Move variations: Difference between revisions

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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 [[type]]s, [[damage category|damage categories]], or secondary effects. Below are the various move archetypes and the moves that fall into their categories.  
'''Move variations''' are moves that are identical to one another in terms of damage and accuracy, are similar in PP (no more than 5 apart), but have different [[type]]s, [[damage category|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.
Move archetypes are listed in alphabetical order. Within each archetype table, moves are listed in order of their index number.
 
{{TOC right}}
<div style="float:right">__TOC__</div>


==List of damage-dealing move variations==
==List of damage-dealing move variations==
===Elemental Fangs===
===Elemental fangs===
{{mvar/h|15|power=65|acc=95|notes=10% chance to inflict non-volatile [[Status condition|status]] and/or flinch the target|other=Status condition}}
{{mvar/h|15|power=65|acc=95|notes=10% chance to inflict non-volatile [[Status condition|status]] and/or flinch the target; {{cat|biting moves|biting move}}|other=Status condition}}
{{mvar|Thunder Fang|Electric|Physical|IV|other=Paralysis}}
{{mvar|Ice Fang|Ice|Physical|IV|other=Freeze}}
{{mvar|Fire Fang|Fire|Physical|IV|other=Burn}}
{{mvar|Fire Fang|Fire|Physical|IV|other=Burn}}
{{mvar|Ice Fang|Ice|Physical|IV|other=Freeze}}
{{mvar|Thunder Fang|Electric|Physical|IV|other=Paralysis}}
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===Variations of Fire Punch===
===[[One-hit knockout move]]s===
{{mvar/h|10 or 15|power=75|acc=100|notes=10% chance to inflict a [[status condition]]|other=Status condition|PP=PP}}
{{mvar/h|5|acc={{tt|30+|Always 30% in Generation I}}|notes=Targets at a higher level than the user are unaffected{{tt|*|Targets with a higher Speed stat than the user are unaffected in Generation I}}<br>Accuracy depends on level difference between the user and the target|other=Notes}}
{{mvar|Fire Punch|Fire|Physical|I|PP=15|other=Burn}}
{{mvar|Guillotine|Normal|Physical|I|other=&nbsp;}}
{{mvar|Ice Punch|Ice|Physical|I|PP=15|other=Freeze}}
{{mvar|Horn Drill|Normal|Physical|I|other=&nbsp;}}
{{mvar|Thunder Punch|Electric|Physical|I|PP=15|other=Paralysis}}
{{mvar|Fissure|Ground|Physical|I|other=&nbsp;}}
{{mvar|Signal Beam|Bug|Special|III|PP=15||other=Confusion}}  
{{mvar|Sheer Cold|Ice|Special|III|other=Since Generation VII, {{type|Ice}} targets are unaffected and base accuracy is 20% if the user is not Ice-type}}
{{mvar|Relic Song|Normal|Special|V|PP=10|sig=Meloetta|other=Sleep}}  
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===Pledge moves===
These moves can only be learned by [[first partner Pokémon]], the [[elemental monkeys]]<sup>{{gen|VII}}</sup>, {{p|Silvally}}{{sup/7|USUM}}{{sup/8|SwSh}} (Grass Pledge only, due to a bug), and {{p|Mew}}<sup>{{gen|IX}}</sup>.
{{mvar/h|10|power={{tt|80|50 prior to Generation VI}}|acc=100|notes=Additional effect lasting four turns when used in combination|other=Effect when combined with:}}
{{mvar|Water Pledge|Water|Special|V|other='''Fire Pledge''': Doubles the probability of secondary effects occurring.<br>'''Grass Pledge''': Halves speed of opponents.}}
{{mvar|Fire Pledge|Fire|Special|V|other='''Grass Pledge''': Opponents take 1/8 max HP damage each turn.<br>'''Water Pledge''': Doubles the probability of secondary effects occurring.}}
{{mvar|Grass Pledge|Grass|Special|V|other='''Fire Pledge''': Opponents take 1/8 max HP damage each turn.<br>'''Water Pledge''': Halves speed of opponents.}}
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===Torque moves===
These are the [[signature move]]s of [[Team Star]]'s [[Starmobile]]s. These moves cannot be learned by any Pokémon.
{{mvar/h|10|power=80 or 100|acc=100|notes=Chance of causing a secondary effect|other=Secondary effect}}
{{mvar|Blazing Torque|Fire|Physical|IX|other=30% chance of burning the target}}
{{mvar|Wicked Torque|Dark|Physical|IX|other=10% chance of causing the target to sleep}}
{{mvar|Noxious Torque|Poison|Physical|IX|other=30% chance of poisoning the target}}
{{mvar|Combat Torque|Fighting|Physical|IX|other=30% chance of paralyzing the target}}
{{mvar|Magical Torque|Fairy|Physical|IX|other=30% chance of confusing the target}}
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===Let's Go Partner moves===
====Variations of Pika Papow====
These moves are the partner powers and two of the [[signature move]]s of the {{ga|partner Pokémon}} featured in [[Pokémon: Let's Go, Pikachu! and Let's Go, Eevee!]].
{{mvar/h|20|power=varying|acc=&mdash;|notes=Power depends on user’s friendship}}
{{mvar|Pika Papow|Electric|Special|VII}}
{{mvar|Veevee Volley|Normal|Physical|VII}}
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===[[One-hit knockout move]]s===
====Variations of Bouncy Bubble====
{{mvar/h|5|acc={{tt|&mdash;|30% in Generation I}}|notes=Targets at a higher level than the user are unaffected{{tt|*|Targets with higher speed than the user are unaffected in Generation I}}}}
{{mvar/h|20|power=60|acc=100|notes=Has a secondary effect, can only be used by Partner Eevee|other=Secondary effect}}
{{mvar|Fissure|Ground|Physical|I}}
{{mvar|Bouncy Bubble|Water|Special|VII|other=50% of damage dealt to the target is restored to the user}}  
{{mvar|Guillotine|Normal|Physical|I}}
{{mvar|Buzzy Buzz|Electric|Special|VII|other=Paralyzes the target}}  
{{mvar|Horn Drill|Normal|Physical|I}}
{{mvar|Sizzly Slide|Fire|Physical|VII|other=Burns the target}}
{{mvar|Sheer Cold|Ice|Special|III}}
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<center><small>*Prior to [[Generation VIII]], {{m|Bouncy Bubble}}, {{m|Buzzy Buzz}}, {{m|Sizzly Slide}}, {{m|Glitzy Glow}}, {{m|Baddy Bad}}, {{m|Sappy Seed}}, {{m|Freezy Frost}} and {{m|Sparkly Swirl}} had 90 base power, 15 base PP, and 100% accuracy.</small></center>


===Pledge moves===
====Variations of Glitzy Glow====
{{mvar/h|10|power={{tt|80|50 prior to Generation VI}}|acc=100|notes=Additional effect lasting four turns when used in combination|other=Effect when combined with:}}
{{mvar/h|15|power=80|acc=95|notes=Applies the effects of a screen to the user's side of the field<br>Can only be used by Partner Eevee|other=Screen}}
{{mvar|Fire Pledge|Fire|Special|V|other='''Grass Pledge''': Opponents take 1/8 max HP damage each turn.<br>'''Water Pledge''': Doubles the probability of secondary effects occurring}}
{{mvar|Glitzy Glow|Psychic|Special|VII|other=Light Screen}}  
{{mvar|Grass Pledge|Grass|Special|V|other='''Fire Pledge''': Opponents take 1/8 max HP damage each turn.<br>'''Water Pledge''': Halves speed of opponents}}
{{mvar|Baddy Bad|Dark|Special|VII|other=Reflect}}
{{mvar|Water Pledge|Water|Special|V|other='''Fire Pledge''': Doubles the probability of secondary effects occurring<br>'''Grass Pledge''': Halves speed of opponents}}
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<center><small>*{{m|Glitzy Glow}} and {{m|Baddy Bad}} were [[#Variations of Bouncy Bubble|variations of Bouncy Bubble]] prior to [[Generation VIII]].</small></center>
====Variations of Sappy Seed====
{{mvar/h|10|power=100|acc=90|notes=Has a secondary effect, can only be used by Partner Eevee|other=Secondary effect}}
{{mvar|Sappy Seed|Grass|Physical|VII|other=Applies a Leech Seed to the target}}
{{mvar|Freezy Frost|Ice|Special|VII|other=Resets stat changes of all active Pokémon to zero}}
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<center><small>*{{m|Sappy Seed}} and {{m|Freezy Frost}} were [[#Variations of Bouncy Bubble|variations of Bouncy Bubble]] prior to [[Generation VIII]].</small></center>


===Variations of Acid===
===Variations of Acid===
{{mvar/h|25 or 30|power=40|acc=100|notes=10% chance of secondary effect occurring|other=Secondary effect|PP=PP}}
{{mvar/h|25 or 30|power=40|acc=100|notes=10% chance of secondary effect occurring|other=Secondary effect|PP=PP}}
{{mvar|Acid|Poison|Special|I|note=Affects all foes (adjacent foes in Triple Battles)|other=Lowers Special Defense{{tt|*|Defense in Generations I-III}}|I| PP=30}}
{{mvar|Acid|Poison|Special|I|note=Affects all foes (adjacent foes in Triple Battles)|other=Lowers Special Defense{{tt|*|Defense in Generations I-III}}|I| PP=30}}
{{mvar|Bubble|Water|Special|I|other=Lowers Speed|PP=30|note=20 power prior to Generation VI}}
{{mvar|Ember|Fire|Special|I|other=Inflicts burn|PP=25}}
{{mvar|Ember|Fire|Special|I|other=Inflicts burn|PP=25}}
{{mvar|Thunder Shock|Electric|Special|I|other=Inflicts paralysis|PP=30}}
{{mvar|Thunder Shock|Electric|Special|I|other=Inflicts paralysis|PP=30}}
{{mvar|Bubble|Water|Special|I|other=Lowers Speed|PP=30|note=20 power prior to Generation VI}}
{{mvar|Powder Snow|Ice|Special|II|other=Freezes|PP=25}}
{{mvar|Powder Snow|Ice|Special|II|other=Freezes|PP=25}}
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===Variations of Aeroblast===
===Variations of Aeroblast===
{{mvar/h|5|power=100|acc=95|notes=High critical hit ratio}}
These are [[signature move]]s of [[Legendary Pokémon]].
{{mvar|Aeroblast|Flying|Special|II|sig=Lugia}}
{{mvar/h|5|power=100|acc=95|notes=High critical hit ratio|other=Signature move of:}}
{{mvar|Spacial Rend|Dragon|Special|IV|sig=Palkia}}
{{mvar|Aeroblast|Flying|Special|II|other={{p|Lugia}}}}
{{mvar|Spacial Rend|Dragon|Special|IV|other={{p|Palkia}}}}
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===Variations of Aurora Beam===
===Variations of Barb Barrage===
{{mvar/h|20|power=65|acc=100|notes=Chance of an additional effect occurring|other=Additional effect}}
These are the [[signature move]]s of certain Hisuian Pokémon.
{{mvar|Aurora Beam|Ice|Special|I|other=10% chance of lowering target's Attack one stage}}
{{mvar/h|15|power=60|acc=100|notes=Power doubles if target has any status condition; 30% chance to inflict a status condition|other=Status Condition}}
{{mvar|Bubble Beam|Water|Special|I|other=10% chance of lowering target's Speed one stage}}
{{mvar|Barb Barrage|Poison|Physical|VIII|other=Poison|note=Signature move of Hisuian Qwilfish and Overqwil}}
{{mvar|Psybeam|Psychic|Special|I|other=10% chance of inflicting confusion}}
{{mvar|Bitter Malice|Ghost|Special|VIII|other=Frostbite|note=Signature move of Hisuian Zorua and Hisuian Zoroark}}
{{mvar|Sludge|Poison|Special|I|other=30% chance of inflicting poison}}
{{mvar|Infernal Parade|Ghost|Special|VIII|other=Burn|note=Signature move of Hisuian Typhlosion}}
{{mvar|Spark|Electric|Physical|II|other=30% chance of inflicting paralysis}}
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===Variations of Barrage===
{{mvar/h|20|power=15|acc=85|notes=Hits multiple times}}
{{mvar|Barrage|Normal|Physical|I|sig=The Exeggcute line}}
{{mvar|Fury Attack|Normal|Physical|I}}
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===Variations of Bite===
===Variations of Bite===
{{mvar/h|25|power=60|acc=100|notes=30% chance of [[flinching]]}}
{{mvar/h|25|power=60|acc=100|notes=30% chance of {{status|flinch|flinching}}}}
{{mvar|Bite|Dark|Physical|I|note=Normal-type with 10% chance of flinching in Generation I}}
{{mvar|Bite|Dark|Physical|I|note=Normal-type with 10% chance of flinching in Generation I}}
{{mvar|Heart Stamp|Psychic|Physical|V}}
{{mvar|Heart Stamp|Psychic|Physical|V}}
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{{mvar/h|5 or 10|power={{tt|110|120 prior to Generation VI}}|acc=70|notes=Chance of inflicting a status condition, certain weather causes moves to not miss|other=Additional effect|PP=PP}}
{{mvar/h|5 or 10|power={{tt|110|120 prior to Generation VI}}|acc=70|notes=Chance of inflicting a status condition, certain weather causes moves to not miss|other=Additional effect|PP=PP}}
{{mvar|Blizzard|Ice|Special|I|other=10% chance of freezing target|PP=5|note=89.5% accuracy in Generation I, cannot miss in hail, affects all foes}}  
{{mvar|Blizzard|Ice|Special|I|other=10% chance of freezing target|PP=5|note=89.5% accuracy in Generation I, cannot miss in hail, affects all foes}}  
{{mvar|Thunder|Electric|Special|I|other=30% chance of paralyzing target|PP=10|note=Cannot miss in heavy rain, 10% chance of paralyzing target in Gen I}}  
{{mvar|Thunder|Electric|Special|I|other=30% chance of paralyzing target|PP=10|note=Cannot miss in heavy rain, accuracy cut to 50% in strong sunlight, 10% chance of paralyzing target in Gen I}}  
{{mvar|Hurricane|Flying|Special|V|other=30% chance of confusing target|PP=10|note=Cannot miss in heavy rain}}  
{{mvar|Hurricane|Flying|Special|V|other=30% chance of confusing target|PP=10|note=Cannot miss in heavy rain, accuracy cut to 50% in strong sunlight}}  
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<center><small>*{{m|Focus Blast}} and {{m|Gunk Shot}} formerly had the same power too, but their power didn't drop in Generation VI and are therefore no longer included.</small></center>
<center><small>*{{m|Focus Blast}} and {{m|Gunk Shot}} formerly had the same power too, but their power didn't drop in Generation VI and are therefore no longer included.</small></center>
===Variations of Bolt Beak===
These are the [[signature move]]s of the [[fossil]] Pokémon of the [[Galar]] region.
{{mvar/h|10|power=85|acc=100|notes=Deals double damage if user moves first}}
{{mvar|Bolt Beak|Electric|Physical|VIII}}
{{mvar|Fishious Rend|Water|Physical|VIII}}
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===Variations of Blue Flare===
===Variations of Bolt Strike===
These are [[signature move]]s of [[Legendary Pokémon]].
{{mvar/h|5|power=130|acc=85|notes=20% chance of inflicting a non-volatile [[status condition]]|other=Status condition}}
{{mvar/h|5|power=130|acc=85|notes=20% chance of inflicting a non-volatile [[status condition]]|other=Status condition}}
{{mvar|Blue Flare|Fire|Special|V|other=Burn|sig=Reshiram}}  
{{mvar|Bolt Strike|Electric|Physical|V|other=Paralysis}}  
{{mvar|Bolt Strike|Electric|Physical|V|other=Paralysis|sig=Zekrom}}  
{{mvar|Blue Flare|Fire|Special|V|other=Burn}}  
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===Variations of Bone Rush===
===Variations of Bone Rush===
{{mvar/h|10|power=25|acc={{tt|90|80 prior to Generation V}}|notes=Hits multiple times}}
{{mvar/h|10|power=25|acc={{tt|90|80 prior to Generation V}}|notes=Hits multiple times}}
{{mvar|Bone Rush|Ground|Physical|II|sig=The Cubone line|siggen=IV}}  
{{mvar|Bone Rush|Ground|Physical|II|}}  
{{mvar|Rock Blast|Rock|Physical|III}}  
{{mvar|Rock Blast|Rock|Physical|III|}}  
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===Variations of Brine===
===Variations of Brine===
{{mvar/h|10|power=65|acc=100|notes=Power doubles under certain conditions|other=Condition}}
{{mvar/h|10|power=65|acc=100|notes=Power doubles under certain conditions|other=Condition}}
{{mvar|Brine|Water|Special|IV|other=Target's HP under 50%}}
{{mvar|Brine|Water|Special|IV|other=Target's HP under 50%}}
{{mvar|Hex|Ghost|Special|V|other=Target has a major status condition|note=50 power prior to Generation VI}}  
{{mvar|Venoshock|Poison|Special|V|other=Target is poisoned}}  
{{mvar|Venoshock|Poison|Special|V|other=Target is poisoned}}  
{{mvar|Hex|Ghost|Special|V|other=Target has a {{DL|Status condition|non-volatile status}} condition|note=50 power prior to Generation VI}}
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===Variations of Bug Bite===
===Variations of Bullet Seed===
{{mvar/h|20|power=60|acc=100|notes=Eats and gains the effect of the target's held Berry}}
{{mvar/h|30|power={{tt|25|10 prior to Generation V}}|acc=100|notes=Hits multiple times}}
{{mvar|Bug Bite|Bug|Physical|IV|}}  
{{mvar|Bullet Seed|Grass|Physical|III}}  
{{mvar|Pluck|Flying|Physical|IV}}  
{{mvar|Icicle Spear|Ice|Physical|III}}  
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===Variations of Bullet Seed===
===Variations of Catastropika===
{{mvar/h|30|power={{tt|25|10 prior to Generation V}}|acc=100|notes=Hits multiple times}}
{{mvar/h|1|power=210|acc=|notes=Signature Z-Move|other=Pokémon}}
{{mvar|Bullet Seed|Grass|Physical|III}}  
{{mvar|Catastropika|Electric|Physical|VII|other=Pikachu}}
{{mvar|Icicle Spear|Ice|Physical|III|sig=Shellder|siggen=V}}  
{{mvar|Pulverizing Pancake|Normal|Physical|VII|other=Snorlax}}  
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===Variations of Clamp===
===Variations of Collision Course===
{{mvar/h|10 or 15|power=35|acc=85|notes=Partially traps target|PP=PP}}
These are [[signature move]]s of [[Legendary Pokémon]].
{{mvar|Clamp|Water|Physical|I|sig=The Shellder line|siggen=III|note=75% accuracy prior to Generation V|PP=10}}  
{{mvar/h|5|power=100|acc=100|notes=Boosted damage if the move is super effective on the target|other=Signature move of|PP=PP}}
{{mvar|Fire Spin|Fire|Special|I|note=15 power and 70% accuracy prior to Generation V|PP=15}}
{{mvar|Collision Course|Fighting|Physical|IX|PP=5|other={{p|Koraidon}}}}
{{mvar|Whirlpool|Water|Special|II|note=15 power and 70% accuracy prior to Generation V|PP=15}}}
{{mvar|Electro Drift|Electric|Special|IX|PP=5|other={{p|Miraidon}}}}
{{mvar|Sand Tomb|Ground|Physical|III|note=15 power and 70% accuracy prior to Generation V|PP=15}}  
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===Variations of Counter===
===Variations of Counter===
{{mvar/h|20|acc=100|notes=-5 priority, counters the last move taken at twice the power|other=Counters}}
{{mvar/h|20|acc=100|notes={{tt|-5|-1 in Generations I/II}} priority, counters the last move taken at twice the power|other=Counters}}
{{mvar|Counter|Fighting|Physical|I|other={{tt|Physical moves|Fighting and Normal-type moves in Generation I}}}}  
{{mvar|Counter|Fighting|Physical|I|other={{tt|Physical moves|Fighting and Normal-type moves in Generation I}}}}  
{{mvar|Mirror Coat|Psychic|Special|II|other=Special moves}}  
{{mvar|Mirror Coat|Psychic|Special|II|other=Special moves}}  
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{{mvar|Cross Chop|Fighting|Physical|II}}  
{{mvar|Cross Chop|Fighting|Physical|II}}  
{{mvar|Stone Edge|Rock|Physical|IV}}  
{{mvar|Stone Edge|Rock|Physical|IV}}  
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===Variations of Crush Grip===
{{mvar/h|5|power=Varying|acc=100|notes=Does more damage if the target's current HP is high}}
{{mvar|Crush Grip|Normal|Physical|IV|sig=Regigigas}}
{{mvar|Wring Out|Normal|Special|IV}}
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===Variations of Crush Claw===
===Variations of Crush Claw===
{{mvar/h|10|power=75|acc=95|notes=50% chance to lower target's defense one stage}}
{{mvar/h|10|power=75|acc=95|notes=50% chance to lower target's defense one stage}}
{{mvar|Crush Claw|Normal|Physical|III|sig=Zangoose|siggen=IV}}  
{{mvar|Crush Claw|Normal|Physical|III}}  
{{mvar|Razor Shell|Water|Physical|V}}  
{{mvar|Razor Shell|Water|Physical|V}}  
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===Variations of Crunch===
===Variations of Crunch===
{{mvar/h|10 or 15|power=80|acc=100|notes=Chance of lowering target's stat by one stage|other=Affected stat|PP=PP}}
{{mvar/h|10 or 15|power=80 or 90|acc=100|notes=Chance of lowering target's stat by one stage|other=Affected stat|PP=PP|Pwr=Pwr}}
{{mvar|Crunch|Dark|Physical|II|other=20% chance of lowering the target's Defense{{tt|*|Lowers Special Defense prior to Generation IV}}|PP=15}}
{{mvar|Psychic|Psychic|Special|I|other=10% chance of lowering the target's Special Defense|PP=10|Pwr=90}}  
{{mvar|Shadow Ball|Ghost|Special|II|other=20% chance of lowering the target's Special Defense|PP=15}}
{{mvar|Crunch|Dark|Physical|II|other=20% chance of lowering the target's Defense{{tt|*|Lowers Special Defense prior to Generation IV}}|PP=15|Pwr=80}}
{{mvar|Flash Cannon|Steel|Special|IV|other=10% chance of lowering the target's Special Defense|PP=10}}
{{mvar|Shadow Ball|Ghost|Special|II|other=20% chance of lowering the target's Special Defense|PP=15|Pwr=80}}
{{mvar|Flash Cannon|Steel|Special|IV|other=10% chance of lowering the target's Special Defense|PP=10|Pwr=80}}
{{mvar|Bug Buzz|Bug|Special|IV|other=10% chance of lowering the target's Special Defense|PP=10|Pwr=90}}
{{mvar|Energy Ball|Grass|Special|IV|other=10% chance of lowering the target's Special Defense|PP=10|Pwr=90|note=}}
{{mvar|Earth Power|Ground|Special|IV|other=10% chance of lowering the target's Special Defense|PP=10|Pwr=90}}  
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<center><small>* {{m|Energy Ball}} formerly had 80 power, but was changed to 90 power in Generation VI and is therefore no longer included.</small></center>


