapse;"
{{mvar/h|10|power=85|acc=100|notes=20% chance of lowering Defense one stage}}
|- style="background: #ccf;"
{{mvar|Shadow Bone|Ghost|Physical|VII}}
! colspan="4" | 35 PP, 40 Power, 100% Accuracy
{{mvar|Liquidation|Water|Physical|VII}}
|- style="background: #eef;"
|}
! width="25%" | Name
! width="25%" | Type
! width="25%" | Category
! width="25%" | Generation
|-
| {{m|Pound}}
| {{t|Normal}}
| Physical
| I
|-
| {{m|Scratch}}
| {{t|Normal}}
| Physical
| I
|-
| {{m|Gust}}
| {{t|Flying}}{{tt|*|Formerly Normal in Generation I}}
| Special{{tt|*|Formerly Physical in Generations I-III}}
| I
|}
|}
<br clear="all">


==Variations of Psychic==
===Variations of Skull Bash===
{| border="1" cellpadding="2" align="left" style="margin: 5px; border: 1px solid #88a; border-collapse: collapse;"
{{mvar/h|10|power=130|acc=100|notes=Needs to charge, raises stat by one stage on the first turn|effects=Stat raised}}
|- style="background: #ccf;"
{{mvar|Skull Bash|Normal|Physical|I|effects=Defense}}
! colspan="4" | 10 PP, 90 Power, 100% Accuracy, may lower opponent's Special Defense
{{mvar|Electro Shot|Electric|Special|IX|effects=Special Attack}}
|- style="background: #eef;"
|}
! width="25%" | Name
! width="25%" | Type
! width="25%" | Category
! width="25%" | Generation
|-
| {{m|Psychic}}
| {{t|Psychic}}
| Special
| I
|-
| {{m|Bug Buzz}}
| {{t|Bug}}
| Special
| IV
|-
| {{m|Earth Power}}
| {{t|Ground}}
| Special
| IV
|}
|}
<br clear="all">


==Variations of Quick Attack==
===Variations of Sky Attack===
{| border="1" cellpadding="2" align="left" style="margin: 5px; border: 1px solid #88a; border-collapse: collapse;"
These are [[signature move]]s and formerly signature moves of [[Legendary Pokémon]].
|- style="background: #ccf;"
{{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}}
! colspan="4" | 30 PP, 40 Power, 100% Accuracy, attacks first
{{mvar|Sky Attack|Flying|Physical|I|effects=Flinch|other=High critical hit ratio|signature=signature move of {{p|Moltres}} in Generation II}}  
|- style="background: #eef;"
{{mvar|Freeze Shock|Ice|Physical|V|effects=Paralysis|signature=Black {{p|Kyurem}}|other=&nbsp;}}
! width="25%" | Name
{{mvar|Ice Burn|Ice|Special|V|effects=Burn|signature=White {{p|Kyurem}}|other=&nbsp;}}
! width="25%" | Type
|}  
! width="25%" | Category
! width="25%" | Generation
|-
| {{m|Quick Attack}}
| {{t|Normal}}
| Physical
| I
|-
| {{m|Mach Punch}}
| {{t|Fighting}}
| Physical
| II
|-
| {{m|Aqua Jet}}
| {{t|Water}}
| Physical
| IV
|-
| {{m|Bullet Punch}}
| {{t|Steel}}
| Physical
| IV
|-
| {{m|Ice Shard}}
| {{t|Ice}}
| Physical
| IV
|-
| {{m|Shadow Sneak}}
| {{t|Ghost}}
| Physical
| IV
|-
| {{m|Vacuum Wave}}
| {{t|Fighting}}
| Special
| IV
|}
|}
<br clear="all">


==Variations of Rain Dance==
===Variations of Slash===
{| border="1" cellpadding="2" align="left" style="margin: 5px; border: 1px solid #88a; border-collapse: collapse;"
{{mvar/h|15 or 20|power=70|acc=100|notes=High critical hit ratio|PP=PP|other=Notes}}
|- style="background: #ccf;"
{{mvar|Slash|Normal|Physical|I|PP=20|other=&nbsp;}}
! colspan="4" | 5 or 10 PP, changes in-battle weather conditions
{{mvar|Night Slash|Dark|Physical|IV|PP=15|other=&nbsp;}}
|- style="background: #eef;"
{{mvar|Shadow Claw|Ghost|Physical|IV|PP=15|other=&nbsp;}}
! width="25%" | Name
{{mvar|Psycho Cut|Psychic|Physical|IV|PP=20|other=&nbsp;}}
! width="25%" | Type
{{mvar|Cross Poison|Poison|Physical|IV|other=10% chance of poisoning|PP=20}}
! width="25%" | Category
{{mvar|Aqua Cutter|Water|Physical|IX|PP=20|other=&nbsp;}}
! width="25%" | Generation
|}
|-
| {{m|Rain Dance}}
| {{t|Water}}
| Status
| II
|-
| {{m|Sandstorm}}
| {{t|Rock}}
| Status
| II
|-
| {{m|Sunny Day}}
| {{t|Fire}}
| Status
| II
|-
| {{m|Hail}}
| {{t|Ice}}
| Status
| III
|}
|}
<br clear="all">
<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 Razor Leaf==
===Variations of Sludge Wave===
{| border="1" cellpadding="2" align="left" style="margin: 5px; border: 1px solid #88a; border-collapse: collapse;"
{{mvar/h|15|power=95|acc=100|notes=Chance of causing a secondary effect|effects=Secondary effect}}
|- style="background: #ccf;"
{{mvar|Sludge Wave|Poison|Special|V|effects=10% chance of poisoning, hits all adjacent Pokémon}}
! colspan="4" | 25 PP, 55 Power, 95% Accuracy, high critical-hit ratio
{{mvar|Moonblast|Fairy|Special|VI|effects=30% chance of lowering target's Special Attack by one stage}}
|- style="background: #eef;"
|}
! width="25%" | Name
! width="25%" | Type
! width="25%" | Category
! width="25%" | Generation
|-
| {{m|Razor Leaf}}
| {{t|Grass}}
| Physical{{tt|*|Formerly Special in Generation I-III}}
| I
|-
| {{m|Air Cutter}}
| {{t|Flying}}
| Special{{tt|*|Formerly Physical in Generation III}}
| III
|}
|}
<br clear="all">


