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[[Image:Volt Tackle ani.png|thumb|right|200px|{{p|Pikachu}} using {{m|Volt Tackle}} in [[Pokémon HeartGold and SoulSilver Versions|HeartGold and SoulSilver]].]]
[[File:DPVolttackleani.gif|thumb|right|200px|{{p|Pikachu}} using {{m|Volt Tackle}} against {{p|Staravia}}]]
[[Image:MewtwoBarrier.png|thumb|left|250px|{{an|Mewtwo}} using {{m|Barrier}} in ''[[M01|Mewtwo Strikes Back]]''.]]


A '''move''' (also known as an ''attack'' or ''technique'') is what Pokémon have primarily used in battle ever since the [[Generation I]] games. In battle, a Pokémon uses one move each turn. Some moves (including those learned by [[Hidden Machine]]) can be used outside of battle as well, usually for the purpose of removing obstacles or exploring new areas.
A '''move''' ('''わざ''' ''move''), also known as an ''attack'' or ''technique'', is what Pokémon have primarily used in battle ever since the [[Generation I]] games. In battle, a Pokémon uses one move each turn. Some moves (including those learned by [[HM|Hidden Machine]]) can be used outside of battle as well, usually for the purpose of removing obstacles or exploring new areas.


Moves have always been learned by [[Experience|leveling up]], by use of [[Technical Machine|Technical]] and Hidden Machines, and some Pokémon can learn moves only at certain [[evolution]]ary levels. Since [[Generation II]], they can also be learned through {{pkmn|breeding}} and from [[move tutor]]s. {{p|Smeargle}} can also use a move called {{m|Sketch}} to learn a move in battle. All moves (except for [[Struggle]]) have Power Points or PP for short, that limit the number of times that they can be used in battle. Most moves also have a level of Accuracy, as well. For example, [[Sheer Cold]] has an Accuracy of 30%. This means that the move will hit 30% of the time, or thrice every ten times on average.
==In the games==
===Characteristics of moves===
A Pokémon can only know four moves at a time, which are drawn from a pool of 491 total moves. No single Pokémon has access to each move, however; all {{numpkmn}} Pokémon has a given movelist with a limited amount of moves that relate to its type and the concept of the species. The amount of moves in each movelist varies between species: some Pokémon, such as {{p|Ditto}} and {{p|Unown}}, only have one move to learn, while {{p|Mew}} can learn 112 moves as of Generation IV. Sometimes, even, Pokémon's movelists vary between [[evolution]]ary relatives. This often is tied to a secondary [[elemental type|type]] gained or lost on evolution, but can also provide incentive to prevent a Pokémon's evolution to a higher stage.


A Pokémon can only know four moves at a time. The moves which each Pokémon can learn is dependent on the Pokémon's species. In battle, moves can cause damage, affect a Pokémon's stats, heal the user, make the opponent flee, etc. When there are less than four moves known by a Pokémon, the remaining slots not filled will be indicated by a double dash (--). To forget a move that it knows, a Pokémon must either learn another move or have the move deleted by the [[move deleter]]. This is the only manner in which HM moves can be deleted, even those learned by level up.
Pokémon are limited in the way that they may use their moves in battle. The amount of times they can use each move is restricted by the move's [[power points]]. Power points vary from move to move, but typically stronger moves have fewer power points than weaker moves. The amount of power points for each move may be altered by items such as {{DL|Vitamin|PP Up}}. The only move that is not affected by power points is {{m|Struggle}}.


Several Pokémon learn moves by level up at levels lower than that at which they can be obtained, either by capture (the case with many [[legendary Pokémon]]) or by evolution. For example, {{p|Sceptile}} learns {{m|X-Scissor}} at level 16, a level at which it cannot be obtained without hacking, while neither {{p|Treecko}} or {{p|Grovyle}} can learn X-Scissor by level. Due to this, it must be tutored this move at the [[move relearner]]'s house.
The strength of a move is measured by its [[Power]], and other factors such as [[Accuracy]] affect whether it does damage or not. Some moves have additional effects that cause [[status ailment]]s on the target, and some do no damage at all. Moves that do not explicitly cause harm to their target are known as [[status move]]s; the remaining moves are divided into [[physical move|physical]] and [[special move]]s depending on the individual move's characteristics; the category of the move determines whether the move's power relies on the {{stat|Attack}} or {{stat|Special Attack}} stat. It is important to note that prior to [[Generation IV]], the move's category was dependent on the move's elemental type, rather than a distinct variable.


