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The subject of this article has no official name. The name currently in use is a fan designator; see below for more information.
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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
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| 10% chance to inflict non-volatile status and/or make the target flinch; biting move
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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
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| Power depends on user’s friendship
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Bouncy Bubble, Buzzy Buzz, and Sizzly Slide
| 20 PP, 60 Power, 100% Accuracy
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| Has a secondary effect, can only be used by Partner Eevee
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| 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.
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Glitzy Glow and Baddy Bad
Sappy Seed and Freezy Frost
Multistrike moves
Variations of Arm Thrust
| 20 PP, 15 Power, 100% Accuracy
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| Hits 2-5 times
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Variations of Bone Rush
| 10 PP, 25 Power, 90% Accuracy
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| Hits 2-5 times
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Variations of Bullet Seed
| 30 PP, 25 Power, 100% Accuracy
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| Hits 2-5 times
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Variations of Fury Attack
| 20 PP, 15 Power, 85% Accuracy
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| Hits 2-5 times
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| 5 PP, 30+% Accuracy
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Targets at a higher level than the user are unaffected Accuracy depends on level difference between the user and the target
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Pledge moves
These moves have limited availability and 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
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| Additional effect lasting four turns when used in combination
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| Move
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Type
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Cat.
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Gen
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PP
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Additional effect
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| Water Pledge
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Water
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Special
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V
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Fire Pledge: Doubles the probability of secondary effects occurring. Grass Pledge: Quarters speed of opponents.
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| Fire Pledge
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Fire
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Special
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V
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Grass Pledge: Non Fire-type opponents take 1/8 max HP damage each turn. Water Pledge: Doubles the probability of secondary effects occurring.
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| Grass Pledge
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Grass
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Special
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V
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Fire Pledge: Non Fire-type opponents take 1/8 max HP damage each turn. Water Pledge: Quarters speed of opponents.
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Priority moves
Variations of Aqua Jet
| 20 PP, 40 Power, 100% Accuracy
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| +1 priority
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Variations of Quick Attack
| 30 PP, 40 Power, 100% Accuracy
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| +1 priority
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Retaliatory attacks
| 20 PP, 100% Accuracy
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| -5 priority, counters the last move taken at twice the power
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Torque moves
These are the signature moves of Team Star's Starmobiles. These moves cannot be learned by any Pokémon.
With 80 base power
| 10 PP, 80 Power, 100% Accuracy
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| Chance of causing a secondary effect
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With 100 base power
| 10 PP, 100 Power, 100% Accuracy
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| 30% chance of causing a secondary effect
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Variations of Acid
| 25 or 30 PP, 40 Power, 100% Accuracy
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| 10% for Secondary effect
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Variations of Aeroblast
These are signature moves of Legendary Pokémon.
| 5 PP, 100 Power, 95% Accuracy
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| High critical hit ratio
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Variations of Ancient Power
| 5 PP, 60 Power, 100% Accuracy
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| 10% chance of raising all stats
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Variations of Barb Barrage
These are the signature moves of certain Hisuian Pokémon.
| 15 PP, 60 Power, 100% Accuracy
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| Power doubles if target has any status condition; 30% chance to inflict a status condition
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Variations of Bite
| 25 PP, 60 Power, 100% Accuracy
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| 30% chance of flinching
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| Bite was a Normal type move with a 10% chance of flinching in Generation I
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Variations of Blizzard
| 5 or 10 PP, 110 Power, 70% Accuracy
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| Chance of inflicting a status condition, certain weather causes moves to not miss
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| Move
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Type
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Cat.
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Gen
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PP
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Additional effect
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Move effect changes by weather effect
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| Blizzard
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Ice
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Special
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I
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5
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10% chance of freezing target
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Cannot miss in hail or snow, affects all foes
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| Thunder
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Electric
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Special
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I
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10
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30% chance of paralyzing target
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Cannot miss in heavy rain, accuracy cut to 50% in strong sunlight
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| Hurricane
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Flying
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Special
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V
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10
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30% chance of confusing target
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Cannot miss in heavy rain, accuracy cut to 50% in strong sunlight
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| 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.