==Variations of Recover==
===Variations of Springtide Storm===
{| border="1" cellpadding="2" align="left" style="margin: 5px; border: 1px solid #88a; border-collapse: collapse;"
These are the [[signature moves]] of the [[forces of nature]].
|- style="background: #ccf;"
{{mvar/h|10|power=100|acc=80|notes=30% chance of causing a secondary effect|effects=Secondary effect|signature=Signature move of}}
! colspan="4" | 10 PP, Heals Half Max. HP.
{{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}}}}
|- style="background: #eef;"
{{mvar|Bleakwind Storm|Flying|Special|VIII|effects=Frostbite|signature={{p|Tornadus}}}}
! width="25%" | Name
{{mvar|Wildbolt Storm|Electric|Special|VIII|effects=Paralysis|signature={{p|Thundurus}}}}
! width="25%" | Type
{{mvar|Sandsear Storm|Ground|Special|VIII|effects=Burn|signature={{p|Landorus}}}}
! width="25%" | Category
|}
! width="25%" | Generation
|-
| {{m|Recover}}{{tt|*|20 PP in Gen I-III}}
| {{t|Normal}}
| Status
| I
|-
| {{m|Softboiled}}{{tt|*|The Chansey line's signature move}}
| {{t|Normal}}
| Status
| I
|-
| {{m|Milk Drink}}{{tt|*|Miltank's signature move}}
| {{t|Normal}}
| Status
| II
|-
| {{m|Slack Off}}
| {{t|Normal}}
| Status
| III
|-
| {{m|Heal Order}}{{tt|*|One of Vespiquen's three signature moves}}
| {{t|Bug}}
| Status
| IV
|-
| {{m|Roost}}{{tt|*|Removes user's Flying type until the end of that turn}}
| {{t|Flying}}
| Status
| IV
|}
|}
<br clear="all">
<center><small>Move PP is 5, and move power is 95, in Legends: Arcues</small></center>


==Variations of Revenge==
===Variations of Steel Beam===
{| border="1" cellpadding="2" align="left" style="margin: 5px; border: 1px solid #88a; border-collapse: collapse;"
{{mvar/h|5|power=140|acc=95|notes=User takes recoil damage equal to 1/2 its max HP}}
|- style="background: #ccf;"
{{mvar|Steel Beam|Steel|Special|VIII}}
! colspan="4" | 10 PP, 60 Power, 100% Accuracy, negative priority; power doubles if user takes damage
{{mvar|Chloroblast|Grass|Special|VIII}}
|- style="background: #eef;"
! width="25%" | Name
! width="25%" | Type
! width="25%" | Category
! width="25%" | Generation
|-
| {{m|Revenge}}{{tt|*|Formerly normal priority move in Generation III}}
| {{t|Fighting}}
| Physical
| III
|-
| {{m|Avalanche}}
| {{t|Ice}}
| Physical
| IV
|}
|}
<br clear="all">
|}
<center><small>*Move power is 120 in Legends: Arceus</small></center>


==Variations of Roar==
===Variations of Stomp===
{| border="1" cellpadding="2" align="left" style="margin: 5px; border: 1px solid #88a; border-collapse: collapse;"
{{mvar/h|20|power=65|acc=100|notes=30% chance of {{status|flinch|flinching}}, doubles in power if target has used {{m|Minimize}}}}
|- style="background: #ccf;"
{{mvar|Stomp|Normal|Physical|I}}  
! colspan="4" | 20 PP, 100% Accuracy, goes last and switches target for another party member
{{mvar|Steamroller|Bug|Physical|V}}  
|- style="background: #eef;"
|}
! width="25%" | Name
! width="25%" | Type
! width="25%" | Category
! width="25%" | Generation
|-
| {{m|Roar}}{{tt|*|No effect on targets with Suction Cups, Soundproof, or have used Ingrain}}
| {{t|Normal}}
| Status
| I
|-
| {{m|Whirlwind}}{{tt|*|No effect on targets with Suction Cups, or have used Ingrain}}
| {{t|Normal}}
| Status
| I
|}
|}
<br clear="all">


