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{{Outdated|needs=to be updated for Generation VI}} | |||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 [[type]]s, [[damage category|damage categories]], or secondary effects. Below are the various move archetypes and the moves that fall into their categories. | '''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 [[type]]s, [[damage category|damage categories]], or secondary effects. Below are the various move archetypes and the moves that fall into their categories. | ||
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==List of damage-dealing move variations== | ==List of damage-dealing move variations== | ||
===Elemental Fangs=== | ===Elemental Fangs=== | ||
{{mvar/h|15|power=65|acc=95|notes=10% chance to inflict non-volatile [[Status | {{mvar/h|15|power=65|acc=95|notes=10% chance to inflict non-volatile [[Status condition|status]] and/or flinch the target|other=Status condition}} | ||
{{mvar|Fire Fang|Fire|Physical|IV|other=Burn}} | {{mvar|Fire Fang|Fire|Physical|IV|other=Burn}} | ||
{{mvar|Ice Fang|Ice|Physical|IV|other=Freeze}} | {{mvar|Ice Fang|Ice|Physical|IV|other=Freeze}} | ||
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|} | |} | ||
=== | ===Variations of Fire Punch=== | ||
{{mvar/h|15|power=75|acc=100|notes=10% chance to inflict non-volatile [[Status | {{mvar/h|10 or 15|power=75|acc=100|notes=10% chance to inflict non-volatile [[Status condition|status]]|other=Status condition|PP=PP}} | ||
{{mvar|Fire Punch|Fire|Physical|I|other=Burn}} | {{mvar|Fire Punch|Fire|Physical|I|PP=15|other=Burn}} | ||
{{mvar|Ice Punch|Ice|Physical|I|other=Freeze}} | {{mvar|Ice Punch|Ice|Physical|I|PP=15|other=Freeze}} | ||
{{mvar|Thunder Punch|Electric|Physical|I|other=Paralysis}} | {{mvar|Thunder Punch|Electric|Physical|I|PP=15|other=Paralysis}} | ||
{{mvar|Signal Beam|Bug|Special|III|PP=15|sig=Volbeat|other=Confusion}} | |||
{{mvar|Relic Song|Normal|Special|V|PP=10|sig=Meloetta|other=Sleep}} | |||
|} | |} | ||
|} | |} | ||
===[[One-hit knockout | ===[[One-hit knockout move]]s=== | ||
{{mvar/h|5|acc={{tt|–|30% in Generation I}}|notes=Targets at a higher level than the user are unaffected{{tt|*|Targets with higher speed than the user are unaffected in Generation I}}}} | {{mvar/h|5|acc={{tt|–|30% in Generation I}}|notes=Targets at a higher level than the user are unaffected{{tt|*|Targets with higher speed than the user are unaffected in Generation I}}}} | ||
{{mvar|Fissure|Ground|Physical|I}} | {{mvar|Fissure|Ground|Physical|I}} | ||
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===Variations of Blizzard=== | ===Variations of Blizzard=== | ||
{{mvar/h|5 or 10|power={{tt|110|120 prior to Generation VI}}|acc=70|notes=Chance of inflicting a status | {{mvar/h|5 or 10|power={{tt|110|120 prior to Generation VI}}|acc=70|notes=Chance of inflicting a status condition, certain weather causes moves to not miss|other=Additional effect|PP=PP}} | ||
{{mvar|Blizzard|Ice|Special|I|other=10% chance of freezing target|PP=5|note=89.5% accuracy in Generation I, cannot miss in hail, affects all foes}} | {{mvar|Blizzard|Ice|Special|I|other=10% chance of freezing target|PP=5|note=89.5% accuracy in Generation I, cannot miss in hail, affects all foes}} | ||
