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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 in order of their index number.
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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*Targets with a higher Speed stat than the user are unaffected in Generation I, and the move accuracy was 30%.
Pledge moves
These moves can only be learned by first partner Pokémon, the elemental monkeysVII, SilvallyUSUMSwSh (Grass Pledge only, due to a bug), and MewIX.
10 PP, 80 Power, 100% Accuracy
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Additional effect lasting four turns when used in combination
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*Move power was 50 power prior to Generation VI.
Torque moves with 80 base power
These are the signature moves of Team Star's Starmobiles. These moves cannot be learned by any Pokémon.
10 PP, 80 Power, 100% Accuracy
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Chance of causing a secondary effect
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Torque moves with 100 base power
These are the signature moves of Team Star's Starmobiles. These moves cannot be learned by any Pokémon.
10 PP, 100 Power, 100% Accuracy
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30% chance of causing a secondary effect
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Let's Go Partner moves
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 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 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 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 Acid
25 or 30 PP, 40 Power, 100% Accuracy
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10% for Secondary effect
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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 Arm Thrust
*Water Shuriken is a priority move, and changes when Battle Bond is active.
Variations of Aqua Jet
20 PP, 40 Power, 100% Accuracy
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+1 priority
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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 Bite
25 PP, 60 Power, 100% Accuracy
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30% chance of flinching
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*Bite was a Normal type move with a 10% chance of flinching in Generation I
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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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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Additional effect
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[[{{{signature}}}|{{{signature}}}]]
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Move effect changes by weather effect
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Blizzard
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Ice
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Special
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I
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5
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10% chance of freezing target
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{{{signature}}}
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89.5% accuracy in Generation I, cannot miss in hail or snow, affects all foes
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Thunder
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Electric
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Special
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I
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10
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30% chance of paralyzing target
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{{{signature}}}
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Cannot miss in heavy rain, accuracy cut to 50% in strong sunlight, 10% chance of paralyzing target in Gen I
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Hurricane
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Flying
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Special
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V
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10
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30% chance of confusing target
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{{{signature}}}
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Cannot miss in heavy rain, accuracy cut to 50% in strong sunlight
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*Move power was 120 prior to Generation VI. 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 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 Bolt Strike
These are signature moves of Legendary Pokémon.
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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*Move accuracy was 80 prior to Generation VI.
Variations of Brine
10 PP, 65 Power, 100% Accuracy
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Power doubles under certain conditions
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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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*Move power was 10 prior to Generation V.
Variations of Catastropika
1 PP, 210 Power, —% 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 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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*Priority was -1 in Generations I/II.
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 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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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
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 Drill Peck
15 or 20 PP, 80 Power, 100% Accuracy
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No additional effect
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Variations of Dynamax Cannon
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 Dynamic Punch
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 Punch
Variations of Fire Spin
10 or 15 PP, 35 Power, 85% Accuracy
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Binds target
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*Move power was 15, and accuracy was 70%, prior to Generation V, with the exception of Clamp, which power was 35 prior to Generation V.
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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*Move power was 95 prior to Generation VI.
Variations of Fury Attack
20 PP, 15 Power, 85% Accuracy
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Hits multiple times
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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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*For Giga Drain and Drain Punch, the power was 60, and PP was 5 PP, prior to Generation V.
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 Heavy Slam
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 Hyper Fang
15 PP, 80 Power, 90% Accuracy
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Has a chance of causing the target to flinch
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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 Jump Kick
10 or 15 PP, 100 Power, 95% Accuracy
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If the move misses, the user takes crash damage equivalent to 50% of their max HP
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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 Low Kick
20 PP, varying Power, 100% Accuracy
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Greater damage on heavier target
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Variations of Lunge
15 PP, 80 Power, 100% Accuracy
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Lowers target's stat one stage
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Variations of Luster Purge
These are the signature moves of the Eon duo, Latios and Latias.
5 PP, 95 Power, 100% Accuracy
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50% chance of lowering the target's stat by 1 stage
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*Move power was 70 prior to Generation IX.