===Variations of Dig===
===Variations of Dig===
{{mvar/h|10|power=80|acc=100|notes=Two turn move}}
{{mvar/h|10|power=80|acc=100|other=Double damage from|notes=Two-turn move; double damage from certain moves}}
{{mvar|Dig|Ground|Physical|I|note=100 power in Generation I, 60 power in Generation II-III}}  
{{mvar|Dig|Ground|Physical|I|note=100 power in Generation I, 60 power in Generation II-III|other=Earthquake and Magnitude}}  
{{mvar|Dive|Water|Physical|III|note=60 power in Generation III}}  
{{mvar|Dive|Water|Physical|III|note=60 power in Generation III|other=Surf and Whirlpool}}  
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===Variations of Discharge===
===Variations of Discharge===
{{mvar/h|15|power=80|acc=100|notes=30% chance of causing a secondary effect, hits all adjacent Pokémon|other=Secondary effect}}
{{mvar/h|15|power=80|acc=100|notes=30% chance of causing a secondary effect, hits all adjacent Pokémon|other=Secondary effect}}
{{mvar|Discharge|Electric|Special|IV|other=30% chance of paralyzing}}
{{mvar|Discharge|Electric|Special|IV|other=Paralysis}}
{{mvar|Lava Plume|Fire|Special|IV|other=30% chance of burning}}
{{mvar|Lava Plume|Fire|Special|IV|other=Burn}}
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===Variations of Double-Edge===
===Variations of Double-Edge===
{{mvar/h|15|power=120|acc=100|notes=User receives recoil equal to ⅓ of the damage done to the target}}
{{mvar/h|PP=y|10 or 15|power=120|acc=100|notes=User receives recoil equal to ⅓ of the damage done to the target}}
{{mvar|Double-Edge|Normal|Physical|I|note=100 power in Generation I}}
{{mvar|Double-Edge|Normal|Physical|I|PP=15|note=100 power in Generation I}}
{{mvar|Volt Tackle|Electric|Physical|III|sig=The Pichu line|note=10% chance of paralyzing the target}}
{{mvar|Volt Tackle|Electric|Physical|III|PP=15|note=10% chance of paralyzing the target}}
{{mvar|Brave Bird|Flying|Physical|IV}}
{{mvar|Flare Blitz|Fire|Physical|IV|PP=15|note=10% chance of burning the target}}
{{mvar|Flare Blitz|Fire|Physical|IV|note=10% chance of burning the target}}
{{mvar|Brave Bird|Flying|Physical|IV|PP=15}}
{{mvar|Wood Hammer|Grass|Physical|IV}}
{{mvar|Wood Hammer|Grass|Physical|IV|PP=15}}
{{mvar|Wave Crash|Water|Physical|VIII|PP=10|note=75 power in Generation VIII}}
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===Variations of Drill Peck===
{{mvar/h|15 or 20|power=80|acc=100|notes=No additional effect|PP=PP}}
{{mvar|Drill Peck|Flying|Physical|I|PP=20}}
{{mvar|Strength|Normal|Physical|I|PP=15|note=Signature move of Machamp in Generation VII}}
{{mvar|Dragon Claw|Dragon|Physical|III|PP=15}}
{{mvar|Seed Bomb|Grass|Physical|IV|PP=15}}
{{mvar|X-Scissor|Bug|Physical|IV|PP=15}}
{{mvar|Power Gem|Rock|Special|IV|note=70 power prior to Generation VI|PP=20}}
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|}
 
===Variations of Dynamax Cannon===
These are the [[signature move]]s of {{p|Zamazenta}}, {{p|Zacian}}, and {{p|Eternatus}}, the [[Legendary Pokémon]] featured in [[Pokémon Sword and Shield]].
{{mvar/h|5|power=100|acc=100|notes=Deals double damage on Dynamax Pokémon}}
{{mvar|Dynamax Cannon|Dragon|Special|VIII}}
{{mvar|Behemoth Blade|Steel|Physical|VIII}}
{{mvar|Behemoth Bash|Steel|Physical|VIII}}
|}
|}
|}
|}


===Variations of Dynamic Punch===
===Variations of Dynamic Punch===
{{mvar/h|5|power=100|acc=50|notes=Causes a [[status condition]]|other=Status condition}}
{{mvar/h|5|power=100 to 120|acc=50|notes=Causes a [[status condition]]|other=Status condition|Pwr=Pwr}}
{{mvar|Dynamic Punch|Fighting|Physical|II|other=Confusion}}  
{{mvar|Dynamic Punch|Fighting|Physical|II|other=Confusion|Pwr=100}}  
{{mvar|Inferno|Fire|Special|V|other=Burn}}  
{{mvar|Inferno|Fire|Special|V|other=Burn|Pwr=100}}
{{mvar|Zap Cannon|Electric|Special|III|other=Paralysis|Pwr=120}}
|}
|}
 
===Variations of Earthquake===
{{mvar/h|10|power=100|acc=100|notes=Always has a special effect|other=Special effect}}
{{mvar|Earthquake|Ground|Physical|I|other=Hits all adjacent Pokémon}}
{{mvar|Judgment|Normal|Special|IV|other=Type depends on held [[Plate]]}}  
|}  
|}  
|}
|}
<center><small>* {{m|Zap Cannon}} formerly had 100 power, but was changed to 120 power in Generation IV and is therefore no longer included.</small></center>


===Variations of Eruption===
===Variations of Eruption===
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{{mvar|Eruption|Fire|Special|III}}  
{{mvar|Eruption|Fire|Special|III}}  
{{mvar|Water Spout|Water|Special|III}}  
{{mvar|Water Spout|Water|Special|III}}  
{{mvar|Dragon Energy|Dragon|Special|VIII}}
|}  
|}  
|}
|}
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|}
|}


===Variations of Fling===
===Variations of Fire Punch===
{{mvar/h|10 or 15|power=varying|acc=100|notes=Damage and effect vary depending on held item|other=Item required|PP=PP}}
{{mvar/h|10 or 15|power=75|acc=100|notes=10% chance to inflict a [[status condition]]|other=Status condition|PP=PP}}
{{mvar|Fling|Dark|Physical|IV|other=Any except [[Poké Ball]]s and [[mail]]|PP=15}}  
{{mvar|Fire Punch|Fire|Physical|I|PP=15|other=Burn}}
{{mvar|Natural Gift|Normal|Physical|IV|note=Type also varies|other=Berry|PP=10}}  
{{mvar|Ice Punch|Ice|Physical|I|PP=15|other=Freeze}}
{{mvar|Thunder Punch|Electric|Physical|I|PP=15|other=Paralysis}}
{{mvar|Signal Beam|Bug|Special|III|PP=15||other=Confusion}}
{{mvar|Relic Song|Normal|Special|V|PP=10|other=Sleep}}
|}
|}
 
===Variations of Fire Spin===
{{mvar/h|10 or 15|power={{tt|35|15 prior to Generation V}}|acc={{tt|85|70% prior to Generation V}}|notes=[[Bound|Binds]] target|PP=PP}}
{{mvar|Fire Spin|Fire|Special|I|PP=15}}  
{{mvar|Clamp|Water|Physical|I|note=35 power even before Generation V|PP=10}}
{{mvar|Whirlpool|Water|Special|II|PP=15}}}
{{mvar|Sand Tomb|Ground|Physical|III|PP=15}}  
|}  
|}  
|}
|}
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{{mvar|Reversal|Fighting|Physical|II}}  
{{mvar|Reversal|Fighting|Physical|II}}  
|}  
|}  
|}
===Variations of Flame Charge===
{{mvar/h|20|power=50|acc=100|notes=100% chance of a stat-changing secondary effect|other=Secondary effect}}
{{mvar|Flame Charge|Fire|Physical|V|other=Raises user's Speed by one stage}}
{{mvar|Struggle Bug|Bug|Special|V|note=30 power prior to Generation VI|other=Lowers target's Special Attack by one stage}}
{{mvar|Pounce|Bug|Physical|IX|other=Lowers target's Speed by one stage}}
{{mvar|Trailblaze|Grass|Physical|IX|other=Raises user's Speed by one stage}}
{{mvar|Chilling Water|Water|Special|IX|other=Lowers target's Attack by one stage}}
|}
|}
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|}
|}


===Variations of Frost Breath===
===Variations of Focus Blast===
{{mvar/h|10|power={{tt|60|40 prior to Generation VI}}|notes=Always results in a critical hit}}
{{mvar/h|5|power=120|acc=70 or 80|notes=Chance of inflicting a status condition|other=Additional effect}}
{{mvar|Frost Breath|Ice|Special|V}}  
{{mvar|Focus Blast|Fighting|Special|IV|other=10% chance of lowering the target's Special Defense|acc=70}}  
{{mvar|Storm Throw|Fighting|Physical|V|note=Throh's Signature move prior to B2W2}}  
{{mvar|Gunk Shot|Poison|Physical|V|other=30% chance of poisoning target|acc=80}}  
|}  
|}  
|}
|}


===Variations of Frustration===
===Variations of Fury Attack===
{{mvar/h|20|power=varying|acc=100|notes=Power depends on user's [[friendship]]|other=Higher damage with}}
{{mvar/h|20|power=15|acc=85|notes=Hits multiple times}}
{{mvar|Frustration|Normal|Physical|II|other=Low friendship}}  
{{mvar|Fury Attack|Normal|Physical|I}}
{{mvar|Return|Normal|Physical|II|other=High friendship}}  
{{mvar|Barrage|Normal|Physical|I}}
|}  
|}
|}
|}


===Variations of Fusion Flare===
===Variations of Fusion Flare===
These are [[signature move]]s of {{p|Reshiram}} and {{p|Zekrom}}, the [[Legendary Pokémon]] featured in [[Pokémon Black and White Versions]].
{{mvar/h|5|power=100|acc=100|notes=Power doubles if hit by Fusion Flare or Fusion Bolt in the same turn|other=Power doubled by}}
{{mvar/h|5|power=100|acc=100|notes=Power doubles if hit by Fusion Flare or Fusion Bolt in the same turn|other=Power doubled by}}
{{mvar|Fusion Flare|Fire|Special|V|other=Fusion Bolt|sig=Reshiram}}  
{{mvar|Fusion Flare|Fire|Special|V|other=Fusion Bolt}}  
{{mvar|Fusion Bolt|Electric|Physical|V|other=Fusion Flare|sig=Zekrom}}  
{{mvar|Fusion Bolt|Electric|Physical|V|other=Fusion Flare}}  
|}  
|}  
|}
|}
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{{mvar|Giga Drain|Grass|Special|II|note=5 PP prior to Generation IV}}
{{mvar|Giga Drain|Grass|Special|II|note=5 PP prior to Generation IV}}
{{mvar|Drain Punch|Fighting|Physical|IV|note=5 PP prior to Generation V}}  
{{mvar|Drain Punch|Fighting|Physical|IV|note=5 PP prior to Generation V}}  
{{mvar|Horn Leech|Grass|Physical|V|sig=Sawsbuck|siggen=VI}}  
{{mvar|Horn Leech|Grass|Physical|V}}  
|}
|}
|}
|}


===Variations of Gust===
===Variations of Gyro Ball===
{{mvar/h|25 or 35|power=40|acc=100|notes=No additional effect|PP=PP}}
{{mvar/h|5 or 10|power=varying|acc=100|notes=Power depends on user's and target's Speed; cannot affect targets with {{a|Bulletproof}}|other=Higher damage with|PP=PP}}
{{mvar|Gust|Flying|Special|I||PP=35|note=Normal-type in Generation I}}  
{{mvar|Gyro Ball|Steel|Physical|IV|other=Lower Speed compared to the target|PP=5}}  
{{mvar|Pound|Normal|Physical|I|PP=35}}  
{{mvar|Electro Ball|Electric|Special|V|other=Higher Speed compared to the target|PP=10}}  
{{mvar|Scratch|Normal|Physical|I|PP=35}}  
|}
{{mvar|Water Gun|Water|Special|I|PP=25}}
|}
{{mvar|Fairy Wind|Fairy|Special|VI|PP=35}}
 
===Variations of Hammer Arm===
{{mvar/h|10|power=100|acc=90|notes=Lowers user's Speed; {{cat|punching moves}}}}
{{mvar|Hammer Arm|Fighting|Physical|IV}}  
{{mvar|Ice Hammer|Ice|Physical|VII}}  
|}  
|}  
|}
|}


===Variations of Heat Crash===
===Variations of Heavy Slam===
{{mvar/h|10|power=varying|acc=100|notes=Deals more damage if user's weight is higher compared to the target}}
{{mvar/h|10|power=varying|acc=100|notes=Deals more damage if user's weight is higher compared to the target}}
{{mvar|Heat Crash|Fire|Physical|V|sig=The Tepig line}}
{{mvar|Heavy Slam|Steel|Physical|V}}  
{{mvar|Heavy Slam|Steel|Physical|V}}  
{{mvar|Heat Crash|Fire|Physical|V}}
|}  
|}  
|}
|}
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{{mvar/h|5|power=150|acc=90|notes=User must rest the turn after its use}}
{{mvar/h|5|power=150|acc=90|notes=User must rest the turn after its use}}
{{mvar|Hyper Beam|Normal|Special|I|note=Physical move prior to Generation IV}}  
{{mvar|Hyper Beam|Normal|Special|I|note=Physical move prior to Generation IV}}  
{{mvar|Blast Burn|Fire|Special|III|sig=Fire-type starter Pokémon}}  
{{mvar|Blast Burn|Fire|Special|III}}
{{mvar|Frenzy Plant|Grass|Special|III|sig=Grass-type starter Pokémon}}  
{{mvar|Hydro Cannon|Water|Special|III}}  
{{mvar|Hydro Cannon|Water|Special|III|sig=Water-type starter Pokémon}}  
{{mvar|Frenzy Plant|Grass|Special|III}}  
{{mvar|Giga Impact|Normal|Physical|IV}}  
{{mvar|Giga Impact|Normal|Physical|IV}}
{{mvar|Roar of Time|Dragon|Special|IV|sig=Dialga}}  
{{mvar|Rock Wrecker|Rock|Physical|IV}}
{{mvar|Rock Wrecker|Rock|Physical|IV|sig=Rhyperior|siggen=V}}  
{{mvar|Roar of Time|Dragon|Special|IV}}
|}  
{{mvar|Meteor Assault|Fighting|Physical|VIII}}
|}
|}
 
===Variations of Hyper Fang===
{{mvar/h|15|power=80|acc=90|notes=Has a chance of causing the target to {{status|flinch}}|other=Chance}}
{{mvar|Hyper Fang|Normal|Physical|I|other=10%}}
{{mvar|Zen Headbutt|Psychic|Physical|IV|other=20%}}
|}
|}
|}


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{{mvar|Icy Wind|Ice|Special|II|other=Speed}}  
{{mvar|Icy Wind|Ice|Special|II|other=Speed}}  
{{mvar|Mud Shot|Ground|Special|III|other=Speed}}  
{{mvar|Mud Shot|Ground|Special|III|other=Speed}}  
{{mvar|Electroweb|Electric|Special|V|sig=The Joltik line|other=Speed}}  
{{mvar|Electroweb|Electric|Special|V|other=Speed}}  
{{mvar|Snarl|Dark|Special|V|other=Special Attack}}  
{{mvar|Snarl|Dark|Special|V|other=Special Attack}}  
|}  
|}  
|}
===Variations of Iron Tail===
{{mvar/h|10-15|power=100|acc=75|notes=Chance of secondary effect|other=Secondary effect|PP=PP}}
{{mvar|Iron Tail|Steel|Physical|II|other=30% chance of lowering target's Defense by one stage|PP=15}}
{{mvar|Dragon Rush|Dragon|Physical|IV|other=20% chance of causing flinching|PP=10}}
|}
|}
===Variations of Jump Kick===
{{mvar/h|10 or 15|power=100|acc=95|notes=If the move misses, the user takes crash damage equivalent to 50% of their max HP|PP=PP}}
{{mvar|Jump Kick|Fighting|Physical|I|PP=10}}
{{mvar|Supercell Slam|Electric|Physical|IX|PP=15}}
|}
|}
|}


Line 329: Line 437:
{{mvar/h|25|power=50|acc=100|notes=High critical hit ratio}}
{{mvar/h|25|power=50|acc=100|notes=High critical hit ratio}}
{{mvar|Karate Chop|Fighting|Physical|I|note=Normal-type in Generation I}}
{{mvar|Karate Chop|Fighting|Physical|I|note=Normal-type in Generation I}}
{{mvar|Poison Tail|Poison|Physical|III|note=10% chance of poisoning the target|sig=Seviper|siggen=V}}
{{mvar|Poison Tail|Poison|Physical|III|note=10% chance of poisoning the target}}
|}
|}
|}
===Variations of Last Respects===
{{mvar/h|10|power=50|acc=100|notes=Signature move, power is increased by 50 each time a specific event occurs|other=Power increased when}}
{{mvar|Last Respects|Ghost|Physical|IX|other=A Pokémon on the user's team faints}}
{{mvar|Rage Fist|Ghost|Physical|IX|other=The user is hit by a damaging move}}
|}
|}
|}


===Variations of Leaf Blade===
===Variations of Leaf Blade===
{{mvar/h|15|power=90|acc=100|notes=High critical hit ratio}}
{{mvar/h|15|power=90|acc=100|notes=High critical hit ratio, signature move (at any point in time)|other=Signature move of...}}
{{mvar|Leaf Blade|Grass|Physical|III|sig=Grovyle and Sceptile|siggen=IV|note=70 power prior to Generation IV}}
{{mvar|Leaf Blade|Grass|Physical|III|note=70 power in Generation III, formerly a variation of Slash|other={{p|Grovyle}} and {{p|Sceptile}}<sup>Gen. III</sup>}}
{{mvar|Attack Order|Bug|Physical|IV|sig=Vespiquen}}
{{mvar|Attack Order|Bug|Physical|IV|other={{p|Vespiquen}}}}
|}
|}
|}
|}
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===Variations of Low Kick===
===Variations of Low Kick===
{{mvar/h|20|power=varying|acc=100|notes=Greater damage on heavier target}}
{{mvar/h|20|power=varying|acc=100|notes=Greater damage on heavier target}}
{{mvar|Low Kick|Fighting|Physical|I|note=Had 50 power prior to Generation III}}
{{mvar|Low Kick|Fighting|Physical|I|note=50 power, 90% accuracy and 30% chance of flinching prior to Generation III}}
{{mvar|Grass Knot|Grass|Special|IV}}
{{mvar|Grass Knot|Grass|Special|IV}}
|}
|}
|}
===Variations of Lunge===
{{mvar/h|15|power=80|acc=100|notes=Lowers target's stat one stage|other=Stat lowered}}
{{mvar|Lunge|Bug|Physical|VII|other=Attack}}
{{mvar|Fire Lash|Fire|Physical|VII|other=Defense}}
{{mvar|Drum Beating|Grass|Physical|VIII|other=Speed}}
{{mvar|Apple Acid|Grass|Special|VIII|other=Special Defense}}
{{mvar|Grav Apple|Grass|Physical|VIII|other=Defense}}
|}
|}
|}


===Variations of Luster Purge===
===Variations of Luster Purge===
{{mvar/h|5|power=70|acc=100|notes=50% of additional effect occurring|other=Additional effect}}
These are the [[signature move]]s of the [[Eon duo]], {{p|Latios}} and {{p|Latias}}.
{{mvar|Luster Purge|Psychic|Special|III|other=Lowers target's Special Defense one stage|sig=Latios}}
{{mvar/h|5|power={{tt|95|70 prior to Generation IX}}|acc=100|notes=50% chance of lowering the target's stat by 1 stage|other=Lowered stat}}
{{mvar|Mist Ball|Psychic|Special|III|other=Lowers target's Special Attack one stage|sig=Latias}}
{{mvar|Luster Purge|Psychic|Special|III|other=Special Defense}}
{{mvar|Mist Ball|Psychic|Special|III|other=Special Attack}}
|}
|}
|}
|}
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===Variations of Megahorn===
===Variations of Megahorn===
{{mvar/h|10|power=120|acc=85|notes=No additional effect}}
{{mvar/h|10|power=120|acc=85|notes=No additional effect}}
{{mvar|Megahorn|Bug|Physical|II|sig=Heracross|siggen=III}}
{{mvar|Megahorn|Bug|Physical|II|note=Signature move of Heracross in Generation II}}
{{mvar|Power Whip|Grass|Physical|IV}}
{{mvar|Power Whip|Grass|Physical|IV}}
{{mvar|Precipice Blades|Ground|Physical|VI|sig=Groudon}}
{{mvar|Precipice Blades|Ground|Physical|VI|note=Signature move of Groudon from Omega Ruby and Alpha Sapphire onward}}
|}
|}
|}
|}


===Variations of Night Shade===
===Variations of Metal Burst===
{{mvar/h|15 or 20|acc=100|notes=Damage equal to user's level|PP=PP}}
{{mvar/h|10|acc=100|notes=Returns 1.5 times the damage dealt by the opponent's last attack}}
{{mvar|Night Shade|Ghost|Special|I|PP=15|The Gastly line}}  
{{mvar|Metal Burst|Steel|Physical|IV}}
{{mvar|Seismic Toss|Fighting|Physical|I|PP=20}}  
{{mvar|Comeuppance|Dark|Physical|IX}}
|}  
|}
|}
|}


===Variations of Needle Arm===
===Variations of Needle Arm===
{{mvar/h|10 or 15|power=60|acc=100|notes=30% chance of causing a secondary effect|other=Secondary effect|PP=PP}}
{{mvar/h|10 or 15|power=60|acc=100|notes=30% chance of causing a secondary effect|other=Secondary effect|PP=PP}}
{{mvar|Needle Arm|Grass|Physical|III|other=Causes flinching|sig=The Cacnea line|siggen=V|PP=15}}
{{mvar|Needle Arm|Grass|Physical|III|other=Flinching|PP=15}}
{{mvar|Force Palm|Fighting|Physical|IV|other=Inflicts paralysis|PP=10}}
{{mvar|Force Palm|Fighting|Physical|IV|other=Paralysis|PP=10}}
|}
|}
|}
|}


