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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 may 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, 30+% Accuracy
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Targets at a higher level than the user are unaffected* Accuracy depends on level difference between the user and the target
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Pledge moves
These are the signature moves of the various starter Pokémon, the elemental monkeysVII, and SilvallyUSUMSwSh (Grass Pledge only, due to a bug).
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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Torque moves
These are the signature moves of Team Star's Starmobiles. These moves cannot be learned by any Pokémon.
10 PP, 80 or 100 Power, 100% Accuracy
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Chance of causing a secondary effect
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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
These are signature moves of Legendary Pokémon.
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 Barb Barrage
These are the signature moves of certain Hisuian Pokémon.
15 PP, 60 Power, 100% Accuracy
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Power doubles if target has any status condition; 30% chance to inflict a status condition
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Variations of Behemoth Bash
These are the signature moves of Zamazenta, Zacian, and Eternatus, the Legendary Pokémon featured in Pokémon Sword and Shield.
5 PP, 100 Power, 100% Accuracy
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Deals double damage on Dynamax Pokémon
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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 Bleakwind Storm
These are the signature moves of the Forces of Nature.
5 PP, 95 Power, 80% Accuracy
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30% chance of causing a secondary effect
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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
These are signature moves of Reshiram and Zekrom, the Legendary Pokémon featured in Pokémon Black and White Versions.
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 Bolt Beak
These are the signature moves of the fossil Pokémon of the Galar region.
10 PP, 85 Power, 100% Accuracy
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Deals double damage if user moves first
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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
20 PP, 60 Power, 100% Accuracy
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Has a secondary effect, can only be used by Partner Eevee
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*Prior to Generation VIII, Bouncy Bubble, Buzzy Buzz, Sizzly Slide, Glitzy Glow, Baddy Bad, Sappy Seed, Freezy Frost and Sparkly Swirl had 90 base power, 15 base PP, and 100% accuracy.
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, —% Accuracy
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Signature Z-Move
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Variations of Ceaseless Edge
These are the signature moves of Hisuian Pokémon.
15 PP, 65 Power, 90% Accuracy
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High critical hit ratio, leaves splinters in the targetLA Sets up a trap on the target's side of the fieldSV
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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 Collision Course
These are signature moves of Legendary Pokémon.
5 PP, 100 Power, 100% Accuracy
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Boosted damage if the move is super effective on the 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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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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Double damage from
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Dig*
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Ground
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Physical
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I
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{{{PP}}}
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{{{effects}}}
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{{{signature}}}
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Earthquake and Magnitude
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Dive*
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Water
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Physical
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III
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{{{PP}}}
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{{{effects}}}
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{{{signature}}}
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Surf and Whirlpool
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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
10 or 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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Always has a special effect
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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
These are signature moves of Reshiram and Zekrom, the Legendary Pokémon featured in Pokémon Black and White Versions.
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 Glitzy Glow
15 PP, 80 Power, 95% Accuracy
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Applies the effects of a screen to the user's side of the field Can only be used by Partner Eevee
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*Glitzy Glow and Baddy Bad were variations of Bouncy Bubble prior to Generation VIII.
Variations of Gust
30, 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 Last Respects
10 PP, 50 Power, 100% Accuracy
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Signature move, power is increased by 50 each time a specific event occurs
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Variations of Leaf Blade
15 PP, 90 Power, 100% Accuracy
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High critical hit ratio, signature move (at any point in time)
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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
These are the signature moves of the Eon duo, Latios and Latias.
5 PP, 70 Power, 100% Accuracy
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50% chance of lowering the target's stat by 1 stage
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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 Metal Burst
10 PP, 100% Accuracy
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Returns 1.5 times the damage dealt by the opponent's last attack
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Variations of Moongeist Beam
These are the signature moves of the Light trio, Lunala, Necrozma, and Solgaleo.