{{mvar|Thunder|Electric|Special|I|other=30% chance of paralyzing target|PP=10|note=Cannot miss in heavy rain, 10% chance of paralyzing target in Gen I}} | {{mvar|Thunder|Electric|Special|I|other=30% chance of paralyzing target|PP=10|note=Cannot miss in heavy rain, 10% chance of paralyzing target in Gen I}} | ||
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===Variations of Blue Flare=== | ===Variations of Blue Flare=== | ||
{{mvar/h|5|power=130|acc=85|notes=20% chance of inflicting a non-volatile [[status | {{mvar/h|5|power=130|acc=85|notes=20% chance of inflicting a non-volatile [[status condition]]|other=Status condition}} | ||
{{mvar|Blue Flare|Fire|Special|V|other=Burn|sig=Reshiram}} | {{mvar|Blue Flare|Fire|Special|V|other=Burn|sig=Reshiram}} | ||
{{mvar|Bolt Strike|Electric|Physical|V|other=Paralysis|sig=Zekrom}} | {{mvar|Bolt Strike|Electric|Physical|V|other=Paralysis|sig=Zekrom}} | ||
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{{mvar/h|10|power=65|acc=100|notes=Power doubles under certain conditions|other=Condition}} | {{mvar/h|10|power=65|acc=100|notes=Power doubles under certain conditions|other=Condition}} | ||
{{mvar|Brine|Water|Special|IV|other=Target's HP under 50%}} | {{mvar|Brine|Water|Special|IV|other=Target's HP under 50%}} | ||
{{mvar|Hex|Ghost|Special|V|other=Target has a major status | {{mvar|Hex|Ghost|Special|V|other=Target has a major status condition|note=50 power prior to Generation VI}} | ||
{{mvar|Venoshock|Poison|Special|V|other=Target is poisoned}} | {{mvar|Venoshock|Poison|Special|V|other=Target is poisoned}} | ||
|} | |} | ||
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===Variations of Crunch=== | ===Variations of Crunch=== | ||
{{mvar/h|10 or 15|power=80|acc=100|notes=Chance of lowering target's stat by one stage|other=Affected stat|PP=PP}} | {{mvar/h|10 or 15|power=80|acc=100|notes=Chance of lowering target's stat by one stage|other=Affected stat|PP=PP}} | ||
{{mvar|Crunch|Dark|Physical|II|other= | {{mvar|Crunch|Dark|Physical|II|other=20% chance of lowering the target's Defense{{tt|*|Lowers Special Defense prior to Generation IV}}|PP=15}} | ||
{{mvar|Shadow Ball|Ghost|Special|II|other=20% chance of lowering the target's Special Defense|PP=15}} | {{mvar|Shadow Ball|Ghost|Special|II|other=20% chance of lowering the target's Special Defense|PP=15}} | ||
{{mvar|Flash Cannon|Steel|Special|IV|other=10% chance of lowering the target's Special Defense|PP=10}} | {{mvar|Flash Cannon|Steel|Special|IV|other=10% chance of lowering the target's Special Defense|PP=10}} | ||
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===Variations of Discharge=== | ===Variations of Discharge=== | ||
{{mvar/h|15|power=80|acc=100|notes= | {{mvar/h|15|power=80|acc=100|notes=30% chance of causing a secondary effect, hits all adjacent Pokémon|other=Secondary effect}} | ||
{{mvar|Discharge|Electric|Special|IV|other=30% chance of paralyzing}} | {{mvar|Discharge|Electric|Special|IV|other=30% chance of paralyzing}} | ||
{{mvar|Lava Plume|Fire|Special|IV|other=30% chance of burning}} | {{mvar|Lava Plume|Fire|Special|IV|other=30% chance of burning}} | ||
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===Variations of Dynamic Punch=== | ===Variations of Dynamic Punch=== | ||