===Variations of Octazooka===
===Variations of Octazooka===
{{mvar/h|10|power=65|acc=85|notes=May lower target's accuracy one stage}}
{{mvar/h|10|power=65|acc=85|notes=30% chance of lowering target's accuracy by one stage}}
{{mvar|Octazooka|Water|Special|II|sig=Octillery}}
{{mvar|Octazooka|Water|Special|II}}
{{mvar|Mud Bomb|Ground|Special|IV}}
{{mvar|Mud Bomb|Ground|Special|IV}}
{{mvar|Mirror Shot|Steel|Special|IV}}
{{mvar|Mirror Shot|Steel|Special|IV}}
Line 389: Line 515:
{{mvar|Draco Meteor|Dragon|Special|IV}}
{{mvar|Draco Meteor|Dragon|Special|IV}}
{{mvar|Leaf Storm|Grass|Special|IV}}
{{mvar|Leaf Storm|Grass|Special|IV}}
{{mvar|Fleur Cannon|Fairy|Special|VII|sig=Magearna}}
{{mvar|Fleur Cannon|Fairy|Special|VII}}
|}
|}
|}
|}
<center><small>*{{m|Psycho Boost}} formerly had the same power too, but its power didn't drop in Generation VI and is therefore no longer included.</small></center>
<center><small>*{{m|Psycho Boost}} formerly had the same power too, but its power didn't drop in Generation VI and is therefore no longer included.</small></center>


===Variations of Petal Dance===
===Variations of Pluck===
{{mvar/h|10|power=120{{tt|*|90 prior to Generation V}}|acc=100|notes=Lasts 2-3 turns, user becomes confused}}
{{mvar/h|20|power=60|acc=100|notes=Eats and gains the effect of the target's held Berry}}
{{mvar|Petal Dance|Grass|Special|I|note=70 power in Generation I-III and 20 PP prior to Generation V|sig=The Oddish line|siggen=II}}
{{mvar|Pluck|Flying|Physical|IV}}
{{mvar|Thrash|Normal|Physical|I|note=20 PP prior to Generation V}}
{{mvar|Bug Bite|Bug|Physical|IV}}  
{{mvar|Outrage|Dragon|Physical|II|note=15 PP prior to Generation V}}
|}  
|}
 
===Variations of Pound===
{{mvar/h|30, 35, or 40|power=40|acc=100|notes=No additional effect|PP=PP}}
{{mvar|Pound|Normal|Physical|I|PP=35}}
{{mvar|Scratch|Normal|Physical|I|PP=35}}
{{mvar|Gust|Flying|Special|I||PP=35|note=Normal-type in Generation I}}
{{mvar|Tackle|Normal|Physical|I|PP=35|note=35 power in Generations I-IV; 50 power in Generations V-VI; 95% accuracy prior to Generation V}}
{{mvar|Fairy Wind|Fairy|Special|VI|PP=30}}
{{mvar|Leafage|Grass|Physical|VII|PP=40}}
{{mvar|Branch Poke|Grass|Physical|VIII|PP=40}}
|}
|}
 
===Variations of Psybeam===
{{mvar/h|20|power=65|acc=100|notes=Chance of an additional effect occurring|other=Additional effect}}
{{mvar|Psybeam|Psychic|Special|I|other=10% chance of inflicting confusion}}
{{mvar|Bubble Beam|Water|Special|I|other=10% chance of lowering target's Speed one stage}}
{{mvar|Aurora Beam|Ice|Special|I|other=10% chance of lowering target's Attack one stage}}
{{mvar|Sludge|Poison|Special|I|other=30% chance of inflicting poison}}
{{mvar|Spark|Electric|Physical|II|other=30% chance of inflicting paralysis}}
|}
|}
 
===Variations of Psyblade===
{{mvar/h|15|power=80|acc=100|notes=Power is increased by 50% under a certain field condition|other=Field condition}}
{{mvar|Psyblade|Psychic|Physical|IX|other=Electric Terrain}}
{{mvar|Hydro Steam|Water|Special|IX|other=Harsh sunlight}}
|}
|}
|}
|}


===Variations of Psychic===
===Variations of Psyshock===
{{mvar/h|10|power=90|acc=100|notes=10% chance of lowering Special Defense one stage}}
{{mvar/h|10|power=80|acc=100|notes=Uses alternative stats to calculate damage|other=Effect}}
{{mvar|Psychic|Psychic|Special|I}}
{{mvar|Psyshock|Psychic|Special|V|other=Uses opponent's Defense in place of Special Defense}}
{{mvar|Bug Buzz|Bug|Special|IV}}
{{mvar|Body Press|Fighting|Physical|VIII|other=Uses user's Defense in place of Attack}}
{{mvar|Earth Power|Ground|Special|IV}}  
|}
{{mvar|Energy Ball|Grass|Special|IV|note=80 power prior to Generation VI}}  
|}  
|}
|}


===Variations of Quick Attack===
===Variations of Quick Attack===
{{mvar/h|30|power=40|acc=100|notes=+1 priority}}
{{mvar/h|20 or 30|power=40|acc=100|notes=+1 priority|PP=PP}}
{{mvar|Quick Attack|Normal|Physical|I}}  
{{mvar|Quick Attack|Normal|Physical|I|PP=30}}
{{mvar|Mach Punch|Fighting|Physical|II}}  
{{mvar|Mach Punch|Fighting|Physical|II|PP=30}}  
{{mvar|Aqua Jet|Water|Physical|IV}}  
{{mvar|Aqua Jet|Water|Physical|IV|PP=20}}
{{mvar|Bullet Punch|Steel|Physical|IV}}  
{{mvar|Vacuum Wave|Fighting|Special|IV|PP=30}}
{{mvar|Ice Shard|Ice|Physical|IV}}  
{{mvar|Bullet Punch|Steel|Physical|IV|PP=30}}
{{mvar|Shadow Sneak|Ghost|Physical|IV}}
{{mvar|Ice Shard|Ice|Physical|IV|PP=30}}  
{{mvar|Vacuum Wave|Fighting|Special|IV}}
{{mvar|Shadow Sneak|Ghost|Physical|IV|PP=30}}
{{mvar|Accelerock|Rock|Physical|VII}}  
{{mvar|Accelerock|Rock|Physical|VII|PP=20}}
|}
|}
|}
===Variations of Return===
{{mvar/h|20|power=varying|acc=100|notes=Power depends on user's [[friendship]]|other=Higher damage with}}
{{mvar|Return|Normal|Physical|II|other=High friendship}}
{{mvar|Frustration|Normal|Physical|II|other=Low friendship}}
|}
|}
|}


===Variations of Revenge===
===Variations of Revenge===
{{mvar/h|10|power=60|acc=100|notes=-4 priority, doubles in power if user was damaged}}
{{mvar/h|10|power=60|acc=100|notes=-4 priority, doubles in power if user was damaged}}
{{mvar|Revenge|Fighting|Physical|III|note=0 priority prior to Generation IV}}  
{{mvar|Revenge|Fighting|Physical|III}}  
{{mvar|Avalanche|Ice|Physical|IV}}  
{{mvar|Avalanche|Ice|Physical|IV}}  
|}  
|}  
Line 432: Line 591:


===Variations of Rollout===
===Variations of Rollout===
{{mvar/h|20|power=30|acc=90|notes=Power doubles with each consecutive hit}}
{{mvar/h|20|power=30|acc=90|notes=Power doubles with each consecutive hit; also doubles if Defense Curl is used}}
{{mvar|Rollout|Rock|Physical|II}}  
{{mvar|Rollout|Rock|Physical|II}}  
{{mvar|Ice Ball|Ice|Physical|III|sig=The Spheal line|siggen=VI}}  
{{mvar|Ice Ball|Ice|Physical|III}}
|}
|}
 
===Variations of Sacred Fire===
{{mvar/h|5|power=100|acc=95|notes=50% chance of causing a secondary effect, signature move (at any point in time)|other=Secondary effect}}
{{mvar|Sacred Fire|Fire|Physical|II|other=Burn|note=Signature move of Ho-Oh prior to Generation VI}}
{{mvar|Diamond Storm|Rock|Physical|VI|other=Raises user's Defense by 2 stages per target{{tt|*|Raises the user's Defense by 1 stage prior to Generation VII}}|note=Signature move of Diancie}}
|}  
|}  
|}
===Variations of Seismic Toss===
{{mvar/h|15 or 20|acc=100|notes=Damage equal to user's level|PP=PP}}
{{mvar|Seismic Toss|Fighting|Physical|I|PP=20}}
{{mvar|Night Shade|Ghost|Special|I|PP=15}}
|}
|}
===Variations of Shadow Bone===
{{mvar/h|10|power=85|acc=100|notes=20% chance of lowering Defense one stage}}
{{mvar|Shadow Bone|Ghost|Physical|VII}}
{{mvar|Liquidation|Water|Physical|VII}}
|}
|}
===Variations of Skull Bash===
{{mvar/h|10|power=130|acc=100|notes=Needs to charge, raises stat by one stage on the first turn|other=Stat raised}}
{{mvar|Skull Bash|Normal|Physical|I|other=Defense}}
{{mvar|Electro Shot|Electric|Special|IX|other=Special Attack}}
|}
|}
|}


===Variations of Sky Attack===
===Variations of Sky Attack===
These are [[signature move]]s and formerly signature moves of [[Legendary Pokémon]].
{{mvar/h|5|power=140|acc=90|notes=Needs to charge, 30% chance of causing a secondary effect|other=Secondary effect}}
{{mvar/h|5|power=140|acc=90|notes=Needs to charge, 30% chance of causing a secondary effect|other=Secondary effect}}
{{mvar|Sky Attack|Flying|Physical|I|other=Flinch}}  
{{mvar|Sky Attack|Flying|Physical|I|other=Flinch|note=High critical hit ratio, signature move of Moltres in Generation II}}  
{{mvar|Freeze Shock|Ice|Physical|V|other=Paralysis|sig=Black Kyurem}}
{{mvar|Freeze Shock|Ice|Physical|V|other=Paralysis|note=Signature move of Black Kyurem}}
{{mvar|Ice Burn|sig=White Kyurem|Ice|Special|V|other=Burn}}  
{{mvar|Ice Burn|Ice|Special|V|other=Burn|note=Signature move of White Kyurem}}  
|}  
|}  
|}
|}
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{{mvar/h|15 or 20|power=70|acc=100|notes=High critical hit ratio|PP=PP}}
{{mvar/h|15 or 20|power=70|acc=100|notes=High critical hit ratio|PP=PP}}
{{mvar|Slash|Normal|Physical|I|PP=20}}  
{{mvar|Slash|Normal|Physical|I|PP=20}}  
{{mvar|Night Slash|Dark|Physical|IV|PP=15}}
{{mvar|Shadow Claw|Ghost|Physical|IV|PP=15}}
{{mvar|Psycho Cut|Psychic|Physical|IV|PP=20}}
{{mvar|Cross Poison|Poison|Physical|IV|note=10% chance of poisoning|PP=20}}  
{{mvar|Cross Poison|Poison|Physical|IV|note=10% chance of poisoning|PP=20}}  
{{mvar|Psycho Cut|Psychic|Physical|IV|PP=20}}
{{mvar|Aqua Cutter|Water|Physical|IX|PP=20}}
{{mvar|Night Slash|Dark|Physical|IV|PP=15}}
{{mvar|Shadow Claw|Ghost|Physical|IV|PP=15}}  
|}  
|}  
|}
|}
<center><small>*{{m|Leaf Blade}} formerly had 70 power, but was changed to 90 power in Generation IV and is therefore no longer included.</small></center>
<center><small>*{{m|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 [[#Variations of Leaf Blade|different list of variations]]).</small></center>
 
===Variations of Sludge Wave===
{{mvar/h|15|power=95|acc=100|notes=Chance of causing a secondary effect|other=Secondary effect}}
{{mvar|Sludge Wave|Poison|Special|V|other=10% chance of poisoning, hits all adjacent Pokémon}}
{{mvar|Moonblast|Fairy|Special|VI|other=30% chance of lowering target's Special Attack by one stage}}
|}
|}


===Variations of Smelling Salts===
===Variations of Smelling Salts===
{{mvar/h|10|power={{tt|70|60 prior to Generation VI}}|acc=100|notes=Double damage on target with non-volatile status, cures non-volatile status on target|other=Cured status condition}}
{{mvar/h|10|power={{tt|70|60 prior to Generation VI}}|acc=100|notes=Double damage on target with non-volatile status, cures non-volatile status on target|other=Cured status condition}}
{{mvar|Smelling Salts|Normal|Physical|III|other=Paralysis|sig=The Makuhita line}}  
{{mvar|Smelling Salts|Normal|Physical|III|other=Paralysis}}  
{{mvar|Wake-Up Slap|Fighting|Physical|IV|other=Sleep}}  
{{mvar|Wake-Up Slap|Fighting|Physical|IV|other=Sleep}}  
|}  
|}  
|}
===Variations of Springtide Storm===
These are the [[signature moves]] of the [[Forces of Nature]].
{{mvar/h|{{tt|10|5 in Legends: Arceus}}|power={{tt|100|95 in Legends: Arceus}}|acc=80|notes=30% chance of causing a secondary effect|other=Secondary effect}}
{{mvar|Springtide Storm|Fairy|Special|VIII|other=Depends on Enamorus's Forme{{tt|*|Raises all of the user's stats in Incarnate Forme, lowers target's defenses in Therian Forme}}}}
{{mvar|Bleakwind Storm|Flying|Special|VIII|other=Frostbite}}
{{mvar|Wildbolt Storm|Electric|Special|VIII|other=Paralysis}}
{{mvar|Sandsear Storm|Ground|Special|VIII|other=Burn}}
|}
|}
===Variations of Steel Beam===
{{mvar/h|5|power={{tt|140|120 in Legends: Arceus}}|acc=95|notes=User takes recoil damage equal to 1/2 its max HP}}
{{mvar|Steel Beam|Steel|Special|VIII}}
{{mvar|Chloroblast|Grass|Special|VIII}}
|}
|}
|}


===Variations of Stomp===
===Variations of Stomp===
{{mvar/h|20|power=65|acc=100|notes=30% of [[Status condition|flinching]], doubles in power if target has used {{m|Minimize}}}}
{{mvar/h|20|power=65|acc=100|notes=30% chance of {{status|flinch|flinching}}, doubles in power if target has used {{m|Minimize}}}}
{{mvar|Stomp|Normal|Physical|I}}  
{{mvar|Stomp|Normal|Physical|I}}  
{{mvar|Steamroller|Bug|Physical|V}}  
{{mvar|Steamroller|Bug|Physical|V}}  
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|}
|}


===Variations of Strength===
===Variations of Stomping Tantrum===
{{mvar/h|10–20|power=80|acc=100|notes=No additional effect|PP=PP}}
{{mvar/h|10 or 5|power=75|acc=100|notes=Doubles in power after a certain effect occurs|other=Condition|PP=PP}}
{{mvar|Strength|Normal|Physical|I|PP=15}}
{{mvar|Stomping Tantrum|Ground|Physical|VII|other=If the user's previous move missed or failed, but was not protected from|PP=10}}  
{{mvar|Drill Peck|Flying|Physical|I|PP=20}}  
{{mvar|Lash Out|Dark|Physical|VIII|other=If the user's stats were lowered|PP=5}}  
{{mvar|Dragon Claw|Dragon|Physical|III|PP=15}}  
{{mvar|Temper Flare|Fire|Physical|IX|other=If the user's previous move missed or failed, but was not protected from|PP=10}}
{{mvar|Power Gem|Rock|Special|IV|note=70 power prior to Generation VI|PP=20}}
|}
{{mvar|Seed Bomb|Grass|Physical|IV|PP=15}}  
|}
{{mvar|X-Scissor|Bug|Physical|IV|PP=15}}
 
{{mvar|Dazzling Gleam|Fairy|Special|VI|PP=10}}
===Variations of Stone Axe===
These are the [[signature moves]] of Hisuian Pokémon.
{{mvar/h|15|power=65|acc=90|notes=High critical hit ratio, leaves {{status|splinters}} in the target{{sup/8|LA}}<br>Sets up a [[List of moves that cause entry hazards|trap]] on the target's side of the field{{sup/9|SV}}|other=Trap set{{sup/9|SV}}}}
{{mvar|Stone Axe|Rock|Physical|VIII|note=Signature move of Kleavor|other={{m|Stealth Rock}}}}
{{mvar|Ceaseless Edge|Dark|Physical|VIII|note=Signature move of Hisuian Samurott|other=One use of {{m|spikes}}}}
|}
|}
 
===Variations of Stored Power===
{{mvar/h|10|power=20|acc=100|notes=Increases base power the more positive stat changes the user has built up}}
{{mvar|Stored Power|Psychic|Special|V}}
{{mvar|Power Trip|Dark|Physical|VII}}
|}
|}
 
===Variations of Storm Throw===
{{mvar/h|10|power={{tt|60|40 prior to Generation VI}}|notes=Always results in a critical hit}}
{{mvar|Storm Throw|Fighting|Physical|V}}
{{mvar|Frost Breath|Ice|Special|V}}
|}
|}
 
===Variations of Sucker Punch===
{{mvar/h|5|power=70|acc|100|notes=Strikes first, but fails if the target isn't using a damaging move on the turn}}
{{mvar|Sucker Punch|Dark|Physical|IV}}
{{mvar|Thunderclap|Electric|Special|IX}}
|}
|}
 
===Variations of Sunsteel Strike===
These are the [[signature move]]s of the [[Light trio]], {{p|Lunala}}, {{p|Necrozma}}, and {{p|Solgaleo}}.
{{mvar/h|5|power=100|acc=100|notes=Ignores the target's [[Ability]]}}
{{mvar|Sunsteel Strike|Steel|Physical|VII}}
{{mvar|Moongeist Beam|Ghost|Special|VII}}
{{mvar|Photon Geyser|Psychic|Special|VII|note=Deals physical damage if the user's Attack is higher than Special Attack}}
|}
|}
|}
|}


===Variations of Superpower===
===Variations of Superpower===
{{mvar/h|5|power=120|acc=100|notes=Lowers two of the user's stats|other=Stats lowered}}
{{mvar/h|5|power=120|acc=100|notes=Lowers two of the user's stats by one stage each|other=Stats lowered}}
{{mvar|Superpower|Fighting|Physical|III|other=Attack, Defense}}  
{{mvar|Superpower|Fighting|Physical|III|other=Attack, Defense}}  
{{mvar|Close Combat|Fighting|Physical|IV|other=Defense, Special Defense}}  
{{mvar|Close Combat|Fighting|Physical|IV|other=Defense, Special Defense}}  
{{mvar|Dragon Ascent|Flying|Physical|VI|sig=Rayquaza|other=Defense, Special Defense}}
{{mvar|Dragon Ascent|Flying|Physical|VI|other=Defense, Special Defense}}
{{mvar|Headlong Rush|Ground|Physical|VIII|other=Defense, Special Defense{{tt|*|In Legends: Arceus only, Defense and Special Defense are combined into &quot;defensive stats&quot;}}}}
{{mvar|Armor Cannon|Fire|Special|IX|other=Defense, Special Defense}}
|}  
|}  
|}
|}
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===Variations of Super Fang===
===Variations of Super Fang===
{{mvar/h|10|acc=90|notes=Deals damage equal to half target's remaining HP}}
{{mvar/h|10|acc=90|notes=Deals damage equal to half target's remaining HP}}
{{mvar|Super Fang|Normal|Physical|I}}
{{mvar|Nature's Madness|Fairy|Special|VII}}
{{mvar|Nature's Madness|Fairy|Special|VII}}
{{mvar|Super Fang|Normal|Physical|I}}
{{mvar|Ruination|Dark|Special|IX}}
|}
|}
|}
|}


===Variations of Surf===
===Variations of Surf===
{{mvar/h|15|power=90|acc=100|notes=Hits all other Pokémon adjacent to user}}
{{mvar/h|10-15|power=90|acc=100|notes=Targets more than one Pokémon in Double and Triple Battles|other=Targets}}
{{mvar|Surf|Water|Special|I|note=Hit only opposing Pokémon prior to Generation IV}}
{{mvar|Surf|Water|Special|I|note=95 power prior to Generation VI, does double damage if target is using Dive|other=All opposing Pokémon<sup>Gen. III</sup>/all adjacent Pokémon<sup>Gen. IV+</sup>}}
{{mvar|Petal Blizzard|Grass|Physical|VI}}  
{{mvar|Hyper Voice|Normal|Special|III|other=All adjacent opponents}}
{{mvar|Petal Blizzard|Grass|Physical|VI|other=All adjacent Pokémon}}
{{mvar|Land's Wrath|Ground|Physical|VI|other=All adjacent opponents|note=Signature move of Zygarde}}  
|}
|}
|}
|}


===Variations of Swift===
===Variations of Swift===
{{mvar/h|20|power=60|notes=Cannot miss}}
{{mvar/h|20|power=60|acc=&mdash;|notes=Never misses}}
{{mvar|Swift|Normal|Special|I}}
{{mvar|Swift|Normal|Special|I}}
{{mvar|Feint Attack|Dark|Physical|II}}  
{{mvar|Feint Attack|Dark|Physical|II}}
{{mvar|Shadow Punch|Ghost|Physical|III}}
{{mvar|Aerial Ace|Flying|Physical|III}}  
{{mvar|Aerial Ace|Flying|Physical|III}}  
{{mvar|Magical Leaf|Grass|Special|III}}  
{{mvar|Magical Leaf|Grass|Special|III}}  
{{mvar|Shadow Punch|Ghost|Physical|III}}
{{mvar|Shock Wave|Electric|Special|III}}  
{{mvar|Shock Wave|Electric|Special|III}}  
{{mvar|Magnet Bomb|Steel|Physical|IV}}
{{mvar|Magnet Bomb|Steel|Physical|IV}}
|}
|}
===Variations of Techno Blast===
These are signature moves of Legendary Pokémon.
{{mvar/h|5 or 10|power=120|acc=100|notes=Type varies depending on specific held item|PP=PP|other=Signature move of:}}
{{mvar|Techno Blast|Normal|Special|V|PP=5|other={{p|Genesect}}}}
{{mvar|Multi-Attack|Normal|Physical|VII|PP=10|other={{p|Silvally}}}}
|}  
|}  
|}
|}


===Variations of Thief===
===Variations of Thief===
{{mvar/h|25|power=60|acc=100|notes=Steals the target's held item}}
{{mvar/h|25|power={{tt|60|40 prior to Generation VI}}|acc=100|PP=PP|notes=Steals the target's held item}}
{{mvar|Thief|Dark|Physical|II}}
{{mvar|Thief|Dark|Physical|II|PP=10}}
{{mvar|Covet|Normal|Physical|III|note=40 PP prior to Generation VI}}
{{mvar|Covet|Normal|Physical|III|PP=40}}
|}
|}
<center><small>*The PP column refers to the PP before Generation VI.</small></center>
 
