Z-Move: Difference between revisions
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Damaging moves upgraded into Z-Moves cannot be fully protected against by moves like {{m|Protect}} and {{m|Detect}}, instead dealing 25% of the original damage. Z-Moves may be used without regard to the effects of {{m|Taunt}}, {{m|Torment}} and {{m|Encore}}; however, the Pokémon never has an opportunity to use a Z-Move if it is forced to use {{m|Struggle}} (e.g. if it is affected by Taunt and only knows [[status move]]s). | Damaging moves upgraded into Z-Moves cannot be fully protected against by moves like {{m|Protect}} and {{m|Detect}}, instead dealing 25% of the original damage. Z-Moves may be used without regard to the effects of {{m|Taunt}}, {{m|Torment}} and {{m|Encore}}; however, the Pokémon never has an opportunity to use a Z-Move if it is forced to use {{m|Struggle}} (e.g. if it is affected by Taunt and only knows [[status move]]s). | ||
Z-Moves based on [[status move]]s are enhanced versions of the original moves, having a Z- prefixed to the start of the status move's name. While they have the effects of the original status move, the user also receives the effect of '''Z-Power''' (Japanese: '''{{tt|Z|ゼット}}パワー''' ''Z-Power''), which is executed before the move itself. For example, Z-{{m|Splash}} also boosts the user's {{stat|Attack}} by 3 stages, while Z-{{m|Parting Shot}} also restores the switch-in ally's HP by 100%. | Z-Moves based on [[status move]]s are enhanced versions of the original moves, having a Z- prefixed to the start of the status move's name. While they have the effects of the original status move, the user also receives the effect of '''Z-Power''' (Japanese: '''{{tt|Z|ゼット}}パワー''' ''Z-Power''), which is executed before the move itself regardless of the move succession and the user's [[Ability]] (i.e. {{a|Contrary}}). For example, Z-{{m|Splash}} also boosts the user's {{stat|Attack}} by 3 stages, while Z-{{m|Parting Shot}} also restores the switch-in ally's HP by 100%. | ||
Exclusive Z-Moves require a specific move, rather than being able to be upgraded from any damaging move of a particular type. Due to having a specific base move, they have a fixed [[damage category|category]] ([[physical move|physical]] or [[special move|special]]) and [[power]]. Exclusive Z-Moves can be used by a Pokémon {{m|transform}}ed into an appropriate species regardless of its original species, if it holds the corresponding Z-Crystal. | Exclusive Z-Moves require a specific move, rather than being able to be upgraded from any damaging move of a particular type. Due to having a specific base move, they have a fixed [[damage category|category]] ([[physical move|physical]] or [[special move|special]]) and [[power]]. Exclusive Z-Moves can be used by a Pokémon {{m|transform}}ed into an appropriate species regardless of its original species, if it holds the corresponding Z-Crystal. |
Revision as of 07:35, 17 January 2017
A Z-Move (Japanese: Zワザ Z-Move) is a special type of move introduced in Generation VII in which a Trainer and their Pokémon's wishes combine to unleash an attack comprising the full power of both. These moves are very powerful, but they can only be used once per battle.
There are three different kinds of Z-Moves: Z-Moves which can be used by any Pokémon, with one Z-Move for each of the 18 types; status moves that have been turned into Z-Moves by one of the 18 type-specific Z-Crystals; and Z-Moves that can only be used by specific Pokémon. The Z-Move that a Pokémon can perform depends on the Z-Crystal it holds. There are 18 different Z-Crystals that correspond to each of the 18 types, and several others that correspond to specific Pokémon. Z-Moves work by powering up one of the Pokémon's normal moves, so the Pokémon must also know an appropriate move. For the type-related Z-Crystals, the Pokémon must know a move of the same type as the Z-Crystal it is holding. For the Pokémon-specific Z-Crystals, the move required differs for each Pokémon.
A Z-Ring is also required in order to perform Z-Moves. A Pokémon can only use a Z-Move if its Trainer is wearing a Z-Ring and has the same Z-Crystal the Pokémon is holding.
Mechanics
When using a Z-Move in the games, a special cutscene plays, first showing the Trainer performing a certain pose, before shifting to the Pokémon surrounding itself with its Z-Power and executing the Z-Move. This cutscene cannot be deactivated, even if battle animations are turned off.
Z-Moves draw upon the PP of the Pokémon's original moves in order to execute. When the Z-Move option is chosen in battle, a list of Z-Moves overlays the Pokémon's original list of moves, with each compatible move in the Pokémon's original moves overlain by a Z-Move option that draws upon that move.