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Variations of Bolt Beak
These are the signature moves of the fossil Pokémon of the Galar region.
| 10 PP, 85 Power, 100% Accuracy
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| Deals double damage if user moves first
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Variations of Bolt Strike
These are signature moves of two members of the Tao trio.
| 5 PP, 130 Power, 85% Accuracy
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| 20% chance of inflicting a non-volatile status condition
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Variations of Brine
| 10 PP, 65 Power, 100% Accuracy
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| Power doubles under certain conditions
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Variations of Catastropika
| 1 PP, 210 Power, —% Accuracy
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| Signature Z-Move
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Variations of Circle Throw
| 10 PP, 60 Power, 90% Accuracy
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| -6 priority, forces target to switch out
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Variations of Collision Course
These are signature moves of the Paradox duo.
| 5 PP, 100 Power, 100% Accuracy
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| Boosted damage if the move is super effective on the target
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Variations of Cross Chop
| 5 PP, 100 Power, 80% Accuracy
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| High critical hit ratio
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Variations of Crush Claw
| 10 PP, 75 Power, 95% Accuracy
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| 50% chance to lower target's defense one stage
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Variations of Crunch and Shadow Ball
| 10 or 15 PP, 80 Power, 100% Accuracy
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| Chance of lowering target's stat by one stage
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Variations of Dig
| 10 PP, 80 Power, 100% Accuracy
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| Two-turn move; double damage from certain moves
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Variations of Discharge
| 15 PP, 80 Power, 100% Accuracy
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| 30% chance of causing a secondary effect, hits all adjacent Pokémon
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Variations of Double-Edge
| 10 or 15 PP, 120 Power, 100% Accuracy
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| User receives recoil equal to ⅓ of the damage done to the target
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Variations of Drill Peck
| 15 or 20 PP, 80 Power, 100% Accuracy
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| No additional effect
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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
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| Deals double damage on Dynamax Pokémon
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Variations of Dynamic Punch
Variations of Eruption
| 5 PP, varying Power, 100% Accuracy
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| Higher damage when used with high HP
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Variations of False Swipe
| 40 PP, 40 Power, 100% Accuracy
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| Leaves target with at least 1HP
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Variations of Fire Punch
Variations of Fire Spin
| 10 or 15 PP, 35 Power, 85% Accuracy
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| Binds target
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| Move power was 15, and accuracy was 70%, prior to Generation V, with the exception of Clamp, which power was 35 prior to Generation V.
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Variations of Flail
| 15 PP, varying Power, 100% Accuracy
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| Higher damage when used with low HP
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Variations of Flame Charge
| 20 PP, 50 Power, 100% Accuracy
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| 100% chance of a stat-changing secondary effect
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| Considered variations from Generation VI onward, as Struggle Bug had only 30 power in Generation V
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Variations of Flamethrower
| 10 or 15 PP, 90 Power, 100% Accuracy
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| 10% chance of inflicting a non-volatile status condition, targets one opponent
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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
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| Power doubles if another Fusion Flare or Fusion Bolt is used in the same turn, regardless of ally or foe
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Variations of Giga Drain
| 10 PP, 75 Power, 100% Accuracy
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| Restores HP by half damage dealt
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| For Giga Drain and Drain Punch, the power was 60, and PP was 5 PP, prior to Generation V.
