From Bulbapedia, the community-driven Pokémon encyclopedia.
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The subject of this article has no official name. The name currently in use is a fan designator; see below for more information.
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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; biting move
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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; signature move
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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 Behemoth Bash
5 PP, 100 Power, 100% Accuracy
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Deals double damage on Dynamax Pokémon
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Variations of Bolt Beak
10 PP, 85 Power, 100% Accuracy
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Deals double damage if user moves first
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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, certain weather causes moves to not miss
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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 Bouncy Bubble
15 PP, 90 Power, 100% Accuracy
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Has a secondary effect, can only be used by Partner Eevee
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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 Catastropika
1 PP, 210 Power, 100% Accuracy
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Signature Z-move
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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 in this list (it is instead in a different list of variations).
Variations of Dig
10 PP, 80 Power, 100% Accuracy
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Two turn move; double damage from certain moves
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Variations of Discharge
15 PP, 80 Power, 100% Accuracy
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30% 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 Earthquake
10 PP, 100 Power, 100% Accuracy
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High power with almost no drawbacks
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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 Fire Lash
15 PP, 80 Power, 100% Accuracy
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Lowers target's stat one stage
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Variations of Fire Punch
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 Flame Charge
20 PP, 50 Power, 100% Accuracy
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100% chance of a stat-changing secondary effect
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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 or 40 PP, 40 Power, 100% Accuracy
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No additional effect
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Variations of Gyro Ball
5 or 10 PP, varying Power, 100% Accuracy
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Power depends on user's and target's Speed; cannot affect targets with Bulletproof
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Variations of Hammer Arm
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 Iron Tail
10-15 PP, 100 Power, 75% Accuracy
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Chance of secondary effect
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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 Liquidation
10 PP, 85 Power, 100% Accuracy
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20% chance of lowering Defense one stage
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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% chance 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 Meteor Mash
10 PP, 90 Power, 90% Accuracy
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Chance of lowering target's Attack
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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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Secondary effect
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Meteor Mash
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Steel
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Physical
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VI
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{{{PP}}}
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{{{effects}}}
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{{{signature}}}
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10% chance of lowering target's Attack by one stage
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Play Rough
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Fairy
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Physical
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VI
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{{{PP}}}
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{{{effects}}}
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{{{signature}}}
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30% chance of lowering target's Attack by one stage
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Variations of Moongeist Beam
5 PP, 100 Power, 100% Accuracy
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Ignores the target's Ability*; signature move
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Variations of Night Shade
15 or 20 PP, 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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30% chance of lowering target's accuracy by 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 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 Psyshock
10 PP, 80 Power, 100% Accuracy
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Uses alternative stats to calculate damage
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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; also doubles if Defense Curl is used
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Variations of Sacred Fire
5 PP, 100 Power, 95% Accuracy
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50% chance of causing a secondary effect
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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 Sludge Wave
15 PP, 95 Power, 100% Accuracy
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Chance of causing a secondary effect
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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 Stored Power
10 PP, 20 Power, 100% Accuracy
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Increases base power the more positive stat changes the user has built up
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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 Super Fang
10 PP, 90% Accuracy
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Deals damage equal to half target's remaining HP
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Variations of Surf
10-15 PP, 90 Power, 100% Accuracy
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No secondary effects
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Variations of Swift
20 PP, 60 Power
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Cannot miss
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Variations of Techno Blast
5 or 10 PP, 120 Power, 100% Accuracy
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Type varies depending on specific held item
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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 dealing 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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List of status move variations
Terrain moves
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.
*Tail Glow formerly raised Sp. Atk by 2 stages, but was changed to +3 in Generation V 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 Clangorous Soul
5 PP
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Raises Attack, Defence, Special Attack, Special Defence and Speed by one stage each
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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 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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{{{PP}}}
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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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{{{PP}}}
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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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Variations of Memento
10 PP
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Causes the user to faint without damaging the foe
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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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Memento
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Dark
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Status
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III
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{{{PP}}}
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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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{{{PP}}}
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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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{{{PP}}}
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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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+4 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 Heal Pulse
10 PP
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Heals target by 1/2 of its max HP
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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 adjacent opponents' defense by one stage
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Variations of Lock-On
5 PP
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Ensures user's next move will hit
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Variations of Lovely Kiss
*Will-O-Wisp formerly had 75% accuracy, but was changed to 85% in Generation VI and is therefore no longer included.
Variations of Magnetic Flux
20 PP
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Raises the stats of allied Pokémon with Plus or Minus
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Variations of Mean Look
5 or 10 PP
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Prevents target form escaping or switching out, cannot miss
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Variations of Moonlight
5 or 10 PP
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Heals variant amount of HP, depending on some condition
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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
5 or 10 PP
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Changes in-battle weather for 5 turns
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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-based 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 Soak
20 PP
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Changes targets type to a pure type
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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 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
Infinite PP, 75 Power, 100% Accuracy
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10% chance of inflicting a non-volatile status condition
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See also