===Variations of Thrash===
{{mvar/h|10|power=120{{tt|*|90 prior to Generation V and in Legends: Arceus}}|acc=100{{tt|*|85 in Legends: Arceus}}|notes=Lasts 2-3 turns, user becomes confused<br>Fixates the user on the move{{sup/8|LA}}}}
{{mvar|Thrash|Normal|Physical|I|note=20 PP prior to Generation V}}
{{mvar|Petal Dance|Grass|Special|I|note=70 power in Generation I-III and 20 PP prior to Generation V}}
{{mvar|Outrage|Dragon|Physical|II|note=15 PP prior to Generation V}}
{{mvar|Raging Fury|Fire|Physical|VIII}}
|}
|}
|}
|}


===Variations of U-turn===
===Variations of U-turn===
{{mvar/h|20|power=70|acc=100|notes=User switches after damage}}
{{mvar/h|20|power=60 or 70|acc=100|notes=User switches after dealing damage}}
{{mvar|U-turn|Bug|Physical|IV}}  
{{mvar|U-turn|Bug|Physical|IV}}  
{{mvar|Volt Switch|Electric|Special|V|}}  
{{mvar|Volt Switch|Electric|Special|V}}
{{mvar|Flip Turn|Water|Physical|VIII}}  
|}  
|}  
|}
|}


===Variations of Waterfall===
===Variations of Waterfall===
{{mvar/h|15 or 20|power=80|acc=100|notes=Chance of causing a secondary effect, single target|other=Secondary effect|PP=PP}}
{{mvar/h|10, 15, or 20|power=80|acc=100|notes=Chance of causing a secondary effect, single target|other=Secondary effect|PP=PP}}
{{mvar|Waterfall|Water|Physical|I|other=20% chance of flinching{{tt|*|No additional effect prior to Generation IV}}|sig=The Goldeen line|siggen=II|PP=15}}
{{mvar|Waterfall|Water|Physical|I|other=20% chance of flinching{{tt|*|No additional effect prior to Generation IV}}|PP=15|note=Signature move of Goldeen and Seaking in Generation I}}
{{mvar|Extrasensory|Psychic|Special|III|other=10% chance of flinching|PP=20{{tt|*|30 prior to Generation VI}}}}
{{mvar|Extrasensory|Psychic|Special|III|other=10% chance of flinching|PP=20{{tt|*|30 prior to Generation VI}}}}
{{mvar|Poison Jab|Poison|Physical|IV|other=30% chance of poisoning|PP=20}}
{{mvar|Dark Pulse|Dark|Special|IV|other=20% chance of flinching|PP=15}}
{{mvar|Dark Pulse|Dark|Special|IV|other=20% chance of flinching|PP=15}}
{{mvar|Iron Head|Steel|Physical|IV|other=30% chance of flinching|PP=15}}
{{mvar|Iron Head|Steel|Physical|IV|other=30% chance of flinching|PP=15}}
{{mvar|Poison Jab|Poison|Physical|IV|other=30% chance of poisoning|PP=20}}
{{mvar|Scald|Water|Special|V|other=30% chance of burning|PP=15}}
{{mvar|Scald|Water|Special|V|other=30% chance of burning|PP=15}}
{{mvar|Zing Zap|Electric|Physical|VII|other=30% chance of flinching|PP=10}}
|}
|}
|}
|}


===Variations of Stored Power===
===Variations of Weather Ball===
{{mvar/h|10|power=20|acc=100|notes=Increases base power the more positive stat changes the user has built up}}
{{mvar/h|10|power=50|acc=100|notes=Power doubles under a field condition|other=Field condition}}
{{mvar|Stored Power|Psychic|Special|V}}
{{mvar|Weather Ball|Normal|Physical|III|other=Any type of weather, except strong winds}}
{{mvar|Power Trip|Dark|Physical|VII}}
{{mvar|Terrain Pulse|Normal|Physical|VIII|other=Any type of terrain}}
|}
|}


 
===Variations of Wring Out===
===Variations of Spirit Shackle===
{{mvar/h|5 or 10|power=Varying|acc=100|notes=Does more damage if the target's current HP is high|PP=PP}}
{{mvar/h|10 or 20|power=80|acc=100|notes=Prevents the target from fleeing.|PP=PP}}
{{mvar|Wring Out|Normal|Special|IV|PP=5}}
{{mvar|Spirit Shackle|Ghost|Physical|VII|PP=10}}
{{mvar|Crush Grip|Normal|Physical|IV|PP=5}}  
{{mvar|Anchor Shot|Steel|Physical|VII|PP=20}}
{{mvar|Hard Press|Steel|Physical|IX|PP=10}}
|}
|}  
|}
|}


==List of status move variations==
==List of status move variations==
===Black and White Mists===
===Terrain moves===
{{mvar/h|30|notes=Affects stat changes|other=Effect}}
{{mvar|Haze|Ice|Status|I|other=Removes stat changes}}
{{mvar|Mist|Ice|Status|I|other=Prevents negative stat changes}}
|}
|}
 
===Terrain Alterators===
{{mvar/h|10|notes=Causes a special effect for all grounded Pokémon for 5 turns|other=Effect}}
{{mvar/h|10|notes=Causes a special effect for all grounded Pokémon for 5 turns|other=Effect}}
{{mvar|Electric Terrain|Electric|Status|VI|other=Powers up Electric moves, prevents Sleep}}
{{mvar|Grassy Terrain|Grass|Status|VI|other=Powers up Grass moves, powers down Earthquake, Magnitude and Bulldoze, grounded Pokémon heal by 1/16 of max HP each turn}}
{{mvar|Grassy Terrain|Grass|Status|VI|other=Powers up Grass moves, grounded Pokémon heal by 1/16 of max HP each turn}}
{{mvar|Misty Terrain|Fairy|Status|VI|other=Powers down Dragon moves, prevents status conditions and confusion<sup>Gen. VIII</sup>}}
{{mvar|Misty Terrain|Fairy|Status|VI|other=Powers down Dragon moves, prevents status conditions}}
{{mvar|Electric Terrain|Electric|Status|VI|other=Powers up Electric moves, prevents sleep}}
{{mvar|Psychic Terrain|Psychic|Status|VII|other=Powers up Psychic moves, prevents the use of priority moves}}
|}
|}
|}
|}


===Variations of Acid Armor===
===Weather moves===
{{mvar/h|15 or 20|notes=Increases user's stat by two stages|other=Stat affected|PP=PP}}
{{mvar/h|5 or 10|notes=Changes in-battle [[weather]] for 5 turns, does not replace [[heavy rain]], [[extremely harsh sunlight]], or [[strong winds]]|other=Weather|PP=PP}}
{{mvar|Acid Armor|Poison|Status|I|other=Defense|PP=20{{tt|*|40 prior to Generation IV}}}}
{{mvar|Sandstorm|Rock|Status|II|other=Sandstorm|PP=10}}
{{mvar|Amnesia|Psychic|Status|I|other=Special Defense|note=Raises Special by two stages in Generation I|PP=20}}
{{mvar|Rain Dance|Water|Status|II|other=Rain|PP=5}}
{{mvar|Barrier|Psychic|Status|I|other=Defense|PP=20{{tt|*|30 prior to Generation IV}}}}
{{mvar|Sunny Day|Fire|Status|II|other=Harsh sunlight|PP=5}}
{{mvar|Swords Dance|Normal|Status|I|other=Attack|PP=20{{tt|*|30 prior to Generation VI}}}}
{{mvar|Hail|Ice|Status|III|other=Hail|PP=10}}
{{mvar|Iron Defense|Steel|Status|III|other=Defense|PP=15}}
{{mvar|Snowscape|Ice|Status|IX|other=Snow|PP=10}}
{{mvar|Nasty Plot|Dark|Status|IV|other=Special Attack|PP=20}}
{{mvar|Rock Polish|Rock|Status|IV|other=Speed|PP=20}}
{{mvar|Autotomize|Steel|Status|V|other=Speed|note=Halves user's weight|PP=15}}
|}
|}
|}
|}
<center><small>*{{m|Minimize}} formerly had 20 PP, but was changed to 10 PP in Generation VI and is therefore no longer included.</small></center>
<center><small>*{{m|Tail Glow}} formerly raised Sp. Atk by 2 stages, but was changed to +3 in Generation V and is therefore no longer included.</small></center>


===Variations of After You===
===Variations of After You===
Line 590: Line 853:
{{mvar|After You|Normal|Status|V|other=Target moves next}}
{{mvar|After You|Normal|Status|V|other=Target moves next}}
{{mvar|Quash|Dark|Status|V|other=Target moves last}}
{{mvar|Quash|Dark|Status|V|other=Target moves last}}
|}
|}
===Variations of Bulk Up===
{{mvar/h|15 or 20|notes=Increases two of the user's stats by one stage|other=Stats affected|PP=PP}}
{{mvar|Bulk Up|Fighting|Status|III|other=Attack, Defense|PP=20}}
{{mvar|Calm Mind|Psychic|Status|III|other=Special Attack, Special Defense|PP=20}}
{{mvar|Cosmic Power|Psychic|Status|III|other=Defense, Special Defense|PP=20}}
{{mvar|Dragon Dance|Dragon|Status|III|other=Attack, Speed|PP=20}}
{{mvar|Stockpile|Normal|Status|III|other=Defense, Special Defense|PP=20{{tt|*|10 prior to Generation IV}}|note=Did not raise stats prior to Generation IV}}
{{mvar|Hone Claws|Dark|Status|V|other=Attack, Accuracy|PP=15}}
|}
|}
|}
|}
Line 606: Line 858:
===Variations of Camouflage===
===Variations of Camouflage===
{{mvar/h|15 or 20|notes=Changes user's type|PP=PP|other=Changes to}}
{{mvar/h|15 or 20|notes=Changes user's type|PP=PP|other=Changes to}}
{{mvar|Camouflage|Normal|Status|III|PP=20|other=Varies with the terrain|sig=Staryu|siggen=IV}}
{{mvar|Camouflage|Normal|Status|III|PP=20|other=Varies with the terrain}}
{{mvar|Reflect Type|Normal|Status|V|PP=15|other=Same as opponent's type}}
{{mvar|Reflect Type|Normal|Status|V|PP=15|other=Same as opponent's type}}
|}
|}
Line 614: Line 866:
{{mvar/h|15 or 20|acc=100|notes=Lowers target's stat by two stages|other=Stats affected|PP=PP}}
{{mvar/h|15 or 20|acc=100|notes=Lowers target's stat by two stages|other=Stats affected|PP=PP}}
{{mvar|Charm|Fairy|Status|II|other=Attack|PP=20|note=Normal-type prior to Generation VI}}
{{mvar|Charm|Fairy|Status|II|other=Attack|PP=20|note=Normal-type prior to Generation VI}}
{{mvar|Feather Dance|Flying|Status|III|other=Attack|PP=15}}
{{mvar|Fake Tears|Dark|Status|III|other=Special Defense|PP=20}}
{{mvar|Fake Tears|Dark|Status|III|other=Special Defense|PP=20}}
{{mvar|Feather Dance|Flying|Status|III|other=Attack|PP=15|sig=The Pidgey line|siggen=IV}}
{{mvar|Captivate|Normal|Status|IV|other=Special Attack|PP=20|note=Only affects targets of opposite gender}}
{{mvar|Captivate|Normal|Status|IV|other=Special Attack|PP=20|note=Only affects targets of opposite gender}}
{{mvar|Eerie Impulse|Electric|Status|VI|other=Special Attack|PP=15}}
{{mvar|Eerie Impulse|Electric|Status|VI|other=Special Attack|PP=15}}
|}
|}
===Variations of Coil===
{{mvar/h|20|notes=Raises three of user's stats by one stage|other=Affected stats}}
{{mvar|Coil|Poison|Status|V|other=Attack, Defense, Accuracy}}
{{mvar|Quiver Dance|Bug|Status|V|other=Special Attack, Special Defense, Speed}}
|}
|}
|}
|}


===Variations of Confide===
===Variations of Confide===
{{mvar/h|20|notes=Lowers target's stat by one stage, ignoring Protect, Detect and Spiky Shield|other=Stat affected}}
{{mvar/h|20|notes=Lowers target's stat by one stage, unaffected by protecting moves|other=Stat affected}}
{{mvar|Confide|Normal|Status|VI|other=Special Attack|note=Sound-based move}}
{{mvar|Confide|Normal|Status|VI|other=Special Attack|note=Sound-based move}}
{{mvar|Play Nice|Normal|Status|VI|other=Attack}}
{{mvar|Play Nice|Normal|Status|VI|other=Attack}}
Line 636: Line 881:


===Variations of Conversion===
===Variations of Conversion===
These are [[signature move]]s of {{p|Porygon}}'s evolutionary line.
{{mvar/h|30|notes=Changes user's type|other=Changes to}}
{{mvar/h|30|notes=Changes user's type|other=Changes to}}
{{mvar|Conversion|Normal|Status|I|other=One of the user's moves|sig=The Porygon line}}
{{mvar|Conversion|Normal|Status|I|other=One of the user's moves}}
{{mvar|Conversion 2|Normal|Status|II|other=Type that resists opponent's last move|sig=The Porygon line}}
{{mvar|Conversion 2|Normal|Status|II|other=Type that resists opponent's last move}}
|}
|}
 
===Variations of Defense Curl===
{{mvar/h|40|notes=Raises a stat by one stage|other=Stat affected}}
{{mvar|Defense Curl|Normal|Status|I|other=Defense}}
{{mvar|Meditate|Psychic|Status|I|other=Attack}}
{{mvar|Withdraw|Water|Status|I|other=Defense}}
{{mvar|Howl|Normal|Status|III|other=Attack}}
|}
|}
|}
|}
Line 655: Line 892:
{{mvar|Destiny Bond|Ghost|Status|II|other=Knocks out target if target knocked out the user in the same turn}}
{{mvar|Destiny Bond|Ghost|Status|II|other=Knocks out target if target knocked out the user in the same turn}}
{{mvar|Grudge|Ghost|Status|III|other=Brings PP of move that knocked the user out to 0}}
{{mvar|Grudge|Ghost|Status|III|other=Brings PP of move that knocked the user out to 0}}
|}
|}
===Variations of Memento===
{{mvar/h|10|notes=Causes the user to faint without damaging the foe|other=Effect}}
{{mvar|Memento|Dark|Status|III|other=Lowers the target's Attack and Sp. Attack by two stages}}
{{mvar|Healing Wish|Psychic|Status|IV|other=The next Pokémon sent out will have HP and status fully healed}}
{{mvar|Lunar Dance|Psychic|Status|IV|other=The next Pokémon sent out will have HP, PP and status fully healed|sig=Cresselia}}
|}
|}
===Variations of Detect===
{{mvar/h|5 or 10|notes=+4 priority, protects user from all moves|PP=PP}}
{{mvar|Detect|Fighting|Status|II|PP=5}}
{{mvar|Protect|Normal|Status|II|PP=10}}
{{mvar|King's Shield|Steel|Status|VI|PP=10|note=Also lowers Attack by two stages on those who make contact}}
{{mvar|Spiky Shield|Grass|Status|VI|PP=10|note=Also damages those who make contact}}
{{mvar|Baneful Bunker|Poison|Status|VII|PP=10|note=Also poisons those who make contact}}
|}
|}
|}
|}
Line 680: Line 898:
{{mvar/h|15 or 20|acc=100|notes=Disables the opponent's moves or items|other=Disables|PP=PP}}
{{mvar/h|15 or 20|acc=100|notes=Disables the opponent's moves or items|other=Disables|PP=PP}}
{{mvar|Disable|Normal|Status|I|other=The affected move|PP=20}}
{{mvar|Disable|Normal|Status|I|other=The affected move|PP=20}}
{{mvar|Torment|Dark|Status|III|other=Using moves twice in a row|PP=15}}
{{mvar|Taunt|Dark|Status|III|other=Status moves|PP=20}}
{{mvar|Taunt|Dark|Status|III|other=Status moves|PP=20}}
{{mvar|Torment|Dark|Status|III|other=Using moves twice in a row|PP=15}}
{{mvar|Embargo|Dark|Status|IV|other=Using items|PP=15}}
{{mvar|Embargo|Dark|Status|IV|other=Using items|PP=15}}
{{mvar|Heal Block|Psychic|Status|IV|other=Moves and items that restore HP{{tt|*|Damaging moves that heal the user will only deal damage prior to Gen VI, and are disabled as of Gen VI.}}|PP=15}}
{{mvar|Heal Block|Psychic|Status|IV|other=Moves and items that restore HP{{tt|*|Damaging moves that heal the user will only deal damage prior to Gen VI, and are disabled as of Gen VI.}}|PP=15}}
|}
|}
===Variations of Flash===
{{mvar/h|15 or 20|acc=100|notes=Decreases accuracy by one stage|PP=PP}}
{{mvar|Flash|Normal|Status|I|note=70% accuracy prior to Generation IV|PP=20}}
{{mvar|Smokescreen|Normal|Status|I|PP=20}}
{{mvar|Sand Attack|Ground|Status|I|note=Normal-type in Generation I|PP=15}}
|}
|}
|}
|}
Line 707: Line 917:
{{mvar|Odor Sleuth|Normal|Status|III|other=Ghost types are affected by Normal and Fighting moves}}
{{mvar|Odor Sleuth|Normal|Status|III|other=Ghost types are affected by Normal and Fighting moves}}
{{mvar|Miracle Eye|Psychic|Status|IV|other=Dark types are affected by Psychic moves}}
{{mvar|Miracle Eye|Psychic|Status|IV|other=Dark types are affected by Psychic moves}}
|}
|}
===Variations of Forest's Curse===
{{mvar/h|20|notes=Adds a type to the target|other=Added type}}
{{mvar|Forest's Curse|Grass|Status|VI|other=Grass}}
{{mvar|Trick-or-Treat|Ghost|Status|VI|other=Ghost}}
|}
|}
|}
|}
Line 727: Line 930:
{{mvar/h|30|notes=Raises a stat by one stage|other=Stat affected}}
{{mvar/h|30|notes=Raises a stat by one stage|other=Stat affected}}
{{mvar|Harden|Normal|Status|I|other=Defense}}
{{mvar|Harden|Normal|Status|I|other=Defense}}
{{mvar|Sharpen|Normal|Status|I|other=Attack|sig=Porygon|siggen=V}}
{{mvar|Sharpen|Normal|Status|I|other=Attack}}
|}
|}
|}
|}
Line 735: Line 938:
{{mvar|Heal Bell|Normal|Status|II}}
{{mvar|Heal Bell|Normal|Status|II}}
{{mvar|Aromatherapy|Grass|Status|III}}
{{mvar|Aromatherapy|Grass|Status|III}}
|}
|}
===Variations of Heal Pulse===
{{mvar/h|10|notes=Heals target by 1/2 of its max HP}}
{{mvar|Heal Pulse|Psychic|Status|V}}
{{mvar|Floral Healing|Fairy|Status|VII}}
|}
|}
|}
|}


===Variations of Ingrain===
===Variations of Ingrain===
{{mvar/h|20|notes=Heals user by 1/16 of max HP each turn}}
{{mvar/h|20|notes=Heals user by 1/16 of its maximum HP each turn}}
{{mvar|Ingrain|Grass|Status|III|note=Protects the user from forced switching}}
{{mvar|Ingrain|Grass|Status|III|note=Prevents the user from switching}}
{{mvar|Aqua Ring|Water|Status|IV}}
{{mvar|Aqua Ring|Water|Status|IV}}
|}
|}
|}
|}


===Variations of Leer===
===Variations of Jungle Healing===
{{mvar/h|30|notes=Lowers the target's defense by one stage}}
{{mvar/h|5 or 10|notes=Heals user and allies by 1/4 of their maximum HP and removes any non-volatile [[status condition]]s they may have}}
{{mvar|Leer|Normal|Status|I}}
{{mvar|Jungle Healing|Grass|Status|VIII}}
{{mvar|Tail Whip|Normal|Status|I}}
{{mvar|Lunar Blessing|Psychic|Status|VIII}}
|}
|}
|}
|}


===Variations of Leech Seed===
===Variations of Magnetic Flux===
{{mvar/h|10|acc=90|notes=Inflicts target with a [[status condition]]|other=Status condition}}
{{mvar/h|20|notes=Raises the stats of allied Pokémon with Plus or Minus|other=Boosted stats}}
{{mvar|Leech Seed|Grass|Status|I|other=Seeding}}
{{mvar|Magnetic Flux|Electric|Status|VI|other=Defense and Special Defense}}
{{mvar|Toxic|Poison|Status|I|other=Bad poison}}
{{mvar|Gear Up|Steel|Status|VII|other=Attack and Special Attack}}
|}
|}
|}
|}


===Variations of Lock-On===
===Variations of Meditate===
{{mvar/h|5|notes=Ensures user's next move will hit}}
{{mvar/h|40|notes=Raises a stat by one stage|other=Stat affected}}
{{mvar|Lock-On|Normal|Status|II}}
{{mvar|Meditate|Psychic|Status|I|other=Attack}}
{{mvar|Mind Reader|Normal|Status|II}}
{{mvar|Withdraw|Water|Status|I|other=Defense}}
{{mvar|Defense Curl|Normal|Status|I|other=Defense|note=Doubles the power of Rollout and Ice Ball}}
{{mvar|Howl|Normal|Status|III|other=Attack}}
|}
|}
|}
|}


===Variations of Lovely Kiss===
===Variations of Memento===
{{mvar/h|10 or 15|acc=75|notes=Inflicts a [[status condition]]|other=Status condition|PP=PP}}
{{mvar/h|10|notes=Causes the user to faint without damaging the foe|other=Effect}}
{{mvar|Lovely Kiss|Normal|Status|I|other=Sleep|sig=Jynx|PP=10}}
{{mvar|Memento|Dark|Status|III|other=Lowers the target's Attack and Sp. Attack by two stages}}
{{mvar|Sleep Powder|Grass|Status|I|other=Sleep|PP=15}}
{{mvar|Healing Wish|Psychic|Status|IV|other=The next Pokémon sent out will have HP and status fully healed}}
{{mvar|Sweet Kiss|Fairy|Status|II|other=Confusion|PP=10|note=Normal-type prior to Generation VI}}
{{mvar|Lunar Dance|Psychic|Status|IV|other=The next Pokémon sent out will have HP, PP and status fully healed}}
|}
|}
|}
|}
<center><small>*{{m|Will-O-Wisp}} formerly had 75% accuracy, but was changed to 85% in Generation VI and is therefore no longer included.</small></center>


===Variations of Mean Look===
===Variations of Mind Reader===
{{mvar/h|5 or 10|acc=100|notes=Prevents target form escaping or switching out|PP=PP}}
{{mvar/h|5|notes=Ensures user's next move will hit}}
{{mvar|Mean Look|Normal|Status|II|PP=5}}
{{mvar|Mind Reader|Normal|Status|II}}
{{mvar|Spider Web|Bug|Status|II|PP=10|sig=Spinarak|siggen=V}}
{{mvar|Lock-On|Normal|Status|II}}
{{mvar|Block|Normal|Status|III|PP=5}}
|}
|}
|}
|}