Until [[Generation IV]], moves ran off of {{stat|Attack}} or {{stat|Special Attack}} based on their [[type]]. Starting in Generation IV, they were grouped as [[physical move|physical]] or [[special move|special]] dependent on the move itself.
===Learning and unlearning===
Since {{game|Red and Green|s}}, there have been three main methods of acquiring moves on a Pokémon: by [[Experience|leveling up]], by use of [[TM|Technical Machines]] and by use of Hidden Machines. [[Generation II]] added two further methods: [[egg moves]] learned through {{pkmn|breeding}}, and moves learned by a non-player character [[move tutor]]. These two newest methods have been part of all further Pokémon handheld games.
 
A Pokémon can only know four moves at a time. In order to learn new moves once four have been learned, it must forget one old move for every new move. Some moves cannot be forgotten naturally, such as moves learned by HM. To remove these, a Trainer must incorporate the help of a [[move deleter]]. Forgotten moves can be relearned thanks to the [[move relearner]].
 
===Unique moves===
Some Pokémon have moves specific to themselves or their evolutionary line. These unique moves are known as [[signature move]]s. Some of these moves are powerful moves that only certain legendary Pokémon can learn, but other moves serve as "gimmicks" for [[novelty Pokémon]]. One example is {{p|Smeargle}}'s {{m|Sketch}}, which allows it to learn almost every conceivable move.
 
==In the anime==
[[File:MewtwoBarrier.png|thumb|right|250px|{{an|Mewtwo}} using {{m|Barrier}}]]
Moves in the anime often appear different to how they are depicted in the games. [[Ash's Pikachu]] often uses {{m|Agility}} as a physical attacking move, rather than a move that merely raises {{stat|Speed}}. The almost limitless nature of the anime lends itself to many more [[differences between the games and anime]] in relation to Pokémon's moves. Pokémon are able to use many more moves [[field move|outside of battle]], such as {{AP|Bulbasaur}}'s {{m|Vine Whip}}. In battle, moves may used in unorthodox manners, especially to overcome type disadvantage—perhaps best exampled with the battle between Ash's Pikachu and Blaine's Rhydon. Invented, {{DL|Moves not in the Pokémon games|In the anime|anime-exclusive moves}} have existed since the third episode, and custom-made moves have been prevalent in the {{series|Diamond & Pearl}}.
 
The process in which moves are learned is changed slightly; TMs and HMs do not seem to exist, and the concept of move tutors has not been mentioned in any episode. Consequently, all moves learned by anime Pokémon appear to have been learned by level-up, including special egg moves such as {{m|Volt Tackle}}.


==Trivia==
==Trivia==
*During an in-game [[double battle]], after a move is issued, if that Pokémon levels up before its in-battle turn and replaces the move currently awaiting execution with a new move, the new move will be used instead of the old one.
* During an in-game [[double battle]], after a move is issued, if that Pokémon levels up before its in-battle turn and replaces the move currently awaiting execution with a new move, the new move will be used instead of the old one.
**Multiple turn moves such as Outrage however, will continue to be performed even if the move is deleted between turns. This can happen in both single and double battles.
** Multiple turn moves such as {{m|Outrage}} will continue to be performed even if the move is deleted between turns. This can happen in both single and double battles.


