Move: Difference between revisions
(→In the anime: extending anime learning details) |
|||
Line 267: | Line 267: | ||
If In-motion pursuit mode is on, and the player's Pokémon performs a basic attack while moving, the game will automatically move that Pokémon toward a nearby opposing Pokémon. | If In-motion pursuit mode is on, and the player's Pokémon performs a basic attack while moving, the game will automatically move that Pokémon toward a nearby opposing Pokémon. | ||
===Pokémon Zany Cards=== | |||
In [[Pokémon Zany Cards]], some moves are mentioned in the card games: {{p|Pikachu}}'s {{m|Thunderbolt}}, {{p|Ditto}}'s {{m|Transform}}, and {{p|Gengar}}'s {{m|Dream Eater}}. | |||
==In the anime== | ==In the anime== |
Revision as of 14:30, 16 February 2024
A move (Japanese: わざ move), also known as an attack (Japanese: こうげきわざ attack technique) or technique (Japanese: とくしゅわざ special technique), is the skill Pokémon primarily use in battle.
Terminology
This word is usually written as lowercase "move" in the dialogue of the core series games and several of their manuals. However, it is also sometimes written as capitalized "Move" in the manuals of Pokémon Ruby, Sapphire, Emerald, Diamond, Pearl, and Platinum. For instance, the Platinum manual says this about confusion: "If a confused Pokémon uses a Move during battle, there is a chance it could attack itself."
In the core series games
In the core series games, currently, there are 934 different moves that Pokémon can use. In battle, a Pokémon uses one move each turn. Prior to Generation VII and in Brilliant Diamond and Shining Pearl, some moves (including those learned by HM) can be used outside of battle as well, usually to remove obstacles or explore new areas.
Characteristics of moves
A Pokémon can only know between one and four moves at a time. No single Pokémon can learn every move; each and every Pokémon has a predetermined set of moves (known as a movelist, movepool, or learnset) that they can learn that relates to the type and concept of the species. Movelist sizes vary greatly among different Pokémon; some Pokémon, such as Ditto and Unown, can only learn one move, while Mew can learn 250 moves in Generation VII, and Smeargle can possess almost any move due to Sketch. Evolved Pokémon generally have larger movelists than their pre-evolved forms but learn moves naturally at a slower rate or even stop learning moves via level-up entirely. This may provide incentive to delay a Pokémon's evolution. Many Legendary groups have similar movelists.
Moves that do not directly inflict damage are known as status moves. The damaging moves are divided into physical and special moves depending on the individual move's characteristics; the category of the move determines whether the move's damage depends on the user's Attack or Special Attack stat and the target's Defense or Special Defense. Each move has a type that determines how effective it is against various types of targets and whether it receives same-type attack bonus. It is important to note that prior to Generation IV, the move's category was dependent on the move's type, rather than a distinct variable.
When multiple Pokémon attempt to use a move in the same turn, priority and Speed determine the order in which the moves are used. Accuracy affects whether the move misses. The damage dealt by a damaging move is determined by its power, as well as many other variables. Some damaging moves have additional effects. The number of times they can use each move is restricted by the move's PP. The only move that is not affected by Power Points is Struggle. Most moves can target only one adjacent Pokémon, but some moves instead can target the user, more than one Pokémon, or non-adjacent Pokémon.
Learning and unlearning
Since Pokémon Red and Green, there have been three main methods of acquiring moves on a Pokémon: by leveling up, by use of Technical Machines and by use of Hidden Machines. Generation II added two further methods: Egg Moves learned through breeding, and moves taught by a Move Tutor. Starting in Generation VII, some Pokémon learn new moves when they evolve regardless of their level. In Pokémon Sword and Shield, TRs provide a single use alternative to infinite use TMs.
Pokémon obtained via specific methods, such as events or purification, may know "special moves" that they otherwise could not learn.
A Pokémon can only know four moves at a time. In order to learn new moves once four have been learned, it must forget one old move for every new move. Some moves cannot be forgotten naturally, such as moves learned by HM. To remove these, a Trainer must incorporate the help of a Move Deleter. Moves that the Pokémon does not currently know and was able to learn at an earlier level (Generations II-VI) or at any level (Generation VII onwards) can be learned with the help of a Move Reminder.