Z-Moves based on attack moves have no numerical accuracy (so cannot miss) and derive their category (physical or special) and power from the original move. For example, a Gigavolt Havoc based on Nuzzle (with a power of 20) will have a power of 100 and be a physical move, while one based on Thunderbolt (with a power of 90) will have a power of 175 and be a special move. If the Pokémon knows more than one compatible move, it will be able to choose among different versions of the Z-Move with different stats, with the instance that has the highest power sparkling.
Damaging moves upgraded into Z-Moves cannot be fully protected against by moves like Protect and Detect, instead dealing 25% of the original damage. Z-Moves may be used without regard to the effects of Taunt, Torment and Encore; however, the Pokémon never has an opportunity to use a Z-Move if it is forced to use Struggle (e.g. if it is affected by Taunt and only knows status moves).
Z-Moves based on status moves are enhanced versions of the original moves, having a Z- prefixed to the start of the status move's name. While they have the effects of the original status move, the user also receives the effect of Z-Power (Japanese: Zパワー Z-Power), which is executed before the move itself regardless of the move succession and the user's Ability (i.e. Contrary). For example, Z-Splash also boosts the user's Attack by 3 stages, while Z-Parting Shot also restores the switch-in ally's HP by 100%.
Exclusive Z-Moves require a specific move, rather than being able to be upgraded from any damaging move of a particular type. Due to having a specific base move, they have a fixed category (physical or special) and power. Exclusive Z-Moves can be used by a Pokémon transformed into an appropriate species regardless of its original species, if it holds the corresponding Z-Crystal.
Despite only being able to be used once per battle, they can be disabled by Cursed Body; if this occurs, the move that was upgraded into a Z-Move is unaffected.
The types of Z-Moves are unaffected by type-modifying Abilities.
Power
With the exceptions of Mega Drain (120), Weather Ball (160), Hex (160), Gear Grind (180), V-create (220), Flying Press (170), and Core Enforcer (140), the powers of the type-specific damaging Z-Moves follow the following conversion table for base moves that have fixed powers. Struggle has a power of 1 as a Z-Move in the game data, which does not follow this table, but it is not possible to turn Struggle into a Z-Move.
Base move power | Z-Move power |
---|---|
0-55 | 100 |
60-65 | 120 |
70-75 | 140 |
80-85 | 160 |
90-95 | 175 |
100 | 180 |
110 | 185 |
120-125 | 190 |
130 | 195 |
140+ | 200 |
List of Z-Moves
This article is incomplete. Please feel free to edit this article to add missing information and complete it. Reason: images |
For each type
For specific Pokémon
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Z-Power effects of status moves
When a status move is upgraded into a Z-Move, it may also gain a Z-Power effect in addition to its regular effect. Additionally, when used as a Z-Move, all moves that call other moves convert the called move into its corresponding Z-Move, although status moves called this way do not get their Z-Power effect. Moves stolen by Z-Snatch, reflected by Z-Magic Coat, or instructed by Z-Instruct are not turned into Z-Moves.
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In the anime
Z-Moves were first featured in the Sun & Moon series in episode Alola to New Adventure!, where Kiawe and his Turtonator used Inferno Overdrive with the help of Kiawe's Z-Ring and Firium Z.
Ash first performed a Z-Move in The Guardian's Challenge!, with his Pikachu using Gigavolt Havoc thanks to the Z-Ring and Electrium Z Ash had received from Tapu Koko. After using the attack, however, the Electrium Z shattered, preventing Ash from using the move again.
In SM010, Hala and his Hariyama cornered Ash and Pikachu during their Melemele grand trial with a fully-powered All-Out Pummeling strengthened by Belly Drum. Ash and Pikachu, however, were able to immobilize Hariyama and counter with Breakneck Blitz, earning them victory.
In the Japanese anime, when a Z-Move is used the name of the specific move is shown, like in the games; however, the names are removed in the dub.
Trivia
- The Z in Z-Move is derived from zenryoku (ゼンリョク/全力, "full power/force"), a term that is exclusively used in the Japanese-related media.[1]
- Internal data in the games also refer to Z-Move as ZenryokuWaza, which literally means "full-powered move".
- Some cutscenes when using a Z-Move bear similarities to the cutscenes used in Pokémon Contest Spectaculars from Pokémon Omega Ruby and Alpha Sapphire.
In other languages
Z-Move
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Z-Power
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See also
References
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. |