==Variations of Rollout==
===Variations of Stomping Tantrum===
{| border="1" cellpadding="2" align="left" style="margin: 5px; border: 1px solid #88a; border-collapse: collapse;"
{{mvar/h|10 or 5|power=75|acc=100|notes=Doubles in power after a certain effect occurs|effects=Condition|PP=PP}}
|- style="background: #ccf;"
{{mvar|Stomping Tantrum|Ground|Physical|VII|effects=If the user's previous move missed or failed, but was not protected from|PP=10}}  
! colspan="4" | 20 PP, 30 Power, 90% Accuracy, damage doubles each turn it hits
{{mvar|Lash Out|Dark|Physical|VIII|effects=If the user's stats were lowered|PP=5}}  
|- style="background: #eef;"
{{mvar|Temper Flare|Fire|Physical|IX|effects=If the user's previous move missed or failed, but was not protected from|PP=10}}
! width="25%" | Name
|}
! width="25%" | Type
! width="25%" | Category
! width="25%" | Generation
|-
| {{m|Rollout}}
| {{t|Rock}}
| Physical
| II
|-
| {{m|Ice Ball}} {{tt|*|The Spheal line's signature move}}
| {{t|Ice}}
| Physical{{tt|*|Formerly Special in Generation III}}
| III
|}
|}
<br clear="all">


==Variations of Screech==
===Variations of Stone Axe===
{| border="1" cellpadding="2" align="left" style="margin: 5px; border: 1px solid #88a; border-collapse: collapse;"
These are the [[signature moves]] of Hisuian Pokémon.
|- style="background: #ccf;"
{{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}}}}
! colspan="5" | 40 PP, 85% accuracy, lowers one of the target's stats by two stages, is a sound move
{{mvar|Stone Axe|Rock|Physical|VIII|signature={{p|Kleavor}}|effects={{m|Stealth Rock}}}}
|- style="background: #eef;"
{{mvar|Ceaseless Edge|Dark|Physical|VIII|signature=Hisuian {{p|Samurott}}|effects=One use of {{m|spikes}}}}
! width="20%" | Name
|}
! width="20%" | Type
|}
! width="20%" | Category
 
! width="20%" | Generation
===Variations of Stored Power===
! width="20%" | Stat Lowered
{{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}}
| {{m|Screech}}
{{mvar|Power Trip|Dark|Physical|VII}}
| {{t|Normal}}
|}
| Status
|}
| I
 
| Defense
===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}}
| {{m|Metal Sound}}
{{mvar|Sucker Punch|Dark|Physical|IV}}
| {{t|Steel}}
{{mvar|Thunderclap|Electric|Special|IX}}
| Status
|}
| III
|}
| Special Defense
 
===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===
{{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|effects=Attack, 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===
{{mvar/h|20|power=60|acc=&mdash;|notes=Never misses}}
{{mvar|Swift|Normal|Special|I}}
{{mvar|Feint Attack|Dark|Physical|II}}
{{mvar|Shadow Punch|Ghost|Physical|III}}
{{mvar|Aerial Ace|Flying|Physical|III}}
{{mvar|Magical Leaf|Grass|Special|III}}  
{{mvar|Shock Wave|Electric|Special|III}}
{{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}}}}
|}
|}
|}
<br clear="all">


