Move variations

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Move variations are moves that are identical to each other in terms of damage, PP, and accuracy, but have different elemental types, damage categories, or secondary effects. Below are the various move archetypes and the moves that fall into their categories.

"Move archetypes" are listed by base damage. Within each archetype table, moves are listed by generation first, to show the original basis of the move, and then listed alphabetically.

Elemental fangs

15 PP, 65 power, 95% accuracy, may cause non-volatile status and/or make the target flinch
Name Type Category Generation
Fire Fang Fire Physical IV
Ice Fang Ice Physical IV
Thunder Fang Electric Physical IV


Elemental punches

15 PP, 75 power, 100% accuracy, may cause non-volatile status on target
Name Type Category Generation
Fire Punch Fire Physical* I
Ice Punch Ice Physical* I
ThunderPunch Electric Physical* I


Variations of Acid Armor

30 or 40 PP, raises one of the user's stats by two stages
Name Type Category Stat raised Generation
Acid Armor Poison Status Defense I
Agility Psychic Status Speed I
Barrier Psychic Status Defense I
Swords Dance Normal Status Attack I
Acupressure Normal Status Random IV


Variations of Aeroblast

5 PP, 100 Power, 95% Accuracy, high critical-hit ratio
Name Type Category Generation
Aeroblast* Flying Special* II
Spacial Rend* Dragon Special IV


Variations of Amnesia

20 PP, raises on the user's Special-based stats two stages
Name Type Category Stat raised Generation
Amnesia Psychic Status Sp. Defense* I
Tail Glow Bug Status Sp. Attack III
Nasty Plot Dark Status Sp. Attack IV


Variations of AncientPower

5 PP, 60 Power, 100% Accuracy, may raise all of user's stats
Name Type Category Generation
AncientPower Rock Special* II
Silver Wind Bug Special* III
Ominous Wind Ghost Special IV


Variations of Aurora Beam

20 PP, 100% accuracy, 65 power, may have a special effect
Name Type Category Generation
Aurora Beam Ice Special I
BubbleBeam Water Special I
Psybeam Psychic Special I
Sludge Poison Special* I
Spark Electric Physical* II


Variations of Barrage

20 PP, 15 Power, 85% Accuracy, multiple hits
Name Type Category Generation
Barrage* Normal Physical I
DoubleSlap Normal Physical I
Fury Attack Normal Physical I
Arm Thrust* Fighting Physical III


Variations of Blizzard

5 PP, 120 power, 70% accuracy, may cause non-volatile status on target
Name Type Category Generation
Blizzard * Ice Special I
Focus Blast Fighting Special IV
Gunk Shot Poison Physical IV


Variations of Bone Rush

10 PP, 25 Power, 80% Accuracy, multiple hits
Name Type Category Generation
Bone Rush Ground Physical II
Rock Blast Rock Physical III


Variations of Bulk Up

20 PP, raises two of the user's stats by one stage
Name Type Category Stats raised Generation
Bulk Up Fighting Status Attack and Defense III
Calm Mind Psychic Status Sp. Attack and Sp. Defense III
Cosmic Power Psychic Status Defense and Sp. Defense III
Dragon Dance Dragon Status Attack and Speed III
Stockpile* Normal Status Defense and Sp. Defense III*


Variations of Bug Bite

20 PP, 60 Power, 100% Accuracy, gains effect of target's held Berry
Name Type Category Generation
Bug Bite Bug Physical IV
Pluck Flying Physical IV


Variations of Bullet Seed

30 PP, 10 Power, 100% Accuracy, multiple hits
Name Type Category Generation
Bullet Seed Grass Physical* III
Icicle Spear Ice Physical* III


Variations of Counter

20 PP, --- Power, 100% accuracy, Goes last and counters the move used by the foe at twice the power
Name Type Category Generation
Counter Fighting Physical I
Mirror Coat Psychic Special II


Variations of Crabhammer

10 PP, 90 or 85 power, 85% or 90% accuracy, high critical-hit ratio
Name Type Power Accuracy Category Generation
Crabhammer Water 90 85% Physical* I
Blaze Kick* Fire 85 90% Physical* III