===Variations of Mirror Move===
===Variations of Mist===
{{mvar/h|20|notes=Uses the last move used by the target}}
{{mvar/h|25 or 30|notes=Protects the user's party for 5 turns|other=Protects from|PP=PP}}
{{mvar|Mirror Move|Flying|Status|I}}
{{mvar|Mist|Ice|Status|I|other=Stat drops|PP=30|notes=Fades upon switching prior to Generation III}}
{{mvar|Copycat|Normal|Status|IV}}
{{mvar|Safeguard|Normal|Status|II|other=[[Status condition]]s|PP=25}}
{{mvar|Lucky Chant|Normal|Status|IV|other=Critical hits|PP=30}}
|}
|}
|}
|}


===Variations of Moonlight===
===Variations of Morning Sun===
{{mvar/h|5|notes=Heals variant amount of HP, depending on the [[weather]]|other=Time of day (Generation II only)}}
{{mvar/h|5 or 10|notes=Heals variant amount of HP (normally 1/2 of max HP), depending on weather|other=Conditions}}
{{mvar|Moonlight|Fairy|Status|II|note=Normal-type prior to Generation VI|other=Twice as effective at night}}
{{mvar|Morning Sun|Normal|Status|II|note=Signature move of Espeon in Generation II|other=1/2 HP during no weather or strong winds, 2/3 HP in harsh sunlight, 1/4 HP during other weather}}
{{mvar|Morning Sun|Normal|Status|II|sig=Espeon|siggen=III|other=Twice as effective in the morning}}
{{mvar|Synthesis|Grass|Status|II|other=1/2 HP during no weather or strong winds, 2/3 HP in harsh sunlight, 1/4 HP during other weather}}
{{mvar|Synthesis|Grass|Status|II|other=Twice as effective during daytime}}
{{mvar|Moonlight|Fairy|Status|II|note=Normal-type prior to Generation VI|other=1/2 HP during no weather or [[strong winds]], 2/3 HP in [[harsh sunlight]], 1/4 HP during other weather}}
{{mvar|Shore Up|Ground|Status|VII|other=2/3 HP during a {{weather|sandstorm}}, 1/2 HP otherwise|note=Signature move of Sandygast and Palossand}}
|}
|}
|}
|}
Line 802: Line 1,014:
{{mvar|Mud Sport|Ground|Status|III|other=Electric}}
{{mvar|Mud Sport|Ground|Status|III|other=Electric}}
{{mvar|Water Sport|Water|Status|III|other=Fire}}
{{mvar|Water Sport|Water|Status|III|other=Fire}}
|}
|}
===Variations of No Retreat===
{{mvar/h|5|notes=Raises Attack, Defense, Special Attack, Special Defense and Speed by one stage each, has a negative effect|other=Additional Effect}}
{{mvar|No Retreat|Fighting|Status|VIII|other=User cannot leave the battlefield, can only be used once}}
{{mvar|Clangorous Soul|Dragon|Status|VIII|other=Loses 1/3 HP}}
|}
|}
|}
|}
Line 813: Line 1,032:
<center><small>*{{m|Glare}} formerly had 75% accuracy, but was changed to 90% in Generation V and is therefore no longer included.</small></center>
<center><small>*{{m|Glare}} formerly had 75% accuracy, but was changed to 90% in Generation V and is therefore no longer included.</small></center>


===Variations of Quick Guard===
===Variations of Protect===
{{mvar/h|10 or 15|notes=+3 priority, protects user's side of field|other=Protects from|PP=PP}}
{{mvar/h|5 or 10|notes=+4 priority, protects user from all moves|PP=PP|other=Added effect on contact}}
{{mvar|Quick Guard|Fighting|Status|V|other=Moves with increased priority|PP=15}}
{{mvar|Protect|Normal|Status|II|PP=10|other=None}}
{{mvar|Wide Guard|Rock|Status|V|other=Moves that target multiple Pokémon|PP=10}}
{{mvar|Detect|Fighting|Status|II|PP=5|other=None}}
{{mvar|Crafty Shield|Fairy|Status|VI|other=Status moves|PP=10}}
{{mvar|King's Shield|Steel|Status|VI|PP=10|note=Does not block status moves, signature move of Aegislash|other=Lowers Attack by 2<sup>{{gen|VI}}–{{gen|VII}}</sup>/1<sup>{{gen|VIII}}+</sup> stage(s)}}
{{mvar|Spiky Shield|Grass|Status|VI|PP=10|other=Damage taken 1/8 of max HP|note=Signature move of Chesnaught in Pokémon X and Y}}
{{mvar|Baneful Bunker|Poison|Status|VII|PP=10|other=Poisons on contact|note=Signature move of Toxapex}}
{{mvar|Obstruct|Dark|Status|VIII|PP=10|note=Does not block status moves, signature move of Obstagoon|other=Lowers Defense by 2 stages}}
{{mvar|Silk Trap|Bug|Status|IX|PP=10|note=Does not block status moves, signature move of Spidops|other=Lowers Speed by 1 stage}}
{{mvar|Burning Bulwark|Fire|Status|IX|PP=10|other=Burns on contact|note=Signature move of Gouging Fire}}
|}
|}
|}
|}


===Variations of Rain Dance===
===Variations of Quiver Dance===
{{mvar/h|5 or 10|notes=Changes in-battle [[weather]] for 5 turns|other=Weather|PP=PP}}
{{mvar/h|10 or 20|notes=Raises three of user's stats by one stage|other=Affected stats}}
{{mvar|Rain Dance|Water|Status|II|other=Heavy rain|PP=5}}
{{mvar|Quiver Dance|Bug|Status|V|other=Special Attack, Special Defense, Speed}}
{{mvar|Sandstorm|Rock|Status|II|other=Sandstorm|PP=10}}
{{mvar|Coil|Poison|Status|V|other=Attack, Defense, Accuracy}}
{{mvar|Sunny Day|Fire|Status|II|other=Intense sunlight|PP=5}}
{{mvar|Victory Dance|Fighting|Status|VIII|note=different effect in generation VIII|other=Attack, Defense, Speed}}
{{mvar|Hail|Ice|Status|III|other=Hail|PP=10}}
|}
|}
|}
|}
<center><small>*{{m|Shadow Sky}} can also be considered to be a variation.</small></center>


===Variations of Recover===
===Variations of Recover===
{{mvar/h|10|notes=Heals user by half max HP}}
{{mvar/h|5 or 10{{tt|*|Prior to Generation IX, all moves listed below had 10 PP}}|notes=Heals user by half max HP}}
{{mvar|Recover|Normal|Status|I|note=20 PP prior to Generation IV}}
{{mvar|Recover|Normal|Status|I|note=20 PP prior to Generation IV}}
{{mvar|Soft-Boiled|Normal|Status|I|sig=The Chansey line}}
{{mvar|Soft-Boiled|Normal|Status|I}}
{{mvar|Milk Drink|Normal|Status|II|sig=Miltank}}
{{mvar|Milk Drink|Normal|Status|II}}
{{mvar|Slack Off|Normal|Status|III|sig=The Slakoth line|siggen=IV}}
{{mvar|Slack Off|Normal|Status|III}}
{{mvar|Heal Order|Bug|Status|IV|sig=Vespiquen}}
{{mvar|Roost|Flying|Status|IV|note=Removes user's Flying-type until end of turn}}
{{mvar|Roost|Flying|Status|IV|note=Removes user's Flying-type until end of turn}}
{{mvar|Heal Order|Bug|Status|IV}}
|}
|}
|}
|}


===Variations of Roar===
===Variations of Sand Attack===
{{mvar/h|20|acc={{tt|100|prior to Gen VI}}|notes=-6 priority, forces target to switch}}
{{mvar/h|15 or 20|acc=100|notes=Decreases accuracy by one stage|PP=PP}}
{{mvar|Roar|Normal|Status|I|note=Targets with Soundproof are unnaffected}}
{{mvar|Sand Attack|Ground|Status|I|note=Normal-type in Generation I|PP=15}}
{{mvar|Whirlwind|Normal|Status|I}}
{{mvar|Smokescreen|Normal|Status|I|PP=20}}
|}
{{mvar|Flash|Normal|Status|I|note=70% accuracy prior to Generation IV|PP=20}}
|}
 
===Variations of Safeguard===
{{mvar/h|25 or 30|notes=Protects the user's party for 5 turns|other=Protects from|PP=PP}}
{{mvar|Safeguard|Normal|Status|II|other=[[Status condition]]s|PP=25}}
{{mvar|Lucky Chant|Normal|Status|IV|other=Critical hits|PP=30}}
|}
|}
|}
|}


===Variations of Screech===
===Variations of Screech===
{{mvar/h|40|acc=85|notes=Sound moves that lower the target's stat by two stages|other=Stat affected}}
{{mvar/h|40|acc=85|notes=Sound-based moves that lower the target's stat by two stages|other=Stat affected}}
{{mvar|Screech|Normal|Status|I|other=Defense}}
{{mvar|Screech|Normal|Status|I|other=Defense}}
{{mvar|Metal Sound|Steel|Status|III|other=Special Defense}}
{{mvar|Metal Sound|Steel|Status|III|other=Special Defense}}
Line 865: Line 1,081:


===Variations of Sing===
===Variations of Sing===
{{mvar/h|15 or 20|acc=55|notes=Sound moves that inflict a [[status condition]]|other=Status condition|PP=PP}}
{{mvar/h|15 or 20|acc=55|notes=Sound-based moves that inflict a [[status condition]]|other=Status condition|PP=PP}}
{{mvar|Sing|Normal|Status|I|other=Sleep|PP=15}}
{{mvar|Sing|Normal|Status|I|other=Sleep|PP=15}}
{{mvar|Supersonic|Normal|Status|I|other=Confusion|PP=20}}
{{mvar|Supersonic|Normal|Status|I|other=Confusion|PP=20}}
Line 875: Line 1,091:
{{mvar/h|10|notes=Switches the user's condition with the target|other=Switched}}
{{mvar/h|10|notes=Switches the user's condition with the target|other=Switched}}
{{mvar|Skill Swap|Psychic|Status|III|other=Abilities}}
{{mvar|Skill Swap|Psychic|Status|III|other=Abilities}}
{{mvar|Heart Swap|Psychic|Status|IV|other=Any stat changes|sig=Manaphy}}
{{mvar|Power Swap|Psychic|Status|IV|other=Changes to Attack and Special Attack}}
{{mvar|Guard Swap|Psychic|Status|IV|other=Changes to Defense and Special Defense}}
{{mvar|Guard Swap|Psychic|Status|IV|other=Changes to Defense and Special Defense}}
{{mvar|Power Swap|Psychic|Status|IV|other=Changes to Attack and Special Attack}}
{{mvar|Heart Swap|Psychic|Status|IV|other=Any stat changes}}
{{mvar|Speed Swap|Psychic|Status|VII|other=Speed}}
|}
|}
 
===Variations of Sleep Powder===
{{mvar/h|10 or 15|acc=75|notes=Inflicts a [[status condition]]|other=Status condition|PP=PP}}
{{mvar|Sleep Powder|Grass|Status|I|other=Sleep|PP=15}}
{{mvar|Lovely Kiss|Normal|Status|I|other=Sleep|PP=10}}
{{mvar|Sweet Kiss|Fairy|Status|II|other=Confusion|PP=10|note=Normal-type prior to Generation VI}}
|}
|}
<center><small>*{{m|Will-O-Wisp}} formerly had 75% accuracy, but was changed to 85% in Generation VI and is therefore no longer included.</small></center>
 
===Variations of Soak===
{{mvar/h|20|notes=Changes targets type to a pure type|other=Type Changed to}}
{{mvar|Soak|Water|Status|V|other=Changes to Water type}}
{{mvar|Magic Powder|Psychic|Status|VIII|other=Changes to Psychic type}}
|}
|}
 
===Variations of Spider Web===
{{mvar/h|5 or 10|notes=Prevents target form escaping or switching out, cannot miss|PP=PP}}
{{mvar|Spider Web|Bug|Status|II|PP=10}}
{{mvar|Mean Look|Normal|Status|II|PP=5}}
{{mvar|Block|Normal|Status|III|PP=5}}
|}
|}
|}
|}


===Variations of Spikes===
===Variations of Spikes===
{{mvar/h|20|notes=Lays down entry hazards|other=Effect}}
{{mvar/h|20|notes=Lays down [[entry hazards]]|other=Effect}}
{{mvar|Spikes|Ground|Status|II|other=Inflicts damages when opponent switches in}}
{{mvar|Spikes|Ground|Status|II|other=Inflicts damage when grounded opponent switches in|note=Signature move of Pineco and Forretress in Pokémon Gold and Silver}}
{{mvar|Toxic Spikes|Poison|Status|IV|other=Inflicts poison when grounded opponent switches in, removed by grounded {{type|Poison}} Pokémon}}
{{mvar|Stealth Rock|Rock|Status|IV|other=Inflicts damage depending on type when opponent switches in}}
{{mvar|Stealth Rock|Rock|Status|IV|other=Inflicts damage depending on type when opponent switches in}}
{{mvar|Toxic Spikes|Poison|Status|IV|other=Inflicts poison when opponent switches in}}
{{mvar|Sticky Web|Bug|Status|VI|other=Decreases Speed by 1 stage when grounded opponent switches in}}
{{mvar|Sticky Web|Bug|Status|VI|other=Decreases Speed by 1 stage when opponent switches in}}
|}
|}
|}
|}


===Variations of Splash===
===Variations of Splash===
{{mvar/h|40|notes=Does nothing}}
{{mvar/h|40|notes=Does nothing|other=Notes}}
{{mvar|Splash|Normal|Status|I|sig=Magikarp|siggen=II}}
{{mvar|Splash|Normal|Status|I|other=Fails under {{m|Gravity}}|note=Signature move of Magikarp in Generation I}}
{{mvar|Celebrate|Normal|Status|VI}}
{{mvar|Celebrate|Normal|Status|VI|other=Shows text "Congratulations, <{{player}}'s name>!", event-exclusive move}}
{{mvar|Hold Hands|Normal|Status|VI}}
{{mvar|Hold Hands|Normal|Status|VI|other=Targets adjacent ally, event-exclusive move}}
|}
|}
 
===Variations of Stockpile===
{{mvar/h|15 or 20|notes=Increases two of the user's stats by one stage|other=Stats affected|PP=PP}}
{{mvar|Stockpile|Normal|Status|III|other=Defense, Special Defense|PP=20{{tt|*|10 prior to Generation IV}}|note=Did not raise stats prior to Generation IV}}
{{mvar|Cosmic Power|Psychic|Status|III|other=Defense, Special Defense|PP=20}}
{{mvar|Bulk Up|Fighting|Status|III|other=Attack, Defense|PP=20}}
{{mvar|Calm Mind|Psychic|Status|III|other=Special Attack, Special Defense|PP=20}}
{{mvar|Dragon Dance|Dragon|Status|III|other=Attack, Speed|PP=20}}
{{mvar|Hone Claws|Dark|Status|V|other=Attack, Accuracy|PP=15}}
|}
|}
 
===Variations of Swords Dance===
{{mvar/h|15 or 20|notes=Increases user's stat by two stages|other=Stat affected|PP=PP}}
{{mvar|Swords Dance|Normal|Status|I|other=Attack|PP=20{{tt|*|30 prior to Generation VI}}}}
{{mvar|Barrier|Psychic|Status|I|other=Defense|PP=20{{tt|*|30 prior to Generation IV}}}}
{{mvar|Amnesia|Psychic|Status|I|other=Special Defense{{tt|*|Raises Special by two stages in Generation I}}|PP=20}}
{{mvar|Acid Armor|Poison|Status|I|other=Defense|PP=20{{tt|*|40 prior to Generation IV}}}}
{{mvar|Iron Defense|Steel|Status|III|other=Defense|PP=15}}
{{mvar|Rock Polish|Rock|Status|IV|other=Speed|PP=20}}
{{mvar|Nasty Plot|Dark|Status|IV|other=Special Attack|PP=20}}
{{mvar|Autotomize|Steel|Status|V|other=Speed|note=Reduces the user's weight|PP=15}}
|}
|}
|}
|}
<center><small>*{{m|Minimize}} formerly had 20 PP, but was changed to 10 PP in Generation VI and is therefore no longer included.</small></center>
<center><small>*{{m|Tail Glow}} formerly raised Sp. Atk by 2 stages, but was changed to +3 in Generation V and is therefore no longer included.</small></center>


===Variations of Spore===
===Variations of Tail Whip===
{{mvar/h|15 or 20|acc=100|notes=Inflicts target(s) with a [[status condition]]|other=Status condition|PP=PP}}
{{mvar/h|30|notes=Lowers adjacent opponents' defense by one stage}}
{{mvar|Spore|Grass|Status|I|other=Sleep|sig=The Paras line|siggen=III|PP=15}}
{{mvar|Tail Whip|Normal|Status|I}}
{{mvar|Thunder Wave|Electric|Status|I|other=Paralysis|PP=20}}
{{mvar|Leer|Normal|Status|I}}
|}
|}
|}
|}


===Variations of Trick===
===Variations of Trick===
{{mvar/h|10|acc=100|notes=Switches items with target}}
{{mvar/h|10|acc=100|notes=Switches [[held items]] with target}}
{{mvar|Trick|Psychic|Status|III}}
{{mvar|Trick|Psychic|Status|III}}
{{mvar|Switcheroo|Dark|Status|IV}}
{{mvar|Switcheroo|Dark|Status|IV}}
|}
|}
===Variations of Trick-or-Treat===
{{mvar/h|20|notes=Adds a type to the target|other=Added type}}
{{mvar|Trick-or-Treat|Ghost|Status|VI|other=Ghost}}
{{mvar|Forest's Curse|Grass|Status|VI|other=Grass}}
|}
|}
|}
|}
Line 915: Line 1,189:
{{mvar/h|5 or 10|notes=Causes a special effect for all Pokémon on the field for 5 turns|other=Effect|PP=PP}}
{{mvar/h|5 or 10|notes=Causes a special effect for all Pokémon on the field for 5 turns|other=Effect|PP=PP}}
{{mvar|Trick Room|Psychic|Status|IV|other=Slower Pokémon move first|PP=5}}
{{mvar|Trick Room|Psychic|Status|IV|other=Slower Pokémon move first|PP=5}}
{{mvar|Magic Room|Psychic|Status|V|other=Disables held items{{tt|*|-7 priority prior to Generation VI}}|PP=10}}
{{mvar|Wonder Room|Psychic|Status|V|other=Switches Defense and Special Defense|note=-7 priority prior to Generation VI|PP=10}}
{{mvar|Wonder Room|Psychic|Status|V|other=Switches Defense and Special Defense{{tt|*|-7 priority prior to Generation VI}}|PP=10}}
{{mvar|Magic Room|Psychic|Status|V|other=Disables held items|note=-7 priority prior to Generation VI|PP=10}}
|}
|}
 
===Variations of Whirlwind===
{{mvar/h|20|acc={{tt|100|prior to Gen VI}}|notes=-6 priority, forces target to switch}}
{{mvar|Whirlwind|Normal|Status|I}}
{{mvar|Roar|Normal|Status|I|note=Targets with Soundproof are unaffected}}
|}
|}
 
===Variations of Wide Guard===
{{mvar/h|10 or 15|notes=+3 priority, protects user's side of field|other=Protects from|PP=PP}}
{{mvar|Wide Guard|Rock|Status|V|other=Moves that target multiple Pokémon|PP=10}}
{{mvar|Quick Guard|Fighting|Status|V|other=Moves with increased priority|PP=15}}
{{mvar|Crafty Shield|Fairy|Status|VI|other=Status moves|PP=10}}
|}
|}
|}
|}
Line 923: Line 1,212:
{{mvar/h|10 or 15|acc=100|notes=Changes the target's Ability|other=Ability becomes|PP=PP}}
{{mvar/h|10 or 15|acc=100|notes=Changes the target's Ability|other=Ability becomes|PP=PP}}
{{mvar|Worry Seed|Grass|Status|IV|other={{a|Insomnia}}|PP=10}}
{{mvar|Worry Seed|Grass|Status|IV|other={{a|Insomnia}}|PP=10}}
{{mvar|Simple Beam|Normal|Status|V|other={{a|Simple}}|PP=15}}
{{mvar|Entrainment|Normal|Status|V|other=Same as user|PP=15}}
{{mvar|Entrainment|Normal|Status|V|other=Same as user|PP=15}}
{{mvar|Simple Beam|Normal|Status|V|other={{a|Simple}}|PP=15}}
|}
|}
|}
|}
Line 930: Line 1,219:
==List of Shadow move variations==
==List of Shadow move variations==
===Variations of Shadow Bolt===
===Variations of Shadow Bolt===
{{mvar/h|N/A|power=75|acc=100|notes=10% chance of inflicting a non-volatile [[status condition]]|other=Status condition}}
These are the [[signature move|signature]] [[Shadow move]]s of the [[legendary birds]] in {{Pokémon XD}}.
{{mvar|Shadow Bolt|Shadow|Special|III|other=Paralysis|sig=Shadow Zapdos}}
{{mvar/h|Infinite|power=75|acc=100|notes=10% chance of inflicting a non-volatile [[status condition]]|other=Status condition}}
{{mvar|Shadow Chill|Shadow|Special|III|other=Freeze|sig=Shadow Articuno}}
{{mvar|Shadow Bolt|Shadow|Special|III|other=Paralysis}}
{{mvar|Shadow Fire|Shadow|Special|III|other=Burn|sig=Shadow Moltres}}
{{mvar|Shadow Chill|Shadow|Special|III|other=Freeze}}
{{mvar|Shadow Fire|Shadow|Special|III|other=Burn}}
|}
|}
|}
|}
Line 940: Line 1,230:
* [[Ability variations]]
* [[Ability variations]]


{{-}}
{{Project Moves and Abilities notice}}
{{Project Moves and Abilities notice}}
[[Category:Moves|*]]
 
[[Category:Game mechanics]]
[[Category:Lists of moves]]


[[de:Attacken-Variationen]]
[[de:Attacken-Variationen]]
[[it:Varianti mossa]]
[[it:Varianti mossa]]

Latest revision as of 09:57, 9 March 2024

140Kabuto.png This article contains old or outdated information, or has not been updated in a while.
Please check the content of this article and update it as required.
Get it? Because the name is unknown. The subject of this article has no official name.
The name currently in use is a fan designator; see below for more information.