==Variations of Shadow Ball==
===Variations of Thief===
{| border="1" cellpadding="2" align="left" style="margin: 5px; border: 1px solid #88a; border-collapse: collapse;"
{{mvar/h|25|power=60|acc=100|other=PP before Gen VI.|notes=Steals the target's held item}}
|- style="background: #ccf;"
{{mvar|Thief|Dark|Physical|II|other=10}}
! colspan="5" | 10 or 15 PP, 80 Power, 100% Accuracy, may lower opponent's Special Defense
{{mvar|Covet|Normal|Physical|III|other=40}}
|- style="background: #eef;"
|}
! width="20%" | Name
! width="20%" | Type
! width="20%" | PP
! width="20%" | Category
! width="20%" | Generation
|-
| {{m|Shadow Ball}}
| {{t|Ghost}}
| 15
| Special{{tt|*|Formerly Physical in Generations II and III}}
| II
|-
| {{m|Crunch}}{{tt|*|Lowers Defense stat in Generation IV}}
| {{t|Dark}}
| 15
| Physical{{tt|*|Formerly Special in Generations II and III}}
| II
|-
| {{m|Energy Ball}}
| {{t|Grass}}
| 10
| Special
| IV
|-
| {{m|Flash Cannon}}
| {{t|Steel}}
| 10
| Special
| IV
|}
|}
<br clear="all">
<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 Sing==
===Variations of Thrash===
{| border="1" cellpadding="2" align="left" style="margin: 5px; border: 1px solid #88a; border-collapse: collapse;"
{{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}}}}
|- style="background: #ccf;"
{{mvar|Thrash|Normal|Physical|I|other=<sup>20 PP prior to Generation V</sup>}}
! colspan="5" | 15 PP, 55% accuracy, puts the opponent to sleep, is a sound move
{{mvar|Petal Dance|Grass|Special|I|other=<sup>70 power prior to Gen III and 20 PP prior to Generation V</sup>}}
|- style="background: #eef;"
{{mvar|Outrage|Dragon|Physical|II|other=<sup>15 PP Gen I-V</sup>}}
! width="20%" | Name
{{mvar|Raging Fury|Fire|Physical|VIII|other=&nbsp;}}
! width="20%" | Type
|}
! width="20%" | Category
! width="20%" | Generation
|-
| {{m|Sing}}
| {{t|Normal}}
| Status
| I
|-
| {{m|GrassWhistle}}
| {{t|Grass}}
| Status
| III
|}
|}
<br clear="all">
<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 Slash==
===Variations of U-turn===
{| border="1" cellpadding="2" align="left" style="margin: 5px; border: 1px solid #88a; border-collapse: collapse;"
{{mvar/h|20|power=70|acc=100|notes=User switches after dealing damage}}
|- style="background: #ccf;"
{{mvar|U-turn|Bug|Physical|IV}}  
! colspan="5" | 20 or 15 PP, 70 Power, 100% Accuracy, high critical-hit ratio
{{mvar|Volt Switch|Electric|Special|V}}  
|- style="background: #eef;"
|}  
! width="20%" | Name
! width="20%" | Type
! width="20%" | PP
! width="20%" | Category
! width="20%" | Generation
|-
| {{m|Slash}}
| {{t|Normal}}
| 20
| Physical
| I
|-
| {{m|Psycho Cut}}
| {{t|Psychic}}
| 20
| Physical
| IV
|-
| {{m|Night Slash}}
| {{t|Dark}}
| 15
| Physical
| IV
|-
| {{m|Shadow Claw}}
| {{t|Ghost}}
| 15
| Physical
| IV
|-
| {{m|Cross Poison}}{{tt|*|May also poison target}}
| {{t|Poison}}
| 20
| Physical
| IV
|}
|}
<br clear="all">


==Variations of Sleep Powder==
===Variations of Waterfall===
{| border="1" cellpadding="2" align="left" style="margin: 5px; border: 1px solid #88a; border-collapse: collapse;"
{{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}}
|- style="background: #ccf;"
{{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}}
! colspan="4" | 15 PP, 75 accuracy, causes non-volatile status on target
{{mvar|Extrasensory|Psychic|Special|III|effects=10% chance of flinching|PP=20|other=30PP prior to Generation VI}}
|- style="background: #eef;"
{{mvar|Poison Jab|Poison|Physical|IV|effects=30% chance of poisoning|PP=20||other=&nbsp;}}
! width="25%" | Name
{{mvar|Dark Pulse|Dark|Special|IV|effects=20% chance of flinching|PP=15|other=&nbsp;}}
! width="25%" | Type
{{mvar|Iron Head|Steel|Physical|IV|effects=30% chance of flinching|PP=15|other=&nbsp;}}
! width="25%" | Category
{{mvar|Scald|Water|Special|V|effects=30% chance of burning|PP=15|other=&nbsp;}}
! width="25%" | Generation
{{mvar|Zing Zap|Electric|Physical|VII|effects=30% chance of flinching|PP=10|other=&nbsp;}}
|-
|}
| {{m|Sleep Powder}}
| {{t|Grass}}
| Status
| I
|-
| {{m|Will-O-Wisp}}
| {{t|Fire}}
| Status
| III
|}
|}
<br clear="all">


==Variations of Sludge Bomb==
===Variations of Weather Ball===
{| border="1" cellpadding="2" align="left" style="margin: 5px; border: 1px solid #88a; border-collapse: collapse;"
{{mvar/h|10|power=50|acc=100|notes=Power doubles under a field condition|effects=Field condition}}
|- style="background: #ccf;"
{{mvar|Weather Ball|Normal|Physical|III|effects=Any type of weather, except strong winds}}
! colspan="4" | 10 PP, 90 power, 100% accuracy
{{mvar|Terrain Pulse|Normal|Physical|VIII|effects=Any type of terrain}}
|- style="background: #eef;"
|}  
! width="25%" | Name
! width="25%" | Type
! width="25%" | Category
! width="25%" | Generation
|-
| {{m|Sludge Bomb}}{{tt|*|May also poison}}
| {{t|Poison}}
| Special{{tt|*|Formerly Physical in Generations II and III}}
| II
|-
| {{m|Hyper Voice}}{{tt|*|Hits both opponents in double battles}}
| {{t|Normal}}
| Special{{tt|*|Formerly Physical in Generation III}}
| III
|-
| {{m|Dragon Pulse}}
| {{t|Dragon}}
| Special
| IV
|}
|}
<br clear="all">


