Move variations: Difference between revisions

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Revision as of 04:34, 6 July 2007

Move variations are moves that are identical to each other in terms of damage, PP, and accuracy, but have different Elemental types. Below are the various move archetypes and the moves that fall into their categories.

"Move archetypes" are listed by base damage. Within each archetype table, moves are listed by generation first, to show the original basis of the move, and then listed alphabetically.

Variations of Bullet Seed

30 PP, 10 Power, 100% Accuracy, multiple hits
Name Type Category Generation
Bullet Seed Grass Physical III
Icicle Spear Ice Physical III


Variations of Barrage

20 PP, 15 Power, 85% Accuracy, multiple hits
Name Type Category Generation
Barrage Normal Physical I
DoubleSlap Normal Physical I
Fury Attack Normal Physical I
Arm Thrust Fighting Physical III


Variations of Fire Spin

20 PP, 15 Power, 70% Accuracy, traps
Name Type Category Generation
Fire Spin Fire Special I
Whirlpool Water Special II
Sand Tomb Ground Physical III


Variations of Bone Rush

10 PP, 25 Power, 80% Accuracy, multiple hits
Name Type Category Generation
Bone Rush Ground Physical II
Rock Blast Rock Physical III


Variations of Rollout

20 PP, 30 Power, 90% Accuracy, damage doubles each turn it hits
Name Type Category Generation
Rollout Rock Physical II
Ice Ball Ice Special*/Physical* III


Variations of Pound

35 PP, 40 Power, 100% Accuracy
Name Type Category Generation
Pound Normal Physical I
Scratch Normal Physical I


Variations of Quick Attack

30 PP, 40 Power, 100% Accuracy, attacks first
Name Type Category Generation
Quick Attack Normal Physical I
Mach Punch Fighting Physical II
Aqua Jet Water Physical IV
Bullet Punch Steel Physical IV
Ice Shard Ice Physical IV
Shadow Sneak Ghost Physical IV
Vacuum Wave Fighting Special IV


Variations of Ember

25 PP, 40 Power, 100% Accuracy, may cause non-volatile status on target
Name Type Category Generation
Ember Fire Special I
Powder Snow Ice Special II


Variations of Razor Leaf

25 PP, 55 Power, 95% Accuracy, high critical-hit ratio
Name Type Category Generation
Razor Leaf Grass Special*/Physical* I
Air Cutter Flying Physical*/Special* III


Variations of Swift

20 PP, 60 Power, always hits
Name Type Category Generation
Swift Normal Physical*/Special* I
Faint Attack Dark Physical II
Aerial Ace Flying Physical III
Magical Leaf Grass Special III
Shadow Punch Ghost Physical III
Shock Wave Electric Special III
Magnet Bomb Steel Physical IV


Variations of SmellingSalt

10 PP, 60 Power, 100% Accuracy, double damage on target with non-volatile status, cures non-volatile status on target
Name Type Category Generation
SmellingSalt Normal Physical III
Wake-Up Slap Fighting Physical IV


Variations of AncientPower

5 PP, 60 Power, 100% Accuracy, may raise all of user's stats
Name Type Category Generation
AncientPower Rock Special II
Silver Wind Bug Special III
Ominous Wind Ghost Special IV


Elemental fangs

15 PP, 65 Power, 95% Accuracy, may cause non-volatile status or make the target flinch
Name Type Category Generation
Fire Fang Fire Physical IV
Ice Fang Ice Physical IV
Thunder Fang Electric Physical IV


Variations of Night Slash

15 PP, 70 Power, 100% Accuracy, high critical-hit ratio
Name Type Category Generation
Night Slash Dark Physical IV
Shadow Claw Ghost Physical IV


Variations of Mist Ball

5 PP, 70 Power, 100% Accuracy, lowers target's stats
Name Type Category Generation
Mist Ball Psychic Special III
Luster Purge Psychic Special III


Elemental punches

15 PP, 75 Power, 100% Accuracy, Special Effect
Name Type Category Generation
Fire Punch Fire Special*/Physical* I
Ice Punch Ice Special*/Physical* I
ThunderPunch Electric Special*/Physical* I