In Pokémon Legends: Arceus the first time a Pokémon learns a move, regardless of how the move was learned, the Pokémon has access to that move forever and can re-learn it if forgotten without needing to access a Move Reminder.
In Pokémon Scarlet and Violet if a Pokémon learns a move by leveling up or TM, it has access to that move forever and can re-learn it if forgotten without needing to access a Move Reminder. Moves learned as Egg Moves cannot be re-learned unless it was caught knowing the move, or learned it at a Picnic. If a Pokémon is caught knowing a move normally learnable via TM and forgets it, it won't be able to easily remember it, but if is taught the move via TM, it will be able to easily remember it. Moves only learnable by a previous evolution can never be relearned if forgotten.
In Generation I only, moves learned via level-up won't be learned if a Pokémon gains enough EXP Points to "skip" the level on which they are learned, while in Generation II they were learned after leveling up. Since Generation III, they are learned while the Pokémon levels up.
Unique moves
Some Pokémon have moves specific to themselves or their evolutionary line. These unique moves are known as signature moves. Some of these moves are powerful moves that only certain Legendary and Mythical Pokémon can learn, such as Dialga's Roar of Time or Volcanion's Steam Eruption. Other moves serve to highlight game mechanics or create unusual effects. One example is Smeargle's Sketch, which allows it to possess almost every conceivable move.
Evolutions
Several Pokémon evolve while knowing a certain move.
Previous evolution | Move evolution | Additional evolution | ||||
---|---|---|---|---|---|---|
Lickitung is the lowest in its line | Lickitung Normal |
+ Level Up (knowing Rollout) → |
Lickilicky Normal |
Lickilicky does not evolve | ||
Tangela is the lowest in its line | Tangela Grass |
+ Level Up (knowing Ancient Power) → |
Tangrowth Grass |
Tangrowth does not evolve | ||
Eevee is the lowest in its line | Eevee Normal |
+ + ♥♥ Level Up (knowing a Fairy-type move with at least two levels of Affection) (XYORASSMUSUM) → |
Sylveon Fairy |
Sylveon does not evolve | ||
+ + Level Up (with high friendship while knowing a Fairy-type move) (SwShLASV) → | ||||||
Aipom is the lowest in its line | Aipom Normal |
+ Level Up (knowing Double Hit) → |
Ambipom Normal |
Ambipom does not evolve | ||
Yanma is the lowest in its line | Yanma Bug Flying |
+ Level Up (knowing Ancient Power) → |
Yanmega Bug Flying |
Yanmega does not evolve | ||
Girafarig is the lowest in its line | Girafarig Normal Psychic |
+ Level Up (knowing Twin Beam) → |
Farigiraf Normal Psychic |
Farigiraf does not evolve | ||
Dunsparce is the lowest in its line | Dunsparce Normal |
+ Level Up (knowing Hyper Drill) → |
Dudunsparce Normal |
Dudunsparce does not evolve | ||
Qwilfish is the lowest in its line | Qwilfish Dark Poison |
+ Level Up (knowing Barb Barrage) (SV onwards) → |
Overqwil Dark Poison |
Overqwil does not evolve | ||
Swinub Ice Ground |
Level 33+ → |
Piloswine Ice Ground |
+ Level Up (knowing Ancient Power) → |
Mamoswine Ice Ground |
Mamoswine does not evolve | |
Bonsly is the lowest in its line | Bonsly Rock |
+ Level Up (knowing Mimic) → |
Sudowoodo Rock |
Sudowoodo does not evolve | ||
Mime Jr. is the lowest in its line | Mime Jr. Psychic Fairy |
+ Level Up (knowing Mimic) → |
Mr. Mime Psychic Fairy |
Mr. Mime does not evolve | ||
+ Level Up (knowing Mimic in Galar) → |
Mr. Mime Ice Psychic |
Level 42+ → |
Mr. Rime Ice Psychic | |||
Bounsweet Grass |
Level 18+ → |
Steenee Grass |
+ Level Up (knowing Stomp) → |
Tsareena Grass |
Tsareena does not evolve | |
Poipole is the lowest in its line | Poipole Poison |
+ Level Up (knowing Dragon Pulse) → |
Naganadel Poison Dragon |
Naganadel does not evolve | ||
Clobbopus is the lowest in its line | Clobbopus Fighting |
+ Level Up (knowing Taunt) → |
Grapploct Fighting |
Grapploct does not evolve | ||
Applin Grass Dragon |
→ |
Dipplin Grass Dragon |
+ Level Up (knowing Dragon Cheer) → |
Hydrapple Grass Dragon |
Hydrapple does not evolve |
Some Pokémon evolve after using a move a certain amount of times, sometimes in a certain style.