Variations of Cross Chop

5 PP, 100 Power, 80% accuracy, Has a high critical-hit ratio
Name Type Category Generation
Cross Chop Fighting Physical II
Stone Edge Rock Physical IV


Variations of Crush Grip

5 PP, varying Power, 100% Accuracy, greater damage on target with more HP
Name Type Category Generation
Crush Grip* Normal Physical IV
Wring Out Normal Special IV


Variations of Dig

10 PP, 80* power, 100% accuracy, two-turn move
Name Type Category Generation
Dig Ground Physical I
Dive Water Physical* III


Variations of Discharge

15 PP, 80 Power, 100% Accuracy, hits everyone else, may cause non-volatile status on target
Name Type Category Generation
Discharge Electric Special IV
Lava Plume Fire Special IV


Variations of Double-Edge

15 PP, 120 Power, 100% Accuracy, recoil damage
Name Type Category Generation
Double-Edge Normal Physical I
Volt Tackle* Electric Physical III
Brave Bird Flying Physical IV
Flare Blitz Fire Physical IV
Wood Hammer Grass Physical IV


Variations of Dragon Claw

15 PP, 80 Power, 100% accuracy, no added effect
Name Type Category Generation
Dragon Claw Dragon Physical* III
Seed Bomb Grass Physical IV
X-Scissor Bug Physical IV


Variations of DynamicPunch

5 PP, 100 or 120 power, 50% accuracy, sure to cause status condition
Name Type Category Power Status inflicted Generation
DynamicPunch Fighting Physical 100 Confusion II
Zap Cannon Electric Special 120 Paralysis II


Variations of Ember

25 PP, 40 Power, 100% Accuracy, may cause non-volatile status on target
Name Type Category Generation
Ember Fire Special I
Powder Snow Ice Special II


Variations of Eruption

5 PP, 150 Power, 100% Accuracy, lesser damage from less healthy user
Name Type Category Generation
Eruption Fire Special III
Water Spout Water Special III


Variations of Fire Blast

5 PP, 120 Power, 85% Accuracy, may cause non-volatile status on target
Name Type Category Generation
Fire Blast Fire Special I
Seed Flare* Grass Special IV


Variations of Fire Spin

20 PP, 15 Power, 70% Accuracy, traps
Name Type Category Generation
Fire Spin Fire Special I
Whirlpool Water Special II
Sand Tomb Ground Physical III


Variations of Fissure

5 PP, damage equals foe's current HP, 30% accuracy, will not affect an opponent whose level is greater than the user's level
Name Type Category Generation
Fissure Ground Physical I
Guillotine Normal Physical I
Horn Drill Normal Physical I
Sheer Cold Ice Special III


Variations of Flail

15 PP, varying Power, 100% Accuracy, greater damage from less healthy user
Name Type Category Generation
Flail Normal Physical II
Reversal Fighting Physical II


Variations of Flamethrower

95 power, 15 or 10 PP, 100% accuracy, may cause non-volatile status on target
Name Type Category Generation PP
Flamethrower Fire Special I 15
Ice Beam Ice Special I 10
Surf* Water Special I 15
Thunderbolt Electric Special I 15


Variations of Flash

20 PP, 100% accuracy, lowers the target's accuracy one stage
Name Type Category Generation
Flash Normal Status I
SmokeScreen Normal Status I


Variations of Foresight

40 PP, Removes a type immunity and enables the user to hit an evasive foe
Name Type Category Generation
Foresight Normal Status II
Odor Sleuth Normal Status III
Miracle Eye Psychic Status IV


Variations of Frustration

20 PP, 100% accuracy, power depends on Pokémon's happiness
Name Type Category Generation
Frustration Normal Physical II
Return Normal Physical II


Variations of Heal Bell

5 PP, heals status problems of user's party
Name Type Category Generation
Heal Bell Normal Status II
Aromatherapy Grass Status III


Variations of Healing Wish

10 PP, --- Power, ---% accuracy, User faints, but fully heals the pokémon taking its place
Name Type Category Generation
Healing Wish Psychic Status IV
Lunar Dance* Psychic Status IV


