Move variations: Difference between revisions

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===Oath moves===
===Oath moves===
{{mvar/h|10|power=50|acc=100|notes=additional effect lasting four turns when used in combination|other=Effect when combined with:}}
{{mvar/h|10|power=50|acc=100|notes=Additional effect lasting four turns when used in combination|other=Effect when combined with:}}
{{mvar|Fire Oath|Fire|Special|V|other='''Grass Oath''': Opponents take 1/8 max HP damage each turn.<br>'''Water Oath''': Doubles the probability of secondary effects occuring}}
{{mvar|Fire Oath|Fire|Special|V|other='''Grass Oath''': Opponents take 1/8 max HP damage each turn.<br>'''Water Oath''': Doubles the probability of secondary effects occuring}}
{{mvar|Grass Oath|Grass|Special|V|other='''Fire Oath''': Opponents take 1/8 max HP damage each turn.<br>'''Water Oath''': Halves speed of opponents}}
{{mvar|Grass Oath|Grass|Special|V|other='''Fire Oath''': Opponents take 1/8 max HP damage each turn.<br>'''Water Oath''': Halves speed of opponents}}
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===Variations of Ankle Sweep===
===Variations of Ankle Sweep===
{{mvar/h|20|power=60|acc=100|notes=lowers target's Speed one stage}}
{{mvar/h|20|power=60|acc=100|notes=Lowers target's Speed one stage}}
{{mvar|Ankle Sweep|Fighting|Physical|V}}  
{{mvar|Ankle Sweep|Fighting|Physical|V}}  
{{mvar|Smooth Over|Ground|Physical|V|note=Affects to all Pokémon but the user}}  
{{mvar|Smooth Over|Ground|Physical|V|note=Affects to all Pokémon but the user}}  
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===Variations of Aurora Beam===
===Variations of Aurora Beam===
{{mvar/h|20|power=65|acc=100|notes=chance of an additional effect occuring|other=Additional effect}}
{{mvar/h|20|power=65|acc=100|notes=Chance of an additional effect occuring|other=Additional effect}}
{{mvar|Aurora Beam|Ice|Special|I|other=10% chance of lowering target's Attack one stage}}
{{mvar|Aurora Beam|Ice|Special|I|other=10% chance of lowering target's Attack one stage}}
{{mvar|BubbleBeam|Water|Special|I|other=10% chance of lowering target's Speed one stage}}
{{mvar|BubbleBeam|Water|Special|I|other=10% chance of lowering target's Speed one stage}}
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===Variations of Bite===
===Variations of Bite===
{{mvar/h|20 or 25|power=60|acc=100|notes=chance of inflicting a [[status ailment]]|other=Status ailment|PP=PP}}
{{mvar/h|20 or 25|power=60|acc=100|notes=Chance of inflicting a [[status ailment]]|other=Status ailment|PP=PP}}
{{mvar|Bite|Dark|Physical|I|note=Normal-type in Generation I|other=10% chance of flinching|PP=25}}
{{mvar|Bite|Dark|Physical|I|note=Normal-type in Generation I|other=10% chance of flinching|PP=25}}
{{mvar|DragonBreath|Dragon|Special|II|other=30% chance of inflicting paralysis|PP=20}}
{{mvar|DragonBreath|Dragon|Special|II|other=30% chance of inflicting paralysis|PP=20}}
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===Variations of Blizzard===
===Variations of Blizzard===
{{mvar/h|5 or 10|power=120|acc=70|notes=chance of additional effect|other=Additional effect|PP=PP}}
{{mvar/h|5 or 10|power=120|acc=70|notes=Chance of additional effect|other=Additional effect|PP=PP}}
{{mvar|Blizzard|Ice|Special|I|other=10% chance of freezing target|PP=5|note=90% accuracy in Generation I, cannot miss in hail}}  
{{mvar|Blizzard|Ice|Special|I|other=10% chance of freezing target|PP=5|note=90% accuracy in Generation I, cannot miss in hail}}  
{{mvar|Thunder|Electric|Special|I|other=30% chance of paralyzing target|PP=10|note=Cannot miss in heavy rain}}  
{{mvar|Thunder|Electric|Special|I|other=30% chance of paralyzing target|PP=10|note=Cannot miss in heavy rain}}  
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===Variations of Bone Rush===
===Variations of Bone Rush===
{{mvar/h|10|power=25|acc={{tt|90|80 prior to Generation V}}|notes=hits multiple times}}
{{mvar/h|10|power=25|acc={{tt|90|80 prior to Generation V}}|notes=Hits multiple times}}
{{mvar|Bone Rush|Ground|Physical|II|sig=The Cubone line|siggen=IV}}  
{{mvar|Bone Rush|Ground|Physical|II|sig=The Cubone line|siggen=IV}}  
{{mvar|Rock Blast|Rock|Physical|III}}  
{{mvar|Rock Blast|Rock|Physical|III}}  
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===Variations of Brine===
===Variations of Brine===
{{mvar/h|10|power=65|acc=100|notes=power doubles under certain conditions|other=Condition}}
{{mvar/h|10|power=65|acc=100|notes=Power doubles under certain conditions|other=Condition}}
{{mvar|Brine|Water|Special|IV|other=Target's HP under 50%}}  
{{mvar|Brine|Water|Special|IV|other=Target's HP under 50%}}  
{{mvar|Venom Shock|Poison|Special|V|other=Target is poisoned}}  
{{mvar|Venom Shock|Poison|Special|V|other=Target is poisoned}}  
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===Variations of Bug Bite===
===Variations of Bug Bite===
{{mvar/h|20|power=60|acc=100|notes=doubles in power{{tt|*|Generation V only}}, eats and gains the effect if the target has a held berry}}
{{mvar/h|20|power=60|acc=100|notes=Doubles in power{{tt|*|Generation V only}}, eats and gains the effect if the target has a held berry}}
{{mvar|Bug Bite|Bug|Physical|IV}}  
{{mvar|Bug Bite|Bug|Physical|IV}}  
{{mvar|Pluck|Flying|Physical|IV}}  
{{mvar|Pluck|Flying|Physical|IV}}  
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===Variations of Bullet Seed===
===Variations of Bullet Seed===
{{mvar/h|30|power={{tt|25|10 prior to Generation V}}|acc=100|notes=hits multiple times}}
{{mvar/h|30|power={{tt|25|10 prior to Generation V}}|acc=100|notes=Hits multiple times}}
{{mvar|Bullet Seed|Grass|Physical|III}}  
{{mvar|Bullet Seed|Grass|Physical|III}}  
{{mvar|Icicle Spear|Ice|Physical|III|sig=Shellder|siggen=V}}  
{{mvar|Icicle Spear|Ice|Physical|III|sig=Shellder|siggen=V}}  
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===Variations of Clamp===
===Variations of Clamp===
{{mvar/h|10 or 15|power=35|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}}  
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===Variations of Cross Chop===
===Variations of Cross Chop===
{{mvar/h|5|power=100|acc=80|notes=high critical hit ratio}}
{{mvar/h|5|power=100|acc=80|notes=High critical hit ratio}}
{{mvar|Cross Chop|Fighting|Physical|II}}  
{{mvar|Cross Chop|Fighting|Physical|II}}  
{{mvar|Stone Edge|Rock|Physical|IV}}  
{{mvar|Stone Edge|Rock|Physical|IV}}  
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===Variations of Cross Flame===
===Variations of Cross Flame===
{{mvar/h|5|power=100|acc=100|notes=power doubles if hit by Cross Flame or Cross Thunder in the same turn|other=Power doubled by}}
{{mvar/h|5|power=100|acc=100|notes=Power doubles if hit by Cross Flame or Cross Thunder in the same turn|other=Power doubled by}}
{{mvar|Cross Flame|Fire|Special|V|other=Cross Thunder|sig=Reshiram}}  
{{mvar|Cross Flame|Fire|Special|V|other=Cross Thunder|sig=Reshiram}}  
{{mvar|Cross Thunder|Electric|Physical|V|other=Cross Flame|sig=Zekrom}}  
{{mvar|Cross Thunder|Electric|Physical|V|other=Cross Flame|sig=Zekrom}}  
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===Variations of Crush Grip===
===Variations of Crush Grip===
{{mvar/h|5|power=Varying|acc=100|notes=does more damage if the target's current HP is high}}
{{mvar/h|5|power=Varying|acc=100|notes=Does more damage if the target's current HP is high}}
{{mvar|Crush Grip|Normal|Physical|IV|sig=Regigigas}}  
{{mvar|Crush Grip|Normal|Physical|IV|sig=Regigigas}}  
{{mvar|Wring Out|Normal|Physical|IV}}  
{{mvar|Wring Out|Normal|Physical|IV}}  
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===Variations of Crunch===
===Variations of Crunch===
{{mvar/h|10 or 15|power=80|acc=100|notes=chance of affecting a stat|other=Affected stat|PP=PP}}
{{mvar/h|10 or 15|power=80|acc=100|notes=Chance of affecting a stat|other=Affected stat|PP=PP}}
{{mvar|Crunch|Dark|Physical|II|other= 10% chance of lowering target's Defense one stage{{tt|*|Lowers Special Defense prior to Generation IV}}|PP=15}}
{{mvar|Crunch|Dark|Physical|II|other= 10% chance of lowering target's Defense one stage{{tt|*|Lowers Special Defense prior to Generation IV}}|PP=15}}
{{mvar|Shadow Ball|Ghost|Special|II|other=20% chance of lowering target's Special Defense two stages|PP=15}}
{{mvar|Shadow Ball|Ghost|Special|II|other=20% chance of lowering target's Special Defense two stages|PP=15}}
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===Variations of Dig===
===Variations of Dig===
{{mvar/h|10|power=80|acc=100|notes=two turn move}}
{{mvar/h|10|power=80|acc=100|notes=Two turn move}}
{{mvar|Dig|Ground|Physical|I|sig=The Diglett line|siggen=III|note=100 power in Generation I, 60 power in Generation II-III}}  
{{mvar|Dig|Ground|Physical|I|sig=The Diglett line|siggen=III|note=100 power in Generation I, 60 power in Generation II-III}}  
{{mvar|Dive|Water|Physical|III|note=60 power in Generation III}}  
{{mvar|Dive|Water|Physical|III|note=60 power in Generation III}}  
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===Variations of Double-Edge===
===Variations of Double-Edge===
{{mvar/h|15|power=120|acc=100|notes=user receives recoil}}
{{mvar/h|15|power=120|acc=100|notes=User receives recoil}}
{{mvar|Double-Edge|Normal|Physical|I}}
{{mvar|Double-Edge|Normal|Physical|I}}
{{mvar|Volt Tackle|Electric|Physical|III|sig=The Pichu line}}
{{mvar|Volt Tackle|Electric|Physical|III|sig=The Pichu line}}
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===Variations of DynamicPunch===