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 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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*Move power was 140 prior to Generation IV. 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 Pluck
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 Pound
30, 35, or 40 PP, 40 Power, 100% Accuracy
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No additional effect
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Variations of Psybeam
20 PP, 65 Power, 100% Accuracy
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Chance of an additional effect occurring
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Variations of Psyblade
15 PP, 80 Power, 100% Accuracy
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Power is increased by 50% under a certain field condition
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Variations of Psychic
10 PP, 90 Power, 100% Accuracy
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Chance of lowering target's stat by 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 Return
20 PP, varying Power, 100% Accuracy
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Power depends on user's friendship
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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 Seismic Toss
15 or 20 PP, 100% Accuracy
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Damage equal to user's level
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Variations of Shadow Bone
10 PP, 85 Power, 100% Accuracy
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20% chance of lowering Defense one stage
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Variations of Skull Bash
10 PP, 130 Power, 100% Accuracy
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Needs to charge, raises stat by one stage on the first turn
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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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Variations of Springtide Storm
These are the signature moves of the forces of nature.
10 PP, 100 Power, 80% Accuracy
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30% chance of causing a secondary effect
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Move PP is 5, and move power is 95, in Legends: Arcues
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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*Move power is 120 in Legends: Arceus
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 Stone Axe
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 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 Sucker Punch
5 PP, 70 Power
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Strikes first, but fails if the target isn't using a damaging move on the turn
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Variations of Sunsteel Strike
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 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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*Move power was 40 prior to Generation VI. Before Generation VI, the PP of these two moves differed, so they were not move variations, despite having the same effect
Variations of Thrash
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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*These moves had 90 power prior to Generation V. In Legends: Arceus, their power is 90 and their accuracy is 85%.
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
10, 15, or 20 PP, 80 Power, 100% Accuracy
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Chance of causing a secondary effect, single target
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Variations of Weather Ball
10 PP, 50 Power, 100% Accuracy
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Power doubles under a field condition
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Variations of Wring Out
5 or 10 PP, Varying Power, 100% Accuracy
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Does more damage if the target's current HP is high
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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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Weather moves
Variations of After You
15 PP
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Changes move order of the target
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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 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 Destiny Bond
5 PP
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Requires user to faint
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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 Follow Me
20 PP
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+2 priority, forces all opponents to target the user
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*+3 priority prior to Generation VI
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 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 Magnetic Flux
20 PP
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Raises the stats of allied Pokémon with Plus or Minus
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Variations of Meditate
40 PP
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Raises a stat by one stage
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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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Variations of Mind Reader
5 PP
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Ensures user's next move will hit
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Variations of Mist
25 or 30 PP
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Protects the user's party for 5 turns
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Variations of Morning Sun
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
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Variations of No Retreat
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 Poison Powder
*Glare formerly had 75% accuracy, but was changed to 90% in Generation V and is therefore no longer included.
Variations of Protect
5 or 10 PP
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+4 priority, protects user from all moves
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*Not all status moves can be protected against. A "Yes" in this column means it only protects against the Status moves that can be protected against.
Variations of Quiver Dance
20 PP
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Raises three of user's stats by one stage
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Variations of Recover
5 (or 10 for Heal Order) PP
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Heals user by half max HP
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*Prior to Generation IX, all moves listed below had 10 PP. Heal Order has been unavailable since Gen VIII.
Variations of Sand Attack
15 or 20 PP, 100% Accuracy
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Decreases accuracy by one stage
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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 Sleep Powder
*Will-O-Wisp formerly had 75% accuracy, but was changed to 85% in Generation VI and is therefore no longer included.
Variations of Soak
20 PP
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Changes targets type to a pure type
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Variations of Spider Web
5 or 10 PP
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Prevents target form escaping or switching out, cannot miss
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Variations of Spikes
Variations of Splash
Variations of Stockpile
15 or 20 PP
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Increases two of the user's stats by one stage
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Variations of Swords Dance
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 Tail Whip
30 PP
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Lowers adjacent opponents' defense by one stage
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Variations of Trick
10 PP, 100% Accuracy
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Switches held items with target
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Variations of Trick-or-Treat
20 PP
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Adds a type to the 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 Whirlwind
20 PP
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-6 priority, forces target to switch, bypasses accuracy checks, cannot affect targets with Ingrain or Suction cups
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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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Notes
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Whirlwind
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Normal
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Status
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I
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{{{PP}}}
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{{{effects}}}
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{{{signature}}}
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Targets with Wind Rider are unaffected
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Roar
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Normal
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Status
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I
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{{{PP}}}
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{{{effects}}}
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{{{signature}}}
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Targets with Soundproof are unaffected
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*Both moves have been changed substantially over the generations, but changes to these moves have been consistently applied to both over the generations. For information, check their individual pages
Variations of Wide Guard
10 or 15 PP
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+3 priority, protects user's side of field
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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
These are the signature Shadow moves of the legendary birds in Pokémon XD.
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