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Move variations

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Specifically, it needs to be updated for Generation VI.

Move variations are moves that are identical to one another in terms of damage and accuracy, are similar in PP (no more than 5 apart), but have different types, damage categories, or secondary effects. Below are the various move archetypes and the moves that fall into their categories.

Move archetypes are listed in alphabetical order. Within each archetype table, moves are listed by generation. Within each generation, moves are listed alphabetically.

Contents

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
Move Type Cat. Gen PP Status condition
Fire Fang  Fire  Physical IV {{{PP}}} Burn
Ice Fang  Ice  Physical IV {{{PP}}} Freeze
Thunder Fang  Electric  Physical IV {{{PP}}} Paralysis

Elemental Punches

15 PP, 75 Power, 100% Accuracy
10% chance to inflict non-volatile status
Move Type Cat. Gen PP Status condition
Fire Punch  Fire  Physical I {{{PP}}} Burn
Ice Punch  Ice  Physical I {{{PP}}} Freeze
Thunder Punch  Electric  Physical I {{{PP}}} Paralysis

One-hit knockout moves

5 PP, % Accuracy
Targets at a higher level than the user are unaffected*
Move Type Cat. Gen PP {{{other}}}
Fissure  Ground  Physical I {{{PP}}} {{{other}}}
Guillotine  Normal  Physical I {{{PP}}} {{{other}}}
Horn Drill  Normal  Physical I {{{PP}}} {{{other}}}
Sheer Cold  Ice  Special III {{{PP}}} {{{other}}}

Pledge moves

10 PP, 80 Power, 100% Accuracy
Additional effect lasting four turns when used in combination
Move Type Cat. Gen PP Effect when combined with:
Fire Pledge  Fire  Special V {{{PP}}} 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}}} Fire Pledge: Opponents take 1/8 max HP damage each turn.
Water Pledge: Halves speed of opponents
Water Pledge  Water  Special V {{{PP}}} Fire Pledge: Doubles the probability of secondary effects occurring
Grass Pledge: Halves speed of opponents

Variations of Acid

25 or 30 PP, 40 Power, 100% Accuracy
10% chance of secondary effect occurring
Move Type Cat. Gen PP Secondary effect
Acid*  Poison  Special I 30 Lowers Special Defense
Bubble*  Water  Special I 30 Lowers Speed
Ember  Fire  Special I 25 Inflicts burn
Thunder Shock  Electric  Special I 30 Inflicts paralysis
Powder Snow  Ice  Special II 25 Freezes

Variations of Aeroblast

5 PP, 100 Power, 95% Accuracy
High critical hit ratio
Move Type Cat. Gen PP {{{other}}}
Aeroblast*  Flying  Special II {{{PP}}} {{{other}}}
Spacial Rend*  Dragon  Special IV {{{PP}}} {{{other}}}

Variations of Ancient Power

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

Variations of Aurora Beam

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

Variations of Barrage

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

Variations of Bite

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

Variations of Blizzard

5 or 10 PP, 110 Power, 70% Accuracy
Chance of inflicting a status condition
Move Type Cat. Gen PP Additional effect
Blizzard*  Ice  Special I 5 10% chance of freezing target
Thunder*  Electric  Special I 10 30% chance of paralyzing target
Hurricane*  Flying  Special V 10 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 Blue Flare

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

Variations of Bone Rush

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

Variations of Brine

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

Variations of Bug Bite

20 PP, 60 Power, 100% Accuracy
Eats and gains the effect of the target's held Berry
Move Type Cat. Gen PP {{{other}}}
Bug Bite  Bug  Physical IV {{{PP}}} {{{other}}}
Pluck  Flying  Physical IV {{{PP}}} {{{other}}}

Variations of Bullet Seed

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

Variations of Circle Throw

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

Variations of Clamp

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

Variations of Counter

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

Variations of Cross Chop

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

Variations of Crush Grip

5 PP, Varying Power, 100% Accuracy
Does more damage if the target's current HP is high
Move Type Cat. Gen PP {{{other}}}
Crush Grip*  Normal  Physical IV {{{PP}}} {{{other}}}
Wring Out  Normal  Special IV {{{PP}}} {{{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 {{{other}}}
Crush Claw*  Normal  Physical III {{{PP}}} {{{other}}}
Razor Shell  Water  Physical V {{{PP}}} {{{other}}}

Variations of Crunch

10 or 15 PP, 80 Power, 100% Accuracy
Chance of lowering target's stat by one stage
Move Type Cat. Gen PP Affected stat
Crunch  Dark  Physical II 15 20% chance of lowering the target's Defense*
Shadow Ball  Ghost  Special II 15 20% chance of lowering the target's Special Defense
Flash Cannon  Steel  Special IV 10 10% chance of lowering the target's Special Defense
* Energy Ball formerly had 80 power, but was changed to 90 power in Generation VI and is therefore no longer included.