==Variations of SmellingSalt==
===Variations of Wring Out===
{| border="1" cellpadding="2" align="left" style="margin: 5px; border: 1px solid #88a; border-collapse: collapse;"
{{mvar/h|5 or 10|power=Varying|acc=100|notes=Does more damage if the target's current HP is high|PP=PP}}
|- style="background: #ccf;"
{{mvar|Wring Out|Normal|Special|IV|PP=5}}  
! colspan="5" | 10 PP, 60 Power, 100% Accuracy, double damage on target with non-volatile status, cures non-volatile status on target
{{mvar|Crush Grip|Normal|Physical|IV|PP=5}}  
|- style="background: #eef;"
{{mvar|Hard Press|Steel|Physical|IX|PP=10}}
! width="20%" | Name
|}  
! width="20%" | Type
! width="20%" | Category
! width="20%" | Generation
! width="20%" | Ailment
|-
| {{m|SmellingSalt}}
| {{t|Normal}}
| Physical
| III
| {{status|Paralysis}}
|-
| {{m|Wake-Up Slap}}
| {{t|Fighting}}
| Physical
| IV
| {{status|Sleep}}
|}
|}
<br clear="all">


==Variations of Spikes==
==List of status move variations==
{| border="1" cellpadding="2" align="left" style="margin: 5px; border: 1px solid #88a; border-collapse: collapse;"
===Terrain moves===
|- style="background: #ccf;"
{{mvar/h|10|notes=Causes a special effect for all grounded Pokémon for 5 turns|effects=Effect}}
! colspan="4" | 20 PP, sets up an entry hazard on the opponent's side of the battle field
{{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}}
|- style="background: #eef;"
{{mvar|Misty Terrain|Fairy|Status|VI|effects=Powers down Dragon moves, prevents status conditions and confusion<sup>Gen. VIII</sup>}}
! width="25%" | Name
{{mvar|Electric Terrain|Electric|Status|VI|effects=Powers up Electric moves, prevents sleep}}
! width="25%" | Type
{{mvar|Psychic Terrain|Psychic|Status|VII|effects=Powers up Psychic moves, prevents the use of priority moves}}
! width="25%" | Category
|}
! width="25%" | Generation
|-
| {{m|Spikes}}
| {{t|Ground}}
| Status
| II
|-
| {{m|Stealth Rock}}
| {{t|Rock}}
| Status
| IV
|-
| {{m|Toxic Spikes}}
| {{t|Poison}}
| Status
| IV
|}
|}
<br clear="all">


==Variations of Strength==
===Weather moves===
{| border="1" cellpadding="2" align="left" style="margin: 5px; border: 1px solid #88a; border-collapse: collapse;"
{{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}}
|- style="background: #ccf;"
{{mvar|Sandstorm|Rock|Status|II|effects=Sandstorm|PP=10}}
! colspan="4" | 15 PP, 80 Power, 100% accuracy, no added effect
{{mvar|Rain Dance|Water|Status|II|effects=Rain|PP=5}}
|- style="background: #eef;"
{{mvar|Sunny Day|Fire|Status|II|effects=Harsh sunlight|PP=5}}
! width="25%" | Name
{{mvar|Hail|Ice|Status|III|effects=Hail|PP=10}}
! width="25%" | Type
{{mvar|Snowscape|Ice|Status|IX|effects=Snow|PP=10}}
! width="25%" | Category
|}
! width="25%" | Generation
|-
| {{m|Strength}}
| {{t|Normal}}
| Physical
| I
|-
| {{m|Dragon Claw}}
| {{t|Dragon}}
| Physical{{tt|*|Formerly Special in Generation III}}
| III
|-
| {{m|Seed Bomb}}
| {{t|Grass}}
| Physical
| IV
|-
| {{m|X-Scissor}}
| {{t|Bug}}
| Physical
| IV
|}
|}
<br clear="all">


==Variations of Superpower==
===Variations of After You===
{| border="1" cellpadding="2" align="left" style="margin: 5px; border: 1px solid #88a; border-collapse: collapse;"
{{mvar/h|15|notes=Changes move order of the target|effects=Change}}
|- style="background: #ccf;"
{{mvar|After You|Normal|Status|V|effects=Target moves next}}
! colspan="5" | 5 PP, 120 Power, 100% Accuracy, lowers user's stats
{{mvar|Quash|Dark|Status|V|effects=Target moves last}}
|- style="background: #eef;"
|}
! width="20%" | Name
! width="20%" | Type
! width="20%" | Category
! width="20%" | Generation
! width="20%" | Stats Lowered
|-
| {{m|Superpower}}
| {{t|Fighting}}
| Physical
| III
| Def and Atk
|-
| {{m|Close Combat}}
| {{t|Fighting}}
| Physical
| IV
| Def and Sp. Def
|}
|}
<br clear="all">