Previous evolution | Move evolution | Additional evolution | ||||
---|---|---|---|---|---|---|
Mankey Fighting |
Level 28+ → |
Primeape Fighting |
+ Level Up (after using Rage Fist 20 times) → |
Annihilape Fighting Ghost |
Annihilape does not evolve | |
Qwilfish is the lowest in its line | Qwilfish Dark Poison |
Use Barb Barrage in the strong style 20 times (LA) → |
Overqwil Dark Poison |
Overqwil does not evolve | ||
Stantler is the lowest in its line | Stantler Normal |
Use Psyshield Bash in the agile style 20 times (LA) → |
Wyrdeer Normal Psychic |
Wyrdeer does not evolve |
Unusable moves
- Main article: List of moves by availability (Generation VII)
- Main article: List of moves by availability (Generation VIII)
- Main article: List of moves by availability (Generation IX)
Starting with Pokémon: Let's Go, Pikachu! and Let's Go, Eevee!, each game removes moves that aren't intended for any Pokémon to learn within the game, making them unusable. Only in Pokémon Sword and Shield can Pokémon legitimately know unusable moves, as Pokémon HOME does not reset the moves of Pokémon transferred to those games from previous generations. If a Pokémon knows an unusable move, it will not be able to use it. If the Pokémon's only moves are unusable, it will instead use Struggle. If the move is forgotten, a Move Reminder will not be able to teach it again, even if it is a special move that the Pokémon normally would be able to relearn.
In the spin-off games
Pokémon Mystery Dungeon series
- Main article: Mystery Dungeon game mechanics → Attacks
In the Pokémon Mystery Dungeon series, Pokémon can learn and use up to four moves much like in the core series games. When Pokémon level up, they learn the same moves as they would in a contemporaneous core series game. However, all Pokémon also have a basic attack (called a regular attack) that they can use that does not require PP. The regular attack can be used any time, but the player can only use one of their character's learned moves at a time, depending on which move they've "set". Other Pokémon in the player's party will use their learned moves at their own discretion, but the player is able to set or unset any number of their moves to partially control what they do as well.
Two to four moves can also be linked so that they can be executed all at once, in a single turn. Defeating an enemy with a linked move will boost the resulting experience by 50%.
While moves have PP like in the core games, the default amount of PP for a move may be different than in the core games. Pokémon can also relearn moves at different places in the games much like the Move Reminder in the core games:
- MDRB: Gulpin Link Shop
- MDTDS: Electivire Link Shop
- BSL: Slaking Move Relearner
- MDGtI: Scraggy's Savvy Moves
- SMD: Hawlucha's Slam School
Unlike the Move Reminder, however, these facilities remember if a Pokémon has learned (or tried to) a level-up move it can no longer learn after evolving.
Pokémon Ranger series
- Main article: Field Move (Ranger)
- Main article: Poké Assist
In the Pokémon Ranger games, Field Moves and Poké Assists may be considered analogues to moves. Field Moves are used against environmental obstacles in the world, while Poké Assists are used to help Rangers capture Pokémon with the Capture Styler.
Pokémon Shuffle
In Pokémon Shuffle, Pokémon do not have moves, but they still attack and damage each other so that the player can capture wild Pokémon. Effectively, every Pokémon's attack has the same basic strength.
Pokémon Conquest
In Pokémon Conquest, a Pokémon only has one move. As a Pokémon's link with its Warrior increases, so does its move rank. If a Pokémon is able to achieve a Perfect Link with its Warrior and maximize its move rank, some moves will gain new effects, such as Leaf Storm and Outrage.