===Variations of DynamicPunch===
{{mvar/h|5|power=100|acc=50|notes=causes a [[status ailment]]|other=Status ailment}}
{{mvar/h|5|power=100|acc=50|notes=Causes a [[status ailment]]|other=Status ailment}}
{{mvar|DynamicPunch|Fighting|Physical|II|other=Confusion}}  
{{mvar|DynamicPunch|Fighting|Physical|II|other=Confusion}}  
{{mvar|Purgatory|Fire|Special|V|other=Burn}}  
{{mvar|Purgatory|Fire|Special|V|other=Burn}}  
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===Variations of Eruption===
===Variations of Eruption===
{{mvar/h|5|power=varying|acc=100|notes=higher damage when used with high HP}}
{{mvar/h|5|power=varying|acc=100|notes=Higher damage when used with high HP}}
{{mvar|Eruption|Fire|Special|III}}  
{{mvar|Eruption|Fire|Special|III}}  
{{mvar|Water Spout|Water|Special|III}}  
{{mvar|Water Spout|Water|Special|III}}  
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===Variations of Fire Blast===
===Variations of Fire Blast===
{{mvar/h|5|power=120|acc=85|notes=may have additional effect|other=Additional effect}}
{{mvar/h|5|power=120|acc=85|notes=May have additional effect|other=Additional effect}}
{{mvar|Fire Blast|Fire|Special|I|other=10% chace of burning target}}  
{{mvar|Fire Blast|Fire|Special|I|other=10% chace of burning target}}  
{{mvar|Seed Flare|Grass|Special|IV|sig=Shaymin|other=40% chance of lowering targets Special Defense two stages}}  
{{mvar|Seed Flare|Grass|Special|IV|sig=Shaymin|other=40% chance of lowering targets Special Defense two stages}}  
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===Variations of Fling===
===Variations of Fling===
{{mvar/h|10 or 15|power=varying|acc=100|notes=damage and effect vary depending on held item|other=Item required|PP=PP}}
{{mvar/h|10 or 15|power=varying|acc=100|notes=Damage and effect vary depending on held item|other=Item required|PP=PP}}
{{mvar|Fling|Dark|Physical|IV|other=Any except [[Poké Ball]]s and [[mail]]|PP=15}}  
{{mvar|Fling|Dark|Physical|IV|other=Any except [[Poké Ball]]s and [[mail]]|PP=15}}  
{{mvar|Natural Gift|Normal|Physical|IV|note=Type also varies|other=Berry|PP=10}}  
{{mvar|Natural Gift|Normal|Physical|IV|note=Type also varies|other=Berry|PP=10}}  
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===Variations of Flail===
===Variations of Flail===
{{mvar/h|15|power=varying|acc=100|notes=higher damage when used with low HP}}
{{mvar/h|15|power=varying|acc=100|notes=Higher damage when used with low HP}}
{{mvar|Flail|Normal|Physical|II}}  
{{mvar|Flail|Normal|Physical|II}}  
{{mvar|Reversal|Fighting|Physical|II}}  
{{mvar|Reversal|Fighting|Physical|II}}  
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===Variations of Frustration===
===Variations of Frustration===
{{mvar/h|20|power=varying|acc=100|notes=power depends on user's [[happiness]]|other=Higher damage with}}
{{mvar/h|20|power=varying|acc=100|notes=Power depends on user's [[happiness]]|other=Higher damage with}}
{{mvar|Frustration|Normal|Physical|II|other=Low happiness}}  
{{mvar|Frustration|Normal|Physical|II|other=Low happiness}}  
{{mvar|Return|Normal|Physical|II|other=High happiness}}  
{{mvar|Return|Normal|Physical|II|other=High happiness}}  
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===Variations of Giga Drain===
===Variations of Giga Drain===
{{mvar/h|{{tt|10|5 prior to Generation V}}|power={{tt|75|60 prior to Generation V}}|acc=100|notes=restores HP by half damage dealt}}
{{mvar/h|{{tt|10|5 prior to Generation V}}|power={{tt|75|60 prior to Generation V}}|acc=100|notes=Restores HP by half damage dealt}}
{{mvar|Giga Drain|Grass|Special|II}}  
{{mvar|Giga Drain|Grass|Special|II}}  
{{mvar|Drain Punch|Fighting|Physical|IV}}  
{{mvar|Drain Punch|Fighting|Physical|IV}}  
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===Variations of Gust===
===Variations of Gust===
{{mvar/h|35|power=40|acc=100|notes=no additional effect}}
{{mvar/h|35|power=40|acc=100|notes=No additional effect}}
{{mvar|Gust|Flying|Special|I|note=Normal-type in Generation I}}  
{{mvar|Gust|Flying|Special|I|note=Normal-type in Generation I}}  
{{mvar|Pound|Normal|Physical|I}}  
{{mvar|Pound|Normal|Physical|I}}  
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===Variations of Heat Stamp===
===Variations of Heat Stamp===
{{mvar/h|10|power=varying|acc=100|notes=deals more damage if user's weight is higher compared to the target}}
{{mvar/h|10|power=varying|acc=100|notes=Deals more damage if user's weight is higher compared to the target}}
{{mvar|Heat Stamp|Fire|Physical|V|sig=The Tepig line}}  
{{mvar|Heat Stamp|Fire|Physical|V|sig=The Tepig line}}  
{{mvar|Heavy Bomber|Steel|Physical|V}}  
{{mvar|Heavy Bomber|Steel|Physical|V}}  
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===Variations of Hyper Beam===
===Variations of Hyper Beam===
{{mvar/h|5|power=150|acc=90|notes=user must rest the turn after its use}}
{{mvar/h|5|power=150|acc=90|notes=User must rest the turn after its use}}
{{mvar|Hyper Beam|Normal|Physical|I}}  
{{mvar|Hyper Beam|Normal|Physical|I}}  
{{mvar|Blast Burn|Fire|Special|III}}  
{{mvar|Blast Burn|Fire|Special|III}}  
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===Variations of Hyper Voice===
===Variations of Hyper Voice===
{{mvar/h|10|power=90|acc=100|notes=no additional effect}}
{{mvar/h|10|power=90|acc=100|notes=No additional effect}}
{{mvar|Hyper Voice|Normal|Special|III}}
{{mvar|Hyper Voice|Normal|Special|III}}
{{mvar|Dragon Pulse|Dragon|Special|IV}}
{{mvar|Dragon Pulse|Dragon|Special|IV}}
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===Variations of Icy Wind===
===Variations of Icy Wind===
{{mvar/h|15|power=55|acc=95|notes=lowers target's stat one stage|other=Stat lowered}}
{{mvar/h|15|power=55|acc=95|notes=Lowers target's stat one stage|other=Stat lowered}}
{{mvar|Icy Wind|Ice|Special|II|other=Speed}}  
{{mvar|Icy Wind|Ice|Special|II|other=Speed}}  
{{mvar|Mud Shot|Ground|Special|III|other=Speed}}  
{{mvar|Mud Shot|Ground|Special|III|other=Speed}}  
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===Variations of Karate Chop===
===Variations of Karate Chop===
{{mvar/h|25|power=50|acc=100|notes=high critical hit ratio}}
{{mvar/h|25|power=50|acc=100|notes=High critical hit ratio}}
{{mvar|Karate Chop|Fighting|Physical|I|note=Normal-type in Generation I}}
{{mvar|Karate Chop|Fighting|Physical|I|note=Normal-type in Generation I}}
{{mvar|Poison Tail|Poison|Physical|III|note=May also poison target|sig=Seviper|siggen=V}}
{{mvar|Poison Tail|Poison|Physical|III|note=May also poison target|sig=Seviper|siggen=V}}
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===Variations of Leaf Blade===
===Variations of Leaf Blade===
{{mvar/h|15|power=90|acc=100|notes=high critical hit ratio}}
{{mvar/h|15|power=90|acc=100|notes=High critical hit ratio}}
{{mvar|Leaf Blade|Grass|Physical|III|sig=Grovyle and Sceptile|siggen=IV|note=70 power prior to Generation IV}}
{{mvar|Leaf Blade|Grass|Physical|III|sig=Grovyle and Sceptile|siggen=IV|note=70 power prior to Generation IV}}
{{mvar|Attack Order|Bug|Physical|IV|sig=Vespiquen}}
{{mvar|Attack Order|Bug|Physical|IV|sig=Vespiquen}}
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===Variations of Low Kick===
===Variations of Low Kick===
{{mvar/h|20|power=varying|acc=100|notes=greater damage on heavier target}}
{{mvar/h|20|power=varying|acc=100|notes=Greater damage on heavier target}}
{{mvar|Low Kick|Fighting|Physical|I|note=Had 50 power prior to Generation III}}
{{mvar|Low Kick|Fighting|Physical|I|note=Had 50 power prior to Generation III}}
{{mvar|Grass Knot|Grass|Special|IV}}
{{mvar|Grass Knot|Grass|Special|IV}}
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===Variations of Megahorn===
===Variations of Megahorn===
{{mvar/h|10|power=120|acc=85|notes=no additional effect}}
{{mvar/h|10|power=120|acc=85|notes=No additional effect}}
{{mvar|Megahorn|Bug|Physical|II|sig=Heracross|siggen=III}}
{{mvar|Megahorn|Bug|Physical|II|sig=Heracross|siggen=III}}
{{mvar|Power Whip|Grass|Physical|IV}}
{{mvar|Power Whip|Grass|Physical|IV}}
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===Variations of Night Shade===
===Variations of Night Shade===
{{mvar/h|15 or 20|power=varying|acc=100|notes=damage equals to user's level|PP=PP}}
{{mvar/h|15 or 20|power=varying|acc=100|notes=Damage equals to user's level|PP=PP}}
{{mvar|Night Shade|Ghost|Special|I|PP=15|The Gastly line}}  
{{mvar|Night Shade|Ghost|Special|I|PP=15|The Gastly line}}  
{{mvar|Seismic Toss|Fighting|Physical|I|PP=20}}  
{{mvar|Seismic Toss|Fighting|Physical|I|PP=20}}  
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===Variations of Octazooka===
===Variations of Octazooka===
{{mvar/h|10|power=65|acc=85|notes=may lower target's Accuracy one stage}}
{{mvar/h|10|power=65|acc=85|notes=May lower target's Accuracy one stage}}
{{mvar|Octazooka|Water|Special|II|sig=Octillery}}
{{mvar|Octazooka|Water|Special|II|sig=Octillery}}
{{mvar|Mud Bomb|Ground|Special|IV}}
{{mvar|Mud Bomb|Ground|Special|IV}}
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===Variations of Overheat===
===Variations of Overheat===
{{mvar/h|5|power=140|acc=90|notes=lower's user's Special Attack two stages}}
{{mvar/h|5|power=140|acc=90|notes=Lowers user's Special Attack two stages}}
{{mvar|Overheat|Fire|Special|III}}
{{mvar|Overheat|Fire|Special|III}}
{{mvar|Psycho Boost|Psychic|Special|III|sig=Deoxys}}
{{mvar|Psycho Boost|Psychic|Special|III|sig=Deoxys}}
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===Variations of Petal Dance===