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Variations of Gyro Ball
| 5 or 10 PP, varying Power, 100% Accuracy
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| Power depends on user's and target's Speed; cannot affect targets with Bulletproof
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Variations of Hammer Arm
| 10 PP, 100 Power, 90% Accuracy
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| Lowers user's Speed; punching moves
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Variations of Heavy Slam
| 10 PP, varying Power, 100% Accuracy
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| Deals more damage if user's weight is higher compared to the target
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Variations of Hyper Beam
| 5 PP, 150 Power, 90% Accuracy
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| User must rest the turn after its use
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Variations of Hyper Fang
| 15 PP, 80 Power, 90% Accuracy
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| Has a chance of causing the target to flinch
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Variations of Icy Wind
| 15 PP, 55 Power, 95% Accuracy
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| Lowers target's stat one stage
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Variations of Iron Tail
| 10-15 PP, 100 Power, 75% Accuracy
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| Chance of secondary effect
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Variations of Jump Kick
| 10 or 15 PP, 100 Power, 95% Accuracy
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| If the move misses, the user takes crash damage equivalent to 50% of their max HP
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Variations of Karate Chop
| 25 PP, 50 Power, 100% Accuracy
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| High critical hit ratio
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Variations of Last Respects
| 10 PP, 50 Power, 100% Accuracy
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| Power is increased by 50 each time a specific event occurs
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Variations of Leaf Blade
| 15 PP, 90 Power, 100% Accuracy
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| High critical hit ratio
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Variations of Low Kick
| 20 PP, varying Power, 100% Accuracy
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| Greater damage on heavier target
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Variations of Lunge
| 15 PP, 80 Power, 100% Accuracy
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| Lowers target's stat one stage
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Variations of Luster Purge
These are the signature moves of the Eon duo, Latios and Latias.
| 5 PP, 95 Power, 100% Accuracy
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| 50% chance of lowering the target's stat by 1 stage
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| Move power was 70 prior to Generation IX.
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Variations of Megahorn
| 10 PP, 120 Power, 85% Accuracy
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| No additional effect
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Variations of Metal Burst
| 10 PP, 100% Accuracy
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| Returns 1.5 times the damage dealt by the opponent's last attack
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Variations of Needle Arm
| 10 or 15 PP, 60 Power, 100% Accuracy
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| 30% chance of causing a secondary effect
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Variations of Octazooka
| 10 PP, 65 Power, 85% Accuracy
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| 30% chance of lowering target's accuracy by one stage
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Variations of Overheat
| 5 PP, 130 Power, 90% Accuracy
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| Lowers user's Special Attack two stages
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| 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.
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Variations of Pluck
| 20 PP, 60 Power, 100% Accuracy
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| Eats and gains the effect of the target's held Berry
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Variations of Pound
| 30, 35, or 40 PP, 40 Power, 100% Accuracy
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| No additional effect
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Variations of Psybeam
| 20 PP, 65 Power, 100% Accuracy
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| Chance of an additional effect occurring
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Variations of Psyblade
| 15 PP, 80 Power, 100% Accuracy
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| Power is increased by 50% under a certain field condition
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Variations of Psychic
| 10 PP, 90 Power, 100% Accuracy
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| 10% chance of lowering the target's Special Defense by one stage
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Variations of Psyshock
| 10 PP, 80 Power, 100% Accuracy
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| Uses alternative stats to calculate damage
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Variations of Return
| 20 PP, varying Power, 100% Accuracy
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| Power depends on user's friendship
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Variations of Revenge
| 10 PP, 60 Power, 100% Accuracy
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| -4 priority, doubles in power if user was damaged
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Variations of Rollout
| 20 PP, 30 Power, 90% Accuracy
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| Power doubles with each consecutive hit; also doubles if Defense Curl is used
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Variations of Sacred Fire
| 5 PP, 100 Power, 95% Accuracy
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| 50% chance of causing a secondary effect
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Variations of Seismic Toss
| 15 or 20 PP, 100% Accuracy
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| Damage equal to user's level
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Variations of Shadow Bone
| 10 PP, 85 Power, 100% Accuracy
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| 20% chance of lowering Defense one stage
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Variations of Skull Bash
| 10 PP, 130 Power, 100% Accuracy
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| Needs to charge, raises stat by one stage on the first turn
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Variations of Sky Attack
| 5 PP, 140 Power, 90% Accuracy
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| Needs to charge, 30% chance of causing a secondary effect
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Variations of Slash
| 15 or 20 PP, 70 Power, 100% Accuracy
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| High critical hit ratio
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| 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).