Variations of Hyper Beam

5 PP, 150 Power, 90% Accuracy, user must rest turn after use
Name Type Category Generation
Hyper Beam Normal Special* I
Blast Burn Fire Special III
Frenzy Plant Grass Special III
Hydro Cannon Water Special III
Giga Impact Normal Physical IV
Roar of Time* Dragon Special IV
Rock Wrecker* Rock Physical IV


Variations of Hyper Fang

15 PP, 80 Power, 90% Accuracy, may make the target flinch
Name Type Category Generation
Hyper Fang Normal Physical I
Zen Headbutt Psychic Physical IV


Variations of Hyper Voice

10 PP, 90 power, 100% accuracy
Name Type Category Generation
Hyper Voice* Normal Special* III
Dragon Pulse Dragon Special IV


Variations of Icy Wind

15 PP, 55 Power, 95% Accuracy, 100% chance of lowering Target's Speed.
Name Type Category Generation
Icy Wind Ice Special II
Mud Shot Ground Special III


Variations of Ingrain

20 PP, Restores 1/6 of max HP each turn.
Name Type Category Generation
Ingrain* Grass Status III
Aqua Ring Water Status IV


Variations of Leaf Blade

15 PP, 90 Power, 100% Accuracy, high critical-hit ratio
Name Type Category Generation
Leaf Blade Grass Physical* III
Attack Order* Bug Physical IV


Variations of Leer

30 PP, lowers target's Defense by one stage
Name Type Category Generation
Leer Normal Status I
Tail Whip Normal Status I


Variations of Low Kick

20 PP, varying Power, 100% Accuracy, greater damage on heavier target
Name Type Category Generation
Low Kick Fighting Physical III*
Grass Knot Grass Special IV


Variations of Luster Purge

5 PP, 70 Power, 100% Accuracy, lowers target's stats
Name Type Category Generation
Luster Purge Psychic Special III
Mist Ball Psychic Special III


Variations of Mean Look

5 PP; --- power; ---% accuracy; prevents foe from escaping or switching out
Name Type Category Generation
Mean Look Normal Status II
Block Normal Status III


Variations of Megahorn

10 PP, 120 Power, 85% Accuracy
Name Type Category Generation
Megahorn Bug Physical II
Power Whip Grass Physical IV


Variations of Mirror Move

20 PP, Copies the last move used by the foe
Name Type Category Generation
Mirror Move Flying Status I
Copycat Normal Status IV


Variations of Moonlight

5 PP, Heals variant amount of HP, depending on the weather
Name Type Category Generation
Moonlight Normal Status II
Morning Sun Normal Status II
Synthesis Grass Status II


Variations of Mud Sport

15 PP, raises resistance to a certain type of move
Name Type Category Generation
Mud Sport Ground Status III
Water Sport Water Status III


Variations of Octazooka

10 PP, 65 Power, 85% Accuracy, may lower opponent's accuracy
Name Type Category Generation
Octazooka* Water Special II
Mud Bomb Ground Special IV
Mirror Shot Steel Special IV


Variations of Overheat

5 PP, 140 Power, 90% Accuracy, lowers user's Special Attack sharply
Name Type Category Generation
Overheat Fire Special III
Psycho Boost* Psychic Special III
Draco Meteor Dragon Special IV
Leaf Storm Grass Special IV


Variations of Petal Dance

20 PP, 90 Power, 100% Accuracy, lasts 2-3 turns, user becomes confused
Name Type Category Generation
Petal Dance Grass Special I
Thrash Normal Physical I


Variations of Pound

35 PP, 40 Power, 100% Accuracy
Name Type Category Generation
Pound Normal Physical I
Scratch Normal Physical I
Gust Flying* Special* I


Variations of Psychic

10 PP, 90 Power, 100% Accuracy, may lower opponent's Special Defense
Name Type Category Generation
Psychic Psychic Special I
Bug Buzz Bug Special IV
Earth Power Ground Special IV