5 PP, 100 Power, 100% Accuracy
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Ignores the target's Ability
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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 Fixates the user on the moveLA
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Variations of Pika Papow
These moves are the partner powers and two of the signature moves of the partner Pokémon featured in Pokémon: Let's Go, Pikachu! and Let's Go, Eevee!.
20 PP, varying Power, —% Accuracy
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Power depends on user’s friendship
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Variations of Psyblade
?? PP, 80 Power, 100% Accuracy
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Power boosted during an arena effect
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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
20 or 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, signature move (at any point in time)
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Variations of Sappy Seed
10 PP, 100 Power, 90% Accuracy
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Has a secondary effect, can only be used by Partner Eevee
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*Sappy Seed and Freezy Frost were variations of Bouncy Bubble prior to Generation VIII.
Variations of Sky Attack
These are signature moves and formerly signature moves of Legendary Pokémon.
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 (it is instead included in a different list of variations).
Variations of Sludge Wave
15 PP, 95 Power, 100% Accuracy
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Chance of causing a secondary effect
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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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Sludge Wave
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Poison
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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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10% chance of poisoning, hits all adjacent Pokémon
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Moonblast
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Fairy
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Special
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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 Special Attack by one stage
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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 Steel Beam
5 PP, 140 Power, 95% Accuracy
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User takes recoil damage equal to 1/2 its max HP
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Variations of Stomp
20 PP, 65 Power, 100% Accuracy
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30% chance of flinching, doubles in power if target has used Minimize
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Variations of Stomping Tantrum
10 or 5 PP, 75 Power, 100% Accuracy
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Doubles in power after a certain effect occurs
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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 by one stage each
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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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Targets more than one Pokémon in Double and Triple Battles
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Variations of Swift
20 PP, 60 Power, —% Accuracy
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Never misses
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Variations of Techno Blast
These are signature moves of Legendary Pokémon.
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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*The PP column refers to the PP before Generation VI.
Variations of U-turn
20 PP, 60 or 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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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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Electric Terrain
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Electric
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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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Powers up Electric moves, prevents sleep
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Grassy Terrain
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Grass
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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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Powers up Grass moves, powers down Earthquake, Magnitude and Bulldoze, grounded Pokémon heal by 1/16 of max HP each turn
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Misty Terrain
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Fairy
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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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Powers down Dragon moves, prevents status conditions and confusionGen. VIII
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Psychic Terrain
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Psychic
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Status
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VII
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{{{PP}}}
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{{{effects}}}
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{{{signature}}}
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Powers up Psychic moves, prevents the use of priority moves
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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, Defense, Special Attack, Special Defense and Speed by one stage each, has a negative effect
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Variations of Coil
10 or 20 PP
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Raises three of user's stats by one stage
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Variations of Confide
20 PP
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Lowers target's stat by one stage, unaffected by protecting moves
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Variations of Conversion
These are signature moves of Porygon's evolutionary line.
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 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 its maximum HP each turn
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Variations of Jungle Healing
5 or 10 PP
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Heals user and allies by 1/4 of their maximum HP and removes any non-volatile status conditions they may have
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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 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
|
|
Variations of Moonlight
5 or 10 PP
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Heals variant amount of HP (normally 1/2 of max HP), depending on weather
|
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Variations of Mud Sport
15 PP
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Halves damage taken from a certain type
|
|
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
|
|
Variations of Rain Dance
Variations of Recover
5 or 10* PP
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Heals user by half max HP
|
|
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
|
|
Variations of Spikes
Variations of Splash
Variations of Trick
10 PP, 100% Accuracy
|
Switches held items with target
|
|
Variations of Trick Room
5 or 10 PP
|
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
|
Changes the target's Ability
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|
List of Shadow move variations
Variations of Shadow Bolt
These are the signature Shadow moves of the Legendary birds in Pokémon XD.
Infinite PP, 75 Power, 100% Accuracy
|
10% chance of inflicting a non-volatile status condition
|
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See also