In contrast to the core series, the Speed stat does not affect when a Pokémon goes, but instead affects the accuracy of attacks, with faster Pokémon being harder to hit and better able to land attacks than slower Pokémon. Moves are also not split into physical and special categories; all moves use the attacking Pokémon's Attack and the defending Pokémon's Defense stats, and there is no Special Attack or Special Defense.
Pokémon GO
- Main article: Move (GO)
In Pokémon GO, moves are divided into two kinds: Fast Attacks (Japanese: ノーマルアタック Normal Attack) and Charged Attacks (Japanese: スペシャルアタック Special Attack). At the start, every Pokémon knows one of each kind of move, randomly chosen from their species' possible move pool. A Pokémon's Fast Attack or Charged Attack can be reselected using a TM. When a Pokémon evolves, its moves are randomly reselected. The player can also spend Stardust and Candy to teach a Pokémon a second Charged Attack.
- For a full list of moves in Pokémon GO, see List of moves (GO)
Pokémon Masters EX
- See also: List of moves (Masters)
Pokémon UNITE
In Pokémon UNITE, moves are skills that Pokémon use in battle. Moves are split into different categories, consisting of Melee, Dash, Ranged, Sure Hit, Area, Buff, Debuff, Hindrance, and Recovery. The category generally describes the move's overall effect, but some moves have more than one category and categories have some overlap.
- Melee
- Melee moves generally damage opposing Pokémon in front of the user.
- Dash
- Dash moves generally involve causing the user to move to a specific area or in a designated direction. Often, these moves allow their user to pass through obstacles, so long as the move does not end with the user within an obstacle. (Most Dash moves will not allow the user to move into an obstacle that the move will end on, leaving the user just outside of the obstacle if attempted. Moves such as Fly that involve free movement are allowed to end within obstacles but the user is automatically relocated to a space just beyond the obstacle) Some Dash moves do not deal damage. Those moves are exclusively movement tools. This includes some attacks that normally inflict damage in the core series, such as Dragapult's Quick Attack.
- Ranged
- Ranged moves generally have a longer or larger range compared to Melee moves. Sometimes, they involve the user launching one or more projectiles into an area or in a direction.
- Sure Hit
- Sure Hit moves are generally moves which target an opposing Pokémon rather than an area or a direction. Once this kind of move is performed, the move attempts to track opponents so as to hit them even if the opponent moves out of the move's initial range. Some Sure Hit moves involve attacks with long ranges, while others are close range attacks where the user moves directly to the target (selected from a larger range) before striking.
- Area
- Area moves hit in an area located around the user. This area is not necessarily circular, nor is it centered on the user.
- Recovery
- Recovery moves allow the user or the user and their allies to recover HP.
- Buff
- Buff moves give the user of the move or the user and their allies a beneficial effect, such as increasing their stats, creating shields, or allow a Pokémon's Ability to be activated more easily. Some of these moves create additional objects that interact with other Pokémon.
- Debuff
- The counterpoint of Buff moves, Debuff moves generally weaken opposing Pokémon by reducing their stats.
- Hindrance
- Hindrance moves are moves that can inflict hindrances on opposing Pokémon. Generally, hindrances prevent opposing Pokémon from taking certain actions for a (usually short) period of time.
Moves only occur when releasing their input. While the input is held, the range of the move is indicated to the user by a blue shape projected on the ground. Moves can be cancelled with a second input's use before releasing the first input. By default, moves that designate a direction or target are aimed at the nearest opposing Pokémon or directly forward if there is no opponent. Moves that designate an area aim at the nearest opposing Pokémon as well, but in the absence of that select the area around the user. The direction, target, or area can be manually changed while holding the move's input. Moves that designate a target select their target from a circular sector of their range, and cannot be performed if there are no targets in that sector. (The text, "No Target", briefly appears if a move could not be used due to this restriction.)
After being used, each move goes through a cooldown period. During this cooldown period, the move is unable to be used. Some Pokemon have effects that can reduce the time a move spends in cooldown or skip a cooldown period entirely. Cooldowns are measured in seconds.
Some moves can have multiple uses stored up at once. Activating these moves only spends one of their uses, and the uses for those moves regenerate over time. These moves only fully enter cooldown when all uses have been spent.