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Variations of Sludge Wave
| 15 PP, 95 Power, 100% Accuracy
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| Chance of causing a secondary effect
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Variations of Springtide Storm
These are the signature moves of the forces of nature.
| 5 or 10 PP, 100 Power, 80% Accuracy
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| Chance of causing a secondary effect
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Variations of Steel Beam
| 5 PP, 140 Power, 95% Accuracy
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| User takes recoil damage equal to 1/2 its max HP
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Variations of Stomp
| 20 PP, 65 Power, 100% Accuracy
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| 30% chance of flinching, doubles in power if target has used Minimize
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Variations of Stomping Tantrum
| 10 or 5 PP, 75 Power, 100% Accuracy
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| Doubles in power after a certain effect occurs
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Variations of Stone Axe
These are the signature moves of Hisuian Pokémon.
| 15 PP, 65 Power, 90% Accuracy
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High critical hit ratio, leaves splinters in the targetLA Sets up a trap on the target's side of the fieldSV
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Variations of Stored Power
| 10 PP, 20 Power, 100% Accuracy
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| Increases base power the more positive stat changes the user has built up
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Variations of Sucker Punch
| 5 PP, 70 Power
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| Strikes first, but fails if the target isn't using a damaging move on the turn
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Variations of Sunsteel Strike
These are the signature moves of the Light trio, Lunala, Necrozma, and Solgaleo.
| 5 PP, 100 Power, 100% Accuracy
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| Ignores the target's Ability
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Variations of Superpower
| 5 PP, 120 Power, 100% Accuracy
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| Lowers two of the user's stats by one stage each
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Variations of Super Fang
| 10 PP, 90% Accuracy
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| Deals damage equal to half target's remaining HP
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Variations of Surf
| 10-15 PP, 90 Power, 100% Accuracy
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| Targets more than one Pokémon in Double and Triple Battles
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| Considered variations from Generation VI onward, as Surf had 95 power prior to it
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Variations of Swift
| 20 PP, 60 Power, —% Accuracy
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| Never misses
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Variations of Techno Blast
These are signature moves of Legendary Pokémon.
| 5 or 10 PP, 120 Power, 100% Accuracy
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| Type varies depending on specific held item
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Variations of Thief
| 25 PP, 60 Power, 100% Accuracy
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| Steals the target's held item
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| Considered variations only after Generation VI, as their PP differed prior to it
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Variations of Thrash
| 10 PP, 120 Power, 100% Accuracy
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Lasts 2-3 turns, user becomes confused Fixates the user on the moveLA
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| Considered variations from Generation V onward, as their PP and base power differed prior to it
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Variations of U-turn
| 20 PP, 70 Power, 100% Accuracy
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| User switches after dealing damage
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Variations of Waterfall
| 10, 15, or 20 PP, 80 Power, 100% Accuracy
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| Chance of causing a secondary effect, single target
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Variations of Weather Ball
| 10 PP, 50 Power, 100% Accuracy
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| Power doubles under a field condition
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Variations of Wring Out
| 5 or 10 PP, Varying Power, 100% Accuracy
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| Does more damage if the target's current HP is high
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List of status move variations
Terrain moves
| 10 PP
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| Causes a special effect for all grounded Pokémon for 5 turns
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Weather moves
Variations of After You
| 15 PP
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| Changes move order of the target
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Variations of Camouflage
| 15 or 20 PP
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| Changes user's type
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Variations of Charm
| 15 or 20 PP, 100% Accuracy
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| Lowers target's stat by two stages
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Variations of Confide
| 20 PP
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| Lowers target's stat by one stage, unaffected by protecting moves
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Variations of Conversion
These are signature moves of Porygon's evolutionary line.
