From Bulbapedia, the community-driven Pokémon encyclopedia.
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Revision as of 02:50, 16 February 2015
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This article contains old or outdated information, or has not been updated in a while. Please check the content of this article and update it as required. Reason: to be updated for Generation VI.
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Move variations are moves that are identical to one another in terms of damage and accuracy, are similar in PP (no more than 5 apart), but have different types, damage categories, or secondary effects. Below are the various move archetypes and the moves that fall into their categories.
Move archetypes are listed in alphabetical order. Within each archetype table, moves are listed 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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5 PP, –% Accuracy
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Targets at a higher level than the user are unaffected*
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Pledge moves
10 PP, 80 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 Pledge
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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 Pledge: Opponents take 1/8 max HP damage each turn. Water Pledge: Doubles the probability of secondary effects occurring
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Grass Pledge
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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 Pledge: Opponents take 1/8 max HP damage each turn. Water Pledge: Halves speed of opponents
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Water Pledge
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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 Pledge: Doubles the probability of secondary effects occurring Grass Pledge: Halves speed of opponents
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Variations of Acid
25 or 30 PP, 40 Power, 100% Accuracy
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10% chance of secondary effect occurring
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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 Ancient Power
5 PP, 60 Power, 100% Accuracy
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10% chance of raising all stats
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Variations of Aurora Beam
20 PP, 65 Power, 100% Accuracy
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Chance of an additional effect occurring
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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
25 PP, 60 Power, 100% Accuracy
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30% chance of flinching
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Variations of Blizzard
5 or 10 PP, 110 Power, 70% Accuracy
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Chance of inflicting a status condition
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*Focus Blast and Gunk Shot formerly had the same power too, but their power didn't drop in Generation VI and are therefore no longer included.
Variations of Blue Flare
5 PP, 130 Power, 85% Accuracy
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20% chance of inflicting a non-volatile status condition
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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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Eats and gains the effect of the target's 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 Circle Throw
10 PP, 60 Power, 90% Accuracy
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-6 priority, forces target to switch out
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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 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 lowering target's stat by one stage
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* Energy Ball formerly had 80 power, but was changed to 90 power in Generation VI and is therefore no longer included.
Variations of Dig
10 PP, 80 Power, 100% Accuracy
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Two turn move
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Variations of Discharge
15 PP, 80 Power, 100% Accuracy
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Chance of causing a secondary effect, hits all adjacent Pokémon
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Variations of Double-Edge
15 PP, 120 Power, 100% Accuracy
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User receives recoil equal to ⅓ of the damage done to the target
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Variations of Dynamic Punch
* 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 False Swipe
40 PP, 40 Power, 100% Accuracy
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Leaves target with at least 1HP
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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, 90 Power, 100% Accuracy
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10% chance of inflicting a non-volatile status condition, targets one opponent
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Variations of Frost Breath
10 PP, 60 Power
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Always results in a critical hit
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Variations of Frustration
20 PP, varying Power, 100% Accuracy
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Power depends on user's friendship
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Variations of Fusion Flare
5 PP, 100 Power, 100% Accuracy
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Power doubles if hit by Fusion Flare or Fusion Bolt in the same turn
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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 Crash
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 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 occurring
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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 Night Shade
15 or 20 PP, varying Power, 100% Accuracy
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Damage equal to user's level
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Variations of Needle Arm
10 or 15 PP, 60 Power, 100% Accuracy
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30% chance of causing a secondary effect
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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, 130 Power, 90% Accuracy
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Lowers user's Special Attack two stages
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*Psycho Boost formerly had the same power too, but its power didn't drop in Generation VI and is therefore no longer included.