Some moves have an effect duration period they go through before entering cooldown. This effect duration is used by other effects relating to that move. The majority of effect durations are tied to a move's continuous effect, and in those cases using the move during its effect duration concludes the move early. Two examples of more unique uses of effect durations are the period of time where Fury Swipes is allowed to be used for a second time after the first Fury Swipes hits and the period of time Mew is allowed to pick up a Light Screen that it has placed.
While moves in UNITE are based on moves from the core series and generally adhere to the concept of the move, a move can have different effects depending on which Pokémon knows the move. For instance, all variations on Surf involve the user attacking with a wave of water. However, Slowbro's, Blastoise's, and Mew's Surf have the user ride the wave of water forward while Cramorant's Surf sends a wave out at opponents that returns at the end of its range. Even among move uses that are similar, different Pokémon have different effects for their moves. Slowbro's Surf is a Hindrance move that throws opposing Pokémon and is followed by two waves washing over the same area as the first, while Blastoise's Surf is a Dash move that shoves and stuns opposing Pokémon and allows Blastoise to hop off of the wave as the attack ends.
Each playable Pokémon can know a maximum of three moves at any given time; one of these moves is their Unite Move, while the other two are standard moves. At level 1, a Pokémon learns one of two moves, deferring learning the second move until they reach a level of 2 or 3. After reaching a specific, higher level (ranging from 4 to 7), the Pokémon learns its choice of one of two moves to replace one of the moves it learned at level 1 or 3. The other move of that choice cannot be learned for the rest of the battle. The new moves can only replace the move that they are associated with. For instance, at Level 4, Pikachu learns either Electro Ball or Thunder, but those moves can only replace its Thunder Shock. Generally, the new moves are improved versions of the move they are replacing. However, in some cases, such as with Eldegoss, the moves that replace a move can have unrelated effects. Sometime during the range of Level 6 through 9, the same process occurs again, but for the move that was not replaced in the Level 4 to 7 range. To continue the example, Pikachu learns either Volt Tackle or Thunderbolt, but only to replace the other move it knew at Level 3, Electroweb. At even higher levels, the moves that a Pokémon knows are upgraded into a + version which is better than the base move in some manner. + moves may deal more damage, increase the potency of the buffs they provide, reduce the time the move spends in cooldown, or provide other effects.
When a Pokémon is learning a move, a menu will appear allowing for a choice to be made. If a choice is not provided within a certain time frame, the game will automatically pick a move. For the Level 1/2/3 moves, the decision on which move to learn first is determined by the species of the Pokémon. For the moves learned at higher levels, the decision is also determined by the species but can be overridden by the player by choosing a particular move to be "Auto-set" from the menu for that Pokémon. Despite not involving a choice, an input must be made or a timer waited through in order for a Pokémon to upgrade a move or learn their Unite Move.
For the Pokémon Scyther and Kubfu, learning specific moves is tied to their evolution. Kubfu evolves into Single Strike Style Urshifu by learning Wicked Blow over its Rock Smash or Rapid Strike Style Urshifu by learning Surging Strikes over Rock Smash. Each Urshifu form learns a singular different move to replace Headbutt, preventing the player from making a choice at that junction. Scyther evolves into Scizor if it learns Bullet Punch and forgets Fury Cutter, but will not evolve at all if it learns Dual Wingbeat instead. For these Pokémon, their evolution is delayed until the decision regarding the move learned is made.
Mew in Pokémon UNITE is an exception to the process of learning moves. Instead of the above process, Mew has the choice of learning one move out of three options at Level 1 and a second choice of one move out of three different options at Level 3. At Level 5, Mew gains a unique icon, Move Reset, which allows it to forget all of the non-Unite Moves it knows. At this point, Mew can re-select the moves it wishes to learn, and is allowed to make different decisions each time it uses Move Reset.