===Variations of Petal Dance===
{{mvar/h|10 or 15|power=120{{tt|*|90 prior to Generation V}}|acc=100|notes=lasts 2-3 turns, user becomes confused|PP=PP}}
{{mvar/h|10 or 15|power=120{{tt|*|90 prior to Generation V}}|acc=100|notes=Lasts 2-3 turns, user becomes confused|PP=PP}}
{{mvar|Petal Dance|Grass|Physical|I|note=70 power in Generation I-III|PP=10{{tt|*|20 prior to Generation V}}|sig=The Oddish line|siggen=II}}
{{mvar|Petal Dance|Grass|Physical|I|note=70 power in Generation I-III|PP=10{{tt|*|20 prior to Generation V}}|sig=The Oddish line|siggen=II}}
{{mvar|Thrash|Normal|Physical|I|PP=10{{tt|*|20 prior to Generation V}}}}
{{mvar|Thrash|Normal|Physical|I|PP=10{{tt|*|20 prior to Generation V}}}}
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===Variations of Razor Leaf===
===Variations of Razor Leaf===
{{mvar/h|25|power=55|acc=95|notes=high critical hit ratio}}
{{mvar/h|25|power=55|acc=95|notes=High critical hit ratio}}
{{mvar|Razor Leaf|Grass|Physical|I}}
{{mvar|Razor Leaf|Grass|Physical|I}}
{{mvar|Air Cutter|Flying|Special|III}}
{{mvar|Air Cutter|Flying|Special|III}}
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===Variations of Rollout===
===Variations of Rollout===
{{mvar/h|20|power=30|acc=90|notes=power doubles with each consecutive hit}}
{{mvar/h|20|power=30|acc=90|notes=Power doubles with each consecutive hit}}
{{mvar|Rollout|Rock|Physical|II}}  
{{mvar|Rollout|Rock|Physical|II}}  
{{mvar|Ice Ball|Ice|Physical|III|sig=The Spheal line}}  
{{mvar|Ice Ball|Ice|Physical|III|sig=The Spheal line}}  
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===Variations of Sky Attack===
===Variations of Sky Attack===
{{mvar/h|5|power=140|acc=90|notes=needs to charge, 30% chance of causing a [[status ailment]]|other=Status ailment}}
{{mvar/h|5|power=140|acc=90|notes=Needs to charge, 30% chance of causing a [[status ailment]]|other=Status ailment}}
{{mvar|Sky Attack|Flying|Physical|I|other=Flinch}}  
{{mvar|Sky Attack|Flying|Physical|I|other=Flinch}}  
{{mvar|Cold Flare|Ice|Special|V|other=Burn}}  
{{mvar|Cold Flare|Ice|Special|V|other=Burn}}  
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===Variations of Slash===
===Variations of Slash===
{{mvar/h|15 or 20|power=70|acc=100|notes=high critical hit ratio|PP=PP}}
{{mvar/h|15 or 20|power=70|acc=100|notes=High critical hit ratio|PP=PP}}
{{mvar|Slash|Normal|Physical|I|PP=20}}  
{{mvar|Slash|Normal|Physical|I|PP=20}}  
{{mvar|Cross Poison|Poison|Physical|IV|note=10% chance of poisoning|PP=20}}  
{{mvar|Cross Poison|Poison|Physical|IV|note=10% chance of poisoning|PP=20}}  
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===Variations of SmellingSalt===
===Variations of SmellingSalt===
{{mvar/h|10|power=60|acc=100|notes=double damage on target with non-volatile status, cures non-volatile status on target|other=Cured status ailment}}
{{mvar/h|10|power=60|acc=100|notes=Double damage on target with non-volatile status, cures non-volatile status on target|other=Cured status ailment}}
{{mvar|SmellingSalt|Normal|Physical|III|other=Paralysis|The Makuhita line}}  
{{mvar|SmellingSalt|Normal|Physical|III|other=Paralysis|The Makuhita line}}  
{{mvar|Wake-Up Slap|Fighting|Physical|IV|other=Sleep}}  
{{mvar|Wake-Up Slap|Fighting|Physical|IV|other=Sleep}}  
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===Variations of Superpower===
===Variations of Superpower===
{{mvar/h|5|power=120|acc=100|notes=lowers two of the user's stats|other=Stats lowered}}
{{mvar/h|5|power=120|acc=100|notes=Lowers two of the user's stats|other=Stats lowered}}
{{mvar|Superpower|Fighting|Physical|III|other=Attack, Defense}}  
{{mvar|Superpower|Fighting|Physical|III|other=Attack, Defense}}  
{{mvar|Close Combat|Fighting|Physical|IV|other=Defense, Special Defense}}  
{{mvar|Close Combat|Fighting|Physical|IV|other=Defense, Special Defense}}  
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===Variations of Swift===
===Variations of Swift===
{{mvar/h|20|power=60|notes=cannot miss}}
{{mvar/h|20|power=60|notes=Cannot miss}}
{{mvar|Swift|Normal|Special|I}}
{{mvar|Swift|Normal|Special|I}}
{{mvar|Faint Attack|Dark|Physical|II}}  
{{mvar|Faint Attack|Dark|Physical|II}}  
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===Variations of U-turn===
===Variations of U-turn===
{{mvar/h|20|power=70|acc=100|notes=user switches after damage}}
{{mvar/h|20|power=70|acc=100|notes=User switches after damage}}
{{mvar|U-turn|Bug|Physical|IV}}  
{{mvar|U-turn|Bug|Physical|IV}}  
{{mvar|Volt Change|Electric|Special|V|sig=Emonga}}  
{{mvar|Volt Change|Electric|Special|V|sig=Emonga}}  
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===Variations of Waterfall===
===Variations of Waterfall===
{{mvar/h|15|power=80|acc=100|notes=chance of inflicting a [[status ailment]]|other=Status ailment|PP=PP}}
{{mvar/h|15|power=80|acc=100|notes=Chance of inflicting a [[status ailment]]|other=Status ailment|PP=PP}}
{{mvar|Waterfall|Water|Physical|I|other=20% chance of flinching|PP=15|sig=The Goldeen line|siggen=II}}
{{mvar|Waterfall|Water|Physical|I|other=20% chance of flinching|PP=15|sig=The Goldeen line|siggen=II}}
{{mvar|Dark Pulse|Dark|Special|IV|other=20% chance of flinching|PP=15}}
{{mvar|Dark Pulse|Dark|Special|IV|other=20% chance of flinching|PP=15}}
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===Variations of Weather Ball===
===Variations of Weather Ball===
{{mvar/h|10|power=50|acc=100|notes=power doubles under certain conditions|other=Condition}}
{{mvar/h|10|power=50|acc=100|notes=Power doubles under certain conditions|other=Condition}}
{{mvar|Weather Ball|Normal|Physical|III|other=When a Weather Condition is active}}
{{mvar|Weather Ball|Normal|Physical|III|other=When a Weather Condition is active}}
{{mvar|Assurance|Dark|Physical|IV|other=The target has received damage on the same turn}}  
{{mvar|Assurance|Dark|Physical|IV|other=The target has received damage on the same turn}}  
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==List of status move variations==
==List of status move variations==
===Variations of After You===
{{mvar/h|15|notes=Changes move order of the target|other=Change}}
{{mvar|After You|Normal|Status|V|other=Target moves next}}
{{mvar|Postpone|Dark|Status|V|other=Target moves last}}
|}
|}
===Variations of Agility===
===Variations of Agility===
{{mvar/h|30|notes=Increases user's stat by two stages|other=Stat affected}}
{{mvar/h|30|notes=Increases user's stat by two stages|other=Stat affected}}
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===Variations of Destiny Bond===
===Variations of Destiny Bond===
{{mvar/h|5 or 10|notes=requires user to faint|other=Effect|PP=PP}}
{{mvar/h|5 or 10|notes=Requires user to faint|other=Effect|PP=PP}}
{{mvar|Destiny Bond|Ghost|Status|II|other=Knocks out target if target knocked out the user in the same turn|PP=5}}
{{mvar|Destiny Bond|Ghost|Status|II|other=Knocks out target if target knocked out the user in the same turn|PP=5}}
{{mvar|Grudge|Ghost|Status|III|other=Brings PP of move that knocked the user out to 0|PP=5}}
{{mvar|Grudge|Ghost|Status|III|other=Brings PP of move that knocked the user out to 0|PP=5}}
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===Variations of Flash===
===Variations of Flash===
{{mvar/h|15 or 20|acc=100|notes=decreases Accuracy or Evasion by one stage|other=Stat affected|PP=PP}}
{{mvar/h|15 or 20|acc=100|notes=Decreases Accuracy or Evasion by one stage|other=Stat affected|PP=PP}}
{{mvar|Flash|Normal|Status|I|other=Accuracy|note=70% accuracy prior to Generation IV|PP=20}}
{{mvar|Flash|Normal|Status|I|other=Accuracy|note=70% accuracy prior to Generation IV|PP=20}}
{{mvar|SmokeScreen|Normal|Status|I|other=Accuracy|PP=20}}
{{mvar|SmokeScreen|Normal|Status|I|other=Accuracy|PP=20}}
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===Variations of Foresight===
===Variations of Foresight===
{{mvar/h|40|acc=100|notes=removes a type immunity and negates target's evasiveness|other=Removed immunity}}
{{mvar/h|40|acc=100|notes=Removes a type immunity and negates target's evasiveness|other=Removed immunity}}
{{mvar|Foresight|Normal|Status|II|other=Ghost-types are affected by Normal and Fighting moves}}
{{mvar|Foresight|Normal|Status|II|other=Ghost-types are affected by Normal and Fighting moves}}
{{mvar|Odor Sleuth|Normal|Status|III|other=Ghost-types are affected by Normal and Fighting moves}}
{{mvar|Odor Sleuth|Normal|Status|III|other=Ghost-types are affected by Normal and Fighting moves}}
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===Variations of Gastro Acid===
===Variations of Gastro Acid===
{{mvar/h|10 or 15|acc=100|notes=changes the target's ability|other=Changes into|PP=PP}}
{{mvar/h|10 or 15|acc=100|notes=Changes the target's ability|other=Changes into|PP=PP}}
{{mvar|Gastro Acid|Poison|Status|IV|other=None|PP=10}}
{{mvar|Gastro Acid|Poison|Status|IV|other=None|PP=10}}
{{mvar|Worry Seed|Grass|Status|IV|other={{a|Insomnia}}|PP=10}}
{{mvar|Worry Seed|Grass|Status|IV|other={{a|Insomnia}}|PP=10}}
{{mvar|Befriend|Normal|Status|V|other=Same as user|PP=15}}
{{mvar|Befriend|Normal|Status|V|other=Same as user|PP=15}}
{{mvar|Simple Beam|Normal|Status|V|other={{a|Simple}}|PP=15}}
{{mvar|Simple Beam|Normal|Status|V|other={{a|Simple}}|PP=15}}
|}
|}
===Variations of After You===
{{mvar/h|15|notes=changes move order of the target|other=Change}}
{{mvar|After You|Normal|Status|V|other=Target moves next}}
{{mvar|Postpone|Dark|Status|V|other=Target moves last}}
|}
|}
|}
|}