==Variations of Swift==
===Variations of Camouflage===
{| border="1" cellpadding="2" align="left" style="margin: 5px; border: 1px solid #88a; border-collapse: collapse;"
{{mvar/h|15 or 20|notes=Changes user's type|PP=PP|effects=Changes to}}
|- style="background: #ccf;"
{{mvar|Camouflage|Normal|Status|III|PP=20|effects=Varies with the terrain}}
! colspan="4" | 20 PP, 60 Power, bypasses accuracy check
{{mvar|Reflect Type|Normal|Status|V|PP=15|effects=Same as opponent's type}}
|- style="background: #eef;"
|}
! width="25%" | Name
! width="25%" | Type
! width="25%" | Category
! width="25%" | Generation
|-
| {{m|Swift}}
| {{t|Normal}}
| Special{{tt|*|Formerly Physical in Generation I-III}}
| I
|-
| {{m|Faint Attack}}
| {{t|Dark}}
| Physical
| II
|-
| {{m|Aerial Ace}}
| {{t|Flying}}
| Physical
| III
|-
| {{m|Magical Leaf}}
| {{t|Grass}}
| Special
| III
|-
| {{m|Shadow Punch}}
| {{t|Ghost}}
| Physical
| III
|-
| {{m|Shock Wave}}
| {{t|Electric}}
| Special
| III
|-
| {{m|Magnet Bomb}}
| {{t|Steel}}
| Physical
| IV
|}
|}
<br clear="all">


==Variations of Trick==
===Variations of Charm===
{| border="1" cellpadding="2" align="left" style="margin: 5px; border: 1px solid #88a; border-collapse: collapse;"
{{mvar/h|15 or 20|acc=100|notes=Lowers target's stat by two stages|effects=Stats affected|PP=PP|other=Notes}}
|- style="background: #ccf;"
{{mvar|Charm|Fairy|Status|II|effects=Attack|PP=20|other=<sup>Normal-type from Gen I-VI</sup>}}
! colspan="4" | 10 PP, --- Power, ---% accuracy, Switches user's held item with foe's held item
{{mvar|Feather Dance|Flying|Status|III|effects=Attack|PP=15|other=&nbsp;}}
|- style="background: #eef;"
{{mvar|Fake Tears|Dark|Status|III|effects=Special Defense|PP=20|other=&nbsp;}}
! width="25%" | Name
{{mvar|Captivate|Normal|Status|IV|effects=Special Attack|PP=20|other=Only affects targets of opposite gender}}
! width="25%" | Type
{{mvar|Eerie Impulse|Electric|Status|VI|effects=Special Attack|PP=15|other=&nbsp;}}
! width="25%" | Category
|}
! width="25%" | Generation
|-
| {{m|Trick}}
| {{t|Psychic}}
| Status
| III
|-
| {{m|Switcheroo}}
| {{t|Dark}}
| Status
| IV
|}
|}
<br clear="all">


==Variations of Waterfall==
===Variations of Confide===
{| border="1" cellpadding="2" align="left" style="margin: 5px; border: 1px solid #88a; border-collapse: collapse;"
{{mvar/h|20|notes=Lowers target's stat by one stage, unaffected by protecting moves|effects=Stat affected|other=Notes}}
|- style="background: #ccf;"
{{mvar|Confide|Normal|Status|VI|effects=Special Attack|other=Sound-based move}}
! colspan="5" | 15 or 30 PP, 80 Power, 100% Accuracy, may make the target flinch
{{mvar|Play Nice|Normal|Status|VI|effects=Attack|other=&nbsp;}}
|- style="background: #eef;"
|}
! width="20%" | Name
! width="20%" | Type
! width="20%" | PP
! width="20%" | Category
! width="20%" | Generation
|-
| {{m|Waterfall}}
| {{t|Water}}
| 15
| Physical{{tt|*|Formerly Special in Generation I-III}}
| I
|-
| {{m|Extrasensory}}
| {{t|Psychic}}
| 30
| Special
| III
|-
| {{m|Dark Pulse}}
| {{t|Dark}}
| 15
| Special
| IV
|-
| {{m|Iron Head}}
| {{t|Steel}}
| 15
| Physical
| IV
|}
|}
<br clear="all">


[[Category:Moves]]
===Variations of Conversion===
[[Category:Game mechanics]]
These are [[signature move]]s of {{p|Porygon}}'s evolutionary line.
{{mvar/h|30|notes=Changes user's type|effects=Type change}}
{{mvar|Conversion|Normal|Status|I|effects=One of the user's moves}}
{{mvar|Conversion 2|Normal|Status|II|effects=Type that resists opponent's last move}}
|}
|}
 
===Variations of Destiny Bond===
{{mvar/h|5|notes=Requires user to faint|effects=Effect}}
{{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|effects=Brings PP of move that knocked the user out to 0}}
|}
|}
 
===Variations of Disable===
{{mvar/h|15 or 20|acc=100|notes=Disables the opponent's moves or items|effects=Disables|PP=PP}}
{{mvar|Disable|Normal|Status|I|effects=The affected move|PP=20}}
{{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 Follow Me===
{{mvar/h|20|notes=+2 priority, forces all opponents to target the user}}
{{mvar|Follow Me|Normal|Status|III}}
{{mvar|Rage Powder|Bug|Status|V}}
|}
|}
<center><small>*+3 priority prior to Generation VI</small></center>
 
===Variations of Foresight===
{{mvar/h|40|acc=100|notes=Removes a type immunity and negates target's evasiveness|effects=Removed immunity}}
{{mvar|Foresight|Normal|Status|II|effects=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|effects=Dark types are affected by Psychic moves}}
|}
|}
 