==See also==
==See also==
*[[List of moves]]
* [[List of moves]]
*[[List of moves in other languages]]
* [[List of moves in other languages]]


{{stub}}
{{Project MoveDex notice}}
[[Category:Terminology]]
[[Category:Terminology]]
[[Category: Moves|*1]]
[[Category: Moves|*1]]


[[de:Attacke]]
[[de:Attacke]]
[[fr:Attaque]]
[[fr:Attaque]]
[[ja:わざ]]
[[ja:わざ]]
[[pt:Golpe Pokémon]]
[[pt:Golpe Pokémon]]

Revision as of 03:16, 13 March 2010

A move (わざ move), also known as an attack or technique, is what Pokémon have primarily used in battle ever since the Generation I games. In battle, a Pokémon uses one move each turn. Some moves (including those learned by Hidden Machine) can be used outside of battle as well, usually for the purpose of removing obstacles or exploring new areas.

In the games

Characteristics of moves

A Pokémon can only know four moves at a time, which are drawn from a pool of 491 total moves. No single Pokémon has access to each move, however; all 1025 Pokémon has a given movelist with a limited amount of moves that relate to its type and the concept of the species. The amount of moves in each movelist varies between species: some Pokémon, such as Ditto and Unown, only have one move to learn, while Mew can learn 112 moves as of Generation IV. Sometimes, even, Pokémon's movelists vary between evolutionary relatives. This often is tied to a secondary type gained or lost on evolution, but can also provide incentive to prevent a Pokémon's evolution to a higher stage.

Pokémon are limited in the way that they may use their moves in battle. The amount of times they can use each move is restricted by the move's power points. Power points vary from move to move, but typically stronger moves have fewer power points than weaker moves. The amount of power points for each move may be altered by items such as PP Up. The only move that is not affected by power points is Struggle.

The strength of a move is measured by its Power, and other factors such as Accuracy affect whether it does damage or not. Some moves have additional effects that cause status ailments on the target, and some do no damage at all. Moves that do not explicitly cause harm to their target are known as status moves; the remaining moves are divided into physical and special moves depending on the individual move's characteristics; the category of the move determines whether the move's power relies on the Attack or Special Attack stat. It is important to note that prior to Generation IV, the move's category was dependent on the move's elemental type, rather than a distinct variable.

Learning and unlearning

Since Pokémon Red and Green, there have been three main methods of acquiring moves on a Pokémon: by leveling up, by use of Technical Machines and by use of Hidden Machines. Generation II added two further methods: egg moves learned through breeding, and moves learned by a non-player character move tutor. These two newest methods have been part of all further Pokémon handheld games.

A Pokémon can only know four moves at a time. In order to learn new moves once four have been learned, it must forget one old move for every new move. Some moves cannot be forgotten naturally, such as moves learned by HM. To remove these, a Trainer must incorporate the help of a move deleter. Forgotten moves can be relearned thanks to the move relearner.

Unique moves

Some Pokémon have moves specific to themselves or their evolutionary line. These unique moves are known as signature moves. Some of these moves are powerful moves that only certain legendary Pokémon can learn, but other moves serve as "gimmicks" for novelty Pokémon. One example is Smeargle's Sketch, which allows it to learn almost every conceivable move.

In the anime

Moves in the anime often appear different to how they are depicted in the games. Ash's Pikachu often uses Agility as a physical attacking move, rather than a move that merely raises Speed. The almost limitless nature of the anime lends itself to many more differences between the games and anime in relation to Pokémon's moves. Pokémon are able to use many more moves outside of battle, such as Bulbasaur's Vine Whip. In battle, moves may used in unorthodox manners, especially to overcome type disadvantage—perhaps best exampled with the battle between Ash's Pikachu and Blaine's Rhydon. Invented, anime-exclusive moves have existed since the third episode, and custom-made moves have been prevalent in the Diamond & Pearl series.

The process in which moves are learned is changed slightly; TMs and HMs do not seem to exist, and the concept of move tutors has not been mentioned in any episode. Consequently, all moves learned by anime Pokémon appear to have been learned by level-up, including special egg moves such as Volt Tackle.

Trivia

  • During an in-game double battle, after a move is issued, if that Pokémon levels up before its in-battle turn and replaces the move currently awaiting execution with a new move, the new move will be used instead of the old one.
    • Multiple turn moves such as Outrage will continue to be performed even if the move is deleted between turns. This can happen in both single and double battles.

See also

Template:Project MoveDex notice