===Variations of Guard Share===
===Variations of Guard Share===
{{mvar/h|10|notes=averages the target's stats with the user|other=Affected stats}}
{{mvar/h|10|notes=Averages the target's stats with the user|other=Affected stats}}
{{mvar|Guard Share|Psychic|Status|V|other=Defense and Special Defense}}
{{mvar|Guard Share|Psychic|Status|V|other=Defense and Special Defense}}
{{mvar|Power Share|Psychic|Status|V|other=Attack and Special Attack}}
{{mvar|Power Share|Psychic|Status|V|other=Attack and Special Attack}}
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===Variations of Harden===
===Variations of Harden===
{{mvar/h|30|notes=raises a stat by one level|other=Stat affected}}
{{mvar/h|30|notes=Raises a stat by one level|other=Stat affected}}
{{mvar|Harden|Normal|Status|I|other=Defense}}
{{mvar|Harden|Normal|Status|I|other=Defense}}
{{mvar|Sharpen|Normal|Status|I|other=Attack|sig=Porygon|siggen=V}}
{{mvar|Sharpen|Normal|Status|I|other=Attack|sig=Porygon|siggen=V}}
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===Variations of Heal Bell===
===Variations of Heal Bell===
{{mvar/h|5|notes=cures user's party of [[status ailments]]}}
{{mvar/h|5|notes=Cures user's party of [[status ailments]]}}
{{mvar|Heal Bell|Normal|Status|II}}
{{mvar|Heal Bell|Normal|Status|II}}
{{mvar|Aromatherapy|Grass|Status|III}}
{{mvar|Aromatherapy|Grass|Status|III}}
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===Variations of Ingrain===
===Variations of Ingrain===
{{mvar/h|20|notes=heals user by 1/16 of max HP each turn}}
{{mvar/h|20|notes=Heals user by 1/16 of max HP each turn}}
{{mvar|Ingrain|Grass|Status|III|note=Protects the user from forced switching}}
{{mvar|Ingrain|Grass|Status|III|note=Protects the user from forced switching}}
{{mvar|Aqua Ring|Water|Status|IV}}
{{mvar|Aqua Ring|Water|Status|IV}}
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===Variations of Leer===
===Variations of Leer===
{{mvar/h|30|notes=lowers the target's defense by one level}}
{{mvar/h|30|notes=Lowers the target's defense by one level}}
{{mvar|Leer|Normal|Status|I}}
{{mvar|Leer|Normal|Status|I}}
{{mvar|Tail Whip|Normal|Status|I}}
{{mvar|Tail Whip|Normal|Status|I}}
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===Variations of Leech Seed===
===Variations of Leech Seed===
{{mvar/h|10|acc=90|notes=inflicts target with a non-volatile [[status ailment]]|other=status ailment|PP=PP}}
{{mvar/h|10|acc=90|notes=Inflicts target with a non-volatile [[status ailment]]|other=status ailment|PP=PP}}
{{mvar|Leech Seed|Grass|Status|I|other=Seeding|PP=10}}
{{mvar|Leech Seed|Grass|Status|I|other=Seeding|PP=10}}
{{mvar|Toxic|Poison|Status|I|other=Badly Poison|PP=10}}
{{mvar|Toxic|Poison|Status|I|other=Badly Poison|PP=10}}
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===Variations of Lock-On===
===Variations of Lock-On===
{{mvar/h|5|notes=ensures user's next move will hit}}
{{mvar/h|5|notes=Ensures user's next move will hit}}
{{mvar|Lock-On|Normal|Status|II}}
{{mvar|Lock-On|Normal|Status|II}}
{{mvar|Mind Reader|Normal|Status|II}}
{{mvar|Mind Reader|Normal|Status|II}}
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===Variations of Lovely Kiss===
===Variations of Lovely Kiss===
{{mvar/h|10 or 15|acc=75|notes=inflicts a [[status ailment]]|other=Status ailment|PP=PP}}
{{mvar/h|10 or 15|acc=75|notes=Inflicts a [[status ailment]]|other=Status ailment|PP=PP}}
{{mvar|Lovely Kiss|Normal|Status|I|other=Sleep|sig=Jynx|PP=10}}
{{mvar|Lovely Kiss|Normal|Status|I|other=Sleep|sig=Jynx|PP=10}}
{{mvar|Sleep Powder|Grass|Status|I|other=Sleep|PP=15}}
{{mvar|Sleep Powder|Grass|Status|I|other=Sleep|PP=15}}
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===Variations of Mean Look===
===Variations of Mean Look===
{{mvar/h|5 or 10|acc=100|notes=prevents target form escaping or switching out|PP=PP}}
{{mvar/h|5 or 10|acc=100|notes=Prevents target form escaping or switching out|PP=PP}}
{{mvar|Mean Look|Normal|Status|II|PP=5}}
{{mvar|Mean Look|Normal|Status|II|PP=5}}
{{mvar|Spider Web|Bug|Status|II|PP=10|sig=Spinarak|siggen=V}}
{{mvar|Spider Web|Bug|Status|II|PP=10|sig=Spinarak|siggen=V}}
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===Variations of Mirror Move===
===Variations of Mirror Move===
{{mvar/h|20|notes=uses the last move used by the target}}
{{mvar/h|20|notes=Uses the last move used by the target}}
{{mvar|Mirror Move|Flying|Status|I}}
{{mvar|Mirror Move|Flying|Status|I}}
{{mvar|Copycat|Normal|Status|IV}}
{{mvar|Copycat|Normal|Status|IV}}
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===Variations of Moonlight===
===Variations of Moonlight===
{{mvar/h|5|notes=heals variant amount of HP, depending on the [[Weather Conditions|weather]]}}
{{mvar/h|5|notes=Heals variant amount of HP, depending on the [[Weather Conditions|weather]]}}
{{mvar|Moonlight|Normal|Status|II}}
{{mvar|Moonlight|Normal|Status|II}}
{{mvar|Morning Sun|Normal|Status|II|sig=Espeon|siggen=III}}
{{mvar|Morning Sun|Normal|Status|II|sig=Espeon|siggen=III}}
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===Variations of Mud Sport===
===Variations of Mud Sport===
{{mvar/h|15|notes=halves damage taken from a certain type|other=Affected type}}
{{mvar/h|15|notes=Halves damage taken from a certain type|other=Affected type}}
{{mvar|Mud Sport|Ground|Status|III|other=Electric}}
{{mvar|Mud Sport|Ground|Status|III|other=Electric}}
{{mvar|Water Sport|Water|Status|III|other=Fire}}
{{mvar|Water Sport|Water|Status|III|other=Fire}}
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===Variations of PoisonPowder===
===Variations of PoisonPowder===
{{mvar/h|35 or 30|acc=75|notes=inflicts a [[status ailment]]|other=Status ailment|PP=PP}}
{{mvar/h|35 or 30|acc=75|notes=Inflicts a [[status ailment]]|other=Status ailment|PP=PP}}
{{mvar|PoisonPowder|Poison|Status|I|other=Poison|PP=35}}
{{mvar|PoisonPowder|Poison|Status|I|other=Poison|PP=35}}
{{mvar|Stun Spore|Grass|Status|I|other=Paralysis|PP=30}}
{{mvar|Stun Spore|Grass|Status|I|other=Paralysis|PP=30}}
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===Variations of Rain Dance===
===Variations of Rain Dance===
{{mvar/h|5 or 10|notes=changes in-battle [[weather conditions]] for 5 turns|other=Weather|PP=PP}}
{{mvar/h|5 or 10|notes=Changes in-battle [[weather conditions]] for 5 turns|other=Weather|PP=PP}}
{{mvar|Rain Dance|Water|Status|II|other=Heavy rain|PP=5}}
{{mvar|Rain Dance|Water|Status|II|other=Heavy rain|PP=5}}
{{mvar|Sandstorm|Rock|Status|II|other=Sandstorm|PP=10}}
{{mvar|Sandstorm|Rock|Status|II|other=Sandstorm|PP=10}}
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===Variations of Recover===
===Variations of Recover===
{{mvar/h|10|notes=heals user by half max HP}}
{{mvar/h|10|notes=Heals user by half max HP}}
{{mvar|Recover|Normal|Status|I|note=20 PP prior to Generation IV}}
{{mvar|Recover|Normal|Status|I|note=20 PP prior to Generation IV}}
{{mvar|Softboiled|Normal|Status|I|sig=The Chansey line}}
{{mvar|Softboiled|Normal|Status|I|sig=The Chansey line}}
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===Variations of Safeguard===
===Variations of Safeguard===
{{mvar/h|25 or 30|notes=protects the user's party for 5 turns|other=Protects from|PP=PP}}
{{mvar/h|25 or 30|notes=Protects the user's party for 5 turns|other=Protects from|PP=PP}}
{{mvar|Safeguard|Normal|Status|II|other=[[Status ailments]]|PP=25}}
{{mvar|Safeguard|Normal|Status|II|other=[[Status ailments]]|PP=25}}
{{mvar|Lucky Chant|Normal|Status|IV|other=Critical hits|PP=30}}
{{mvar|Lucky Chant|Normal|Status|IV|other=Critical hits|PP=30}}
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===Variations of Screech===
===Variations of Screech===
{{mvar/h|40|acc=85|notes=sound moves that lower the target's stat by two stages|other=Stat affected}}
{{mvar/h|40|acc=85|notes=Sound moves that lower the target's stat by two stages|other=Stat affected}}
{{mvar|Screech|Normal|Status|I|other=Defense}}
{{mvar|Screech|Normal|Status|I|other=Defense}}
{{mvar|Metal Sound|Steel|Status|III|other=Special Defense}}
{{mvar|Metal Sound|Steel|Status|III|other=Special Defense}}
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===Variations of Sing===
===Variations of Sing===
{{mvar/h|15 or 20|acc=55|notes=sound moves that inflict a [[status ailment]]|other=Status ailment|PP=PP}}
{{mvar/h|15 or 20|acc=55|notes=Sound moves that inflict a [[status ailment]]|other=Status ailment|PP=PP}}
{{mvar|Sing|Normal|Status|I|other=Sleep|PP=15}}
{{mvar|Sing|Normal|Status|I|other=Sleep|PP=15}}
{{mvar|Supersonic|Normal|Status|I|other=Confusion|PP=20}}
{{mvar|Supersonic|Normal|Status|I|other=Confusion|PP=20}}
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===Variations of Skill Swap===
===Variations of Skill Swap===
{{mvar/h|10|notes=switches the user's condition with the target|other=Switched}}
{{mvar/h|10|notes=Switches the user's condition with the target|other=Switched}}
{{mvar|Skill Swap|Psychic|Status|III|other=Abilities}}
{{mvar|Skill Swap|Psychic|Status|III|other=Abilities}}
{{mvar|Heart Swap|Psychic|Status|IV|other=Any stat changes|sig=Manaphy}}
{{mvar|Heart Swap|Psychic|Status|IV|other=Any stat changes|sig=Manaphy}}
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===Variations of Spikes===
===Variations of Spikes===
{{mvar/h|20|notes=lays down entry hazards|other=Effect}}
{{mvar/h|20|notes=Lays down entry hazards|other=Effect}}
{{mvar|Spikes|Ground|Status|II|other=Inflicts damages when opponent switches in}}
{{mvar|Spikes|Ground|Status|II|other=Inflicts damages when opponent switches in}}
{{mvar|Stealth Rock|Rock|Status|IV|other=Inflicts damage depending on type when opponent switches in}}
{{mvar|Stealth Rock|Rock|Status|IV|other=Inflicts damage depending on type when opponent switches in}}
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===Variations of Spore===
===Variations of Spore===
{{mvar/h|15 or 20|acc=100|notes=inflicts target with a [[status ailment]]|other=status ailment|PP=PP}}
{{mvar/h|15 or 20|acc=100|notes=Inflicts target with a [[status ailment]]|other=status ailment|PP=PP}}
{{mvar|Spore|Grass|Status|I|other=Sleep|sig=The Paras line|siggen=III|PP=15}}
{{mvar|Spore|Grass|Status|I|other=Sleep|sig=The Paras line|siggen=III|PP=15}}
{{mvar|Thunder Wave|Electric|Status|I|other=Paralysis|PP=20}}
{{mvar|Thunder Wave|Electric|Status|I|other=Paralysis|PP=20}}
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===Variations of Trick===
===Variations of Trick===
{{mvar/h|10|acc=100|notes=switches items with target}}
{{mvar/h|10|acc=100|notes=Switches items with target}}
{{mvar|Trick|Psychic|Status|III}}
{{mvar|Trick|Psychic|Status|III}}
{{mvar|Switcheroo|Dark|Status|IV}}
{{mvar|Switcheroo|Dark|Status|IV}}

