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 power /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.
All details are accurate to the most recent game in which the move is present. For details that have changed between generations, please refer to the move's page.
List of damage-dealing move variations
Elemental Fangs
15 PP, 65 Power, 95% Accuracy
10% chance to inflict non-volatile status and/or make the target flinch; biting move
Let's Go Partner Moves
There are the signature moves of the partner Pokémon featured in Pokémon: Let's Go, Pikachu! and Let's Go, Eevee!
Partner Powers
20 PP, varying Power, —% Accuracy
Power depends on user’s friendship
Variations of Bouncy Bubble
15 PP, 90 Power, 100% Accuracy
Has a secondary effect, can only be used by Partner Eevee
Multistrike Moves
Variations of Arm Thrust
20 PP, 15 Power, 100% Accuracy
Hits 2-5 times
Variations of Bullet Seed
30 PP, 25 Power, 100% Accuracy
Hits 2-5 times
Variations of Fury Attack
20 PP, 15 Power, 85% Accuracy
Hits 2-5 times
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
Pledge Moves
These moves have limited availability and can only be learned by first partner Pokémon , the elemental monkeys VII , Silvally US UM Sw Sh (Grass Pledge only, due to a bug), and Mew IX .
10 PP, 80 Power, 100% Accuracy
Additional effect lasting four turns when used in combination
Move
Type
Cat.
Gen
PP
Additional effect
Water Pledge
Water
Special
V
Fire Pledge : Doubles the probability of secondary effects occurring.Grass Pledge : Quarters speed of opponents.
Fire Pledge
Fire
Special
V
Grass Pledge : Non Fire-type opponents take 1/8 max HP damage each turn.Water Pledge : Doubles the probability of secondary effects occurring.
Grass Pledge
Grass
Special
V
Fire Pledge : Non Fire-type opponents take 1/8 max HP damage each turn.Water Pledge : Quarters speed of opponents.
Priority Moves
Variations of Aqua Jet
20 PP, 40 Power, 100% Accuracy
+1 priority
Variations of Quick Attack
30 PP, 40 Power, 100% Accuracy
+1 priority
Pseudo-Hazing Moves
Variations of Circle Throw
10 PP, 60 Power, 90% Accuracy
-6 priority, forces target to switch out
Variations of Whirlwind
20 PP
-6 priority, forces target to switch, bypasses accuracy checks
Both moves have been changed substantially over the generations, but changes to these moves have been consistently applied to both over the generations. For information, check their individual pages
Retaliatory Attacks
Variations of Counter
20 PP, 100% Accuracy
-5 priority, counters the last move taken of a certain category at twice the power
Variations of Metal Burst
10 PP, 100% Accuracy
Counters the last move taken at 1.5× the power
Torque Moves
These are the signature moves of Team Star 's Starmobiles . These moves cannot be learned by any Pokémon.
80 Base Power
10 PP, 80 Power, 100% Accuracy
Chance of causing a secondary effect
100 Base Power
10 PP, 100 Power, 100% Accuracy
30% chance of causing a secondary effect
Variations of Acid
25 or 30 PP, 40 Power, 100% Accuracy
10% for Secondary effect
Variations of Aeroblast
These are signature moves of Legendary Pokémon .
5 PP, 100 Power, 95% Accuracy
High critical hit ratio
Variations of Ancient Power
5 PP, 60 Power, 100% Accuracy
10% chance of raising all stats
Variations of Bite
25 PP, 60 Power, 100% Accuracy
30% chance of flinching
Bite was a Normal type move with a 10% chance of flinching in Generation I
Variations of Blizzard
5 or 10 PP, 110 Power, 70% Accuracy
Chance of inflicting a status condition, certain weather causes moves to not miss
Move
Type
Cat.
Gen
PP
Additional effect
Move effect changes by weather effect
Blizzard
Ice
Special
I
5
10% chance of freezing target
Cannot miss in hail or snow, affects all foes
Thunder
Electric
Special
I
10
30% chance of paralyzing target
Cannot miss in heavy rain, accuracy cut to 50% in strong sunlight
Hurricane
Flying
Special
V
10
30% chance of confusing target
Cannot miss in heavy rain, accuracy cut to 50% in strong sunlight
Move power was 120 prior to Generation VI. Focus Blast and Gunk Shot formerly had the same power too, but their power didn't drop in Generation VI and are therefore no longer included.