===Variations of Guard Split===
{{mvar/h|10|notes=Averages the target's stats with the user|effects=Affected stats}}
{{mvar|Guard Split|Psychic|Status|V|effects=Defense and Special Defense}}
{{mvar|Power Split|Psychic|Status|V|effects=Attack and Special Attack}}
|}
|}
 
===Variations of Harden===
{{mvar/h|30|notes=Raises a stat by one stage|effects=Stat affected}}
{{mvar|Harden|Normal|Status|I|effects=Defense}}
{{mvar|Sharpen|Normal|Status|I|effects=Attack}}
|}
|}
 
===Variations of Heal Bell===
{{mvar/h|5|notes=Cures user's party of [[status condition]]s}}
{{mvar|Heal Bell|Normal|Status|II}}
{{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===
{{mvar/h|20|notes=Heals user by 1/16 of its maximum HP each turn|other=Notes}}
{{mvar|Ingrain|Grass|Status|III|other=Prevents the user from switching}}
{{mvar|Aqua Ring|Water|Status|IV|other=&nbsp;}}
|}
|}
 
===Variations of Jungle Healing===
{{mvar/h|5 or 10|notes=Heals user and allies by 1/4 of their maximum HP and removes any non-volatile [[status condition]]s they may have}}
{{mvar|Jungle Healing|Grass|Status|VIII}}
{{mvar|Lunar Blessing|Psychic|Status|VIII}}
|}
|}
 
===Variations of Magnetic Flux===
{{mvar/h|20|notes=Raises the stats of allied Pokémon with Plus or Minus|effects=Boosted stats}}
{{mvar|Magnetic Flux|Electric|Status|VI|effects=Defense and Special Defense}}
{{mvar|Gear Up|Steel|Status|VII|effects=Attack and Special Attack}}
|}
|}
 
===Variations of Meditate===
{{mvar/h|40|notes=Raises a stat by one stage|effects=Stat affected|other=Notes}}
{{mvar|Meditate|Psychic|Status|I|effects=Attack|other=&nbsp;}}
{{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 Memento===
{{mvar/h|10|notes=Causes the user to faint without damaging the foe|effects=Effect}}
{{mvar|Memento|Dark|Status|III|effects=Lowers the target's Attack and Sp. Attack by two stages}}
{{mvar|Healing Wish|Psychic|Status|IV|effects=The next Pokémon sent out will have HP and status fully healed}}
{{mvar|Lunar Dance|Psychic|Status|IV|effects=The next Pokémon sent out will have HP, PP and status fully healed}}
|}
|}
 
===Variations of Mind Reader===
{{mvar/h|5|notes=Ensures user's next move will hit}}
{{mvar|Mind Reader|Normal|Status|II}}
{{mvar|Lock-On|Normal|Status|II}}
|}
|}
 
===Variations of Mist===
{{mvar/h|25 or 30|notes=Protects the user's party for 5 turns|effects=Protects from|PP=PP}}
{{mvar|Mist|Ice|Status|I|effects=Stat drops|PP=30|notes=Fades upon switching prior to Generation III}}
{{mvar|Safeguard|Normal|Status|II|effects=[[Status condition]]s|PP=25}}
{{mvar|Lucky Chant|Normal|Status|IV|effects=Critical hits|PP=30}}
|}
|}
 
===Variations of Morning Sun===
{{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|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|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|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===
{{mvar/h|15|notes=Halves damage taken from a certain type|effects=Affected type}}
{{mvar|Mud Sport|Ground|Status|III|effects=Electric}}
{{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 Poison Powder===
{{mvar/h|35 or 30|acc=75|notes=Inflicts a [[status condition]]|effects=Status condition|PP=PP}}
{{mvar|Poison Powder|Poison|Status|I|effects=Poison|PP=35}}
{{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>
 
===Variations of Protect===
{{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|Protect|Normal|Status|II|PP=10|effects=None|signature=&nbsp;|other=Yes}}
{{mvar|Detect|Fighting|Status|II|PP=5|effects=None|signature=&nbsp;|other=Yes}}
{{mvar|King's Shield|Steel|Status|VI|PP=10|signature={{p|Aegislash}}|effects=Lowers Attack by 2<sup>{{gen|VI}}–{{gen|VII}}</sup>/1<sup>{{gen|VIII}}+</sup> stage(s)|other=No}}
{{mvar|Spiky Shield|Grass|Status|VI|PP=10|effects=Damage taken 1/8 of max HP|signature={{p|Chesnaught}} <sup>Pokémon X and Y</sup>|other=Yes}}
{{mvar|Baneful Bunker|Poison|Status|VII|PP=10|effects=Poisons on contact|signature={{p|Toxapex}}|other=Yes}}
{{mvar|Obstruct|Dark|Status|VIII|PP=10|signature={{p|Obstagoon}}|effects=Lowers Defense by 2 stages|other=No}}
{{mvar|Silk Trap|Bug|Status|IX|PP=10|signature={{p|Spidops}}|effects=Lowers Speed by 1 stage|other=No}}
{{mvar|Burning Bulwark|Fire|Status|IX|PP=10|effects=Burns on contact|signature={{p|Gouging Fire}}|other=Yes}}
|}
|}
 