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
10% chance to inflict non-volatile status and/or flinch the target; biting move
Move Type Cat. Gen PP Pwr Status condition
Thunder Fang  Electric  Physical IV {{{PP}}} {{{Pwr}}} Paralysis
Ice Fang  Ice  Physical IV {{{PP}}} {{{Pwr}}} Freeze
Fire Fang  Fire  Physical IV {{{PP}}} {{{Pwr}}} Burn

One-hit knockout moves

5 PP, 30+% Accuracy
Targets at a higher level than the user are unaffected*
Accuracy depends on level difference between the user and the target
Move Type Cat. Gen PP Pwr Notes
Guillotine  Normal  Physical I {{{PP}}} {{{Pwr}}}  
Horn Drill  Normal  Physical I {{{PP}}} {{{Pwr}}}  
Fissure  Ground  Physical I {{{PP}}} {{{Pwr}}}  
Sheer Cold  Ice  Special III {{{PP}}} {{{Pwr}}} Since Generation VII, Ice-type targets are unaffected and base accuracy is 20% if the user is not Ice-type

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
Additional effect lasting four turns when used in combination
Move Type Cat. Gen PP Pwr Effect when combined with:
Water Pledge  Water  Special V {{{PP}}} {{{Pwr}}} Fire Pledge: Doubles the probability of secondary effects occurring.
Grass Pledge: Halves speed of opponents.
Fire Pledge  Fire  Special V {{{PP}}} {{{Pwr}}} Grass Pledge: Opponents take 1/8 max HP damage each turn.
Water Pledge: Doubles the probability of secondary effects occurring.
Grass Pledge  Grass  Special V {{{PP}}} {{{Pwr}}} Fire Pledge: Opponents take 1/8 max HP damage each turn.
Water Pledge: Halves speed of opponents.

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
Chance of causing a secondary effect
Move Type Cat. Gen PP Pwr Secondary effect
Blazing Torque  Fire  Physical IX {{{PP}}} {{{Pwr}}} 30% chance of burning the target
Wicked Torque  Dark  Physical IX {{{PP}}} {{{Pwr}}} 10% chance of causing the target to sleep
Noxious Torque  Poison  Physical IX {{{PP}}} {{{Pwr}}} 30% chance of poisoning the target
Combat Torque  Fighting  Physical IX {{{PP}}} {{{Pwr}}} 30% chance of paralyzing the target
Magical Torque  Fairy  Physical IX {{{PP}}} {{{Pwr}}} 30% chance of confusing the target

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
Power depends on user’s friendship
Move Type Cat. Gen PP Pwr {{{other}}}
Pika Papow  Electric  Special VII {{{PP}}} {{{Pwr}}} {{{other}}}
Veevee Volley  Normal  Physical VII {{{PP}}} {{{Pwr}}} {{{other}}}

Variations of Bouncy Bubble

20 PP, 60 Power, 100% Accuracy
Has a secondary effect, can only be used by Partner Eevee
Move Type Cat. Gen PP Pwr Secondary effect
Bouncy Bubble  Water  Special VII {{{PP}}} {{{Pwr}}} 50% of damage dealt to the target is restored to the user
Buzzy Buzz  Electric  Special VII {{{PP}}} {{{Pwr}}} Paralyzes the target
Sizzly Slide  Fire  Physical VII {{{PP}}} {{{Pwr}}} Burns the target
*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
Applies the effects of a screen to the user's side of the field
Can only be used by Partner Eevee
Move Type Cat. Gen PP Pwr Screen
Glitzy Glow  Psychic  Special VII {{{PP}}} {{{Pwr}}} Light Screen
Baddy Bad  Dark  Special VII {{{PP}}} {{{Pwr}}} Reflect
*Glitzy Glow and Baddy Bad were variations of Bouncy Bubble prior to Generation VIII.

Variations of Sappy Seed

10 PP, 100 Power, 90% Accuracy
Has a secondary effect, can only be used by Partner Eevee
Move Type Cat. Gen PP Pwr Secondary effect
Sappy Seed  Grass  Physical VII {{{PP}}} {{{Pwr}}} Applies a Leech Seed to the target
Freezy Frost  Ice  Special VII {{{PP}}} {{{Pwr}}} Resets stat changes of all active Pokémon to zero
*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
10% chance of secondary effect occurring
Move Type Cat. Gen PP Pwr Secondary effect
Acid*  Poison  Special I 30 {{{Pwr}}} Lowers Special Defense*
Ember  Fire  Special I 25 {{{Pwr}}} Inflicts burn
Thunder Shock  Electric  Special I 30 {{{Pwr}}} Inflicts paralysis
Bubble*  Water  Special I 30 {{{Pwr}}} Lowers Speed
Powder Snow  Ice  Special II 25 {{{Pwr}}} Freezes

Variations of Aeroblast

These are signature moves of Legendary Pokémon.

5 PP, 100 Power, 95% Accuracy
High critical hit ratio
Move Type Cat. Gen PP Pwr Signature move of:
Aeroblast  Flying  Special II {{{PP}}} {{{Pwr}}} Lugia
Spacial Rend  Dragon  Special IV {{{PP}}} {{{Pwr}}} Palkia

Variations of Ancient Power

5 PP, 60 Power, 100% Accuracy
10% chance of raising all stats
Move Type Cat. Gen PP Pwr {{{other}}}
Ancient Power  Rock  Special II {{{PP}}} {{{Pwr}}} {{{other}}}
Silver Wind  Bug  Special III {{{PP}}} {{{Pwr}}} {{{other}}}
Ominous Wind  Ghost  Special IV {{{PP}}} {{{Pwr}}} {{{other}}}

Variations of Barb Barrage

These are the signature moves of certain Hisuian Pokémon.

15 PP, 60 Power, 100% Accuracy
Power doubles if target has any status condition; 30% chance to inflict a status condition
Move Type Cat. Gen PP Pwr Status Condition
Barb Barrage*  Poison  Physical VIII {{{PP}}} {{{Pwr}}} Poison
Bitter Malice*  Ghost  Special VIII {{{PP}}} {{{Pwr}}} Frostbite
Infernal Parade*  Ghost  Special VIII {{{PP}}} {{{Pwr}}} Burn

Variations of Bite

25 PP, 60 Power, 100% Accuracy
30% chance of flinching
Move Type Cat. Gen PP Pwr {{{other}}}
Bite*  Dark  Physical I {{{PP}}} {{{Pwr}}} {{{other}}}
Heart Stamp  Psychic  Physical V {{{PP}}} {{{Pwr}}} {{{other}}}

Variations of Blizzard

5 or 10 PP, 110 Power, 70% Accuracy
Chance of inflicting a status condition, certain weather causes moves to not miss
Move Type Cat. Gen PP Pwr Additional effect
Blizzard*  Ice  Special I 5 {{{Pwr}}} 10% chance of freezing target
Thunder*  Electric  Special I 10 {{{Pwr}}} 30% chance of paralyzing target
Hurricane*  Flying  Special V 10 {{{Pwr}}} 30% chance of confusing target
*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
Deals double damage if user moves first
Move Type Cat. Gen PP Pwr {{{other}}}
Bolt Beak  Electric  Physical VIII {{{PP}}} {{{Pwr}}} {{{other}}}
Fishious Rend  Water  Physical VIII {{{PP}}} {{{Pwr}}} {{{other}}}

Variations of Bolt Strike

These are signature moves of Legendary Pokémon.

5 PP, 130 Power, 85% Accuracy
20% chance of inflicting a non-volatile status condition
Move Type Cat. Gen PP Pwr Status condition
Bolt Strike  Electric  Physical V {{{PP}}} {{{Pwr}}} Paralysis
Blue Flare  Fire  Special V {{{PP}}} {{{Pwr}}} Burn

Variations of Bone Rush

10 PP, 25 Power, 90% Accuracy
Hits multiple times
Move Type Cat. Gen PP Pwr {{{other}}}
Bone Rush  Ground  Physical II {{{PP}}} {{{Pwr}}} {{{other}}}
Rock Blast  Rock  Physical III {{{PP}}} {{{Pwr}}} {{{other}}}

Variations of Brine

10 PP, 65 Power, 100% Accuracy
Power doubles under certain conditions
Move Type Cat. Gen PP Pwr Condition
Brine  Water  Special IV {{{PP}}} {{{Pwr}}} Target's HP under 50%
Venoshock  Poison  Special V {{{PP}}} {{{Pwr}}} Target is poisoned
Hex*  Ghost  Special V {{{PP}}} {{{Pwr}}} Target has a non-volatile status condition

Variations of Bullet Seed

30 PP, 25 Power, 100% Accuracy
Hits multiple times
Move Type Cat. Gen PP Pwr {{{other}}}
Bullet Seed  Grass  Physical III {{{PP}}} {{{Pwr}}} {{{other}}}
Icicle Spear  Ice  Physical III {{{PP}}} {{{Pwr}}} {{{other}}}

Variations of Catastropika

1 PP, 210 Power, —% Accuracy
Signature Z-Move
Move Type Cat. Gen PP Pwr Pokémon
Catastropika  Electric  Physical VII {{{PP}}} {{{Pwr}}} Pikachu
Pulverizing Pancake  Normal  Physical VII {{{PP}}} {{{Pwr}}} Snorlax

Variations of Circle Throw

10 PP, 60 Power, 90% Accuracy
-6 priority, forces target to switch out
Move Type Cat. Gen PP Pwr {{{other}}}
Circle Throw  Fighting  Physical V {{{PP}}} {{{Pwr}}} {{{other}}}
Dragon Tail  Dragon  Physical V {{{PP}}} {{{Pwr}}} {{{other}}}

Variations of Collision Course

These are signature moves of Legendary Pokémon.

5 PP, 100 Power, 100% Accuracy
Boosted damage if the move is super effective on the target
Move Type Cat. Gen PP Pwr Signature move of
Collision Course  Fighting  Physical IX 5 {{{Pwr}}} Koraidon
Electro Drift  Electric  Special IX 5 {{{Pwr}}} Miraidon

Variations of Counter

20 PP, 100% Accuracy
-5 priority, counters the last move taken at twice the power
Move Type Cat. Gen PP Pwr Counters
Counter  Fighting  Physical I {{{PP}}} {{{Pwr}}} Physical moves
Mirror Coat  Psychic  Special II {{{PP}}} {{{Pwr}}} Special moves

Variations of Cross Chop

5 PP, 100 Power, 80% Accuracy
High critical hit ratio
Move Type Cat. Gen PP Pwr {{{other}}}
Cross Chop  Fighting  Physical II {{{PP}}} {{{Pwr}}} {{{other}}}
Stone Edge  Rock  Physical IV {{{PP}}} {{{Pwr}}} {{{other}}}

Variations of Crush Claw

10 PP, 75 Power, 95% Accuracy
50% chance to lower target's defense one stage
Move Type Cat. Gen PP Pwr {{{other}}}
Crush Claw  Normal  Physical III {{{PP}}} {{{Pwr}}} {{{other}}}
Razor Shell  Water  Physical V {{{PP}}} {{{Pwr}}} {{{other}}}

Variations of Crunch

10 or 15 PP, 80 or 90 Power, 100% Accuracy
Chance of lowering target's stat by one stage
Move Type Cat. Gen PP Pwr Affected stat
Psychic  Psychic  Special I 10 90 10% chance of lowering the target's Special Defense
Crunch  Dark  Physical II 15 80 20% chance of lowering the target's Defense*
Shadow Ball  Ghost  Special II 15 80 20% chance of lowering the target's Special Defense
Flash Cannon  Steel  Special IV 10 80 10% chance of lowering the target's Special Defense
Bug Buzz  Bug  Special IV 10 90 10% chance of lowering the target's Special Defense
Energy Ball  Grass  Special IV 10 90 10% chance of lowering the target's Special Defense
Earth Power  Ground  Special IV 10 90 10% chance of lowering the target's Special Defense

Variations of Dig

10 PP, 80 Power, 100% Accuracy
Two-turn move; double damage from certain moves
Move Type Cat. Gen PP Pwr Double damage from
Dig*  Ground  Physical I {{{PP}}} {{{Pwr}}} Earthquake and Magnitude
Dive*  Water  Physical III {{{PP}}} {{{Pwr}}} Surf and Whirlpool

Variations of Discharge

15 PP, 80 Power, 100% Accuracy
30% chance of causing a secondary effect, hits all adjacent Pokémon
Move Type Cat. Gen PP Pwr Secondary effect
Discharge  Electric  Special IV {{{PP}}} {{{Pwr}}} Paralysis
Lava Plume  Fire  Special IV {{{PP}}} {{{Pwr}}} Burn

Variations of Double-Edge

10 or 15 PP, 120 Power, 100% Accuracy
User receives recoil equal to ⅓ of the damage done to the target
Move Type Cat. Gen PP Pwr {{{other}}}
Double-Edge*  Normal  Physical I 15 {{{Pwr}}} {{{other}}}
Volt Tackle*  Electric  Physical III 15 {{{Pwr}}} {{{other}}}
Flare Blitz*  Fire  Physical IV 15 {{{Pwr}}} {{{other}}}
Brave Bird  Flying  Physical IV 15 {{{Pwr}}} {{{other}}}
Wood Hammer  Grass  Physical IV 15 {{{Pwr}}} {{{other}}}
Wave Crash*  Water  Physical VIII 10 {{{Pwr}}} {{{other}}}

Variations of Drill Peck

15 or 20 PP, 80 Power, 100% Accuracy
No additional effect
Move Type Cat. Gen PP Pwr {{{other}}}
Drill Peck  Flying  Physical I 20 {{{Pwr}}} {{{other}}}
Strength*  Normal  Physical I 15 {{{Pwr}}} {{{other}}}
Dragon Claw  Dragon  Physical III 15 {{{Pwr}}} {{{other}}}
Seed Bomb  Grass  Physical IV 15 {{{Pwr}}} {{{other}}}
X-Scissor  Bug  Physical IV 15 {{{Pwr}}} {{{other}}}
Power Gem*  Rock  Special IV 20 {{{Pwr}}} {{{other}}}

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
Deals double damage on Dynamax Pokémon
Move Type Cat. Gen PP Pwr {{{other}}}
Dynamax Cannon  Dragon  Special VIII {{{PP}}} {{{Pwr}}} {{{other}}}
Behemoth Blade  Steel  Physical VIII {{{PP}}} {{{Pwr}}} {{{other}}}
Behemoth Bash  Steel  Physical VIII {{{PP}}} {{{Pwr}}} {{{other}}}

Variations of Dynamic Punch

5 PP, 100 to 120 Power, 50% Accuracy
Causes a status condition
Move Type Cat. Gen PP Pwr Status condition
Dynamic Punch  Fighting  Physical II {{{PP}}} 100 Confusion
Inferno  Fire  Special V {{{PP}}} 100 Burn
Zap Cannon  Electric  Special III {{{PP}}} 120 Paralysis

Variations of Earthquake

10 PP, 100 Power, 100% Accuracy
Always has a special effect
Move Type Cat. Gen PP Pwr Special effect
Earthquake  Ground  Physical I {{{PP}}} {{{Pwr}}} Hits all adjacent Pokémon
Judgment  Normal  Special IV {{{PP}}} {{{Pwr}}} Type depends on held Plate

Variations of Eruption

5 PP, varying Power, 100% Accuracy
Higher damage when used with high HP
Move Type Cat. Gen PP Pwr {{{other}}}
Eruption  Fire  Special III {{{PP}}} {{{Pwr}}} {{{other}}}
Water Spout  Water  Special III {{{PP}}} {{{Pwr}}} {{{other}}}
Dragon Energy  Dragon  Special VIII {{{PP}}} {{{Pwr}}} {{{other}}}

Variations of False Swipe

40 PP, 40 Power, 100% Accuracy
Leaves target with at least 1HP
Move Type Cat. Gen PP Pwr {{{other}}}
False Swipe  Normal  Physical II {{{PP}}} {{{Pwr}}} {{{other}}}
Hold Back  Normal  Physical VI {{{PP}}} {{{Pwr}}} {{{other}}}

Variations of Fire Punch

10 or 15 PP, 75 Power, 100% Accuracy
10% chance to inflict a status condition
Move Type Cat. Gen PP Pwr Status condition
Fire Punch  Fire  Physical I 15 {{{Pwr}}} Burn
Ice Punch  Ice  Physical I 15 {{{Pwr}}} Freeze
Thunder Punch  Electric  Physical I 15 {{{Pwr}}} Paralysis
Signal Beam  Bug  Special III 15 {{{Pwr}}} Confusion
Relic Song  Normal  Special V 10 {{{Pwr}}} Sleep

Variations of Fire Spin

10 or 15 PP, 35 Power, 85% Accuracy
Binds target
Move Type Cat. Gen PP Pwr {{{other}}}
Fire Spin  Fire  Special I 15 {{{Pwr}}} {{{other}}}
Clamp*  Water  Physical I 10 {{{Pwr}}} {{{other}}}
Whirlpool  Water  Special II 15 {{{Pwr}}} {{{other}}}}
Sand Tomb  Ground  Physical III 15 {{{Pwr}}} {{{other}}}

Variations of Flail

15 PP, varying Power, 100% Accuracy
Higher damage when used with low HP
Move Type Cat. Gen PP Pwr {{{other}}}
Flail  Normal  Physical II {{{PP}}} {{{Pwr}}} {{{other}}}
Reversal  Fighting  Physical II {{{PP}}} {{{Pwr}}} {{{other}}}

Variations of Flame Charge

20 PP, 50 Power, 100% Accuracy
100% chance of a stat-changing secondary effect
Move Type Cat. Gen PP Pwr Secondary effect
Flame Charge  Fire  Physical V {{{PP}}} {{{Pwr}}} Raises user's Speed by one stage
Struggle Bug*  Bug  Special V {{{PP}}} {{{Pwr}}} Lowers target's Special Attack by one stage
Pounce  Bug  Physical IX {{{PP}}} {{{Pwr}}} Lowers target's Speed by one stage
Trailblaze  Grass  Physical IX {{{PP}}} {{{Pwr}}} Raises user's Speed by one stage
Chilling Water  Water  Special IX {{{PP}}} {{{Pwr}}} Lowers target's Attack by one stage

Variations of Flamethrower

10 or 15 PP, 90 Power, 100% Accuracy
10% chance of inflicting a non-volatile status condition, targets one opponent
Move Type Cat. Gen PP Pwr Status condition
Flamethrower  Fire  Special I 15 {{{Pwr}}} Burn
Ice Beam  Ice  Special I 10 {{{Pwr}}} Freeze
Thunderbolt  Electric  Special I 15 {{{Pwr}}} Paralysis

Variations of Focus Blast

5 PP, 120 Power, 70 or 80% Accuracy
Chance of inflicting a status condition
Move Type Cat. Gen PP Pwr Additional effect
Focus Blast  Fighting  Special IV {{{PP}}} {{{Pwr}}} 10% chance of lowering the target's Special Defense
Gunk Shot  Poison  Physical V {{{PP}}} {{{Pwr}}} 30% chance of poisoning target

Variations of Fury Attack

20 PP, 15 Power, 85% Accuracy
Hits multiple times
Move Type Cat. Gen PP Pwr {{{other}}}
Fury Attack  Normal  Physical I {{{PP}}} {{{Pwr}}} {{{other}}}
Barrage  Normal  Physical I {{{PP}}} {{{Pwr}}} {{{other}}}

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
Power doubles if hit by Fusion Flare or Fusion Bolt in the same turn
Move Type Cat. Gen PP Pwr Power doubled by
Fusion Flare  Fire  Special V {{{PP}}} {{{Pwr}}} Fusion Bolt
Fusion Bolt  Electric  Physical V {{{PP}}} {{{Pwr}}} Fusion Flare

Variations of Giga Drain

10 PP, 75 Power, 100% Accuracy
Restores HP by half damage dealt
Move Type Cat. Gen PP Pwr {{{other}}}
Giga Drain*  Grass  Special II {{{PP}}} {{{Pwr}}} {{{other}}}
Drain Punch*  Fighting  Physical IV {{{PP}}} {{{Pwr}}} {{{other}}}
Horn Leech  Grass  Physical V {{{PP}}} {{{Pwr}}} {{{other}}}

Variations of Gyro Ball

5 or 10 PP, varying Power, 100% Accuracy
Power depends on user's and target's Speed; cannot affect targets with Bulletproof
Move Type Cat. Gen PP Pwr Higher damage with
Gyro Ball  Steel  Physical IV 5 {{{Pwr}}} Lower Speed compared to the target
Electro Ball  Electric  Special V 10 {{{Pwr}}} Higher Speed compared to the target

Variations of Hammer Arm

10 PP, 100 Power, 90% Accuracy
Lowers user's Speed; punching moves
Move Type Cat. Gen PP Pwr {{{other}}}
Hammer Arm  Fighting  Physical IV {{{PP}}} {{{Pwr}}} {{{other}}}
Ice Hammer  Ice  Physical VII {{{PP}}} {{{Pwr}}} {{{other}}}

Variations of Heavy Slam

10 PP, varying Power, 100% Accuracy
Deals more damage if user's weight is higher compared to the target
Move Type Cat. Gen PP Pwr {{{other}}}
Heavy Slam  Steel  Physical V {{{PP}}} {{{Pwr}}} {{{other}}}
Heat Crash  Fire  Physical V {{{PP}}} {{{Pwr}}} {{{other}}}

Variations of Hyper Beam

5 PP, 150 Power, 90% Accuracy
User must rest the turn after its use
Move Type Cat. Gen PP Pwr {{{other}}}
Hyper Beam*  Normal  Special I {{{PP}}} {{{Pwr}}} {{{other}}}
Blast Burn  Fire  Special III {{{PP}}} {{{Pwr}}} {{{other}}}
Hydro Cannon  Water  Special III {{{PP}}} {{{Pwr}}} {{{other}}}
Frenzy Plant  Grass  Special III {{{PP}}} {{{Pwr}}} {{{other}}}
Giga Impact  Normal  Physical IV {{{PP}}} {{{Pwr}}} {{{other}}}
Rock Wrecker  Rock  Physical IV {{{PP}}} {{{Pwr}}} {{{other}}}
Roar of Time  Dragon  Special IV {{{PP}}} {{{Pwr}}} {{{other}}}
Meteor Assault  Fighting  Physical VIII {{{PP}}} {{{Pwr}}} {{{other}}}

Variations of Hyper Fang

15 PP, 80 Power, 90% Accuracy
Has a chance of causing the target to flinch
Move Type Cat. Gen PP Pwr Chance
Hyper Fang  Normal  Physical I {{{PP}}} {{{Pwr}}} 10%
Zen Headbutt  Psychic  Physical IV {{{PP}}} {{{Pwr}}} 20%

Variations of Icy Wind

15 PP, 55 Power, 95% Accuracy
Lowers target's stat one stage
Move Type Cat. Gen PP Pwr Stat lowered
Icy Wind  Ice  Special II {{{PP}}} {{{Pwr}}} Speed
Mud Shot  Ground  Special III {{{PP}}} {{{Pwr}}} Speed
Electroweb  Electric  Special V {{{PP}}} {{{Pwr}}} Speed
Snarl  Dark  Special V {{{PP}}} {{{Pwr}}} Special Attack

Variations of Iron Tail

10-15 PP, 100 Power, 75% Accuracy
Chance of secondary effect
Move Type Cat. Gen PP Pwr Secondary effect
Iron Tail  Steel  Physical II 15 {{{Pwr}}} 30% chance of lowering target's Defense by one stage
Dragon Rush  Dragon  Physical IV 10 {{{Pwr}}} 20% chance of causing flinching

Variations of Jump Kick

10 or 15 PP, 100 Power, 95% Accuracy
If the move misses, the user takes crash damage equivalent to 50% of their max HP
Move Type Cat. Gen PP Pwr {{{other}}}
Jump Kick  Fighting  Physical I 10 {{{Pwr}}} {{{other}}}
Supercell Slam  Electric  Physical IX 15 {{{Pwr}}} {{{other}}}

Variations of Karate Chop

25 PP, 50 Power, 100% Accuracy
High critical hit ratio
Move Type Cat. Gen PP Pwr {{{other}}}
Karate Chop*  Fighting  Physical I {{{PP}}} {{{Pwr}}} {{{other}}}
Poison Tail*  Poison  Physical III {{{PP}}} {{{Pwr}}} {{{other}}}

Variations of Last Respects

10 PP, 50 Power, 100% Accuracy
Signature move, power is increased by 50 each time a specific event occurs
Move Type Cat. Gen PP Pwr Power increased when
Last Respects  Ghost  Physical IX {{{PP}}} {{{Pwr}}} A Pokémon on the user's team faints
Rage Fist  Ghost  Physical IX {{{PP}}} {{{Pwr}}} The user is hit by a damaging move

Variations of Leaf Blade

15 PP, 90 Power, 100% Accuracy
High critical hit ratio, signature move (at any point in time)
Move Type Cat. Gen PP Pwr Signature move of...
Leaf Blade*  Grass  Physical III {{{PP}}} {{{Pwr}}} Grovyle and SceptileGen. III
Attack Order  Bug  Physical IV {{{PP}}} {{{Pwr}}} Vespiquen

Variations of Low Kick

20 PP, varying Power, 100% Accuracy
Greater damage on heavier target
Move Type Cat. Gen PP Pwr {{{other}}}
Low Kick*  Fighting  Physical I {{{PP}}} {{{Pwr}}} {{{other}}}
Grass Knot  Grass  Special IV {{{PP}}} {{{Pwr}}} {{{other}}}

Variations of Lunge

15 PP, 80 Power, 100% Accuracy
Lowers target's stat one stage
Move Type Cat. Gen PP Pwr Stat lowered
Lunge  Bug  Physical VII {{{PP}}} {{{Pwr}}} Attack
Fire Lash  Fire  Physical VII {{{PP}}} {{{Pwr}}} Defense
Drum Beating  Grass  Physical VIII {{{PP}}} {{{Pwr}}} Speed
Apple Acid  Grass  Special VIII {{{PP}}} {{{Pwr}}} Special Defense
Grav Apple  Grass  Physical VIII {{{PP}}} {{{Pwr}}} Defense

Variations of Luster Purge

These are the signature moves of the Eon duo, Latios and Latias.