Variations of Bolt Beak
These are the signature moves of the Fossil Pokémon of the Galar region.
10 PP, 85 Power, 100% Accuracy
Deals double damage if user moves first
Variations of Bolt Strike
These are signature moves of two members of the Tao trio .
5 PP, 130 Power, 85% Accuracy
20% chance of inflicting a non-volatile status condition
Variations of Brine
10 PP, 65 Power, 100% Accuracy
Power doubles under certain conditions
Variations of Catastropika
1 PP, 210 Power, —% Accuracy
Signature Z-Move
Variations of Collision Course
These are signature moves of the Paradox duo .
5 PP, 100 Power, 100% Accuracy
Boosted damage if the move is super effective on the target
Variations of Cross Chop
5 PP, 100 Power, 80% Accuracy
High critical hit ratio
Variations of Crush Claw
10 PP, 75 Power, 95% Accuracy
50% chance to lower target's defense one stage
Variations of Crunch
15 PP, 80 Power, 100% Accuracy
20% chance of lowering target's stat by one stage
Crunch had a 20% chance of lowering Special Defense in Generations II-III
Variations of Dig
10 PP, 80 Power, 100% Accuracy
Two-turn move; double damage from certain moves
Variations of Discharge
15 PP, 80 Power, 100% Accuracy
30% chance of causing a secondary effect, hits all adjacent Pokémon
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
Variations of Drill Peck
15 or 20 PP, 80 Power, 100% Accuracy
No additional effect
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
Variations of Dynamic Punch
5 PP, 100 Power, 50% Accuracy
Causes a status condition
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
Variations of False Swipe
40 PP, 40 Power, 100% Accuracy
Leaves target with at least 1HP
Variations of Fire Punch
Variations of Fire Spin
15 PP, 35 Power, 85% Accuracy
Binds target
Move power was 15 and accuracy was 70% prior to Generation V, with the exception of Clamp, which had a power of 35, an accuracy of 75%, and 10 PP prior to Generation V.
Variations of Fire Lash
10 or 15 PP, 90 Power, 100% Accuracy
Lowers target's stat one stage
Variations of Flail
15 PP, varying Power, 100% Accuracy
Higher damage when used with low HP
Variations of Flame Charge
20 PP, 50 Power, 100% Accuracy
100% chance of a stat-changing secondary effect
Considered variations from Generation VI onward, as Struggle Bug had only 30 power in Generation V
Variations of Flamethrower
10 or 15 PP, 90 Power, 100% Accuracy
10% chance of inflicting a non-volatile status condition , targets one opponent
Variations of Fusion Flare
These are signature moves of Reshiram and Zekrom , the Legendary Pokémon featured in Pokémon Black and White Versions , as well as Kyurem's fusion forms featured in Pokémon Black and White Versions 2 .
5 PP, 100 Power, 100% Accuracy
Power doubles if another Fusion Flare or Fusion Bolt is used in the same turn, regardless of ally or foe
Variations of Giga Drain
10 PP, 75 Power, 100% Accuracy
Restores HP by half damage dealt
For Giga Drain and Drain Punch, the power was 60 and PP was 5 prior to Generation V.
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
Variations of Hammer Arm
Variations of Heavy Slam
10 PP, varying Power, 100% Accuracy
Deals more damage if user's weight is higher compared to the target
Variations of Hyper Beam
5 PP, 150 Power, 90% Accuracy
User must rest the turn after its use
Variations of Hyper Fang
15 PP, 80 Power, 90% Accuracy
Has a chance of causing the target to flinch
Variations of Icy Wind
15 PP, 55 Power, 95% Accuracy
Lowers target's stat one stage
Variations of Iron Tail
10-15 PP, 100 Power, 75% Accuracy
Chance of secondary effect
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
Variations of Karate Chop
25 PP, 50 Power, 100% Accuracy
High critical hit ratio
Variations of Last Respects
10 PP, 50 Power, 100% Accuracy
Power is increased by 50 each time a specific event occurs
Variations of Leaf Blade
15 PP, 90 Power, 100% Accuracy
High critical hit ratio
Variations of Low Kick
20 PP, varying Power, 100% Accuracy
Greater damage on heavier target
Variations of Lunge
10 or 15 PP, 80 Power, 100% Accuracy
Lowers target's stat one stage
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 power was 70 prior to Generation IX.