Revision as of 01:08, 17 January 2011

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
10% chance to inflict non-volatile status and/or flinch the target
Move Type Cat. Gen PP [[{{{effects}}}|{{{effects}}}]] [[{{{signature}}}|{{{signature}}}]] Status ailment
Fire Fang  Fire  Physical IV {{{PP}}} {{{effects}}} {{{signature}}} Burn
Ice Fang  Ice  Physical IV {{{PP}}} {{{effects}}} {{{signature}}} Freeze
Thunder Fang  Electric  Physical IV {{{PP}}} {{{effects}}} {{{signature}}} Paralysis

Elemental Punches

15 PP, 75 Power, 100% Accuracy
10% chance to inflict non-volatile status
Move Type Cat. Gen PP [[{{{effects}}}|{{{effects}}}]] [[{{{signature}}}|{{{signature}}}]] Status ailment
Fire Punch  Fire  Physical I {{{PP}}} {{{effects}}} {{{signature}}} Burn
Ice Punch  Ice  Physical I {{{PP}}} {{{effects}}} {{{signature}}} Freeze
ThunderPunch  Electric  Physical I {{{PP}}} {{{effects}}} {{{signature}}} Paralysis

Oath moves

10 PP, 50 Power, 100% Accuracy
Additional effect lasting four turns when used in combination
Move Type Cat. Gen PP [[{{{effects}}}|{{{effects}}}]] [[{{{signature}}}|{{{signature}}}]] Effect when combined with:
Fire Oath  Fire  Special V {{{PP}}} {{{effects}}} {{{signature}}} Grass Oath: Opponents take 1/8 max HP damage each turn.
Water Oath: Doubles the probability of secondary effects occuring
Grass Oath  Grass  Special V {{{PP}}} {{{effects}}} {{{signature}}} Fire Oath: Opponents take 1/8 max HP damage each turn.
Water Oath: Halves speed of opponents
Water Oath  Water  Special V {{{PP}}} {{{effects}}} {{{signature}}} Fire Oath: Doubles the probability of secondary effects occuring
Grass Oath: Halves speed of opponents

One-hit knockout moves

5 PP, % Accuracy
Targets at a higher level than the user are unaffected*
Move Type Cat. Gen PP [[{{{effects}}}|{{{effects}}}]] [[{{{signature}}}|{{{signature}}}]] {{{other}}}
Fissure  Ground  Physical I {{{PP}}} {{{effects}}} {{{signature}}} {{{other}}}
Guillotine  Normal  Physical I {{{PP}}} {{{effects}}} {{{signature}}} {{{other}}}
Horn Drill  Normal  Physical I {{{PP}}} {{{effects}}} {{{signature}}} {{{other}}}
Sheer Cold  Ice  Special III {{{PP}}} {{{effects}}} {{{signature}}} {{{other}}}

Variations of Acid

25 or 30 PP, 40 Power, 100% Accuracy
10% chance of secondary effect occuring
Move Type Cat. Gen PP [[{{{effects}}}|{{{effects}}}]] [[{{{signature}}}|{{{signature}}}]] Secondary effect
Acid  Poison  Special I 30 {{{effects}}} {{{signature}}} Lowers Special Defense
Ember  Fire  Special I 25 {{{effects}}} {{{signature}}} Inflicts burn
ThunderShock  Electric  Special I 30 {{{effects}}} {{{signature}}} Inflicts paralysis
Powder Snow  Ice  Special II 25 {{{effects}}} {{{signature}}} Freezes

Variations of Aeroblast

5 PP, 100 Power, 95% Accuracy
high critical hit ratio
Move Type Cat. Gen PP [[{{{effects}}}|{{{effects}}}]] [[{{{signature}}}|{{{signature}}}]] {{{other}}}
Aeroblast  Flying  Special II {{{PP}}} {{{effects}}} {{{signature}}} {{{other}}}
Spacial Rend  Dragon  Special IV {{{PP}}} {{{effects}}} {{{signature}}} {{{other}}}

Variations of AncientPower

5 PP, 60 Power, 100% Accuracy
10% chance of raising all stats
Move Type Cat. Gen PP [[{{{effects}}}|{{{effects}}}]] [[{{{signature}}}|{{{signature}}}]] {{{other}}}
AncientPower  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 Ankle Sweep

20 PP, 60 Power, 100% Accuracy
Lowers target's Speed one stage
Move Type Cat. Gen PP [[{{{effects}}}|{{{effects}}}]] [[{{{signature}}}|{{{signature}}}]] {{{other}}}
Ankle Sweep  Fighting  Physical V {{{PP}}} {{{effects}}} {{{signature}}} {{{other}}}
Smooth Over*  Ground  Physical V {{{PP}}} {{{effects}}} {{{signature}}} {{{other}}}

Variations of Aurora Beam

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

Variations of Barrage

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

Variations of Bite

20 or 25 PP, 60 Power, 100% Accuracy
Chance of inflicting a status ailment
Move Type Cat. Gen PP [[{{{effects}}}|{{{effects}}}]] [[{{{signature}}}|{{{signature}}}]] Status ailment
Bite*  Dark  Physical I 25 {{{effects}}} {{{signature}}} 10% chance of flinching
DragonBreath  Dragon  Special II 20 {{{effects}}} {{{signature}}} 30% chance of inflicting paralysis
Flame Wheel  Fire  Physical II 25 {{{effects}}} {{{signature}}} 10% of inflicting a burn
Water Pulse  Water  Special III 20 {{{effects}}} {{{signature}}} 20% chance of confusing
Chatter  Flying  Special IV 20 {{{effects}}} {{{signature}}} Variable chance of confusing
Heart Stamp  Psychic  Physical V 25 {{{effects}}} {{{signature}}} 10% chance of flinching

Variations of Blizzard

5 or 10 PP, 120 Power, 70% Accuracy
Chance of additional effect
Move Type Cat. Gen PP [[{{{effects}}}|{{{effects}}}]] [[{{{signature}}}|{{{signature}}}]] Additional effect
Blizzard*  Ice  Special I 5 {{{effects}}} {{{signature}}} 10% chance of freezing target
Thunder*  Electric  Special I 10 {{{effects}}} {{{signature}}} 30% chance of paralyzing target
Focus Blast  Fighting  Special IV 5 {{{effects}}} {{{signature}}} 10% chance of lowering target's Special Defense one stage
Gunk Shot  Poison  Physical IV 5 {{{effects}}} {{{signature}}} 30% chance of poisoning target
Windstorm*  Flying  Special V 10 {{{effects}}} {{{signature}}} 30% chance of confusing target

Variations of Blue Fire

5 PP, 130 Power, 85% Accuracy
20% chance of inflicting a non-volatile status ailment
Move Type Cat. Gen PP [[{{{effects}}}|{{{effects}}}]] [[{{{signature}}}|{{{signature}}}]] Status ailment
Blue Fire  Fire  Special V {{{PP}}} {{{effects}}} {{{signature}}} Burn
Lightning Strike  Electric  Physical V {{{PP}}} {{{effects}}} {{{signature}}} Paralysis

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}}}

Variations of Brine

10 PP, 65 Power, 100% Accuracy
Power doubles under certain conditions
Move Type Cat. Gen PP [[{{{effects}}}|{{{effects}}}]] [[{{{signature}}}|{{{signature}}}]] Condition
Brine  Water  Special IV {{{PP}}} {{{effects}}} {{{signature}}} Target's HP under 50%
Venom Shock  Poison  Special V {{{PP}}} {{{effects}}} {{{signature}}} Target is poisoned

Variations of Bug Bite

20 PP, 60 Power, 100% Accuracy
Doubles in power*, eats and gains the effect if the target has a held berry
Move Type Cat. Gen PP [[{{{effects}}}|{{{effects}}}]] [[{{{signature}}}|{{{signature}}}]] {{{other}}}
Bug Bite  Bug  Physical IV {{{PP}}} {{{effects}}} {{{signature}}} {{{other}}}
Pluck  Flying  Physical IV {{{PP}}} {{{effects}}} {{{signature}}} {{{other}}}

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}}}

Variations of Clamp

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

Variations of Counter

20 PP, 100% Accuracy
-5 priority, counters the last move taken at twice the power
Move Type Cat. Gen PP [[{{{effects}}}|{{{effects}}}]] [[{{{signature}}}|{{{signature}}}]] Counters
Counter  Fighting  Physical I {{{PP}}} {{{effects}}} {{{signature}}} Physical moves
Mirror Coat  Psychic  Special II {{{PP}}} {{{effects}}} {{{signature}}} Special moves

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 Cross Flame

5 PP, 100 Power, 100% Accuracy
Power doubles if hit by Cross Flame or Cross Thunder in the same turn
Move Type Cat. Gen PP [[{{{effects}}}|{{{effects}}}]] [[{{{signature}}}|{{{signature}}}]] Power doubled by
Cross Flame  Fire  Special V {{{PP}}} {{{effects}}} {{{signature}}} Cross Thunder
Cross Thunder  Electric  Physical V {{{PP}}} {{{effects}}} {{{signature}}} Cross Flame

Variations of Crush Grip

5 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}}}
Crush Grip  Normal  Physical IV {{{PP}}} {{{effects}}} {{{signature}}} {{{other}}}
Wring Out  Normal  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}}}
Shell Blade  Water  Physical V {{{PP}}} {{{effects}}} {{{signature}}} {{{other}}}

Variations of Crunch

10 or 15 PP, 80 Power, 100% Accuracy
Chance of affecting a stat
Move Type Cat. Gen PP [[{{{effects}}}|{{{effects}}}]] [[{{{signature}}}|{{{signature}}}]] Affected stat
Crunch  Dark  Physical II 15 {{{effects}}} {{{signature}}} 10% chance of lowering target's Defense one stage*
Shadow Ball  Ghost  Special II 15 {{{effects}}} {{{signature}}} 20% chance of lowering target's Special Defense two stages
Energy Ball  Grass  Special IV 10 {{{effects}}} {{{signature}}} 10% chance of lowering target's Special Defense one stage
Flash Cannon  Steel  Special IV 10 {{{effects}}} {{{signature}}} 10% of lowering target's Special Defense one stage
Fire Dance  Fire  Special V 10 {{{effects}}} {{{signature}}} 50% of raising user's Special Attack one stage

Variations of Dig

10 PP, 80 Power, 100% Accuracy
Two turn move
Move Type Cat. Gen PP [[{{{effects}}}|{{{effects}}}]] [[{{{signature}}}|{{{signature}}}]] {{{other}}}
Dig*  Ground  Physical I {{{PP}}} {{{effects}}} {{{signature}}} {{{other}}}
Dive*  Water  Physical III {{{PP}}} {{{effects}}} {{{signature}}} {{{other}}}

Variations of Double-Edge

15 PP, 120 Power, 100% Accuracy
User receives recoil
Move Type Cat. Gen PP [[{{{effects}}}|{{{effects}}}]] [[{{{signature}}}|{{{signature}}}]] {{{other}}}
Double-Edge  Normal  Physical I {{{PP}}} {{{effects}}} {{{signature}}} {{{other}}}
Volt Tackle  Electric  Physical III {{{PP}}} {{{effects}}} {{{signature}}} {{{other}}}
Brave Bird  Flying  Physical IV {{{PP}}} {{{effects}}} {{{signature}}} {{{other}}}
Flare Blitz  Fire  Physical IV {{{PP}}} {{{effects}}} {{{signature}}} {{{other}}}
Wood Hammer  Grass  Physical IV {{{PP}}} {{{effects}}} {{{signature}}} {{{other}}}
Afro Break  Normal  Physical V {{{PP}}} {{{effects}}} {{{signature}}} {{{other}}}

Variations of Dragon Tail

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

Variations of DynamicPunch

5 PP, 100 Power, 50% Accuracy
Causes a status ailment
Move Type Cat. Gen PP [[{{{effects}}}|{{{effects}}}]] [[{{{signature}}}|{{{signature}}}]] Status ailment
DynamicPunch  Fighting  Physical II {{{PP}}} {{{effects}}} {{{signature}}} Confusion
Purgatory  Fire  Special V {{{PP}}} {{{effects}}} {{{signature}}} Burn
*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
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}}}

Variations of Fire Blast

5 PP, 120 Power, 85% Accuracy
May have additional effect
Move Type Cat. Gen PP [[{{{effects}}}|{{{effects}}}]] [[{{{signature}}}|{{{signature}}}]] Additional effect
Fire Blast  Fire  Special I {{{PP}}} {{{effects}}} {{{signature}}} 10% chace of burning target
Seed Flare  Grass  Special IV {{{PP}}} {{{effects}}} {{{signature}}} 40% chance of lowering targets Special Defense two stages

Variations of Fling

10 or 15 PP, varying Power, 100% Accuracy
Damage and effect vary depending on held item
Move Type Cat. Gen PP [[{{{effects}}}|{{{effects}}}]] [[{{{signature}}}|{{{signature}}}]] Item required
Fling  Dark  Physical IV 15 {{{effects}}} {{{signature}}} Any except Poké Balls and mail
Natural Gift*  Normal  Physical IV 10 {{{effects}}} {{{signature}}} Berry

