Move variations: Difference between revisions

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==Variations of Waterfall==
==Variations of Waterfall==
==Variations of Slash==
{| border="1" cellpadding="2" align="left" style="margin: 5px; border: 1px solid #88a; border-collapse: collapse;"
{| border="1" cellpadding="2" align="left" style="margin: 5px; border: 1px solid #88a; border-collapse: collapse;"
|- style="background: #ccf;"
|- style="background: #ccf;"
! colspan="5" | 15 or 30 PP, 80 Power, 100% Accuracy, may make the target flinch
! colspan="4" | 15 or 30 PP, 80 Power, 100% Accuracy, may make the target flinch
|- style="background: #eef;"
|- style="background: #eef;"
! width="20%" | Name
! width="25%" | Name
! width="20%" | Type
! width="25%" | Type
! width="20%" | PP
! width="25%" | Category
! width="20%" | Category
! width="25%" | Generation
! width="20%" | Generation
|-
|-
| {{m|Waterfall}}
| {{m|Waterfall}}
| {{t|Water}}
| {{t|Water}}
| 15
| Physical{{tt|*|Formerly Special in Generation I-III}}
| Physical{{tt|*|Formerly Special in Generation I-III}}
| I
| I
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| {{m|Extrasensory}}
| {{m|Extrasensory}}
| {{t|Psychic}}
| {{t|Psychic}}
| 30
| Special
| Special
| III
| III
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| {{m|Dark Pulse}}
| {{m|Dark Pulse}}
| {{t|Dark}}
| {{t|Dark}}
| 15
| Special
| Special
| IV
| IV
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| {{m|Iron Head}}
| {{m|Iron Head}}
| {{t|Steel}}
| {{t|Steel}}
| 15
| Physical
| Physical
| IV
| IV

Revision as of 01:42, 11 June 2008

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

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

Variations of Heal Bell

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


Variations of Bullet Seed

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


Variations of Barrage

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


Variations of Fire Spin

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


Variations of Bone Rush

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


Variations of Rollout

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


Variations of Pound

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


Variations of Quick Attack

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


Variations of Ember

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


Variations of Razor Leaf

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


Variations of Swift

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


Variations of Bug Bite

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


Variations of SmellingSalt

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


Variations of AncientPower

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


Variations of Revenge

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


Elemental fangs

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


Variations of Slash

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


Variations of Mist Ball

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


Elemental Punches

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


Variations of Hyper Fang

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


Variations of Waterfall

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


Variations of Shadow Ball

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


Variations of Discharge

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


Variations of Dig

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


Variations of Petal Dance

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


Variations of Psychic

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


Variations of Flamethrower

15 PP, 95 Power, 100% Accuracy, may have a special effect.
Name Type Category Generation
Flamethrower Fire Special I
Ice Beam Ice Special I
Thunderbolt Electric Special I


Variations of Aeroblast

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


Variations of Cross Chop

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


Variations of Blizzard

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


Variations of Fire Blast

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


Variations of Double-Edge

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


Variations of Megahorn

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


Variations of Superpower

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


Variations of Overheat

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


Variations of Hyper Beam

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


Variations of Eruption

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


Variations of Crush Grip

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


Variations of Low Kick

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


Variations of Flail

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


Variations of Icy Wind

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


One hit KO moves

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


Variations of Tail Glow

20 PP, -- Power, --% Accuracy, ups the user's Special Attack two stages
Name Type Category Generation
Tail Glow Bug Status III
Nasty Plot Dark Status IV


Variations of Leaf Blade

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


Variations of Mud Sport

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


Variations of Foresight

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


Variations of Recover

10 PP, Heals Half Max. HP. Note: The Flying variation takes out the user's flying-type during one turn.
Name Type Category Generation
Recover Normal Status I
Softboiled Normal Status I
Milk Drink Normal Status II
Slack Off Normal Status III
Heal Order Bug Status IV
Roost Flying Status IV


Variations of Moonlight

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


Variations of Healing Wish

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


Variations of Trick

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


Variations of Mean Look

--- Power, ---% accuracy, Prevents foe from escaping or switching out
Name Type Category Generation
Mean Look Normal Status II
Spider Web Bug Status II
Block Normal Status III


Variations of Counter

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