Variations of Megahorn
10 PP, 120 Power, 85% Accuracy
No additional effect
Variations of Needle Arm
10 or 15 PP, 60 Power, 100% Accuracy
30% chance of causing a secondary effect
Variations of Octazooka
10 PP, 65 Power, 85% Accuracy
Chance of lowering target's accuracy by one stage
Variations of Overheat
5 PP, 130 Power, 90% Accuracy
Lowers user's Special Attack two stages
Move power was 140 prior to Generation IV. Psycho Boost formerly had the same power too, but its power didn't drop in Generation VI and is therefore no longer included.
Variations of Pluck
20 PP, 60 Power, 100% Accuracy
Eats and gains the effect of the target's held Berry
Variations of Pound
30, 35, or 40 PP, 40 Power, 100% Accuracy
No additional effect
Variations of Psybeam
20 PP, 65 Power, 100% Accuracy
Chance of an additional effect occurring
Variations of Psyblade
15 PP, 80 Power, 100% Accuracy
Power is increased by 50% under a certain field condition
Variations of Psychic
10 PP, 90 Power, 100% Accuracy
10% chance of lowering the target's Special Defense by one stage
Variations of Psyshock
10 PP, 80 Power, 100% Accuracy
Uses alternative stats to calculate damage
Variations of Return
20 PP, varying Power, 100% Accuracy
Power depends on user's friendship
Variations of Revenge
10 PP, 60 Power, 100% Accuracy
-4 priority, doubles in power if user was damaged
Variations of Rollout
20 PP, 30 Power, 90% Accuracy
Power doubles with each consecutive hit; also doubles if Defense Curl is used
Variations of Sacred Fire
5 PP, 100 Power, 95% Accuracy
50% chance of causing a secondary effect
Variations of Seismic Toss
15 or 20 PP, 100% Accuracy
Damage equal to user's level
Variations of Shadow Bone
10 PP, 85 Power, 100% Accuracy
20% chance of lowering Defense one stage
Variations of Skull Bash
10 PP, 130 Power, 100% Accuracy
Needs to charge, raises stat by one stage on the first turn
Variations of Sky Attack
5 PP, 140 Power, 90% Accuracy
Needs to charge, 30% chance of causing a secondary effect
Variations of Slash
15 or 20 PP, 70 Power, 100% Accuracy
High critical hit ratio
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
10 or 15 PP, 95 Power, 100% Accuracy
Chance of causing a secondary effect
Variations of Springtide Storm
These are the signature moves of the forces of nature .
5 or 10 PP, 100 Power, 80% Accuracy
Chance of causing a secondary effect
Variations of Stomp
20 PP, 65 Power, 100% Accuracy
30% chance of flinching , doubles in power if target has used Minimize
Variations of Stomping Tantrum
10 PP, 75 Power, 100% Accuracy
Doubles in power 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 fieldS V
Variations of Stored Power
10 PP, 20 Power, 100% Accuracy
Increases base power the more positive stat changes the user has built up
Variations of Sucker Punch
5 PP, 70 Power
Strikes first, but fails if the target isn't using a damaging move on the turn
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
Variations of Superpower
5 PP, 120 Power, 100% Accuracy
Lowers two of the user's stats by one stage each
Variations of Super Fang
10 PP, 90% Accuracy
Deals damage equal to half target's remaining HP
Variations of Surf
10 or 15 PP, 90 Power, 100% Accuracy
Targets more than one Pokémon in Double and Triple Battles
Considered variations from Generation VI onward, as Surf had 95 power prior to it
Variations of Swift
20 PP, 60 Power, —% Accuracy
Never misses
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
Variations of Thief
25 PP, 60 Power, 100% Accuracy
Steals the target's held item
Considered variations only after Generation VI, as their PP differed prior to it
Variations of Thrash
10 PP, 120 Power, 100% Accuracy
Lasts 2-3 turns, user becomes confused Fixates the user on the moveLA
Considered variations from Generation V onward, as their PP and base power differed prior to it
Variations of Torch Song
10 PP, 80 Power, 100% Accuracy
Raises user's stat by one stage
Variations of U-turn
20 PP, 70 Power, 100% Accuracy
User switches after dealing damage
Variations of Waterfall
10, 15, or 20 PP, 80 Power, 100% Accuracy
Chance of causing a secondary effect, single target
Variations of Weather Ball
10 PP, 50 Power, 100% Accuracy
Power doubles under a field condition
Variations of Wring Out
5 PP, 120 Base Power, 100% Accuracy
Does more damage if the target's current HP is high
List of status move variations
Terrain Moves
10 PP
Causes a special effect for all grounded Pokémon for 5 turns
Weather Moves
Variations of After You
15 PP
Changes move order of the target
Variations of Camouflage
15 or 20 PP
Changes user's type
Variations of Charm
15 or 20 PP, 100% Accuracy
Lowers target's stat by two stages
Variations of Confide
20 PP
Lowers target's stat by one stage, unaffected by protecting moves
Variations of Conversion
These are signature moves of Porygon 's evolutionary line.