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 Flamethrower

10 or 15 PP, 95 Power, 100% Accuracy
10% chance of inflicting a non-volatile status ailment
Move Type Cat. Gen PP [[{{{effects}}}|{{{effects}}}]] [[{{{signature}}}|{{{signature}}}]] Status ailment
Flamethrower  Fire  Special I 15 {{{effects}}} {{{signature}}} Burn
Ice Beam  Ice  Special I 10 {{{effects}}} {{{signature}}} Freeze
Thunderbolt  Electric  Special I 15 {{{effects}}} {{{signature}}} Paralysis
Slime Wave  Poison  Special V 10 {{{effects}}} {{{signature}}} Poison

Variations of Frustration

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

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}}}
Wood Horn  Grass  Physical V {{{PP}}} {{{effects}}} {{{signature}}} {{{other}}}

Variations of Gust

35 PP, 40 Power, 100% Accuracy
No additional effect
Move Type Cat. Gen PP [[{{{effects}}}|{{{effects}}}]] [[{{{signature}}}|{{{signature}}}]] {{{other}}}
Gust*  Flying  Special I {{{PP}}} {{{effects}}} {{{signature}}} {{{other}}}
Pound  Normal  Physical I {{{PP}}} {{{effects}}} {{{signature}}} {{{other}}}
Scratch  Normal  Physical I {{{PP}}} {{{effects}}} {{{signature}}} {{{other}}}

Variations of Heat Stamp

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}}}
Heat Stamp  Fire  Physical V {{{PP}}} {{{effects}}} {{{signature}}} {{{other}}}
Heavy Bomber  Steel  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}}}]] {{{other}}}
Hyper Beam  Normal  Physical I {{{PP}}} {{{effects}}} {{{signature}}} {{{other}}}
Blast Burn  Fire  Special III {{{PP}}} {{{effects}}} {{{signature}}} {{{other}}}
Frenzy Plant  Grass  Special III {{{PP}}} {{{effects}}} {{{signature}}} {{{other}}}
Hydro Cannon  Water  Special III {{{PP}}} {{{effects}}} {{{signature}}} {{{other}}}
Giga Impact  Normal  Physical IV {{{PP}}} {{{effects}}} {{{signature}}} {{{other}}}
Roar of Time  Dragon  Special IV {{{PP}}} {{{effects}}} {{{signature}}} {{{other}}}
Rock Wrecker  Rock  Physical IV {{{PP}}} {{{effects}}} {{{signature}}} {{{other}}}

Variations of Hyper Fang

15 PP, 80 Power, 90% Accuracy
10% chance of flinching target
Move Type Cat. Gen PP [[{{{effects}}}|{{{effects}}}]] [[{{{signature}}}|{{{signature}}}]] {{{other}}}
Hyper Fang  Normal  Physical I {{{PP}}} {{{effects}}} {{{signature}}} {{{other}}}
Zen Headbutt  Psychic  Physical IV {{{PP}}} {{{effects}}} {{{signature}}} {{{other}}}

Variations of Hyper Voice

10 PP, 90 Power, 100% Accuracy
No additional effect
Move Type Cat. Gen PP [[{{{effects}}}|{{{effects}}}]] [[{{{signature}}}|{{{signature}}}]] {{{other}}}
Hyper Voice  Normal  Special III {{{PP}}} {{{effects}}} {{{signature}}} {{{other}}}
Dragon Pulse  Dragon  Special IV {{{PP}}} {{{effects}}} {{{signature}}} {{{other}}}

Variations of Icy Wind

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

Variations of Karate Chop

25 PP, 50 Power, 100% Accuracy
High critical hit ratio
Move Type Cat. Gen PP [[{{{effects}}}|{{{effects}}}]] [[{{{signature}}}|{{{signature}}}]] {{{other}}}
Karate Chop*  Fighting  Physical I {{{PP}}} {{{effects}}} {{{signature}}} {{{other}}}
Poison Tail*  Poison  Physical III {{{PP}}} {{{effects}}} {{{signature}}} {{{other}}}

Variations of Leaf Blade

15 PP, 90 Power, 100% Accuracy
High critical hit ratio
Move Type Cat. Gen PP [[{{{effects}}}|{{{effects}}}]] [[{{{signature}}}|{{{signature}}}]] {{{other}}}
Leaf Blade*  Grass  Physical III {{{PP}}} {{{effects}}} {{{signature}}} {{{other}}}
Attack Order  Bug  Physical IV {{{PP}}} {{{effects}}} {{{signature}}} {{{other}}}

Variations of Low Kick

20 PP, varying Power, 100% Accuracy
Greater damage on heavier target
Move Type Cat. Gen PP [[{{{effects}}}|{{{effects}}}]] [[{{{signature}}}|{{{signature}}}]] {{{other}}}
Low Kick*  Fighting  Physical I {{{PP}}} {{{effects}}} {{{signature}}} {{{other}}}
Grass Knot  Grass  Special IV {{{PP}}} {{{effects}}} {{{signature}}} {{{other}}}

Variations of Luster Purge

5 PP, 70 Power, 100% Accuracy
50% of additional effect occuring
Move Type Cat. Gen PP [[{{{effects}}}|{{{effects}}}]] [[{{{signature}}}|{{{signature}}}]] Additional effect
Luster Purge  Psychic  Special III {{{PP}}} {{{effects}}} {{{signature}}} Lowers target's Special Defense one stage
Mist Ball  Psychic  Special III {{{PP}}} {{{effects}}} {{{signature}}} Lowers target's Special Attack one stage

Variations of Megahorn

10 PP, 120 Power, 85% Accuracy
No additional effect
Move Type Cat. Gen PP [[{{{effects}}}|{{{effects}}}]] [[{{{signature}}}|{{{signature}}}]] {{{other}}}
Megahorn  Bug  Physical II {{{PP}}} {{{effects}}} {{{signature}}} {{{other}}}
Power Whip  Grass  Physical IV {{{PP}}} {{{effects}}} {{{signature}}} {{{other}}}

Variations of Night Shade

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

Variations of Needle Arm

10 or 15 PP, 60 Power, 100% Accuracy
30% chance of inflicting a status ailment
Move Type Cat. Gen PP [[{{{effects}}}|{{{effects}}}]] [[{{{signature}}}|{{{signature}}}]] Status ailment
Needle Arm  Grass  Physical III 15 {{{effects}}} {{{signature}}} Causes flinching
Force Palm  Fighting  Physical IV 10 {{{effects}}} {{{signature}}} Inflicts paralysis

Variations of Octazooka

10 PP, 65 Power, 85% Accuracy
May lower target's Accuracy 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, 140 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}}}
Psycho Boost  Psychic  Special III {{{PP}}} {{{effects}}} {{{signature}}} {{{other}}}
Draco Meteor  Dragon  Special IV {{{PP}}} {{{effects}}} {{{signature}}} {{{other}}}
Leaf Storm  Grass  Special IV {{{PP}}} {{{effects}}} {{{signature}}} {{{other}}}

Variations of Petal Dance

10 or 15 PP, 120* Power, 100% Accuracy
Lasts 2-3 turns, user becomes confused
Move Type Cat. Gen PP [[{{{effects}}}|{{{effects}}}]] [[{{{signature}}}|{{{signature}}}]] {{{other}}}
Petal Dance*  Grass  Physical I 10* {{{effects}}} {{{signature}}} {{{other}}}
Thrash  Normal  Physical I 10* {{{effects}}} {{{signature}}} {{{other}}}
Outrage  Dragon  Physical II 15 {{{effects}}} {{{signature}}} {{{other}}}

Variations of Psychic

10 PP, 90 Power, 100% Accuracy
10% chance of lowering Special Defense one stage
Move Type Cat. Gen PP [[{{{effects}}}|{{{effects}}}]] [[{{{signature}}}|{{{signature}}}]] {{{other}}}
Psychic  Psychic  Special I {{{PP}}} {{{effects}}} {{{signature}}} {{{other}}}
Bug Buzz  Bug  Special IV {{{PP}}} {{{effects}}} {{{signature}}} {{{other}}}
Earth Power  Ground  Special IV {{{PP}}} {{{effects}}} {{{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 {{{PP}}} {{{effects}}} {{{signature}}} {{{other}}}
Mach Punch  Fighting  Physical II {{{PP}}} {{{effects}}} {{{signature}}} {{{other}}}
Aqua Jet  Water  Physical IV {{{PP}}} {{{effects}}} {{{signature}}} {{{other}}}
Bullet Punch  Steel  Physical IV {{{PP}}} {{{effects}}} {{{signature}}} {{{other}}}
Ice Shard  Ice  Physical IV {{{PP}}} {{{effects}}} {{{signature}}} {{{other}}}
Shadow Sneak  Ghost  Physical IV {{{PP}}} {{{effects}}} {{{signature}}} {{{other}}}
Vacuum Wave  Fighting  Special IV {{{PP}}} {{{effects}}} {{{signature}}} {{{other}}}

Variations of Razor Leaf

25 PP, 55 Power, 95% Accuracy
High critical hit ratio
Move Type Cat. Gen PP [[{{{effects}}}|{{{effects}}}]] [[{{{signature}}}|{{{signature}}}]] {{{other}}}
Razor Leaf  Grass  Physical I {{{PP}}} {{{effects}}} {{{signature}}} {{{other}}}
Air Cutter  Flying  Special III {{{PP}}} {{{effects}}} {{{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
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 Signal Beam

10 or 15 PP, 75 Power, 100% Accuracy
10% chance of inflicting a status ailment
Move Type Cat. Gen PP [[{{{effects}}}|{{{effects}}}]] [[{{{signature}}}|{{{signature}}}]] Status ailment
Signal Beam  Bug  Special III 15 {{{effects}}} {{{signature}}} Confusion
Ancient Song  Normal  Special V 10 {{{effects}}} {{{signature}}} Sleep

Variations of Sky Attack

5 PP, 140 Power, 90% Accuracy
Needs to charge, 30% chance of causing a status ailment
Move Type Cat. Gen PP [[{{{effects}}}|{{{effects}}}]] [[{{{signature}}}|{{{signature}}}]] Status ailment
Sky Attack  Flying  Physical I {{{PP}}} {{{effects}}} {{{signature}}} Flinch
Cold Flare  Ice  Special V {{{PP}}} {{{effects}}} {{{signature}}} Burn
Freeze Bolt  Ice  Physical V {{{PP}}} {{{effects}}} {{{signature}}} Paralysis

Variations of Slash

15 or 20 PP, 70 Power, 100% Accuracy
High critical hit ratio
Move Type Cat. Gen PP [[{{{effects}}}|{{{effects}}}]] [[{{{signature}}}|{{{signature}}}]] {{{other}}}
Slash  Normal  Physical I 20 {{{effects}}} {{{signature}}} {{{other}}}
Cross Poison*  Poison  Physical IV 20 {{{effects}}} {{{signature}}} {{{other}}}
Psycho Cut  Psychic  Physical IV 20 {{{effects}}} {{{signature}}} {{{other}}}
Night Slash  Dark  Physical IV 15 {{{effects}}} {{{signature}}} {{{other}}}
Shadow Claw  Ghost  Physical IV 15 {{{effects}}} {{{signature}}} {{{other}}}
*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
Double damage on target with non-volatile status, cures non-volatile status on target
Move Type Cat. Gen PP [[{{{effects}}}|{{{effects}}}]] [[{{{signature}}}|{{{signature}}}]] Cured status ailment
SmellingSalt  Normal  Physical III {{{PP}}} {{{effects}}} {{{signature}}} Paralysis
Wake-Up Slap  Fighting  Physical IV {{{PP}}} {{{effects}}} {{{signature}}} Sleep