Variations of Dig

10 PP, 80 Power, 100% Accuracy
Two turn move
Move Type Cat. Gen PP {{{other}}}
Dig*  Ground  Physical I {{{PP}}} {{{other}}}
Dive*  Water  Physical III {{{PP}}} {{{other}}}

Variations of Discharge

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

Variations of Double-Edge

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

Variations of Dynamic Punch

5 PP, 100 Power, 50% Accuracy
Causes a status condition
Move Type Cat. Gen PP Status condition
Dynamic Punch  Fighting  Physical II {{{PP}}} Confusion
Inferno  Fire  Special V {{{PP}}} Burn
* Zap Cannon formerly had 100 power, but was changed to 120 power in Generation IV and is therefore no longer included.

Variations of Eruption

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

Variations of False Swipe

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

Variations of Fling

10 or 15 PP, varying Power, 100% Accuracy
Damage and effect vary depending on held item
Move Type Cat. Gen PP Item required
Fling  Dark  Physical IV 15 Any except Poké Balls and mail
Natural Gift*  Normal  Physical IV 10 Berry

Variations of Flail

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

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 Status condition
Flamethrower  Fire  Special I 15 Burn
Ice Beam  Ice  Special I 10 Freeze
Thunderbolt  Electric  Special I 15 Paralysis

Variations of Frost Breath

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

Variations of Frustration

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

Variations of Fusion Flare

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 Power doubled by
Fusion Flare*  Fire  Special V {{{PP}}} Fusion Bolt
Fusion Bolt*  Electric  Physical V {{{PP}}} Fusion Flare

Variations of Giga Drain

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

Variations of Gust

35 PP, 40 Power, 100% Accuracy
No additional effect
Move Type Cat. Gen PP {{{other}}}
Gust*  Flying  Special I {{{PP}}} {{{other}}}
Pound  Normal  Physical I {{{PP}}} {{{other}}}
Scratch  Normal  Physical I {{{PP}}} {{{other}}}

Variations of Heat Crash

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

Variations of Hyper Beam

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

Variations of Icy Wind

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

Variations of Karate Chop

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

Variations of Leaf Blade

15 PP, 90 Power, 100% Accuracy
High critical hit ratio
Move Type Cat. Gen PP {{{other}}}
Leaf Blade**  Grass  Physical III {{{PP}}} {{{other}}}
Attack Order*  Bug  Physical IV {{{PP}}} {{{other}}}

Variations of Low Kick

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

Variations of Luster Purge

5 PP, 70 Power, 100% Accuracy
50% of additional effect occurring
Move Type Cat. Gen PP Additional effect
Luster Purge*  Psychic  Special III {{{PP}}} Lowers target's Special Defense one stage
Mist Ball*  Psychic  Special III {{{PP}}} Lowers target's Special Attack one stage

Variations of Megahorn

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

Variations of Night Shade

15 or 20 PP, varying Power, 100% Accuracy
Damage equal to user's level
Move Type Cat. Gen PP {{{other}}}
Night Shade  Ghost  Special I 15 {{{other}}}
Seismic Toss  Fighting  Physical I 20 {{{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 Secondary effect
Needle Arm*  Grass  Physical III 15 Causes flinching
Force Palm  Fighting  Physical IV 10 Inflicts paralysis

Variations of Octazooka

10 PP, 65 Power, 85% Accuracy
May lower target's accuracy one stage
Move Type Cat. Gen PP {{{other}}}
Octazooka*  Water  Special II {{{PP}}} {{{other}}}
Mud Bomb  Ground  Special IV {{{PP}}} {{{other}}}
Mirror Shot  Steel  Special IV {{{PP}}} {{{other}}}