Variations of 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 Signal Beam
10 or 15 PP, 75 Power, 100% Accuracy
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10% chance of inflicting a status condition
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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 secondary effect
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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 Smelling Salts
10 PP, 70 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 or 20 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 Surf
15 PP, 90 Power, 100% Accuracy
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Hits all other Pokémon adjacent to user
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Variations of Swift
20 PP, 60 Power
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Cannot miss
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Variations of Thief
25 PP, 60 Power, 100% Accuracy
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Steals the target's held item
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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
15 or 20 PP, 80 Power, 100% Accuracy
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Chance of causing a secondary effect, single target
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Variations of Water Gun
25 or 30 PP, 40 Power, 100% Accuracy
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No additional effect
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List of status move variations
Black and White Mists
30 PP
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Affects stat changes
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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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Haze
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Ice
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Status
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I
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{{{PP}}}
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{{{effects}}}
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{{{signature}}}
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Removes stat changes
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Mist
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Ice
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Status
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I
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{{{PP}}}
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{{{effects}}}
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{{{signature}}}
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Prevents negative stat changes
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Terrain Alterators
10 PP
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Causes a special effect for all grounded Pokémon for 5 turns
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Variations of Acid Armor
15 or 20 PP
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Increases user's stat by two stages
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*Minimize formerly had 20 PP, but was changed to 10 PP in Generation VI and is therefore no longer included.
Variations of After You
15 PP
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Changes move order of the target
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Variations of Bulk Up
15 or 20 PP
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Increases two of the user's stats by one stage
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Variations of Camouflage
15 or 20 PP
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Changes user's type
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Variations of Charm
15 or 20 PP, 100% Accuracy
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Lowers target's stat by two stages
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Variations of Coil
20 PP
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Raises three of user's stats by one stage
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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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Affected stats
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Coil
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Poison
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Status
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V
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{{{PP}}}
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{{{effects}}}
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{{{signature}}}
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Attack, Defense, Accuracy
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Quiver Dance
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Bug
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Status
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V
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{{{PP}}}
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{{{effects}}}
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{{{signature}}}
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Special Attack, Special Defense, Speed
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Variations of Confide
20 PP
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Lowers target's stat by one stage, ignoring Protect, Detect and Spiky Shield
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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 stage
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Variations of Destiny Bond
5 or 10 PP
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Requires user to faint
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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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Destiny Bond
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Ghost
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Status
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II
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5
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{{{effects}}}
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{{{signature}}}
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Knocks out target if target knocked out the user in the same turn
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Grudge
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Ghost
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Status
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III
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5
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{{{effects}}}
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{{{signature}}}
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Brings PP of move that knocked the user out to 0
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Memento
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Dark
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Status
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III
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10
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{{{effects}}}
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{{{signature}}}
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Lowers the target's Attack and Sp. Attack by two stages
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Healing Wish
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Psychic
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Status
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IV
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10
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{{{effects}}}
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{{{signature}}}
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The next Pokémon sent out will have HP and status fully healed
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Lunar Dance
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Psychic
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Status
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IV
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10
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{{{effects}}}
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{{{signature}}}
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The next Pokémon sent out will have HP, PP and status fully healed
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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 Disable
15 or 20 PP, 100% Accuracy
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Disables the opponent's moves or items
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Variations of Flash
15 or 20 PP, 100% Accuracy
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Decreases accuracy by one stage
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Variations of Follow Me
20 PP
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+2 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 Forest's Curse
20 PP
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Adds a type to the target
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Variations of Guard Split
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 stage
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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 Leer
30 PP
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Lowers the target's defense by one stage
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Variations of Leech Seed
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
*Will-O-Wisp formerly had 75% accuracy, but was changed to 85% in Generation VI and is therefore no longer included.
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 Poison Powder
*Glare formerly had 75% accuracy, but was changed to 90% in Generation V and is therefore no longer included.
Variations of Quick Guard
10 or 15 PP
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+3 priority, protects user's side of field
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Variations of Rain Dance
*Shadow Sky can also be considered to be a variation.
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 Safeguard
25 or 30 PP
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Protects the user's party for 5 turns
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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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Sticky Web
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Bug
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Status
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VI
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{{{PP}}}
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{{{effects}}}
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{{{signature}}}
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Decreases Speed by 1 stage when opponent switches in
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Variations of Splash
Variations of Spore
Variations of Trick
10 PP, 100% Accuracy
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Switches items with target
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Variations of Trick Room
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 Worry Seed
10 or 15 PP, 100% Accuracy
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Changes the target's Ability
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List of Shadow Move variations
Variations of Shadow Bolt
N/A PP, 75 Power, 100% Accuracy
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10% chance of inflicting a non-volatile status condition
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See also