5 PP, 95 Power, 100% Accuracy
50% chance of lowering the target's stat by 1 stage
Move Type Cat. Gen PP Pwr Lowered stat
Luster Purge  Psychic  Special III {{{PP}}} {{{Pwr}}} Special Defense
Mist Ball  Psychic  Special III {{{PP}}} {{{Pwr}}} Special Attack

Variations of Megahorn

10 PP, 120 Power, 85% Accuracy
No additional effect
Move Type Cat. Gen PP Pwr {{{other}}}
Megahorn*  Bug  Physical II {{{PP}}} {{{Pwr}}} {{{other}}}
Power Whip  Grass  Physical IV {{{PP}}} {{{Pwr}}} {{{other}}}
Precipice Blades*  Ground  Physical VI {{{PP}}} {{{Pwr}}} {{{other}}}

Variations of Metal Burst

10 PP, 100% Accuracy
Returns 1.5 times the damage dealt by the opponent's last attack
Move Type Cat. Gen PP Pwr {{{other}}}
Metal Burst  Steel  Physical IV {{{PP}}} {{{Pwr}}} {{{other}}}
Comeuppance  Dark  Physical IX {{{PP}}} {{{Pwr}}} {{{other}}}

Variations of Needle Arm

10 or 15 PP, 60 Power, 100% Accuracy
30% chance of causing a secondary effect
Move Type Cat. Gen PP Pwr Secondary effect
Needle Arm  Grass  Physical III 15 {{{Pwr}}} Flinching
Force Palm  Fighting  Physical IV 10 {{{Pwr}}} Paralysis

Variations of Octazooka

10 PP, 65 Power, 85% Accuracy
30% chance of lowering target's accuracy by one stage
Move Type Cat. Gen PP Pwr {{{other}}}
Octazooka  Water  Special II {{{PP}}} {{{Pwr}}} {{{other}}}
Mud Bomb  Ground  Special IV {{{PP}}} {{{Pwr}}} {{{other}}}
Mirror Shot  Steel  Special IV {{{PP}}} {{{Pwr}}} {{{other}}}

Variations of Overheat

5 PP, 130 Power, 90% Accuracy
Lowers user's Special Attack two stages
Move Type Cat. Gen PP Pwr {{{other}}}
Overheat  Fire  Special III {{{PP}}} {{{Pwr}}} {{{other}}}
Draco Meteor  Dragon  Special IV {{{PP}}} {{{Pwr}}} {{{other}}}
Leaf Storm  Grass  Special IV {{{PP}}} {{{Pwr}}} {{{other}}}
Fleur Cannon  Fairy  Special VII {{{PP}}} {{{Pwr}}} {{{other}}}
*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
Eats and gains the effect of the target's held Berry
Move Type Cat. Gen PP Pwr {{{other}}}
Pluck  Flying  Physical IV {{{PP}}} {{{Pwr}}} {{{other}}}
Bug Bite  Bug  Physical IV {{{PP}}} {{{Pwr}}} {{{other}}}

Variations of Pound

30, 35, or 40 PP, 40 Power, 100% Accuracy
No additional effect
Move Type Cat. Gen PP Pwr {{{other}}}
Pound  Normal  Physical I 35 {{{Pwr}}} {{{other}}}
Scratch  Normal  Physical I 35 {{{Pwr}}} {{{other}}}
Gust*  Flying  Special I 35 {{{Pwr}}} {{{other}}}
Tackle*  Normal  Physical I 35 {{{Pwr}}} {{{other}}}
Fairy Wind  Fairy  Special VI 30 {{{Pwr}}} {{{other}}}
Leafage  Grass  Physical VII 40 {{{Pwr}}} {{{other}}}
Branch Poke  Grass  Physical VIII 40 {{{Pwr}}} {{{other}}}

Variations of Psybeam

20 PP, 65 Power, 100% Accuracy
Chance of an additional effect occurring
Move Type Cat. Gen PP Pwr Additional effect
Psybeam  Psychic  Special I {{{PP}}} {{{Pwr}}} 10% chance of inflicting confusion
Bubble Beam  Water  Special I {{{PP}}} {{{Pwr}}} 10% chance of lowering target's Speed one stage
Aurora Beam  Ice  Special I {{{PP}}} {{{Pwr}}} 10% chance of lowering target's Attack one stage
Sludge  Poison  Special I {{{PP}}} {{{Pwr}}} 30% chance of inflicting poison
Spark  Electric  Physical II {{{PP}}} {{{Pwr}}} 30% chance of inflicting paralysis

Variations of Psyblade

15 PP, 80 Power, 100% Accuracy
Power is increased by 50% under a certain field condition
Move Type Cat. Gen PP Pwr Field condition
Psyblade  Psychic  Physical IX {{{PP}}} {{{Pwr}}} Electric Terrain
Hydro Steam  Water  Special IX {{{PP}}} {{{Pwr}}} Harsh sunlight

Variations of Psyshock

10 PP, 80 Power, 100% Accuracy
Uses alternative stats to calculate damage
Move Type Cat. Gen PP Pwr Effect
Psyshock  Psychic  Special V {{{PP}}} {{{Pwr}}} Uses opponent's Defense in place of Special Defense
Body Press  Fighting  Physical VIII {{{PP}}} {{{Pwr}}} Uses user's Defense in place of Attack

Variations of Quick Attack

20 or 30 PP, 40 Power, 100% Accuracy
+1 priority
Move Type Cat. Gen PP Pwr {{{other}}}
Quick Attack  Normal  Physical I 30 {{{Pwr}}} {{{other}}}
Mach Punch  Fighting  Physical II 30 {{{Pwr}}} {{{other}}}
Aqua Jet  Water  Physical IV 20 {{{Pwr}}} {{{other}}}
Vacuum Wave  Fighting  Special IV 30 {{{Pwr}}} {{{other}}}
Bullet Punch  Steel  Physical IV 30 {{{Pwr}}} {{{other}}}
Ice Shard  Ice  Physical IV 30 {{{Pwr}}} {{{other}}}
Shadow Sneak  Ghost  Physical IV 30 {{{Pwr}}} {{{other}}}
Accelerock  Rock  Physical VII 20 {{{Pwr}}} {{{other}}}

Variations of Return

20 PP, varying Power, 100% Accuracy
Power depends on user's friendship
Move Type Cat. Gen PP Pwr Higher damage with
Return  Normal  Physical II {{{PP}}} {{{Pwr}}} High friendship
Frustration  Normal  Physical II {{{PP}}} {{{Pwr}}} Low friendship

Variations of Revenge

10 PP, 60 Power, 100% Accuracy
-4 priority, doubles in power if user was damaged
Move Type Cat. Gen PP Pwr {{{other}}}
Revenge  Fighting  Physical III {{{PP}}} {{{Pwr}}} {{{other}}}
Avalanche  Ice  Physical IV {{{PP}}} {{{Pwr}}} {{{other}}}

Variations of Rollout

20 PP, 30 Power, 90% Accuracy
Power doubles with each consecutive hit; also doubles if Defense Curl is used
Move Type Cat. Gen PP Pwr {{{other}}}
Rollout  Rock  Physical II {{{PP}}} {{{Pwr}}} {{{other}}}
Ice Ball  Ice  Physical III {{{PP}}} {{{Pwr}}} {{{other}}}

Variations of Sacred Fire

5 PP, 100 Power, 95% Accuracy
50% chance of causing a secondary effect, signature move (at any point in time)
Move Type Cat. Gen PP Pwr Secondary effect
Sacred Fire*  Fire  Physical II {{{PP}}} {{{Pwr}}} Burn
Diamond Storm*  Rock  Physical VI {{{PP}}} {{{Pwr}}} Raises user's Defense by 2 stages per target*

Variations of Seismic Toss

15 or 20 PP, 100% Accuracy
Damage equal to user's level
Move Type Cat. Gen PP Pwr {{{other}}}
Seismic Toss  Fighting  Physical I 20 {{{Pwr}}} {{{other}}}
Night Shade  Ghost  Special I 15 {{{Pwr}}} {{{other}}}

Variations of Shadow Bone

10 PP, 85 Power, 100% Accuracy
20% chance of lowering Defense one stage
Move Type Cat. Gen PP Pwr {{{other}}}
Shadow Bone  Ghost  Physical VII {{{PP}}} {{{Pwr}}} {{{other}}}
Liquidation  Water  Physical VII {{{PP}}} {{{Pwr}}} {{{other}}}

Variations of Skull Bash

10 PP, 130 Power, 100% Accuracy
Needs to charge, raises stat by one stage on the first turn
Move Type Cat. Gen PP Pwr Stat raised
Skull Bash  Normal  Physical I {{{PP}}} {{{Pwr}}} Defense
Electro Shot  Electric  Special IX {{{PP}}} {{{Pwr}}} Special Attack

Variations of Sky Attack

These are signature moves and formerly signature moves of Legendary Pokémon.

5 PP, 140 Power, 90% Accuracy
Needs to charge, 30% chance of causing a secondary effect
Move Type Cat. Gen PP Pwr Secondary effect
Sky Attack*  Flying  Physical I {{{PP}}} {{{Pwr}}} Flinch
Freeze Shock*  Ice  Physical V {{{PP}}} {{{Pwr}}} Paralysis
Ice Burn*  Ice  Special V {{{PP}}} {{{Pwr}}} Burn

Variations of Slash

15 or 20 PP, 70 Power, 100% Accuracy
High critical hit ratio
Move Type Cat. Gen PP Pwr {{{other}}}
Slash  Normal  Physical I 20 {{{Pwr}}} {{{other}}}
Night Slash  Dark  Physical IV 15 {{{Pwr}}} {{{other}}}
Shadow Claw  Ghost  Physical IV 15 {{{Pwr}}} {{{other}}}
Psycho Cut  Psychic  Physical IV 20 {{{Pwr}}} {{{other}}}
Cross Poison*  Poison  Physical IV 20 {{{Pwr}}} {{{other}}}
Aqua Cutter  Water  Physical IX 20 {{{Pwr}}} {{{other}}}
*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
Chance of causing a secondary effect
Move Type Cat. Gen PP Pwr Secondary effect
Sludge Wave  Poison  Special V {{{PP}}} {{{Pwr}}} 10% chance of poisoning, hits all adjacent Pokémon
Moonblast  Fairy  Special VI {{{PP}}} {{{Pwr}}} 30% chance of lowering target's Special Attack by one stage

Variations of Smelling Salts

10 PP, 70 Power, 100% Accuracy
Double damage on target with non-volatile status, cures non-volatile status on target
Move Type Cat. Gen PP Pwr Cured status condition
Smelling Salts  Normal  Physical III {{{PP}}} {{{Pwr}}} Paralysis
Wake-Up Slap  Fighting  Physical IV {{{PP}}} {{{Pwr}}} Sleep

Variations of Springtide Storm

These are the signature moves of the Forces of Nature.

10 PP, 100 Power, 80% Accuracy
30% chance of causing a secondary effect
Move Type Cat. Gen PP Pwr Secondary effect
Springtide Storm  Fairy  Special VIII {{{PP}}} {{{Pwr}}} Depends on Enamorus's Forme*
Bleakwind Storm  Flying  Special VIII {{{PP}}} {{{Pwr}}} Frostbite
Wildbolt Storm  Electric  Special VIII {{{PP}}} {{{Pwr}}} Paralysis
Sandsear Storm  Ground  Special VIII {{{PP}}} {{{Pwr}}} Burn

Variations of Steel Beam

5 PP, 140 Power, 95% Accuracy
User takes recoil damage equal to 1/2 its max HP
Move Type Cat. Gen PP Pwr {{{other}}}
Steel Beam  Steel  Special VIII {{{PP}}} {{{Pwr}}} {{{other}}}
Chloroblast  Grass  Special VIII {{{PP}}} {{{Pwr}}} {{{other}}}

Variations of Stomp

20 PP, 65 Power, 100% Accuracy
30% chance of flinching, doubles in power if target has used Minimize
Move Type Cat. Gen PP Pwr {{{other}}}
Stomp  Normal  Physical I {{{PP}}} {{{Pwr}}} {{{other}}}
Steamroller  Bug  Physical V {{{PP}}} {{{Pwr}}} {{{other}}}

Variations of Stomping Tantrum

10 or 5 PP, 75 Power, 100% Accuracy
Doubles in power after a certain effect occurs
Move Type Cat. Gen PP Pwr Condition
Stomping Tantrum  Ground  Physical VII 10 {{{Pwr}}} If the user's previous move missed or failed, but was not protected from
Lash Out  Dark  Physical VIII 5 {{{Pwr}}} If the user's stats were lowered
Temper Flare  Fire  Physical IX 10 {{{Pwr}}} If the user's previous move missed or failed, but was not protected from

Variations of Stone Axe

These are the signature moves of Hisuian Pokémon.

15 PP, 65 Power, 90% Accuracy
High critical hit ratio, leaves splinters in the targetLA
Sets up a trap on the target's side of the fieldSV
Move Type Cat. Gen PP Pwr Trap setSV
Stone Axe*  Rock  Physical VIII {{{PP}}} {{{Pwr}}} Stealth Rock
Ceaseless Edge*  Dark  Physical VIII {{{PP}}} {{{Pwr}}} One use of spikes

Variations of Stored Power

10 PP, 20 Power, 100% Accuracy
Increases base power the more positive stat changes the user has built up
Move Type Cat. Gen PP Pwr {{{other}}}
Stored Power  Psychic  Special V {{{PP}}} {{{Pwr}}} {{{other}}}
Power Trip  Dark  Physical VII {{{PP}}} {{{Pwr}}} {{{other}}}

Variations of Storm Throw

10 PP, 60 Power
Always results in a critical hit
Move Type Cat. Gen PP Pwr {{{other}}}
Storm Throw  Fighting  Physical V {{{PP}}} {{{Pwr}}} {{{other}}}
Frost Breath  Ice  Special V {{{PP}}} {{{Pwr}}} {{{other}}}

Variations of Sucker Punch

5 PP, 70 Power
Strikes first, but fails if the target isn't using a damaging move on the turn
Move Type Cat. Gen PP Pwr {{{other}}}
Sucker Punch  Dark  Physical IV {{{PP}}} {{{Pwr}}} {{{other}}}
Thunderclap  Electric  Special IX {{{PP}}} {{{Pwr}}} {{{other}}}

Variations of Sunsteel Strike

These are the signature moves of the Light trio, Lunala, Necrozma, and Solgaleo.

5 PP, 100 Power, 100% Accuracy
Ignores the target's Ability
Move Type Cat. Gen PP Pwr {{{other}}}
Sunsteel Strike  Steel  Physical VII {{{PP}}} {{{Pwr}}} {{{other}}}
Moongeist Beam  Ghost  Special VII {{{PP}}} {{{Pwr}}} {{{other}}}
Photon Geyser*  Psychic  Special VII {{{PP}}} {{{Pwr}}} {{{other}}}

Variations of Superpower

5 PP, 120 Power, 100% Accuracy
Lowers two of the user's stats by one stage each
Move Type Cat. Gen PP Pwr Stats lowered
Superpower  Fighting  Physical III {{{PP}}} {{{Pwr}}} Attack, Defense
Close Combat  Fighting  Physical IV {{{PP}}} {{{Pwr}}} Defense, Special Defense
Dragon Ascent  Flying  Physical VI {{{PP}}} {{{Pwr}}} Defense, Special Defense
Headlong Rush  Ground  Physical VIII {{{PP}}} {{{Pwr}}} Defense, Special Defense*
Armor Cannon  Fire  Special IX {{{PP}}} {{{Pwr}}} Defense, Special Defense

Variations of Super Fang

10 PP, 90% Accuracy
Deals damage equal to half target's remaining HP
Move Type Cat. Gen PP Pwr {{{other}}}
Super Fang  Normal  Physical I {{{PP}}} {{{Pwr}}} {{{other}}}
Nature's Madness  Fairy  Special VII {{{PP}}} {{{Pwr}}} {{{other}}}
Ruination  Dark  Special IX {{{PP}}} {{{Pwr}}} {{{other}}}

Variations of Surf

10-15 PP, 90 Power, 100% Accuracy
Targets more than one Pokémon in Double and Triple Battles
Move Type Cat. Gen PP Pwr Targets
Surf*  Water  Special I {{{PP}}} {{{Pwr}}} All opposing PokémonGen. III/all adjacent PokémonGen. IV+
Hyper Voice  Normal  Special III {{{PP}}} {{{Pwr}}} All adjacent opponents
Petal Blizzard  Grass  Physical VI {{{PP}}} {{{Pwr}}} All adjacent Pokémon
Land's Wrath*  Ground  Physical VI {{{PP}}} {{{Pwr}}} All adjacent opponents

Variations of Swift

20 PP, 60 Power, —% Accuracy
Never misses
Move Type Cat. Gen PP Pwr {{{other}}}
Swift  Normal  Special I {{{PP}}} {{{Pwr}}} {{{other}}}
Feint Attack  Dark  Physical II {{{PP}}} {{{Pwr}}} {{{other}}}
Shadow Punch  Ghost  Physical III {{{PP}}} {{{Pwr}}} {{{other}}}
Aerial Ace  Flying  Physical III {{{PP}}} {{{Pwr}}} {{{other}}}
Magical Leaf  Grass  Special III {{{PP}}} {{{Pwr}}} {{{other}}}
Shock Wave  Electric  Special III {{{PP}}} {{{Pwr}}} {{{other}}}
Magnet Bomb  Steel  Physical IV {{{PP}}} {{{Pwr}}} {{{other}}}

Variations of Techno Blast

These are signature moves of Legendary Pokémon.

5 or 10 PP, 120 Power, 100% Accuracy
Type varies depending on specific held item
Move Type Cat. Gen PP Pwr Signature move of:
Techno Blast  Normal  Special V 5 {{{Pwr}}} Genesect
Multi-Attack  Normal  Physical VII 10 {{{Pwr}}} Silvally

Variations of Thief

25 PP, 60 Power, 100% Accuracy
Steals the target's held item
Move Type Cat. Gen PP Pwr {{{other}}}
Thief  Dark  Physical II 10 {{{Pwr}}} {{{other}}}
Covet  Normal  Physical III 40 {{{Pwr}}} {{{other}}}
*The PP column refers to the PP before Generation VI.

