From Bulbapedia, the community-driven Pokémon encyclopedia.
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| ===Variations of Clamp=== | | ===Variations of Clamp=== |
| {{mvar/h|10 or 15|acc=85|notes=partially traps target|PP=PP}} | | {{mvar/h|10 or 15|power=35|acc=85|notes=partially traps target|PP=PP}} |
| {{mvar|Clamp|Water|Physical|I|sig=The Shellder line|siggen=III|note=75% accuracy prior to Generation V|PP=10}} | | {{mvar|Clamp|Water|Physical|I|sig=The Shellder line|siggen=III|note=75% accuracy prior to Generation V|PP=10}} |
| {{mvar|Fire Spin|Fire|Special|I|note=15 power and 75% accuracy prior to Generation V|PP=15}} | | {{mvar|Fire Spin|Fire|Special|I|note=15 power and 75% accuracy prior to Generation V|PP=15}} |
Revision as of 19:15, 8 December 2010
Move variations are moves that are identical to each other in terms of damage, accuracy and similar in PP (no more than 5 apart), but have different elemental types, damage 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.
List of damage dealing move variations
Elemental Fangs
15 PP, 65 Power, 95% Accuracy
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10% chance to inflict non-volatile status and/or flinch the target
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Elemental Punches
15 PP, 75 Power, 100% Accuracy
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10% chance to inflict non-volatile status
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Oath moves
10 PP, 50 Power, 100% Accuracy
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additional effect lasting four turns when used in combination
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Move
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Type
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Cat.
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Gen
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PP
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[[{{{effects}}}|{{{effects}}}]]
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[[{{{signature}}}|{{{signature}}}]]
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Effect when combined with:
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Fire Oath
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Fire
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Special
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V
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{{{PP}}}
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{{{effects}}}
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{{{signature}}}
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Grass Oath: Opponents take 1/8 max HP damage each turn. Water Oath: Doubles the probability of secondary effects occuring
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Grass Oath
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Grass
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Special
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V
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{{{PP}}}
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{{{effects}}}
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{{{signature}}}
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Fire Oath: Opponents take 1/8 max HP damage each turn. Water Oath: Halves speed of opponents
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Water Oath
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Water
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Special
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V
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{{{PP}}}
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{{{effects}}}
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{{{signature}}}
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Fire Oath: Doubles the probability of secondary effects occuring Grass Oath: Halves speed of opponents
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5 PP, –% Accuracy
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Targets at a higher level than the user are unaffected*
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Variations of Acid
25 or 30 PP, 40 Power, 100% Accuracy
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10% chance of secondary effect occuring
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Variations of Aeroblast
5 PP, 100 Power, 95% Accuracy
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high critical hit ratio
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Variations of AncientPower
5 PP, 60 Power, 100% Accuracy
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10% chance of raising all stats
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Variations of Ankle Sweep
20 PP, 60 Power, 100% Accuracy
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lowers target's Speed one stage
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Variations of Assurance
10 PP, 50 Power, 100% Accuracy
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power doubles under certain conditions
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Move
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Type
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Cat.
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Gen
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PP
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[[{{{effects}}}|{{{effects}}}]]
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[[{{{signature}}}|{{{signature}}}]]
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Condition
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Assurance
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Dark
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Physical
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IV
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{{{PP}}}
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{{{effects}}}
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{{{signature}}}
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The target has received damage on the same turn
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Payback
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Dark
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Physical
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IV
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{{{PP}}}
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{{{effects}}}
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{{{signature}}}
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The user attacks after the target
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Evil Eye
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Ghost
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Special
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V
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{{{PP}}}
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{{{effects}}}
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{{{signature}}}
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The target is afflicted by non-volatile status ailment
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Variations of Aurora Beam
20 PP, 65 Power, 100% Accuracy
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chance of an additional effect occuring
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Variations of Barrage
20 PP, 15 Power, 85% Accuracy
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Hits multiple times
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Variations of Bite
20 or 25 PP, 60 Power, 100% Accuracy
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chance of inflicting a status ailment
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Variations of Blizzard
5 or 10 PP, 120 Power, 70% Accuracy
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chance of additional effect
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Variations of Blue Fire
5 PP, 130 Power, 85% Accuracy
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20% chance of inflicting a non-volatile status ailment
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Variations of Bone Rush
10 PP, 25 Power, 90% Accuracy
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hits multiple times
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Variations of Brine
10 PP, 65 Power, 100% Accuracy
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power doubles under certain conditions
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Variations of Bug Bite
20 PP, 60 Power, 100% Accuracy
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doubles in power*, eats and gains the effect if the target has a held berry
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Variations of Bullet Seed
30 PP, 25 Power, 100% Accuracy
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hits multiple times
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Variations of Clamp
10 or 15 PP, 35 Power, 85% Accuracy
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partially traps target
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Variations of Counter
20 PP, 100% Accuracy
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-5 priority, counters the last move taken at twice the power
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Variations of Cross Chop
5 PP, 100 Power, 80% Accuracy
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high critical hit ratio
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Variations of Cross Flame
5 PP, 100 Power, 100% Accuracy
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power doubles if hit by Cross Flame or Cross Thunder in the same turn
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Variations of Crush Grip
5 PP, Varying Power, 100% Accuracy
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does more damage if the target's current HP is high
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Variations of Crush Claw
10 PP, 75 Power, 95% Accuracy
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50% chance to lower target's defense one stage
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Variations of Crunch
10 or 15 PP, 80 Power, 100% Accuracy
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chance of affecting a stat
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Variations of Dig
10 PP, 80 Power, 100% Accuracy
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two turn move
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Variations of Double-Edge
15 PP, 120 Power, 100% Accuracy
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user receives recoil
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Variations of Dragon Tail
10 PP, 60 Power, 90% Accuracy
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-6 priority, forces target to switch out
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Variations of DynamicPunch
*Zap Cannon formerly had 100 power, but was changed to 120 power in Generation IV and is therefore no longer included.