Variations of Quick Attack

30 PP, 40 Power, 100% Accuracy, attacks first
Name Type Category Generation
Quick Attack Normal Physical I
Mach Punch Fighting Physical II
Aqua Jet Water Physical IV
Bullet Punch Steel Physical IV
Ice Shard Ice Physical IV
Shadow Sneak Ghost Physical IV
Vacuum Wave * Fighting Special IV


Variations of Razor Leaf

25 PP, 55 Power, 95% Accuracy, high critical-hit ratio
Name Type Category Generation
Razor Leaf Grass Physical* I
Air Cutter Flying Special* III


Variations of Recover

10 PP, Heals Half Max. HP.
Name Type Category Generation
Recover Normal Status I
Softboiled* Normal Status I
Milk Drink* Normal Status II
Slack Off Normal Status III
Heal Order* Bug Status IV
Roost* Flying Status IV


Variations of Revenge

10 PP, 60 Power, 100% Accuracy, double damage if attacked first
Name Type Category Generation
Revenge Fighting Physical III
Avalanche Ice Physical IV


Variations of Rollout

20 PP, 30 Power, 90% Accuracy, damage doubles each turn it hits
Name Type Category Generation
Rollout Rock Physical II
Ice Ball * Ice Physical* III


Variations of Screech

40 PP, 85% accuracy, lowers one of the target's stats by two stages, is a sound move
Name Type Category Generation Stat Lowered
Screech Normal Status I Defense
Metal Sound Steel Status III Special Defense


Variations of Shadow Ball

10 or 15 PP, 80 Power, 100% Accuracy, may lower opponent's Special Defense
Name Type PP Category Generation
Shadow Ball Ghost 15 Special* II
Energy Ball Grass 10 Special IV
Flash Cannon Steel 10 Special IV


Variations of Sing

15 PP, 55% accuracy, puts the opponent to sleep, is a sound move
Name Type Category Generation
Sing Normal Status I
GrassWhistle Grass Status III


Variations of Slash

20 or 15 PP, 70 Power, 100% Accuracy, high critical-hit ratio
Name Type PP Category Generation
Slash Normal 20 Physical I
Psycho Cut Psychic 20 Physical IV
Night Slash Dark 15 Physical IV
Shadow Claw Ghost 15 Physical IV
Cross Poison* Poison 20 Physical IV


Variations of Sleep Powder

15 PP, 75 accuracy, causes non-volatile status on target
Name Type Category Generation
Sleep Powder Grass Status I
Will-O-Wisp Fire Status III


Variations of SmellingSalt

10 PP, 60 Power, 100% Accuracy, double damage on target with non-volatile status, cures non-volatile status on target
Name Type Category Generation Ailment
SmellingSalt Normal Physical III Paralysis
Wake-Up Slap Fighting Physical IV Sleep


Variations of Spikes

20 PP, sets up an entry hazard on the opponent's side of the battle field
Name Type Category Generation
Spikes Ground Status II
Stealth Rock Rock Status IV
Toxic Spikes Poison Status IV


Variations of Superpower

5 PP, 120 Power, 100% Accuracy, lowers user's stats
Name Type Category Generation Stats Lowered
Superpower Fighting Physical III Def and Atk
Close Combat Fighting Physical IV Def and Sp. Def


Variations of Swift

20 PP, 60 Power, always hits
Name Type Category Generation
Swift Normal Special* I
Faint Attack Dark Physical II
Aerial Ace Flying Physical III
Magical Leaf Grass Special III
Shadow Punch Ghost Physical III
Shock Wave Electric Special III
Magnet Bomb Steel Physical IV


Variations of Trick

10 PP, --- Power, ---% accuracy, Switches user's held item with foe's held item
Name Type Category Generation
Trick Psychic Status III
Switcheroo Dark Status IV


Variations of Waterfall

15 or 30 PP, 80 Power, 100% Accuracy, may make the target flinch
Name Type PP Category Generation
Waterfall Water 15 Physical* I
Extrasensory Psychic 30 Special III
Dark Pulse Dark 15 Special IV
Iron Head Steel 15 Physical IV