Variations of Thrash

10 PP, 120* Power, 100*% Accuracy
Lasts 2-3 turns, user becomes confused
Fixates the user on the moveLA
Move Type Cat. Gen PP Pwr {{{other}}}
Thrash*  Normal  Physical I {{{PP}}} {{{Pwr}}} {{{other}}}
Petal Dance*  Grass  Special I {{{PP}}} {{{Pwr}}} {{{other}}}
Outrage*  Dragon  Physical II {{{PP}}} {{{Pwr}}} {{{other}}}
Raging Fury  Fire  Physical VIII {{{PP}}} {{{Pwr}}} {{{other}}}

Variations of U-turn

20 PP, 60 or 70 Power, 100% Accuracy
User switches after dealing damage
Move Type Cat. Gen PP Pwr {{{other}}}
U-turn  Bug  Physical IV {{{PP}}} {{{Pwr}}} {{{other}}}
Volt Switch  Electric  Special V {{{PP}}} {{{Pwr}}} {{{other}}}
Flip Turn  Water  Physical VIII {{{PP}}} {{{Pwr}}} {{{other}}}

Variations of Waterfall

10, 15, or 20 PP, 80 Power, 100% Accuracy
Chance of causing a secondary effect, single target
Move Type Cat. Gen PP Pwr Secondary effect
Waterfall*  Water  Physical I 15 {{{Pwr}}} 20% chance of flinching*
Extrasensory  Psychic  Special III 20* {{{Pwr}}} 10% chance of flinching
Poison Jab  Poison  Physical IV 20 {{{Pwr}}} 30% chance of poisoning
Dark Pulse  Dark  Special IV 15 {{{Pwr}}} 20% chance of flinching
Iron Head  Steel  Physical IV 15 {{{Pwr}}} 30% chance of flinching
Scald  Water  Special V 15 {{{Pwr}}} 30% chance of burning
Zing Zap  Electric  Physical VII 10 {{{Pwr}}} 30% chance of flinching

Variations of Weather Ball

10 PP, 50 Power, 100% Accuracy
Power doubles under a field condition
Move Type Cat. Gen PP Pwr Field condition
Weather Ball  Normal  Physical III {{{PP}}} {{{Pwr}}} Any type of weather, except strong winds
Terrain Pulse  Normal  Physical VIII {{{PP}}} {{{Pwr}}} Any type of terrain

Variations of Wring Out

5 or 10 PP, Varying Power, 100% Accuracy
Does more damage if the target's current HP is high
Move Type Cat. Gen PP Pwr {{{other}}}
Wring Out  Normal  Special IV 5 {{{Pwr}}} {{{other}}}
Crush Grip  Normal  Physical IV 5 {{{Pwr}}} {{{other}}}
Hard Press  Steel  Physical IX 10 {{{Pwr}}} {{{other}}}

List of status move variations

Terrain moves

10 PP
Causes a special effect for all grounded Pokémon for 5 turns
Move Type Cat. Gen PP Pwr Effect
Grassy Terrain  Grass  Status VI {{{PP}}} {{{Pwr}}} Powers up Grass moves, powers down Earthquake, Magnitude and Bulldoze, grounded Pokémon heal by 1/16 of max HP each turn
Misty Terrain  Fairy  Status VI {{{PP}}} {{{Pwr}}} Powers down Dragon moves, prevents status conditions and confusionGen. VIII
Electric Terrain  Electric  Status VI {{{PP}}} {{{Pwr}}} Powers up Electric moves, prevents sleep
Psychic Terrain  Psychic  Status VII {{{PP}}} {{{Pwr}}} Powers up Psychic moves, prevents the use of priority moves

Weather moves

5 or 10 PP
Changes in-battle weather for 5 turns, does not replace heavy rain, extremely harsh sunlight, or strong winds
Move Type Cat. Gen PP Pwr Weather
Sandstorm  Rock  Status II 10 {{{Pwr}}} Sandstorm
Rain Dance  Water  Status II 5 {{{Pwr}}} Rain
Sunny Day  Fire  Status II 5 {{{Pwr}}} Harsh sunlight
Hail  Ice  Status III 10 {{{Pwr}}} Hail
Snowscape  Ice  Status IX 10 {{{Pwr}}} Snow

Variations of After You

15 PP
Changes move order of the target
Move Type Cat. Gen PP Pwr Change
After You  Normal  Status V {{{PP}}} {{{Pwr}}} Target moves next
Quash  Dark  Status V {{{PP}}} {{{Pwr}}} Target moves last

Variations of Camouflage

15 or 20 PP
Changes user's type
Move Type Cat. Gen PP Pwr Changes to
Camouflage  Normal  Status III 20 {{{Pwr}}} Varies with the terrain
Reflect Type  Normal  Status V 15 {{{Pwr}}} Same as opponent's type

Variations of Charm

15 or 20 PP, 100% Accuracy
Lowers target's stat by two stages
Move Type Cat. Gen PP Pwr Stats affected
Charm*  Fairy  Status II 20 {{{Pwr}}} Attack
Feather Dance  Flying  Status III 15 {{{Pwr}}} Attack
Fake Tears  Dark  Status III 20 {{{Pwr}}} Special Defense
Captivate*  Normal  Status IV 20 {{{Pwr}}} Special Attack
Eerie Impulse  Electric  Status VI 15 {{{Pwr}}} Special Attack

Variations of Confide

20 PP
Lowers target's stat by one stage, unaffected by protecting moves
Move Type Cat. Gen PP Pwr Stat affected
Confide*  Normal  Status VI {{{PP}}} {{{Pwr}}} Special Attack
Play Nice  Normal  Status VI {{{PP}}} {{{Pwr}}} Attack

Variations of Conversion

These are signature moves of Porygon's evolutionary line.

30 PP
Changes user's type
Move Type Cat. Gen PP Pwr Changes to
Conversion  Normal  Status I {{{PP}}} {{{Pwr}}} One of the user's moves
Conversion 2  Normal  Status II {{{PP}}} {{{Pwr}}} Type that resists opponent's last move

Variations of Destiny Bond

5 PP
Requires user to faint
Move Type Cat. Gen PP Pwr Effect
Destiny Bond  Ghost  Status II {{{PP}}} {{{Pwr}}} Knocks out target if target knocked out the user in the same turn
Grudge  Ghost  Status III {{{PP}}} {{{Pwr}}} Brings PP of move that knocked the user out to 0

Variations of Disable

15 or 20 PP, 100% Accuracy
Disables the opponent's moves or items
Move Type Cat. Gen PP Pwr Disables
Disable  Normal  Status I 20 {{{Pwr}}} The affected move
Torment  Dark  Status III 15 {{{Pwr}}} Using moves twice in a row
Taunt  Dark  Status III 20 {{{Pwr}}} Status moves
Embargo  Dark  Status IV 15 {{{Pwr}}} Using items
Heal Block  Psychic  Status IV 15 {{{Pwr}}} Moves and items that restore HP*

Variations of Follow Me

20 PP
+2 priority*, forces all opponents to target the user
Move Type Cat. Gen PP Pwr {{{other}}}
Follow Me  Normal  Status III {{{PP}}} {{{Pwr}}} {{{other}}}
Rage Powder  Bug  Status V {{{PP}}} {{{Pwr}}} {{{other}}}

Variations of Foresight

40 PP, 100% Accuracy
Removes a type immunity and negates target's evasiveness
Move Type Cat. Gen PP Pwr Removed immunity
Foresight  Normal  Status II {{{PP}}} {{{Pwr}}} Ghost types are affected by Normal and Fighting moves
Odor Sleuth  Normal  Status III {{{PP}}} {{{Pwr}}} Ghost types are affected by Normal and Fighting moves
Miracle Eye  Psychic  Status IV {{{PP}}} {{{Pwr}}} Dark types are affected by Psychic moves

Variations of Guard Split

10 PP
Averages the target's stats with the user
Move Type Cat. Gen PP Pwr Affected stats
Guard Split  Psychic  Status V {{{PP}}} {{{Pwr}}} Defense and Special Defense
Power Split  Psychic  Status V {{{PP}}} {{{Pwr}}} Attack and Special Attack

Variations of Harden

30 PP
Raises a stat by one stage
Move Type Cat. Gen PP Pwr Stat affected
Harden  Normal  Status I {{{PP}}} {{{Pwr}}} Defense
Sharpen  Normal  Status I {{{PP}}} {{{Pwr}}} Attack

Variations of Heal Bell

5 PP
Cures user's party of status conditions
Move Type Cat. Gen PP Pwr {{{other}}}
Heal Bell  Normal  Status II {{{PP}}} {{{Pwr}}} {{{other}}}
Aromatherapy  Grass  Status III {{{PP}}} {{{Pwr}}} {{{other}}}

Variations of Heal Pulse

10 PP
Heals target by 1/2 of its max HP
Move Type Cat. Gen PP Pwr {{{other}}}
Heal Pulse  Psychic  Status V {{{PP}}} {{{Pwr}}} {{{other}}}
Floral Healing  Fairy  Status VII {{{PP}}} {{{Pwr}}} {{{other}}}

Variations of Ingrain

20 PP
Heals user by 1/16 of its maximum HP each turn
Move Type Cat. Gen PP Pwr {{{other}}}
Ingrain*  Grass  Status III {{{PP}}} {{{Pwr}}} {{{other}}}
Aqua Ring  Water  Status IV {{{PP}}} {{{Pwr}}} {{{other}}}

Variations of Jungle Healing

5 or 10 PP
Heals user and allies by 1/4 of their maximum HP and removes any non-volatile status conditions they may have
Move Type Cat. Gen PP Pwr {{{other}}}
Jungle Healing  Grass  Status VIII {{{PP}}} {{{Pwr}}} {{{other}}}
Lunar Blessing  Psychic  Status VIII {{{PP}}} {{{Pwr}}} {{{other}}}

Variations of Magnetic Flux

20 PP
Raises the stats of allied Pokémon with Plus or Minus
Move Type Cat. Gen PP Pwr Boosted stats
Magnetic Flux  Electric  Status VI {{{PP}}} {{{Pwr}}} Defense and Special Defense
Gear Up  Steel  Status VII {{{PP}}} {{{Pwr}}} Attack and Special Attack

Variations of Meditate

40 PP
Raises a stat by one stage
Move Type Cat. Gen PP Pwr Stat affected
Meditate  Psychic  Status I {{{PP}}} {{{Pwr}}} Attack
Withdraw  Water  Status I {{{PP}}} {{{Pwr}}} Defense
Defense Curl*  Normal  Status I {{{PP}}} {{{Pwr}}} Defense
Howl  Normal  Status III {{{PP}}} {{{Pwr}}} Attack

Variations of Memento

10 PP
Causes the user to faint without damaging the foe
Move Type Cat. Gen PP Pwr Effect
Memento  Dark  Status III {{{PP}}} {{{Pwr}}} Lowers the target's Attack and Sp. Attack by two stages
Healing Wish  Psychic  Status IV {{{PP}}} {{{Pwr}}} The next Pokémon sent out will have HP and status fully healed
Lunar Dance  Psychic  Status IV {{{PP}}} {{{Pwr}}} The next Pokémon sent out will have HP, PP and status fully healed

Variations of Mind Reader

5 PP
Ensures user's next move will hit
Move Type Cat. Gen PP Pwr {{{other}}}
Mind Reader  Normal  Status II {{{PP}}} {{{Pwr}}} {{{other}}}
Lock-On  Normal  Status II {{{PP}}} {{{Pwr}}} {{{other}}}

Variations of Mist

25 or 30 PP
Protects the user's party for 5 turns
Move Type Cat. Gen PP Pwr Protects from
Mist  Ice  Status I 30 {{{Pwr}}} Stat drops
Safeguard  Normal  Status II 25 {{{Pwr}}} Status conditions
Lucky Chant  Normal  Status IV 30 {{{Pwr}}} Critical hits

Variations of Morning Sun

5 or 10 PP
Heals variant amount of HP (normally 1/2 of max HP), depending on weather
Move Type Cat. Gen PP Pwr Conditions
Morning Sun*  Normal  Status II {{{PP}}} {{{Pwr}}} 1/2 HP during no weather or strong winds, 2/3 HP in harsh sunlight, 1/4 HP during other weather
Synthesis  Grass  Status II {{{PP}}} {{{Pwr}}} 1/2 HP during no weather or strong winds, 2/3 HP in harsh sunlight, 1/4 HP during other weather
Moonlight*  Fairy  Status II {{{PP}}} {{{Pwr}}} 1/2 HP during no weather or strong winds, 2/3 HP in harsh sunlight, 1/4 HP during other weather
Shore Up*  Ground  Status VII {{{PP}}} {{{Pwr}}} 2/3 HP during a sandstorm, 1/2 HP otherwise

Variations of Mud Sport

15 PP
Halves damage taken from a certain type
Move Type Cat. Gen PP Pwr Affected type
Mud Sport  Ground  Status III {{{PP}}} {{{Pwr}}} Electric
Water Sport  Water  Status III {{{PP}}} {{{Pwr}}} Fire

Variations of No Retreat

5 PP
Raises Attack, Defense, Special Attack, Special Defense and Speed by one stage each, has a negative effect
Move Type Cat. Gen PP Pwr Additional Effect
No Retreat  Fighting  Status VIII {{{PP}}} {{{Pwr}}} User cannot leave the battlefield, can only be used once
Clangorous Soul  Dragon  Status VIII {{{PP}}} {{{Pwr}}} Loses 1/3 HP

Variations of Poison Powder

35 or 30 PP, 75% Accuracy
Inflicts a status condition
Move Type Cat. Gen PP Pwr Status condition
Poison Powder  Poison  Status I 35 {{{Pwr}}} Poison
Stun Spore  Grass  Status I 30 {{{Pwr}}} Paralysis
*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
+4 priority, protects user from all moves
Move Type Cat. Gen PP Pwr Added effect on contact
Protect  Normal  Status II 10 {{{Pwr}}} None
Detect  Fighting  Status II 5 {{{Pwr}}} None
King's Shield*  Steel  Status VI 10 {{{Pwr}}} Lowers Attack by 2VIVII/1VIII+ stage(s)
Spiky Shield*  Grass  Status VI 10 {{{Pwr}}} Damage taken 1/8 of max HP
Baneful Bunker*  Poison  Status VII 10 {{{Pwr}}} Poisons on contact
Obstruct*  Dark  Status VIII 10 {{{Pwr}}} Lowers Defense by 2 stages
Silk Trap*  Bug  Status IX 10 {{{Pwr}}} Lowers Speed by 1 stage
Burning Bulwark*  Fire  Status IX 10 {{{Pwr}}} Burns on contact

Variations of Quiver Dance

10 or 20 PP
Raises three of user's stats by one stage
Move Type Cat. Gen PP Pwr Affected stats
Quiver Dance  Bug  Status V {{{PP}}} {{{Pwr}}} Special Attack, Special Defense, Speed
Coil  Poison  Status V {{{PP}}} {{{Pwr}}} Attack, Defense, Accuracy
Victory Dance*  Fighting  Status VIII {{{PP}}} {{{Pwr}}} Attack, Defense, Speed

Variations of Recover

5 or 10* PP
Heals user by half max HP
Move Type Cat. Gen PP Pwr {{{other}}}
Recover*  Normal  Status I {{{PP}}} {{{Pwr}}} {{{other}}}
Soft-Boiled  Normal  Status I {{{PP}}} {{{Pwr}}} {{{other}}}
Milk Drink  Normal  Status II {{{PP}}} {{{Pwr}}} {{{other}}}
Slack Off  Normal  Status III {{{PP}}} {{{Pwr}}} {{{other}}}
Roost*  Flying  Status IV {{{PP}}} {{{Pwr}}} {{{other}}}
Heal Order  Bug  Status IV {{{PP}}} {{{Pwr}}} {{{other}}}

Variations of Sand Attack

15 or 20 PP, 100% Accuracy
Decreases accuracy by one stage
Move Type Cat. Gen PP Pwr {{{other}}}
Sand Attack*  Ground  Status I 15 {{{Pwr}}} {{{other}}}
Smokescreen  Normal  Status I 20 {{{Pwr}}} {{{other}}}
Flash*  Normal  Status I 20 {{{Pwr}}} {{{other}}}

Variations of Screech

40 PP, 85% Accuracy
Sound-based moves that lower the target's stat by two stages
Move Type Cat. Gen PP Pwr Stat affected
Screech  Normal  Status I {{{PP}}} {{{Pwr}}} Defense
Metal Sound  Steel  Status III {{{PP}}} {{{Pwr}}} Special Defense
*Cotton Spore formerly had 85% accuracy, but was changed to 100% in Generation V and is therefore no longer included.

Variations of Sing

15 or 20 PP, 55% Accuracy
Sound-based moves that inflict a status condition
Move Type Cat. Gen PP Pwr Status condition
Sing  Normal  Status I 15 {{{Pwr}}} Sleep
Supersonic  Normal  Status I 20 {{{Pwr}}} Confusion
Grass Whistle  Grass  Status III 15 {{{Pwr}}} Sleep

Variations of Skill Swap

10 PP
Switches the user's condition with the target
Move Type Cat. Gen PP Pwr Switched
Skill Swap  Psychic  Status III {{{PP}}} {{{Pwr}}} Abilities
Power Swap  Psychic  Status IV {{{PP}}} {{{Pwr}}} Changes to Attack and Special Attack
Guard Swap  Psychic  Status IV {{{PP}}} {{{Pwr}}} Changes to Defense and Special Defense
Heart Swap  Psychic  Status IV {{{PP}}} {{{Pwr}}} Any stat changes
Speed Swap  Psychic  Status VII {{{PP}}} {{{Pwr}}} Speed

Variations of Sleep Powder

10 or 15 PP, 75% Accuracy
Inflicts a status condition
Move Type Cat. Gen PP Pwr Status condition
Sleep Powder  Grass  Status I 15 {{{Pwr}}} Sleep
Lovely Kiss  Normal  Status I 10 {{{Pwr}}} Sleep
Sweet Kiss*  Fairy  Status II 10 {{{Pwr}}} Confusion
*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
Changes targets type to a pure type
Move Type Cat. Gen PP Pwr Type Changed to
Soak  Water  Status V {{{PP}}} {{{Pwr}}} Changes to Water type
Magic Powder  Psychic  Status VIII {{{PP}}} {{{Pwr}}} Changes to Psychic type

Variations of Spider Web

5 or 10 PP
Prevents target form escaping or switching out, cannot miss
Move Type Cat. Gen PP Pwr {{{other}}}
Spider Web  Bug  Status II 10 {{{Pwr}}} {{{other}}}
Mean Look  Normal  Status II 5 {{{Pwr}}} {{{other}}}
Block  Normal  Status III 5 {{{Pwr}}} {{{other}}}

Variations of Spikes

20 PP
Lays down entry hazards
Move Type Cat. Gen PP Pwr Effect
Spikes*  Ground  Status II {{{PP}}} {{{Pwr}}} Inflicts damage when grounded opponent switches in
Toxic Spikes  Poison  Status IV {{{PP}}} {{{Pwr}}} Inflicts poison when grounded opponent switches in, removed by grounded Poison-type Pokémon
Stealth Rock  Rock  Status IV {{{PP}}} {{{Pwr}}} Inflicts damage depending on type when opponent switches in
Sticky Web  Bug  Status VI {{{PP}}} {{{Pwr}}} Decreases Speed by 1 stage when grounded opponent switches in

Variations of Splash

40 PP
Does nothing
Move Type Cat. Gen PP Pwr Notes
Splash*  Normal  Status I {{{PP}}} {{{Pwr}}} Fails under Gravity
Celebrate  Normal  Status VI {{{PP}}} {{{Pwr}}} Shows text "Congratulations, <player's name>!", event-exclusive move
Hold Hands  Normal  Status VI {{{PP}}} {{{Pwr}}} Targets adjacent ally, event-exclusive move

Variations of Stockpile

15 or 20 PP
Increases two of the user's stats by one stage
Move Type Cat. Gen PP Pwr Stats affected
Stockpile*  Normal  Status III 20* {{{Pwr}}} Defense, Special Defense
Cosmic Power  Psychic  Status III 20 {{{Pwr}}} Defense, Special Defense
Bulk Up  Fighting  Status III 20 {{{Pwr}}} Attack, Defense
Calm Mind  Psychic  Status III 20 {{{Pwr}}} Special Attack, Special Defense
Dragon Dance  Dragon  Status III 20 {{{Pwr}}} Attack, Speed
Hone Claws  Dark  Status V 15 {{{Pwr}}} Attack, Accuracy

Variations of Swords Dance

15 or 20 PP
Increases user's stat by two stages
Move Type Cat. Gen PP Pwr Stat affected
Swords Dance  Normal  Status I 20* {{{Pwr}}} Attack
Barrier  Psychic  Status I 20* {{{Pwr}}} Defense
Amnesia  Psychic  Status I 20 {{{Pwr}}} Special Defense*
Acid Armor  Poison  Status I 20* {{{Pwr}}} Defense
Iron Defense  Steel  Status III 15 {{{Pwr}}} Defense
Rock Polish  Rock  Status IV 20 {{{Pwr}}} Speed
Nasty Plot  Dark  Status IV 20 {{{Pwr}}} Special Attack
Autotomize*  Steel  Status V 15 {{{Pwr}}} Speed
*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
Lowers adjacent opponents' defense by one stage
Move Type Cat. Gen PP Pwr {{{other}}}
Tail Whip  Normal  Status I {{{PP}}} {{{Pwr}}} {{{other}}}
Leer  Normal  Status I {{{PP}}} {{{Pwr}}} {{{other}}}

Variations of Trick

10 PP, 100% Accuracy
Switches held items with target
Move Type Cat. Gen PP Pwr {{{other}}}
Trick  Psychic  Status III {{{PP}}} {{{Pwr}}} {{{other}}}
Switcheroo  Dark  Status IV {{{PP}}} {{{Pwr}}} {{{other}}}

Variations of Trick-or-Treat

20 PP
Adds a type to the target
Move Type Cat. Gen PP Pwr Added type
Trick-or-Treat  Ghost  Status VI {{{PP}}} {{{Pwr}}} Ghost
Forest's Curse  Grass  Status VI {{{PP}}} {{{Pwr}}} Grass

Variations of Trick Room

5 or 10 PP
Causes a special effect for all Pokémon on the field for 5 turns
Move Type Cat. Gen PP Pwr Effect
Trick Room  Psychic  Status IV 5 {{{Pwr}}} Slower Pokémon move first
Wonder Room*  Psychic  Status V 10 {{{Pwr}}} Switches Defense and Special Defense
Magic Room*  Psychic  Status V 10 {{{Pwr}}} Disables held items

Variations of Whirlwind

20 PP, 100% Accuracy
-6 priority, forces target to switch
Move Type Cat. Gen PP Pwr {{{other}}}
Whirlwind  Normal  Status I {{{PP}}} {{{Pwr}}} {{{other}}}
Roar*  Normal  Status I {{{PP}}} {{{Pwr}}} {{{other}}}

Variations of Wide Guard

10 or 15 PP
+3 priority, protects user's side of field
Move Type Cat. Gen PP Pwr Protects from
Wide Guard  Rock  Status V 10 {{{Pwr}}} Moves that target multiple Pokémon
Quick Guard  Fighting  Status V 15 {{{Pwr}}} Moves with increased priority
Crafty Shield  Fairy  Status VI 10 {{{Pwr}}} Status moves

Variations of Worry Seed

10 or 15 PP, 100% Accuracy
Changes the target's Ability
Move Type Cat. Gen PP Pwr Ability becomes
Worry Seed  Grass  Status IV 10 {{{Pwr}}} Insomnia
Simple Beam  Normal  Status V 15 {{{Pwr}}} Simple
Entrainment  Normal  Status V 15 {{{Pwr}}} Same as user

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
Move Type Cat. Gen PP Pwr Status condition
Shadow Bolt  Shadow  Special III {{{PP}}} {{{Pwr}}} Paralysis
Shadow Chill  Shadow  Special III {{{PP}}} {{{Pwr}}} Freeze
Shadow Fire  Shadow  Special III {{{PP}}} {{{Pwr}}} Burn

See also


Project Moves and Abilities logo.png This article is part of Project Moves and Abilities, a Bulbapedia project that aims to write comprehensive articles on two related aspects of the Pokémon games.