30 PP
Changes user's type
Variations of Destiny Bond
5 PP
Requires user to faint
Variations of Disable
15 or 20 PP, 100% Accuracy
Disables the opponent's moves or items
Variations of Follow Me
20 PP
+2 priority, forces all opponents to target the user
+3 priority prior to Generation VI
Variations of Foresight
40 PP, 100% Accuracy
Removes a type immunity and negates target's evasiveness
Variations of Guard Split
10 PP
Averages the target's stats with the user
Variations of Harden
30 PP
Raises a stat by one stage
Variations of Heal Bell
Variations of Heal Pulse
10 PP
Heals target by 1/2 of its max HP
Variations of Ingrain
20 PP
Heals user by 1/16 of its maximum HP each turn
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
Variations of Magnetic Flux
20 PP
Raises the stats of allied Pokémon with Plus or Minus
Variations of Meditate
40 PP
Raises a stat by one stage
Variations of Memento
10 PP
Causes the user to faint without damaging the foe
Variations of Mind Reader
5 PP
Ensures user's next move will hit
Variations of Mist
25 or 30 PP
Protects the user's party for 5 turns
Variations of Morning Sun
5 or 10 PP
Heals variant amount of HP (normally 1/2 of max HP), depending on weather
Variations of Mud Sport
15 PP
Halves damage taken from a certain type
Variations of No Retreat
5 PP
Raises Attack, Defense, Special Attack, Special Defense and Speed by one stage each, has a negative effect
Variations of Poison Powder
35 or 30 PP, 75% Accuracy
Inflicts a status condition
Glare formerly had 75% accuracy, but was changed to 90% in Generation V and then 100% in Generation VI and is therefore no longer included.
Variations of Protect
Variations of Quiver Dance
20 (10 for Victory Dance) PP
Raises three of user's stats by one stage
Variations of Recover
5 (or 10 for Heal Order) PP
Heals user by half max HP
Prior to Generation IX, all moves listed had 10 PP. Heal Order has been unavailable since Gen VIII.
Variations of Sand Attack
15 or 20 PP, 100% Accuracy
Decreases accuracy by one stage
Variations of Screech
40 PP, 85% Accuracy
Sound-based moves that lower the target's stat by two stages
Cotton Spore formerly had 85% accuracy, but was changed to 100% in Generation V and is therefore no longer included.
Variations of Sing
Variations of Skill Swap
10 PP
Switches the user's condition with the target
Variations of Sleep Powder
10 or 15 PP, 75% Accuracy
Inflicts a status condition
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
Variations of Spider Web
5 or 10 PP
Prevents target from escaping or switching out, cannot miss
Variations of Spikes
Variations of Splash
Variations of Stockpile
15 or 20 PP
Increases two of the user's stats by one stage
Variations of Swords Dance
15 or 20 PP
Increases user's stat by two stages
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
Variations of Trick
10 PP, 100% Accuracy
Switches held items with target
Variations of Trick-or-Treat
20 PP
Adds a type to the target
Variations of Trick Room
5 or 10 PP
Causes a special effect for all Pokémon on the field for 5 turns
Variations of Wide Guard
10 or 15 PP
+3 priority, protects user's side of field
Variations of Worry Seed
10 or 15 PP, 100% Accuracy
Changes the target's Ability
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
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