| 30 PP
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| Changes user's type
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Variations of Destiny Bond
| 5 PP
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| Requires user to faint
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Variations of Disable
| 15 or 20 PP, 100% Accuracy
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| Disables the opponent's moves or items
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Variations of Follow Me
| 20 PP
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| +2 priority, forces all opponents to target the user
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| +3 priority prior to Generation VI
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Variations of Foresight
| 40 PP, 100% Accuracy
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| Removes a type immunity and negates target's evasiveness
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Variations of Guard Split
| 10 PP
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| Averages the target's stats with the user
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Variations of Harden
| 30 PP
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| Raises a stat by one stage
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Variations of Heal Bell
Variations of Heal Pulse
| 10 PP
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| Heals target by 1/2 of its max HP
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Variations of Ingrain
| 20 PP
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| Heals user by 1/16 of its maximum HP each turn
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Variations of Jungle Healing
| 5 or 10 PP
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| Heals user and allies by 1/4 of their maximum HP and removes any non-volatile status conditions they may have
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Variations of Magnetic Flux
| 20 PP
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| Raises the stats of allied Pokémon with Plus or Minus
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Variations of Meditate
| 40 PP
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| Raises a stat by one stage
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Variations of Memento
| 10 PP
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| Causes the user to faint without damaging the foe
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Variations of Mind Reader
| 5 PP
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| Ensures user's next move will hit
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Variations of Mist
| 25 or 30 PP
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| Protects the user's party for 5 turns
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Variations of Morning Sun
| 5 or 10 PP
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| Heals variant amount of HP (normally 1/2 of max HP), depending on weather
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Variations of Mud Sport
| 15 PP
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| Halves damage taken from a certain type
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Variations of No Retreat
| 5 PP
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| Raises Attack, Defense, Special Attack, Special Defense and Speed by one stage each, has a negative effect
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Variations of Poison Powder
| 35 or 30 PP, 75% Accuracy
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| Inflicts a status condition
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| 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.
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Variations of Protect
Variations of Quiver Dance
| 20 (10 for Victory Dance) PP
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| Raises three of user's stats by one stage
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Variations of Recover
| 5 (or 10 for Heal Order) PP
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| Heals user by half max HP
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| Prior to Generation IX, all moves listed had 10 PP. Heal Order has been unavailable since Gen VIII.
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Variations of Sand Attack
| 15 or 20 PP, 100% Accuracy
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| Decreases accuracy by one stage
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Variations of Screech
| 40 PP, 85% Accuracy
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| Sound-based moves that lower the target's stat by two stages
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| Cotton Spore formerly had 85% accuracy, but was changed to 100% in Generation V and is therefore no longer included.
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Variations of Sing
Variations of Skill Swap
| 10 PP
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| Switches the user's condition with the target
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Variations of Sleep Powder
| 10 or 15 PP, 75% Accuracy
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| Inflicts a status condition
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| Will-O-Wisp formerly had 75% accuracy, but was changed to 85% in Generation VI and is therefore no longer included.
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Variations of Soak
| 20 PP
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| Changes targets type to a pure type
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Variations of Spider Web
| 5 or 10 PP
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| Prevents target form escaping or switching out, cannot miss
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Variations of Spikes
Variations of Splash
Variations of Stockpile
| 15 or 20 PP
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| Increases two of the user's stats by one stage
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Variations of Swords Dance
| 15 or 20 PP
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| Increases user's stat by two stages
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- 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.
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Variations of Tail Whip
| 30 PP
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| Lowers adjacent opponents' defense by one stage
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Variations of Trick
| 10 PP, 100% Accuracy
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| Switches held items with target
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Variations of Trick-or-Treat
| 20 PP
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| Adds a type to the target
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Variations of Trick Room
| 5 or 10 PP
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| Causes a special effect for all Pokémon on the field for 5 turns
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Variations of Whirlwind
| 20 PP
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| -6 priority, forces target to switch, bypasses accuracy checks, cannot affect targets with Ingrain or Suction cups
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| 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
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Variations of Wide Guard
| 10 or 15 PP
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| +3 priority, protects user's side of field
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Variations of Worry Seed
| 10 or 15 PP, 100% Accuracy
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| Changes the target's Ability
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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
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| 10% chance of inflicting a non-volatile status condition
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Related articles
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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.
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