Variations of Stomp

20 PP, 65 Power, 100% Accuracy
30% 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}}}
Hard Roller  Bug  Physical V {{{PP}}} {{{effects}}} {{{signature}}} {{{other}}}

Variations of Strength

15 or 20 PP, 80 Power, 100% Accuracy
No additional effect
Move Type Cat. Gen PP [[{{{effects}}}|{{{effects}}}]] [[{{{signature}}}|{{{signature}}}]] {{{other}}}
Strength  Normal  Physical I {{{PP}}} {{{effects}}} {{{signature}}} {{{other}}}
Drill Peck  Flying  Physical I {{{PP}}} {{{effects}}} {{{signature}}} {{{other}}}
Dragon Claw  Dragon  Physical III {{{PP}}} {{{effects}}} {{{signature}}} {{{other}}}
Seed Bomb  Grass  Physical IV {{{PP}}} {{{effects}}} {{{signature}}} {{{other}}}
X-Scissor  Bug  Physical IV {{{PP}}} {{{effects}}} {{{signature}}} {{{other}}}

Variations of Superpower

5 PP, 120 Power, 100% Accuracy
Lowers two of the user's stats
Move Type Cat. Gen PP [[{{{effects}}}|{{{effects}}}]] [[{{{signature}}}|{{{signature}}}]] Stats lowered
Superpower  Fighting  Physical III {{{PP}}} {{{effects}}} {{{signature}}} Attack, Defense
Close Combat  Fighting  Physical IV {{{PP}}} {{{effects}}} {{{signature}}} Defense, Special Defense

Variations of Swift

20 PP, 60 Power
Cannot miss
Move Type Cat. Gen PP [[{{{effects}}}|{{{effects}}}]] [[{{{signature}}}|{{{signature}}}]] {{{other}}}
Swift  Normal  Special I {{{PP}}} {{{effects}}} {{{signature}}} {{{other}}}
Faint Attack  Dark  Physical II {{{PP}}} {{{effects}}} {{{signature}}} {{{other}}}
Aerial Ace  Flying  Physical III {{{PP}}} {{{effects}}} {{{signature}}} {{{other}}}
Magical Leaf  Grass  Special III {{{PP}}} {{{effects}}} {{{signature}}} {{{other}}}
Shadow Punch  Ghost  Physical 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 U-turn

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

Variations of Waterfall

15 PP, 80 Power, 100% Accuracy
Chance of inflicting a status ailment
Move Type Cat. Gen PP [[{{{effects}}}|{{{effects}}}]] [[{{{signature}}}|{{{signature}}}]] Status ailment
Waterfall  Water  Physical I 15 {{{effects}}} {{{signature}}} 20% chance of flinching
Dark Pulse  Dark  Special IV 15 {{{effects}}} {{{signature}}} 20% chance of flinching
Discharge  Electric  Special IV 15 {{{effects}}} {{{signature}}} 30% chance of paralyzing
Iron Head  Steel  Physical IV 15 {{{effects}}} {{{signature}}} 30% chance of flinching
Lava Plume  Fire  Special IV 15 {{{effects}}} {{{signature}}} 30% chance of burning
Poison Jab  Poison  Physical IV 15 {{{effects}}} {{{signature}}} 30% chance of poisoning
Boiling Water  Water  Special V 15 {{{effects}}} {{{signature}}} 30% chance of burning

Variations of Weather Ball

10 PP, 50 Power, 100% Accuracy
Power doubles under certain conditions
Move Type Cat. Gen PP [[{{{effects}}}|{{{effects}}}]] [[{{{signature}}}|{{{signature}}}]] Condition
Weather Ball  Normal  Physical III {{{PP}}} {{{effects}}} {{{signature}}} When a Weather Condition is active
Assurance  Dark  Physical IV {{{PP}}} {{{effects}}} {{{signature}}} The target has received damage on the same turn
Payback  Dark  Physical IV {{{PP}}} {{{effects}}} {{{signature}}} The user attacks after the target
Evil Eye  Ghost  Special V {{{PP}}} {{{effects}}} {{{signature}}} The target is afflicted by non-volatile status ailment

List of status move variations

Variations of After You

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

Variations of Agility

30 PP
Increases user's stat by two stages
Move Type Cat. Gen PP [[{{{effects}}}|{{{effects}}}]] [[{{{signature}}}|{{{signature}}}]] Stat affected
Agility  Psychic  Status I {{{PP}}} {{{effects}}} {{{signature}}} Speed
Barrier  Psychic  Status I {{{PP}}} {{{effects}}} {{{signature}}} Defense
Swords Dance  Normal  Status I {{{PP}}} {{{effects}}} {{{signature}}} Attack
Acupressure  Normal  Status IV {{{PP}}} {{{effects}}} {{{signature}}} Random

Variations of Amnesia

15 or 20 PP
Increases user's stat by two stages
Move Type Cat. Gen PP [[{{{effects}}}|{{{effects}}}]] [[{{{signature}}}|{{{signature}}}]] Stat affected
Amnesia*  Psychic  Status I 20 {{{effects}}} {{{signature}}} Special Defense
Minimize*  Normal  Status I 20 {{{effects}}} {{{signature}}} Evasion
Iron Defense  Steel  Status III 15 {{{effects}}} {{{signature}}} Defense
Nasty Plot  Dark  Status IV 20 {{{effects}}} {{{signature}}} Special Attack
Rock Polish  Rock  Status IV 20 {{{effects}}} {{{signature}}} Speed
Body Purge*  Steel  Status V 15 {{{effects}}} {{{signature}}} Speed

Variations of Bulk Up

15 or 20 PP
Increases two of the user's stat by one stage
Move Type Cat. Gen PP [[{{{effects}}}|{{{effects}}}]] [[{{{signature}}}|{{{signature}}}]] Stats affected
Bulk Up  Fighting  Status III 20 {{{effects}}} {{{signature}}} Attack, Defense
Calm Mind  Psychic  Status III 20 {{{effects}}} {{{signature}}} Special Attack, Special Defense
Cosmic Power  Psychic  Status III 20 {{{effects}}} {{{signature}}} Defense, Special Defense
Dragon Dance  Dragon  Status III 20 {{{effects}}} {{{signature}}} Attack, Speed
Stockpile*  Normal  Status III 20* {{{effects}}} {{{signature}}} Defense, Special Defense
Hone Claws  Dark  Status V 15 {{{effects}}} {{{signature}}} Attack, Accuracy

Variations of Butterfly Dance

20 PP
Raises three of user's stats by one stage
Move Type Cat. Gen PP [[{{{effects}}}|{{{effects}}}]] [[{{{signature}}}|{{{signature}}}]] Affected stats
Butterfly Dance  Bug  Status V {{{PP}}} {{{effects}}} {{{signature}}} Special Attack, Special Defense, Speed
Coil Around  Poison  Status V {{{PP}}} {{{effects}}} {{{signature}}} Attack, Defense, Accuracy

Variations of Camouflage

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

Variations of Charm

15 or 20 PP, 100% Accuracy
Lower's target's stat by two stages
Move Type Cat. Gen PP [[{{{effects}}}|{{{effects}}}]] [[{{{signature}}}|{{{signature}}}]] Stats affected
Charm  Normal  Status II 20 {{{effects}}} {{{signature}}} Attack
Fake Tears  Dark  Status III 20 {{{effects}}} {{{signature}}} Special Defense
FeatherDance  Flying  Status III 15 {{{effects}}} {{{signature}}} Attack
Captivate*  Normal  Status IV 20 {{{effects}}} {{{signature}}} Special Attack

Variations of Conversion

30 PP
Changes user's type
Move Type Cat. Gen PP [[{{{effects}}}|{{{effects}}}]] [[{{{signature}}}|{{{signature}}}]] Changes to
Conversion  Normal  Status I {{{PP}}} {{{effects}}} {{{signature}}} One of the user's moves
Conversion 2  Normal  Status II {{{PP}}} {{{effects}}} {{{signature}}} Type that resists opponent's last move

Variations of Defense Curl

40 PP
Raises a stat by one level
Move Type Cat. Gen PP [[{{{effects}}}|{{{effects}}}]] [[{{{signature}}}|{{{signature}}}]] Stat affected
Defense Curl  Normal  Status I {{{PP}}} {{{effects}}} {{{signature}}} Defense
Meditate  Psychic  Status I {{{PP}}} {{{effects}}} {{{signature}}} Attack
Withdraw  Water  Status I {{{PP}}} {{{effects}}} {{{signature}}} Defense
Howl  Normal  Status III {{{PP}}} {{{effects}}} {{{signature}}} Attack

Variations of Destiny Bond

5 or 10 PP
Requires user to faint
Move Type Cat. Gen PP [[{{{effects}}}|{{{effects}}}]] [[{{{signature}}}|{{{signature}}}]] Effect
Destiny Bond  Ghost  Status II 5 {{{effects}}} {{{signature}}} Knocks out target if target knocked out the user in the same turn
Grudge  Ghost  Status III 5 {{{effects}}} {{{signature}}} Brings PP of move that knocked the user out to 0
Memento  Dark  Status III 10 {{{effects}}} {{{signature}}} Lowers the target's Attack and Sp. Attack by two stages
Healing Wish  Psychic  Status IV 10 {{{effects}}} {{{signature}}} The next Pokémon sent out will be fully healed
Lunar Dance  Psychic  Status IV 10 {{{effects}}} {{{signature}}} The next Pokémon sent out will be fully healed

Variations of Detect

5 or 10 PP
+3 priority, protects user from all moves
Move Type Cat. Gen PP [[{{{effects}}}|{{{effects}}}]] [[{{{signature}}}|{{{signature}}}]] {{{other}}}
Detect  Fighting  Status II 5 {{{effects}}} {{{signature}}} {{{other}}}
Protect  Normal  Status II 10 {{{effects}}} {{{signature}}} {{{other}}}

Variations of Fast Guard

10 or 15 PP
+3 priority, protects user's side of field
Move Type Cat. Gen PP [[{{{effects}}}|{{{effects}}}]] [[{{{signature}}}|{{{signature}}}]] Protects from
Fast Guard  Fighting  Status V 15 {{{effects}}} {{{signature}}} Moves with increased priority
Wide Guard  Rock  Status V 10 {{{effects}}} {{{signature}}} Moves that target multiple Pokémon

Variations of Flash

15 or 20 PP, 100% Accuracy
Decreases Accuracy or Evasion by one stage
Move Type Cat. Gen PP [[{{{effects}}}|{{{effects}}}]] [[{{{signature}}}|{{{signature}}}]] Stat affected
Flash*  Normal  Status I 20 {{{effects}}} {{{signature}}} Accuracy
SmokeScreen  Normal  Status I 20 {{{effects}}} {{{signature}}} Accuracy
Sand-Attack*  Ground  Status I 15 {{{effects}}} {{{signature}}} Accuracy
Sweet Scent  Normal  Status II 20 {{{effects}}} {{{signature}}} Evasion

Variations of Follow Me

20 PP
+3 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}}}
Anger Powder  Bug  Status V {{{PP}}} {{{effects}}} {{{signature}}} {{{other}}}

Variations of Foresight

40 PP, 100% Accuracy
Removes a type immunity and negates target's evasiveness
Move Type Cat. Gen PP [[{{{effects}}}|{{{effects}}}]] [[{{{signature}}}|{{{signature}}}]] Removed immunity
Foresight  Normal  Status II {{{PP}}} {{{effects}}} {{{signature}}} Ghost-types are affected by Normal and Fighting moves
Odor Sleuth  Normal  Status III {{{PP}}} {{{effects}}} {{{signature}}} Ghost-types are affected by Normal and Fighting moves
Miracle Eye  Psychic  Status IV {{{PP}}} {{{effects}}} {{{signature}}} Dark-types are affected by Psychic moves