{{mvar/h|5|power=100|acc=50|notes=Causes a [[status | {{mvar/h|5|power=100|acc=50|notes=Causes a [[status condition]]|other=Status condition}} | ||
{{mvar|Dynamic Punch|Fighting|Physical|II|other=Confusion}} | {{mvar|Dynamic Punch|Fighting|Physical|II|other=Confusion}} | ||
{{mvar|Inferno|Fire|Special|V|other=Burn}} | {{mvar|Inferno|Fire|Special|V|other=Burn}} | ||
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{{mvar/h|40|power=40|acc=100|notes=Leaves target with at least 1HP}} | {{mvar/h|40|power=40|acc=100|notes=Leaves target with at least 1HP}} | ||
{{mvar|False Swipe|Normal|Physical|II}} | {{mvar|False Swipe|Normal|Physical|II}} | ||
{{mvar|Hold Back|Normal|Physical|VI}} | {{mvar|Hold Back|Normal|Physical|VI}} | ||
|} | |} | ||
|} | |} | ||
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===Variations of Flamethrower=== | ===Variations of Flamethrower=== | ||
{{mvar/h|10 or 15|power={{tt|90|95 prior to Generation VI}}|acc=100|notes=10% chance of inflicting a non-volatile [[status | {{mvar/h|10 or 15|power={{tt|90|95 prior to Generation VI}}|acc=100|notes=10% chance of inflicting a non-volatile [[status condition]], targets one opponent|other=Status condition|PP=PP}} | ||
{{mvar|Flamethrower|Fire|Special|I|other=Burn|PP=15}} | {{mvar|Flamethrower|Fire|Special|I|other=Burn|PP=15}} | ||
{{mvar|Ice Beam|Ice|Special|I|other=Freeze|PP=10}} | {{mvar|Ice Beam|Ice|Special|I|other=Freeze|PP=10}} | ||
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===Variations of Gust=== | ===Variations of Gust=== | ||
{{mvar/h|35|power=40|acc=100|notes=No additional effect}} | {{mvar/h|25 or 35|power=40|acc=100|notes=No additional effect|PP=PP}} | ||
{{mvar|Gust|Flying|Special|I|note=Normal-type in Generation I}} | {{mvar|Gust|Flying|Special|I||PP=35|note=Normal-type in Generation I}} | ||
{{mvar|Pound|Normal|Physical|I}} | {{mvar|Pound|Normal|Physical|I|PP=35}} | ||
{{mvar|Scratch|Normal|Physical|I}} | {{mvar|Scratch|Normal|Physical|I|PP=35}} | ||
{{mvar|Water Gun|Water|Special|I|PP=25}} | |||
{{mvar|Fairy Wind|Fairy|Special|VI|PP=35}} | |||
|} | |} | ||
|} | |} | ||
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{{mvar|Rock Wrecker|Rock|Physical|IV|sig=Rhyperior|siggen=V}} | {{mvar|Rock Wrecker|Rock|Physical|IV|sig=Rhyperior|siggen=V}} | ||
|} | |} | ||
|} | |} | ||
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{{mvar/h|20|power=30|acc=90|notes=Power doubles with each consecutive hit}} | {{mvar/h|20|power=30|acc=90|notes=Power doubles with each consecutive hit}} | ||
{{mvar|Rollout|Rock|Physical|II}} | {{mvar|Rollout|Rock|Physical|II}} | ||
{{mvar|Ice Ball|Ice|Physical|III|sig=The Spheal line | {{mvar|Ice Ball|Ice|Physical|III|sig=The Spheal line|siggen=VI}} | ||
| | |||
|} | |} | ||
|} | |} | ||
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{{mvar/h|5|power=140|acc=90|notes=Needs to charge, 30% chance of causing a secondary effect|other=Secondary effect}} | {{mvar/h|5|power=140|acc=90|notes=Needs to charge, 30% chance of causing a secondary effect|other=Secondary effect}} | ||
{{mvar|Sky Attack|Flying|Physical|I|other=Flinch}} | {{mvar|Sky Attack|Flying|Physical|I|other=Flinch}} | ||
{{mvar|Freeze Shock|Ice|Physical|V|other=Paralysis| | {{mvar|Freeze Shock|Ice|Physical|V|other=Paralysis|sig=Black Kyurem}} | ||
{{mvar|Ice Burn| | {{mvar|Ice Burn|sig=White Kyurem|Ice|Special|V|other=Burn}} | ||