Notably, moves are not the only form of attack. Each Pokémon has a basic attack separate from its moves. Basic attacks can be used freely and do not have cooldowns, but are not as strong as moves. The basic attacks used by Ranged Pokémon have a wide range and involve shooting a projectile while the basic attacks used by Melee Pokémon have a short range. The range of these attacks is an area around the user, where melee attacks only have a small area and ranged attacks have a much larger area. This area can be seen by the player by holding the input for the basic attack. When certain criteria are met, the next basic attack a Pokémon performs becomes a boosted attack, which is stronger and can have move-like additional effects and/or modified ranges compared to regular basic attacks. Generally, a boosted attack is performed with every third basic attack, but some Pokémon instead use a boosted attack when a gauge is filled. Certain moves and Abilities can bypass this, making the next basic attack a boosted attack. Non-boosted basic attacks are always physical in nature and use the Attack stat, while boosted basic attacks can be physical or special and use the corresponding stat.
Some moves, such as Dragapult's Dragon Dance, modify the properties of the user's basic attack, which can increase their basic attack speed (how frequently a basic attack can be performed), increase their range, cause them to deal more damage, or have other assorted effects. Other moves change what a basic attack does entirely, such as how Clefable uses a different basic attack while under the effect of its Gravity. Some moves, such as Azumarill's Play Rough and Aqua Tail change their user's basic attacks in lieu of attacking when the move is used.
Some moves allow for using a different move or basic attack during their duration. In some cases, like Zeraora's Spark or Zoroark's Night Slash and Shadow Claw/Cut, this can modify the effect of the first move. In other cases, like Garchomp's Dragon Rush and Dragon Claw, this combines the effects of both moves into a single maneuver.
Wild Pokémon are able to use moves and basic attacks in ways similar to player-controlled Pokémon. When a wild Pokémon prepares to use a move, its range can be seen by all players as a red shape projected on the ground. Wild Pokémon do not change the trajectory of their moves based on the movement of their target.
Unite Moves
Unite Moves are powerful moves unique to Pokémon UNITE. Unite Moves can only be learned and used in Unite Battles [1]. Each Pokémon has a single Unite Move, which is learned at either Level 8 or 9 depending on the species. These moves do not have cooldowns like normal moves. Instead, in order to use them, the player must have a full Unite Move gauge. The Unite Move gauge slowly fills up on its own, and defeating Pokemon and scoring goals also contribute to filling the gauge. Once a Unite Move is used, the Unite Move gauge is emptied. The gauge can be filled before the Pokémon learns its Unite Move. Some Unite Moves are based upon other moves in the core series, but have distinct names.
Unite Moves do not necessarily inflict damage. Some of them provide their user a major buff or apply certain effects to the ground.
The Pokémon Urshifu and Blaziken can learn two Unite Moves. The Unite Move Urshifu learns depends on its form, and the Unite Move Blaziken knows at a given time depends on if it is currently in punch or kick style.
Lock-On
The target a move or basic attack attempts to hit by default depends on the player's Control Settings.
When a Pokémon uses a basic attack, it locks onto a visible opposing Pokémon within range of that attack based on the Opponent Lock-On Priority setting, then attacks that Pokémon. If no opponent is locked-onto, a Pokémon using its basic attack will simply attack in the direction it is facing.
Depending on the setting, the Pokémon that gets locked-onto can be the opposing Pokémon with the least HP, the least percentage of remaining HP, or the closest opponent. Pokémon on the opposing team are prioritized over wild Pokémon, but this can be changed by using the Advanced Controls option to add a second basic attack button that prioritizes wild Pokémon. Opposing Pokémon hidden via Stealth or Tall grass cannot be locked on to, nor can opponents who cannot be seen because the user is under the effects of Vision Obscured.
If In-motion pursuit mode is on, and the player's Pokémon performs a basic attack while moving, the game will automatically move that Pokémon toward a nearby opposing Pokémon.
Pokémon Zany Cards
In Pokémon Zany Cards, some moves are mentioned in the card games: Pikachu's Thunderbolt, Ditto's Transform, and Gengar's Dream Eater.
In the anime
Moves in the anime often appear different to how they are depicted in the games. Ash's Pikachu often uses Agility as a physical attacking move, rather than a move that merely raises Speed. The almost limitless nature of the anime lends itself to many more differences between the Pokémon games and anime in relation to Pokémon's moves. Pokémon are able to use many more moves outside of battle, such as Bulbasaur's Vine Whip.