Variations of Eruption
5 PP, varying Power, 100% Accuracy
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higher damage when used with high HP
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Variations of Fire Blast
5 PP, 120 Power, 85% Accuracy
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may have additional effect
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Move
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Type
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Cat.
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Gen
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PP
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[[{{{effects}}}|{{{effects}}}]]
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[[{{{signature}}}|{{{signature}}}]]
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Additional effect
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Fire Blast
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Fire
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Special
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I
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{{{PP}}}
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{{{effects}}}
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{{{signature}}}
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10% chace of burning target
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Seed Flare
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Grass
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Special
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IV
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{{{PP}}}
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{{{effects}}}
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{{{signature}}}
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40% chance of lowering targets Special Defense two stages
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Variations of Fling
10 or 15 PP, varying Power, 100% Accuracy
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damage and effect vary depending on held item
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Variations of Flail
15 PP, varying Power, 100% Accuracy
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higher damage when used with low HP
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Variations of Flamethrower
10 or 15 PP, 95 Power, 100% Accuracy
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10% chance of inflicting a non-volatile status ailment
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Variations of Frustration
20 PP, varying Power, 100% Accuracy
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power depends on user's happiness
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Variations of Giga Drain
10 PP, 75 Power, 100% Accuracy
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restores HP by half damage dealt
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Variations of Gust
35 PP, 40 Power, 100% Accuracy
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no additional effect
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Variations of Heat Stamp
10 PP, varying Power, 100% Accuracy
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deals more damage if user's weight is higher compared to the target
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Variations of Hyper Beam
5 PP, 150 Power, 90% Accuracy
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user must rest the turn after its use
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Variations of Hyper Fang
15 PP, 80 Power, 90% Accuracy
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10% chance of flinching target
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Variations of Hyper Voice
10 PP, 90 Power, 100% Accuracy
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no additional effect
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Variations of Icy Wind
15 PP, 55 Power, 95% Accuracy
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lowers target's stat one stage
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Variations of Karate Chop
25 PP, 50 Power, 100% Accuracy
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high critical hit ratio
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Variations of Leaf Blade
15 PP, 90 Power, 100% Accuracy
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high critical hit ratio
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Variations of Low Kick
20 PP, varying Power, 100% Accuracy
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greater damage on heavier target
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Variations of Luster Purge
5 PP, 70 Power, 100% Accuracy
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50% of additional effect occuring
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Variations of Megahorn
10 PP, 120 Power, 85% Accuracy
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no additional effect
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Variations of Needle Arm
10 or 15 PP, 60 Power, 100% Accuracy
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30% chance of inflicting a status ailment
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Variations of Octazooka
10 PP, 65 Power, 85% Accuracy
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may lower target's Accuracy one stage
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Variations of Overheat
5 PP, 140 Power, 90% Accuracy
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lower's user's Special Attack two stages
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Variations of Petal Dance
10 or 15 PP, 120* Power, 100% Accuracy
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lasts 2-3 turns, user becomes confused
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Variations of Psychic
10 PP, 90 Power, 100% Accuracy
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10% chance of lowering Special Defense one stage
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Variations of Quick Attack
30 PP, 40 Power, 100% Accuracy
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+1 priority
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Variations of Revenge
10 PP, 60 Power, 100% Accuracy
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-4 priority, doubles in power if user was damaged
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Variations of Rollout
20 PP, 30 Power, 90% Accuracy
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power doubles with each consecutive hit
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Variations of Seismic Toss
15 or 20 PP, varying Power, 100% Accuracy
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deals damage equal to the user's level
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Variations of Signal Beam
10 or 15 PP, 75 Power, 100% Accuracy
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10% chance of inflicting a status ailment
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Variations of Sky Attack
5 PP, 140 Power, 90% Accuracy
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needs to charge, 30% chance of causing a status ailment
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Variations of Slash
15 or 20 PP, 70 Power, 100% Accuracy
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high critical hit ratio
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*Leaf Blade formerly had 70 power, but was changed to 90 power in Generation IV and is therefore no longer included.