<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>
 
===Variations of Quiver Dance===
{{mvar/h|20|notes=Raises three of user's stats by one stage|effects=Affected stats}}
{{mvar|Quiver Dance|Bug|Status|V|effects=Special Attack, Special Defense, Speed}}
{{mvar|Coil|Poison|Status|V|effects=Attack, Defense, Accuracy}}
|}
|}
 
===Variations of Recover===
{{mvar/h|5 (or 10 for Heal Order)|notes=Heals user by half max HP|other=Notes}}
{{mvar|Recover|Normal|Status|I|other=20 PP prior to Generation IV}}
{{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 Sand Attack===
{{mvar/h|15 or 20|acc=100|notes=Decreases accuracy by one stage|PP=PP|other=Notes}}
{{mvar|Sand Attack|Ground|Status|I|other=Normal-type in Generation I|PP=15}}
{{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===
{{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|effects=Defense}}
{{mvar|Metal Sound|Steel|Status|III|effects=Special Defense}}
|}
|}
<center><small>*{{m|Cotton Spore}} formerly had 85% accuracy, but was changed to 100% in Generation V and is therefore no longer included.</small></center>
 
===Variations of Sing===
{{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|effects=Sleep|PP=15}}
{{mvar|Supersonic|Normal|Status|I|effects=Confusion|PP=20}}
{{mvar|Grass Whistle|Grass|Status|III|effects=Sleep|PP=15}}
|}
|}
 
===Variations of Skill Swap===
{{mvar/h|10|notes=Switches the user's condition with the target|effects=Switched}}
{{mvar|Skill Swap|Psychic|Status|III|effects=Abilities}}
{{mvar|Power Swap|Psychic|Status|IV|effects=Changes to Attack and Special Attack}}
{{mvar|Guard Swap|Psychic|Status|IV|effects=Changes to Defense and Special Defense}}
{{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===
{{mvar/h|20|notes=Lays down [[entry hazards]]|effects=Effect|signature=Signature move of}}
{{mvar|Spikes|Ground|Status|II|effects=Inflicts damage when grounded opponent switches in|signature={{p|Pineco}} and {{p|Forretress}}<sup>Gen. II</sup>}}
{{mvar|Toxic Spikes|Poison|Status|IV|effects=Inflicts poison when grounded opponent switches in, removed by grounded {{type|Poison}} Pokémon|signature=&nbsp;}}
{{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 Stockpile===
{{mvar/h|15 or 20|notes=Increases two of the user's stats by one stage|effects=Stats affected|PP=PP|other=Notes}}
{{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|Cosmic Power|Psychic|Status|III|effects=Defense, Special Defense|PP=20|other=&nbsp;}}
{{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 Swords Dance===
{{mvar/h|15 or 20|notes=Increases user's stat by two stages|effects=Stat affected|PP=PP|other=Notes}}
{{mvar|Swords Dance|Normal|Status|I|effects=Attack|PP=20|other=30 prior to Generation VI}}
{{mvar|Barrier|Psychic|Status|I|effects=Defense|PP=20|other=30 PP prior to Generation IV}}
{{mvar|Amnesia|Psychic|Status|I|effects=Special Defense|other=Raises Special by two stages in Generation I|PP=20}}
{{mvar|Acid Armor|Poison|Status|I|effects=Defense|PP=20|other=40 PP prior to Generation IV}}
{{mvar|Iron Defense|Steel|Status|III|effects=Defense|PP=15|other=&nbsp;}}
{{mvar|Rock Polish|Rock|Status|IV|effects=Speed|PP=20|other=&nbsp;}}
{{mvar|Nasty Plot|Dark|Status|IV|effects=Special Attack|PP=20|other=&nbsp;}}
{{mvar|Autotomize|Steel|Status|V|effects=Speed|other=Reduces the user's weight|PP=15}}
|}
|}
<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===
{{mvar/h|10|acc=100|notes=Switches [[held items]] with target}}
{{mvar|Trick|Psychic|Status|III}}
{{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===
{{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|effects=Slower Pokémon move first|PP=5|other=0}}
{{mvar|Wonder Room|Psychic|Status|V|effects=Switches Defense and Special Defense|other=0 <sup>-7 priority Gen I-VI</sup>|PP=10}}
{{mvar|Magic Room|Psychic|Status|V|effects=Disables held items|other=0 <sup>-7 priority Gen I-VI</sup>|PP=10}}
|}
|}
 
===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===
These are the [[signature move|signature]] [[Shadow move]]s of the [[legendary birds]] in {{Pokémon XD}}.
{{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 Bolt|Shadow|Special|III|effects=Paralysis|signature=Shadow {{p|Zapdos}}}}
{{mvar|Shadow Chill|Shadow|Special|III|effects=Freeze|signature=Shadow {{p|Articuno}}}}
{{mvar|Shadow Fire|Shadow|Special|III|effects=Burn|signature=Shadow {{p|Moltres}}}}
|}
|}
 
==See also==
* [[Ability variations]]
 
{{-}}
{{Project Moves and Abilities notice}}
 
[[Category:Lists of moves]]
 
[[de:Attacken-Variationen]]
[[it:Varianti mossa]]

Latest revision as of 13:45, 17 September 2024

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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.