In Pokémon battles, moves may be used in unorthodox manners, especially to overcome type disadvantages. Invented, anime-exclusive moves have existed since the third episode, and custom-made moves have been prevalent in Pokémon the Series: Diamond and Pearl. Additionally, during Contest Battles, moves are often fused together to create brand-new attacks.
The process in which moves are learned is also markedly different. Even though it has been mentioned in The School of Hard Knocks and Will the Real Oak Please Stand Up? that moves can be learned at certain levels, Pokémon seem to learn them more at random, including moves that are not learned by leveling up in the games (such as Pikachu's Volt Tackle). Similar to Move Tutors in the game, Pokémon can also learn moves by special training from certain people. For instance, Chaz helped Ash's Pikachu learn Iron Tail, and Clayton helped Buizel learn Ice Punch. During these and other similar instances, it is seen that Pokémon are capable of learning moves through observation and repetition, showing that each move has a certain procedure to unlock. May's Skitty was capable of learning Blizzard after observing a Delcatty doing so in Delcatty Got Your Tongue!. By the same extension some moves seem to share similar traits and a move might be learned unintentionally when practicing another, as Ash's Greninja (a Froakie at the time) learned Double Team when training to learn Quick Attack. Ash's Gengar learned to use Will-o-Wisp after practicing with Ash's many Fire Pokémon in how to produce fire.
In Secrets of the Jungle, Koko is seen using Jungle Healing, the only known time a human has used a Pokémon move.
In the manga
Moves have been used in nearly every Pokémon manga.
Pokémon Adventures
Water Gun was the first move used in Pokémon Adventures . Since then, most moves introduced in the core series games have been used in the manga, with every move introduced in the first four generations having been used at least once.
The move-teaching methods in Pokémon Adventures are similar to games, with levels, TMs, and Move Tutors all being present.
In the TCG
- Main article: Attack (TCG)
In the Pokémon Trading Card Game, attacks are similar to moves. Pokémon cards generally have only one or two attacks, but different cards of the same species may have different attacks. The TCG also often introduces attacks that do not exist in the core series, and it does not limit the attacks a Pokémon can know to those it can learn in the core series games.
Most attacks have an attack cost, which is printed as energy symbols to the left of the attack name. A Pokémon card can only use an attack if it has enough Energy attached to it to pay for that attack's cost. Energy only needs to be attached to the Pokémon; unless explicitly stated otherwise, all Energy cards remain attached to a Pokémon after it attacks. The attack cost is printed using energy symbols. Most attacks deal damage and the amount an attack deals is written to the right of the attack name as a large black or white number, conventionally divisible by 10. If a Pokémon uses an attack that deals damage, put a damage counter on the opponent's Active Pokémon (the Defending Pokémon) for each 10 damage the attack does.
In the TFG
In the Pokémon Trading Figure Game, Pokémon figures have a ring around their base which is divided into colored sections, some of which are moves. Depending on the figure, Pokémon may have as few as one or as many as four moves. Battles are fought by spinning the Pokémon and its ring inside the base, and the section that stops under an arrow on the base determines its action in the battle (which may also be affected by the outcome of the opposing Pokémon's spin).
Trivia
- After a move is issued, if that Pokémon levels up before its in-battle turn and replaces the move currently awaiting execution with a new move, the new move will be used instead of the old one, except for in Generation VI, where the old move can still be used.
- Multiple turn moves such as Petal Dance will cause more complex behavior.
- In some instances in the anime, certain Pokémon have been shown to know more than just four moves at the same time, with as many as 10 being used by one Pokémon in a single battle. The closest the anime has got to acknowledging the existence of move slots is the fact that the Meowth of Team Rocket can't learn Pay Day because of the effort exerted in learning to speak human language.
- Generation I introduced 165 moves; Generation II introduced 86 moves; Generation III introduced 103 moves; Generation IV introduced 113 moves; Generation V introduced 92 moves; Generation VI introduced 62 moves; Generation VII introduced 107 moves, including 35 Z-Moves; and Generation VIII introduced 80 moves, including 18 Max Moves and 26 G-Max Moves.
- When a move is forgotten, the text from Generation I to IV is "1... 2... and poof!". From Generation V onwards, it was changed to "1... 2... and ta-da!".
In other languages
|
See also
Move properties
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. |