Variations of SmellingSalt
10 PP, 60 Power, 100% Accuracy
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double damage on target with non-volatile status, cures non-volatile status on target
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Variations of Stomp
20 PP, 65 Power, 100% Accuracy
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30% of flinching, doubles in power if target has used Minimize
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Variations of Strength
15 PP, 80 Power, 100% Accuracy
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No additional effect
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Variations of Superpower
5 PP, 120 Power, 100% Accuracy
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lowers two of the user's stats
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Variations of Swift
20 PP, 60 Power
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cannot miss
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Variations of U-turn
20 PP, 70 Power, 100% Accuracy
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user switches after damage
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Variations of Waterfall
List of status move variations
Variations of Agility
30 PP
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Increases user's stat by two stages
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Variations of Amnesia
15 or 20 PP
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Increases user's stat by two stages
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Variations of Bulk Up
15 or 20 PP
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Increases two of the user's stat by one stage
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Variations of Butterfly Dance
20 PP
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Raises three of user's stats by one stage
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Variations of Charm
15 or 20 PP, 100% Accuracy
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Lower's target's stat by two stages
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Variations of Conversion
30 PP
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Changes user's type
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Variations of Defense Curl
40 PP
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Raises a stat by one level
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Variations of Destiny Bond
5 or 10 PP
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requires user to faint
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Variations of Detect
5 or 10 PP
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+3 priority, protects user from all moves
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Variations of Embargo
5 or 10 PP
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causes a special effect for all Pokémon on the field for 5 turns
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Variations of Fast Guard
10 or 15 PP
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+3 priority, protects user's side of field
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Variations of Flash
15 or 20 PP, 100% Accuracy
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decreases Accuracy or Evasion by one stage
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Variations of Focus Energy
30 PP
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involving critical hit ratio
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Variations of Follow Me
20 PP
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+3 priority, forces all opponents to target the user
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Variations of Foresight
40 PP, 100% Accuracy
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removes a type immunity and negates target's evasiveness
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Variations of Gastro Acid
10 or 15 PP, 100% Accuracy
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changes the target's ability
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Variations of Go Ahead
15 PP
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changes move order of the target
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Variations of Guard Share
10 PP
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averages the target's stats with the user
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Variations of Harden
30 PP
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raises a stat by one level
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Variations of Heal Bell
Variations of Ingrain
20 PP
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heals user by 1/16 of max HP each turn
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Variations of Lock-On
5 PP
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ensures user's next move will hit
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Variations of Lovely Kiss
Variations of Mean Look
5 or 10 PP, 100% Accuracy
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prevents target form escaping or switching out
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Variations of Mirror Move
20 PP
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uses the last move used by the target
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Variations of Moonlight
5 PP
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heals variant amount of HP, depending on the weather
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Variations of Mud Sport
15 PP
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halves damage taken from a certain type
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Variations of PoisonPowder
*Glare formerly had 75% accuracy, but was changed to 90% in Generation V and is therefore no longer included.
Variations of Rain Dance
Variations of Recover
10 PP
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heals user by half max HP
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Variations of Roar
20 PP, 100% Accuracy
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-6 priority, forces target to switch
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Variations of Screech
40 PP, 85% Accuracy
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sound moves that lower the target's stat by two stages
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*Cotton Spore formerly had 85% accuracy, but was changed to 100% in Generation V and is therefore no longer included.
Variations of Sing
Variations of Skill Swap
10 PP
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switches the user's condition with the target
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Variations of Spikes
20 PP
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lays down entry hazards
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Move
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Type
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Cat.
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Gen
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PP
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[[{{{effects}}}|{{{effects}}}]]
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[[{{{signature}}}|{{{signature}}}]]
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Effect
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Spikes
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Ground
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Status
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II
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{{{PP}}}
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{{{effects}}}
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{{{signature}}}
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Inflicts damages when opponent switches in
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Stealth Rock
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Rock
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Status
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IV
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{{{PP}}}
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{{{effects}}}
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{{{signature}}}
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Inflicts damage depending on type when opponent switches in
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Toxic Spikes
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Poison
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Status
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IV
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{{{PP}}}
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{{{effects}}}
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{{{signature}}}
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Inflicts poison when opponent switches in
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Variations of Spore
Variations of Trick
10 PP, 100% Accuracy
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switches items with target
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See also