Variations of Overheat

5 PP, 130 Power, 90% Accuracy
Lowers user's Special Attack two stages
Move Type Cat. Gen PP {{{other}}}
Overheat  Fire  Special III {{{PP}}} {{{other}}}
Draco Meteor  Dragon  Special IV {{{PP}}} {{{other}}}
Leaf Storm  Grass  Special IV {{{PP}}} {{{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 Petal Dance

10 or 15 PP, 120* Power, 100% Accuracy
Lasts 2-3 turns, user becomes confused
Move Type Cat. Gen PP {{{other}}}
Petal Dance**  Grass  Special I 10* {{{other}}}
Thrash  Normal  Physical I 10* {{{other}}}
Outrage  Dragon  Physical II 15 {{{other}}}

Variations of Psychic

10 PP, 90 Power, 100% Accuracy
10% chance of lowering Special Defense one stage
Move Type Cat. Gen PP {{{other}}}
Psychic  Psychic  Special I {{{PP}}} {{{other}}}
Bug Buzz  Bug  Special IV {{{PP}}} {{{other}}}
Earth Power  Ground  Special IV {{{PP}}} {{{other}}}
Energy Ball*  Grass  Special IV {{{PP}}} {{{other}}}

Variations of Quick Attack

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

Variations of Revenge

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

Variations of Rollout

20 PP, 30 Power, 90% Accuracy
Power doubles with each consecutive hit
Move Type Cat. Gen PP {{{other}}}
Rollout  Rock  Physical II {{{PP}}} {{{other}}}
Ice Ball*  Ice  Physical III {{{PP}}} {{{other}}}

Variations of Signal Beam

10 or 15 PP, 75 Power, 100% Accuracy
10% chance of inflicting a status condition
Move Type Cat. Gen PP Status condition
Signal Beam  Bug  Special III 15 Confusion
Relic Song*  Normal  Special V 10 Sleep

Variations of Sky Attack

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

Variations of Slash

15 or 20 PP, 70 Power, 100% Accuracy
High critical hit ratio
Move Type Cat. Gen PP {{{other}}}
Slash  Normal  Physical I 20 {{{other}}}
Cross Poison*  Poison  Physical IV 20 {{{other}}}
Psycho Cut  Psychic  Physical IV 20 {{{other}}}
Night Slash  Dark  Physical IV 15 {{{other}}}
Shadow Claw  Ghost  Physical IV 15 {{{other}}}
*Leaf Blade formerly had 70 power, but was changed to 90 power in Generation IV and is therefore no longer included.

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 Cured status condition
Smelling Salts*  Normal  Physical III {{{PP}}} Paralysis
Wake-Up Slap  Fighting  Physical IV {{{PP}}} Sleep

Variations of Stomp

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

Variations of Strength

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

Variations of Superpower

5 PP, 120 Power, 100% Accuracy
Lowers two of the user's stats
Move Type Cat. Gen PP Stats lowered
Superpower  Fighting  Physical III {{{PP}}} Attack, Defense
Close Combat  Fighting  Physical IV {{{PP}}} Defense, Special Defense

Variations of Surf

15 PP, 90 Power, 100% Accuracy
Hits all other Pokémon adjacent to user
Move Type Cat. Gen PP {{{other}}}
Surf*  Water  Special I {{{PP}}} {{{other}}}
Petal Blizzard  Grass  Physical VI {{{PP}}} {{{other}}}

Variations of Swift

20 PP, 60 Power
Cannot miss
Move Type Cat. Gen PP {{{other}}}
Swift  Normal  Special I {{{PP}}} {{{other}}}
Faint Attack  Dark  Physical II {{{PP}}} {{{other}}}
Aerial Ace  Flying  Physical III {{{PP}}} {{{other}}}
Magical Leaf  Grass  Special III {{{PP}}} {{{other}}}
Shadow Punch  Ghost  Physical III {{{PP}}} {{{other}}}
Shock Wave  Electric  Special III {{{PP}}} {{{other}}}
Magnet Bomb  Steel  Physical IV {{{PP}}} {{{other}}}

Variations of Thief

25 PP, 60 Power, 100% Accuracy
Steals the target's held item
Move Type Cat. Gen PP {{{other}}}
Thief  Dark  Physical II {{{PP}}} {{{other}}}
Covet*  Normal  Physical III {{{PP}}} {{{other}}}