Variations of Gastro Acid

10 or 15 PP, 100% Accuracy
Changes the target's ability
Move Type Cat. Gen PP [[{{{effects}}}|{{{effects}}}]] [[{{{signature}}}|{{{signature}}}]] Changes into
Gastro Acid  Poison  Status IV 10 {{{effects}}} {{{signature}}} None
Worry Seed  Grass  Status IV 10 {{{effects}}} {{{signature}}} Insomnia
Befriend  Normal  Status V 15 {{{effects}}} {{{signature}}} Same as user
Simple Beam  Normal  Status V 15 {{{effects}}} {{{signature}}} Simple

Variations of Guard Share

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

Variations of Harden

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

Variations of Heal Bell

5 PP
Cures user's party of status ailments
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 Ingrain

20 PP
Heals user by 1/16 of max HP each turn
Move Type Cat. Gen PP [[{{{effects}}}|{{{effects}}}]] [[{{{signature}}}|{{{signature}}}]] {{{other}}}
Ingrain*  Grass  Status III {{{PP}}} {{{effects}}} {{{signature}}} {{{other}}}
Aqua Ring  Water  Status IV {{{PP}}} {{{effects}}} {{{signature}}} {{{other}}}

Variations of Leer

30 PP
Lowers the target's defense by one level
Move Type Cat. Gen PP [[{{{effects}}}|{{{effects}}}]] [[{{{signature}}}|{{{signature}}}]] {{{other}}}
Leer  Normal  Status I {{{PP}}} {{{effects}}} {{{signature}}} {{{other}}}
Tail Whip  Normal  Status I {{{PP}}} {{{effects}}} {{{signature}}} {{{other}}}

Variations of Leech Seed

10 PP, 90% Accuracy
Inflicts target with a non-volatile status ailment
Move Type Cat. Gen PP [[{{{effects}}}|{{{effects}}}]] [[{{{signature}}}|{{{signature}}}]] status ailment
Leech Seed  Grass  Status I 10 {{{effects}}} {{{signature}}} Seeding
Toxic  Poison  Status I 10 {{{effects}}} {{{signature}}} Badly Poison

Variations of Lock-On

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

Variations of Lovely Kiss

10 or 15 PP, 75% Accuracy
Inflicts a status ailment
Move Type Cat. Gen PP [[{{{effects}}}|{{{effects}}}]] [[{{{signature}}}|{{{signature}}}]] Status ailment
Lovely Kiss  Normal  Status I 10 {{{effects}}} {{{signature}}} Sleep
Sleep Powder  Grass  Status I 15 {{{effects}}} {{{signature}}} Sleep
Sweet Kiss  Normal  Status II 10 {{{effects}}} {{{signature}}} Confusion
Will-O-Wisp  Fire  Status III 15 {{{effects}}} {{{signature}}} Burn

Variations of Mean Look

5 or 10 PP, 100% Accuracy
Prevents target form escaping or switching out
Move Type Cat. Gen PP [[{{{effects}}}|{{{effects}}}]] [[{{{signature}}}|{{{signature}}}]] {{{other}}}
Mean Look  Normal  Status II 5 {{{effects}}} {{{signature}}} {{{other}}}
Spider Web  Bug  Status II 10 {{{effects}}} {{{signature}}} {{{other}}}
Block  Normal  Status III 5 {{{effects}}} {{{signature}}} {{{other}}}

Variations of Mirror Move

20 PP
Uses the last move used by the target
Move Type Cat. Gen PP [[{{{effects}}}|{{{effects}}}]] [[{{{signature}}}|{{{signature}}}]] {{{other}}}
Mirror Move  Flying  Status I {{{PP}}} {{{effects}}} {{{signature}}} {{{other}}}
Copycat  Normal  Status IV {{{PP}}} {{{effects}}} {{{signature}}} {{{other}}}

Variations of Moonlight

5 PP
Heals variant amount of HP, depending on the weather
Move Type Cat. Gen PP [[{{{effects}}}|{{{effects}}}]] [[{{{signature}}}|{{{signature}}}]] {{{other}}}
Moonlight  Normal  Status II {{{PP}}} {{{effects}}} {{{signature}}} {{{other}}}
Morning Sun  Normal  Status II {{{PP}}} {{{effects}}} {{{signature}}} {{{other}}}
Synthesis  Grass  Status II {{{PP}}} {{{effects}}} {{{signature}}} {{{other}}}

Variations of Mud Sport

15 PP
Halves damage taken from a certain type
Move Type Cat. Gen PP [[{{{effects}}}|{{{effects}}}]] [[{{{signature}}}|{{{signature}}}]] Affected type
Mud Sport  Ground  Status III {{{PP}}} {{{effects}}} {{{signature}}} Electric
Water Sport  Water  Status III {{{PP}}} {{{effects}}} {{{signature}}} Fire

Variations of PoisonPowder

35 or 30 PP, 75% Accuracy
Inflicts a status ailment
Move Type Cat. Gen PP [[{{{effects}}}|{{{effects}}}]] [[{{{signature}}}|{{{signature}}}]] Status ailment
PoisonPowder  Poison  Status I 35 {{{effects}}} {{{signature}}} Poison
Stun Spore  Grass  Status I 30 {{{effects}}} {{{signature}}} Paralysis
*Glare formerly had 75% accuracy, but was changed to 90% in Generation V and is therefore no longer included.

Variations of Rain Dance

5 or 10 PP
Changes in-battle weather conditions for 5 turns
Move Type Cat. Gen PP [[{{{effects}}}|{{{effects}}}]] [[{{{signature}}}|{{{signature}}}]] Weather
Rain Dance  Water  Status II 5 {{{effects}}} {{{signature}}} Heavy rain
Sandstorm  Rock  Status II 10 {{{effects}}} {{{signature}}} Sandstorm
Sunny Day  Fire  Status II 5 {{{effects}}} {{{signature}}} Intense sunlight
Hail  Ice  Status III 10 {{{effects}}} {{{signature}}} Hail

Variations of Recover

10 PP
Heals user by half max HP
Move Type Cat. Gen PP [[{{{effects}}}|{{{effects}}}]] [[{{{signature}}}|{{{signature}}}]] {{{other}}}
Recover*  Normal  Status I {{{PP}}} {{{effects}}} {{{signature}}} {{{other}}}
Softboiled  Normal  Status I {{{PP}}} {{{effects}}} {{{signature}}} {{{other}}}
Milk Drink  Normal  Status II {{{PP}}} {{{effects}}} {{{signature}}} {{{other}}}
Slack Off  Normal  Status III {{{PP}}} {{{effects}}} {{{signature}}} {{{other}}}
Heal Order  Bug  Status IV {{{PP}}} {{{effects}}} {{{signature}}} {{{other}}}
Roost*  Flying  Status IV {{{PP}}} {{{effects}}} {{{signature}}} {{{other}}}

Variations of Roar

20 PP, 100% Accuracy
-6 priority, forces target to switch
Move Type Cat. Gen PP [[{{{effects}}}|{{{effects}}}]] [[{{{signature}}}|{{{signature}}}]] {{{other}}}
Roar*  Normal  Status I {{{PP}}} {{{effects}}} {{{signature}}} {{{other}}}
Whirlwind  Normal  Status I {{{PP}}} {{{effects}}} {{{signature}}} {{{other}}}

Variations of Safeguard

25 or 30 PP
Protects the user's party for 5 turns
Move Type Cat. Gen PP [[{{{effects}}}|{{{effects}}}]] [[{{{signature}}}|{{{signature}}}]] Protects from
Safeguard  Normal  Status II 25 {{{effects}}} {{{signature}}} Status ailments
Lucky Chant  Normal  Status IV 30 {{{effects}}} {{{signature}}} Critical hits

Variations of Screech

40 PP, 85% Accuracy
Sound moves that lower the target's stat by two stages
Move Type Cat. Gen PP [[{{{effects}}}|{{{effects}}}]] [[{{{signature}}}|{{{signature}}}]] Stat affected
Screech  Normal  Status I {{{PP}}} {{{effects}}} {{{signature}}} Defense
Metal Sound  Steel  Status III {{{PP}}} {{{effects}}} {{{signature}}} Special Defense
*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 moves that inflict a status ailment
Move Type Cat. Gen PP [[{{{effects}}}|{{{effects}}}]] [[{{{signature}}}|{{{signature}}}]] Status ailment
Sing  Normal  Status I 15 {{{effects}}} {{{signature}}} Sleep
Supersonic  Normal  Status I 20 {{{effects}}} {{{signature}}} Confusion
GrassWhistle  Grass  Status III 15 {{{effects}}} {{{signature}}} Sleep

Variations of Skill Swap

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

Variations of Spikes

20 PP
Lays down entry hazards
Move Type Cat. Gen PP [[{{{effects}}}|{{{effects}}}]] [[{{{signature}}}|{{{signature}}}]] Effect
Spikes  Ground  Status II {{{PP}}} {{{effects}}} {{{signature}}} Inflicts damages when opponent switches in
Stealth Rock  Rock  Status IV {{{PP}}} {{{effects}}} {{{signature}}} Inflicts damage depending on type when opponent switches in
Toxic Spikes  Poison  Status IV {{{PP}}} {{{effects}}} {{{signature}}} Inflicts poison when opponent switches in

Variations of Spore

15 or 20 PP, 100% Accuracy
Inflicts target with a status ailment
Move Type Cat. Gen PP [[{{{effects}}}|{{{effects}}}]] [[{{{signature}}}|{{{signature}}}]] status ailment
Spore  Grass  Status I 15 {{{effects}}} {{{signature}}} Sleep
Thunder Wave  Electric  Status I 20 {{{effects}}} {{{signature}}} Paralysis
Teeter Dance  Normal  Status III 20 {{{effects}}} {{{signature}}} Confusion

Variations of Taunt

15 or 20 PP, 100% Accuracy
Prohibits the opponent's party
Move Type Cat. Gen PP [[{{{effects}}}|{{{effects}}}]] [[{{{signature}}}|{{{signature}}}]] status ailment
Taunt  Dark  Status III 20 {{{effects}}} {{{signature}}} Status Moves
Torment  Dark  Status III 15 {{{effects}}} {{{signature}}} Using moves twice in a row
Embargo  Dark  Status IV 15 {{{effects}}} {{{signature}}} Using items
Heal Block  Psychic  Status IV 15 {{{effects}}} {{{signature}}} Healing Moves

Variations of Trick

10 PP, 100% Accuracy
Switches 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 Room

5 or 10 PP
-7 priority, causes a special effect for all Pokémon on the field for 5 turns
Move Type Cat. Gen PP [[{{{effects}}}|{{{effects}}}]] [[{{{signature}}}|{{{signature}}}]] Effect
Trick Room  Psychic  Status IV 5 {{{effects}}} {{{signature}}} Slower Pokémon move first
Magic Room  Psychic  Status V 10 {{{effects}}} {{{signature}}} Disables held items
Wonder Room  Psychic  Status V 10 {{{effects}}} {{{signature}}} Switches Defense and Special Defense

List of Shadow Move variations

Variations of Shadow Bolt

N/A PP, 75 Power, 100% Accuracy
10% chance of inflicting a non-volatile status ailment
Move Type Cat. Gen PP [[{{{effects}}}|{{{effects}}}]] [[{{{signature}}}|{{{signature}}}]] Status ailment
Shadow Bolt  Shadow  Special III {{{PP}}} {{{effects}}} {{{signature}}} Burn
Shadow Chill  Shadow  Special III {{{PP}}} {{{effects}}} {{{signature}}} Freeze
Shadow Fire  Shadow  Special III {{{PP}}} {{{effects}}} {{{signature}}} Paralysis

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.