Variations of Hyper Fang

15 PP, 80 Power, 90% Accuracy, may make the target flinch
Name Type Category Generation
Hyper Fang Normal Physical I
Zen Headbutt Psychic Physical IV


Variations of Waterfall

15 PP, 80 Power, 100% Accuracy, may make the target flinch
Name Type Category Generation
Waterfall Water Special*/Physical* I
Dark Pulse Dark Special IV
Iron Head Steel Physical IV


Variations of Shadow Ball

15 PP, 80 Power, 100% Accuracy, may lower opponent's Special Defense
Name Type Category Generation
Shadow Ball Ghost Physical*/Special* II
Energy Ball Grass Special IV


Variations of Discharge

15 PP, 80 Power, 100% Accuracy, hits everyone else, may cause non-volatile status on target
Name Type Category Generation
Discharge Electric Special IV
Lava Plume Fire Special IV


Variations of Dig

10 PP, 80 Power, 100% Accuracy, two-turn move
Name Type Category Generation
Dig Ground Physical I
Dive Water Special*/Physical* III


Variations of Petal Dance

20 PP, 90 Power, 100% Accuracy, lasts 2-3 turns, user becomes confused
Name Type Category Generation
Petal Dance Grass Special I
Thrash Normal Physical I


Variations of Psychic

10 PP, 90 Power, 100% Accuracy, may lower opponent's Special Defense
Name Type Category Generation
Psychic Psychic Special I
Bug Buzz Bug Special IV
Earth Power Ground Special IV


Variations of Flamethrower

15 PP, 95 Power, 100% Accuracy, may cause non-volatile status on target
Name Type Category Generation
Flamethrower Fire Special I
Surf Water Special I
Thunderbolt Electric Special I


Variations of Aeroblast

5 PP, 100 Power, 95% Accuracy, high critical-hit ratio
Name Type Category Generation
Aeroblast Flying Physical*/Special* II
Spacial Rend Dragon Special IV


Variations of Blizzard

5 PP, 120 Power, 70% Accuracy, Special Effect
Name Type Category Generation
Blizzard Ice Special I
Focus Blast Fighting Special IV
Gunk Shot Poison Physical IV


Variations of Double-Edge

15 PP, 120 Power, 100% Accuracy, recoil damage
Name Type Category Generation
Double-Edge Normal Physical I
Volt Tackle Electric Physical III
Brave Bird Flying Physical IV
Flare Blitz Fire Physical IV
Wood Hammer Grass Physical IV


Variations of Megahorn

10 PP, 120 Power, 85% Accuracy
Name Type Category Generation
Megahorn Bug Physical II
Power Whip Grass Physical IV


Variations of Superpower

5 PP, 120 Power, 100% Accuracy, lowers user's stats
Name Type Category Generation
Superpower Fighting Physical III
Close Combat Fighting Physical IV


Variations of Overheat

5 PP, 140 Power, 90% Accuracy, lowers user's Sp. Attack
Name Type Category Generation
Overheat Fire Special III
Psycho Boost Psychic Special III
Draco Meteor Dragon Special IV
Leaf Storm Grass Special IV


Variations of Hyper Beam

5 PP, 150 Power, 90% Accuracy, user must rest turn after use
Name Type Category Generation
Hyper Beam Normal Physical*/Special* I
Blast Burn Fire Special III
Frenzy Plant Grass Special III
Hydro Cannon Water Special III
Giga Impact Normal Physical IV
Roar of Time Dragon Special IV
Rock Wrecker Rock Physical IV


Variations of Eruption

5 PP, 150 Power, 100% Accuracy, lesser damage from less healthy user
Name Type Category Generation
Eruption Fire Special III
Water Spout Water Special III


Variations of Low Kick

20 PP, varying Power, 100% Accuracy, greater damage on heavier target
Name Type Category Generation
Low Kick Fighting Physical III (I with set damage)
Grass Knot Grass Special IV


Variations of Flail

15 PP, varying Power, 100% Accuracy, greater damage from less healthy user
Name Type Category Generation
Flail Normal Physical II
Reversal Fighting Physical II


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