Z-Move: Difference between revisions
m we usually do it like this right? |
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{{Movelist|Reflect|Psychic|Raises Defense by 1 stage}} | {{Movelist|Reflect|Psychic|Raises Defense by 1 stage}} | ||
{{Movelist|Focus Energy|Normal|Raises accuracy by 1 stage}} | {{Movelist|Focus Energy|Normal|Raises accuracy by 1 stage}} | ||
{{Movelist|Metronome|Normal| | {{Movelist|Metronome|Normal|Converts the move it calls into the Z-move}} | ||
{{Movelist|Mirror Move|Flying|Raises Attack by 2 stages}} | {{Movelist|Mirror Move|Flying|Raises Attack by 2 stages, and converts the move it copies into the Z-move}} | ||
{{Movelist|Amnesia|Psychic|Reset user's lowered stats}} | {{Movelist|Amnesia|Psychic|Reset user's lowered stats}} | ||
{{Movelist|Kinesis|Psychic|Raises evasiveness by 1 stage}} | {{Movelist|Kinesis|Psychic|Raises evasiveness by 1 stage}} | ||
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{{Movelist|Memento|Dark|Fully restores switched-in ally's HP{{tt|*|None in Version 1.0 of Sun and Moon}}}} | {{Movelist|Memento|Dark|Fully restores switched-in ally's HP{{tt|*|None in Version 1.0 of Sun and Moon}}}} | ||
{{Movelist|Follow Me|Normal|Reset user's lowered stats}} | {{Movelist|Follow Me|Normal|Reset user's lowered stats}} | ||
{{Movelist|Nature Power|Normal| | {{Movelist|Nature Power|Normal|Converts the move it calls into the Z-move}} | ||
{{Movelist|Charge|Electric|Raises Special Defense by 1 stage}} | {{Movelist|Charge|Electric|Raises Special Defense by 1 stage}} | ||
{{Movelist|Taunt|Dark|Raises Attack by 1 stage}} | {{Movelist|Taunt|Dark|Raises Attack by 1 stage}} | ||
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{{Movelist|Role Play|Psychic|Raises Speed by 1 stage}} | {{Movelist|Role Play|Psychic|Raises Speed by 1 stage}} | ||
{{Movelist|Wish|Normal|Raises Special Defense by 1 stage}} | {{Movelist|Wish|Normal|Raises Special Defense by 1 stage}} | ||
{{Movelist|Assist|Normal| | {{Movelist|Assist|Normal|Converts the move it calls into the Z-move}} | ||
{{Movelist|Ingrain|Grass|Raises Special Defense by 1 stage}} | {{Movelist|Ingrain|Grass|Raises Special Defense by 1 stage}} | ||
{{Movelist|Magic Coat|Psychic|Raises Special Defense by 2 stages}} | {{Movelist|Magic Coat|Psychic|Raises Special Defense by 2 stages}} | ||
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{{Movelist|Gastro Acid|Poison|Raises Speed by 1 stage}} | {{Movelist|Gastro Acid|Poison|Raises Speed by 1 stage}} | ||
{{Movelist|Lucky Chant|Normal|Raises evasiveness by 1 stage}} | {{Movelist|Lucky Chant|Normal|Raises evasiveness by 1 stage}} | ||
{{Movelist|Me First|Normal|Raises Speed by 2 stages}} | {{Movelist|Me First|Normal|Raises Speed by 2 stages, and converts the move it steals into the Z-move}} | ||
{{Movelist|Copycat|Normal|Raises accuracy by 1 stage}} | {{Movelist|Copycat|Normal|Raises accuracy by 1 stage}} | ||
{{Movelist|Power Swap|Psychic|Raises Speed by 1 stage}} | {{Movelist|Power Swap|Psychic|Raises Speed by 1 stage}} |
Revision as of 18:38, 15 March 2017
![](https://staging.archives.bulbagarden.net/media/upload/thumb/5/5d/Sun_Moon_Z-Move_artwork.png/240px-Sun_Moon_Z-Move_artwork.png)
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.
The origins of Z-Power are largely shrouded in mystery. However, information by Professor Kukui indicates that Z-Power may be related to the energy produced by Ultra Wormholes. Wicke also speculates that Lusamine's losing consciousness after fusing with Nihilego in Ultra Space may have been due to the Z-Power surrounding her. Alolan legends found in the Malie Library also indicate that SolgaleoS/LunalaM gifted the Tapunium Z to the guardian deities after fighting against them.
Mechanics
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This move effect may be in need of research. Reason: Can a disobedient Pokémon refuse to use a Z-Move? You can discuss this on the talk page. |
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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, requiring and consuming PP upon use. 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 of the Pokémon's original moves overlain by a Z-Move option that draws upon that move.
Damaging Z-Moves 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 Z-Moves bypass accuracy checks to always hit, unless the opponent is in the semi-invulnerable turn of a move such as Dig or Fly.
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. 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%. These effects are not affected by Contrary, Simple, or Heal Block.
Exclusive Z-Moves can be used only by specific Pokémon, and require a specific move to be upgraded. They have a fixed category 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; however, if the Pokémon who the move is exclusive to is transformed, it cannot use its own species' exclusive Z-Move unless it is transformed into another Pokémon of the same species.
Damaging Z-Moves cannot be fully protected against by protection moves (such as Protect and Spiky Shield), instead dealing 25% of the original damage. Status Z-Moves can be blocked by protection moves, but will apply their Z-Power effects regardless.
Z-Moves may be used without regard to the effects of Taunt, Torment, Disable, Encore, Imprison, and Heal Block; however, the Pokémon never has an opportunity to select a Z-Move if it is forced to use Struggle (e.g. if it is affected by Taunt and only knows status moves). Even if the target of Z-Heal Pulse or Z-Floral Healing is affected by Heal Block, that Pokémon's HP is restored.
Z-Moves are affected normally by Powder and weather. Weather-changing moves turned into Z-Moves (except Defog) will fail as usual during heavy rain, extremely harsh sunlight, and a mysterious air current, but will apply their Z-Power effects regardless.
The types of damaging Z-Moves are unaffected by type-modifying Abilities (although status Z-Moves' types are). However, their types are affected by Ion Deluge (if the Z-Move would be Normal-type) and Electrify.
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.
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 |
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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
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This article is incomplete. Please feel free to edit this article to add missing information and complete it. Reason: images of Z-Moves as well as poses |
For each type
For specific Pokémon
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Z-Power effects of status moves
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This move effect may be in need of research. Reason: How much does it boost critical hit ratio You can discuss this on the talk page. |
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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 TCG
In the Pokémon Trading Card Game, a mechanic similar to Z-Moves, introduced in the Sun & Moon expansion, is a type of attack called attacks. Known exclusively by Pokémon
, they are distinguished by a "
" suffix following the attack's name, such as in "Pulverizing Pancake
".
Like Z-Moves, attacks have very powerful effects compared to those of other attacks. However, each player may use no more than one
attack per game.
markers are used to denote whether a player has used his or her
attack yet. When a player uses a
attack, his or her
marker is flipped over to expose its reverse side.
In the anime
![](https://staging.archives.bulbagarden.net/media/upload/thumb/d/d7/Ash_Gigavolt_Havoc_pose.png/250px-Ash_Gigavolt_Havoc_pose.png)
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
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Z-Power
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See also
References
Type-based Z-Moves | |
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Species-based Z-Moves | |
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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. |