Variations of U-turn

20 PP, 70 Power, 100% Accuracy
User switches after damage
Move Type Cat. Gen PP {{{other}}}
U-turn  Bug  Physical IV {{{PP}}} {{{other}}}
Volt Switch  Electric  Special V {{{PP}}} {{{other}}}

Variations of Waterfall

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

Variations of Water Gun

25 or 30 PP, 40 Power, 100% Accuracy
No additional effect
Move Type Cat. Gen PP {{{other}}}
Water Gun  Water  Special I {{{PP}}} {{{other}}}
Fairy Wind  Fairy  Special VI {{{PP}}} {{{other}}}

List of status move variations

Black and White Mists

30 PP
Affects stat changes
Move Type Cat. Gen PP Effect
Haze  Ice  Status I {{{PP}}} Removes stat changes
Mist  Ice  Status I {{{PP}}} Prevents negative stat changes

Terrain Alterators

10 PP
Causes a special effect for all grounded Pokémon for 5 turns
Move Type Cat. Gen PP Effect
Electric Terrain  Electric  Status VI {{{PP}}} Powers up Electric moves, prevents Sleep
Grassy Terrain  Grass  Status VI {{{PP}}} Powers up Grass moves, grounded Pokémon heal by 1/16 of max HP each turn
Misty Terrain  Fairy  Status VI {{{PP}}} Powers down Dragon moves, prevents status conditions

Variations of Acid Armor

15 or 20 PP
Increases user's stat by two stages
Move Type Cat. Gen PP Stat affected
Acid Armor  Poison  Status I 20* Defense
Amnesia*  Psychic  Status I 20 Special Defense
Barrier  Psychic  Status I 20* Defense
Swords Dance  Normal  Status I 20* Attack
Iron Defense  Steel  Status III 15 Defense
Nasty Plot  Dark  Status IV 20 Special Attack
Rock Polish  Rock  Status IV 20 Speed
Autotomize*  Steel  Status V 15 Speed
*Minimize formerly had 20 PP, but was changed to 10 PP in Generation VI and is therefore no longer included.

Variations of After You

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

Variations of Bulk Up

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

Variations of Camouflage

15 or 20 PP
Changes user's type
Move Type Cat. Gen PP Changes to
Camouflage*  Normal  Status III 20 Varies with the terrain
Reflect Type  Normal  Status V 15 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 Stats affected
Charm*  Fairy  Status II 20 Attack
Fake Tears  Dark  Status III 20 Special Defense
Feather Dance*  Flying  Status III 15 Attack
Captivate*  Normal  Status IV 20 Special Attack
Eerie Impulse  Electric  Status VI 15 Special Attack

Variations of Coil

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

Variations of Confide

20 PP
Lowers target's stat by one stage, ignoring Protect, Detect and Spiky Shield
Move Type Cat. Gen PP Stat affected
Confide*  Normal  Status VI {{{PP}}} Special Attack
Play Nice  Normal  Status VI {{{PP}}} Attack

Variations of Conversion

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

Variations of Defense Curl

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

Variations of Destiny Bond

5 or 10 PP
Requires user to faint
Move Type Cat. Gen PP Effect
Destiny Bond  Ghost  Status II 5 Knocks out target if target knocked out the user in the same turn
Grudge  Ghost  Status III 5 Brings PP of move that knocked the user out to 0
Memento  Dark  Status III 10 Lowers the target's Attack and Sp. Attack by two stages
Healing Wish  Psychic  Status IV 10 The next Pokémon sent out will have HP and status fully healed
Lunar Dance*  Psychic  Status IV 10 The next Pokémon sent out will have HP, PP and status fully healed

Variations of Detect

5 or 10 PP
+3 priority, protects user from all moves
Move Type Cat. Gen PP {{{other}}}
Detect  Fighting  Status II 5 {{{other}}}
Protect  Normal  Status II 10 {{{other}}}

Variations of Disable

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

Variations of Flash

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

Variations of Follow Me

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

Variations of Foresight

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

Variations of Forest's Curse

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

Variations of Guard Split

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

Variations of Harden

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

Variations of Heal Bell

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

Variations of Ingrain

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

Variations of Leer

30 PP
Lowers the target's defense by one stage
Move Type Cat. Gen PP {{{other}}}
Leer  Normal  Status I {{{PP}}} {{{other}}}
Tail Whip  Normal  Status I {{{PP}}} {{{other}}}

Variations of Leech Seed

10 PP, 90% Accuracy
Inflicts target with a status condition
Move Type Cat. Gen PP status condition
Leech Seed  Grass  Status I {{{PP}}} Seeding
Toxic  Poison  Status I {{{PP}}} Bad poison

Variations of Lock-On

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

Variations of Lovely Kiss

10 or 15 PP, 75% Accuracy
Inflicts a status condition
Move Type Cat. Gen PP Status condition
Lovely Kiss*  Normal  Status I 10 Sleep
Sleep Powder  Grass  Status I 15 Sleep
Sweet Kiss*  Fairy  Status II 10 Confusion
*Will-O-Wisp formerly had 75% accuracy, but was changed to 85% in Generation VI and is therefore no longer included.

Variations of Mean Look

5 or 10 PP, 100% Accuracy
Prevents target form escaping or switching out
Move Type Cat. Gen PP {{{other}}}
Mean Look  Normal  Status II 5 {{{other}}}
Spider Web*  Bug  Status II 10 {{{other}}}
Block  Normal  Status III 5 {{{other}}}

Variations of Mirror Move

20 PP
Uses the last move used by the target
Move Type Cat. Gen PP {{{other}}}
Mirror Move  Flying  Status I {{{PP}}} {{{other}}}
Copycat  Normal  Status IV {{{PP}}} {{{other}}}

Variations of Moonlight

5 PP
Heals variant amount of HP, depending on the weather
Move Type Cat. Gen PP Time of day (Generation II only)
Moonlight*  Fairy  Status II {{{PP}}} Twice as effective at night
Morning Sun*  Normal  Status II {{{PP}}} Twice as effective in the morning
Synthesis  Grass  Status II {{{PP}}} Twice as effective during daytime

Variations of Mud Sport

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

Variations of Poison Powder

35 or 30 PP, 75% Accuracy
Inflicts a status condition
Move Type Cat. Gen PP Status condition
Poison Powder  Poison  Status I 35 Poison
Stun Spore  Grass  Status I 30 Paralysis
*Glare formerly had 75% accuracy, but was changed to 90% in Generation V and is therefore no longer included.

Variations of Quick Guard

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

Variations of Rain Dance

5 or 10 PP
Changes in-battle weather conditions for 5 turns
Move Type Cat. Gen PP Weather
Rain Dance  Water  Status II 5 Heavy rain
Sandstorm  Rock  Status II 10 Sandstorm
Sunny Day  Fire  Status II 5 Intense sunlight
Hail  Ice  Status III 10 Hail
*Shadow Sky can also be considered to be a variation.

Variations of Recover

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

Variations of Roar

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

Variations of Safeguard

25 or 30 PP
Protects the user's party for 5 turns
Move Type Cat. Gen PP Protects from
Safeguard  Normal  Status II 25 Status conditions
Lucky Chant  Normal  Status IV 30 Critical hits

Variations of Screech

40 PP, 85% Accuracy
Sound moves that lower the target's stat by two stages
Move Type Cat. Gen PP Stat affected
Screech  Normal  Status I {{{PP}}} Defense
Metal Sound  Steel  Status III {{{PP}}} 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 moves that inflict a status condition
Move Type Cat. Gen PP Status condition
Sing  Normal  Status I 15 Sleep
Supersonic  Normal  Status I 20 Confusion
Grass Whistle  Grass  Status III 15 Sleep

Variations of Skill Swap

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

Variations of Spikes

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

Variations of Spore

15 or 20 PP, 100% Accuracy
Inflicts target(s) with a status condition
Move Type Cat. Gen PP Status condition
Spore*  Grass  Status I 15 Sleep
Thunder Wave  Electric  Status I 20 Paralysis

Variations of Trick

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

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 Effect
Trick Room  Psychic  Status IV 5 Slower Pokémon move first
Magic Room  Psychic  Status V 10 Disables held items*
Wonder Room  Psychic  Status V 10 Switches Defense and Special Defense*

Variations of Worry Seed

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

List of Shadow Move variations

Variations of Shadow Bolt

N/A PP, 75 Power, 100% Accuracy
10% chance of inflicting a non-volatile status condition
Move Type Cat. Gen PP Status condition
Shadow Bolt*  Shadow  Special III {{{PP}}} Paralysis
Shadow Chill*  Shadow  Special III {{{PP}}} Freeze
Shadow Fire*  Shadow  Special III {{{PP}}} 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.