|} | |} | ||
|} | |} | ||
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===Variations of Smelling Salts=== | ===Variations of Smelling Salts=== | ||
{{mvar/h|10|power={{tt|70|60 prior to Generation VI}}|acc=100|notes=Double damage on target with non-volatile status, cures non-volatile status on target|other=Cured status | {{mvar/h|10|power={{tt|70|60 prior to Generation VI}}|acc=100|notes=Double damage on target with non-volatile status, cures non-volatile status on target|other=Cured status condition}} | ||
{{mvar|Smelling Salts|Normal|Physical|III|other=Paralysis|sig=The Makuhita line}} | {{mvar|Smelling Salts|Normal|Physical|III|other=Paralysis|sig=The Makuhita line}} | ||
{{mvar|Wake-Up Slap|Fighting|Physical|IV|other=Sleep}} | {{mvar|Wake-Up Slap|Fighting|Physical|IV|other=Sleep}} | ||
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===Variations of Stomp=== | ===Variations of Stomp=== | ||
{{mvar/h|20|power=65|acc=100|notes=30% of [[Status | {{mvar/h|20|power=65|acc=100|notes=30% of [[Status condition|flinching]], doubles in power if target has used {{m|Minimize}}}} | ||
{{mvar|Stomp|Normal|Physical|I}} | {{mvar|Stomp|Normal|Physical|I}} | ||
{{mvar|Steamroller|Bug|Physical|V}} | {{mvar|Steamroller|Bug|Physical|V}} | ||
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===Variations of Strength=== | ===Variations of Strength=== | ||
{{mvar/h|15 or 20|power=80|acc=100|notes=No additional effect}} | {{mvar/h|15 or 20|power=80|acc=100|notes=No additional effect|PP=PP}} | ||
{{mvar|Strength|Normal|Physical|I}} | {{mvar|Strength|Normal|Physical|I|PP=15}} | ||
{{mvar|Drill Peck|Flying|Physical|I}} | {{mvar|Drill Peck|Flying|Physical|I|PP=20}} | ||
{{mvar|Dragon Claw|Dragon|Physical|III}} | {{mvar|Dragon Claw|Dragon|Physical|III|PP=15}} | ||
{{mvar|Power Gem|Rock|Special|IV|note=70 power prior to Generation VI}} | {{mvar|Power Gem|Rock|Special|IV|note=70 power prior to Generation VI|PP=20}} | ||
{{mvar|Seed Bomb|Grass|Physical|IV}} | {{mvar|Seed Bomb|Grass|Physical|IV|PP=15}} | ||
{{mvar|X-Scissor|Bug|Physical|IV}} | {{mvar|X-Scissor|Bug|Physical|IV|PP=15}} | ||
|} | |} | ||
|} | |} | ||
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{{mvar|Superpower|Fighting|Physical|III|other=Attack, Defense}} | {{mvar|Superpower|Fighting|Physical|III|other=Attack, Defense}} | ||
{{mvar|Close Combat|Fighting|Physical|IV|other=Defense, Special Defense}} | {{mvar|Close Combat|Fighting|Physical|IV|other=Defense, Special Defense}} | ||
{{mvar|Dragon Ascent|Flying|Physical|VI|sig=Rayquaza|other=Defense, Special Defense}} | |||
|} | |} | ||
|} | |} | ||
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===Variations of Waterfall=== | ===Variations of Waterfall=== | ||
{{mvar/h|15 or 20|power=80|acc=100|notes=Chance of causing a secondary effect, single target|other=Secondary effect}} | {{mvar/h|15 or 20|power=80|acc=100|notes=Chance of causing a secondary effect, single target|other=Secondary effect|PP=PP}} | ||
{{mvar|Waterfall|Water|Physical|I|other=20% chance of flinching{{tt|*|No additional effect prior to Generation IV}}|sig=The Goldeen line|siggen=II}} | {{mvar|Waterfall|Water|Physical|I|other=20% chance of flinching{{tt|*|No additional effect prior to Generation IV}}|sig=The Goldeen line|siggen=II|PP=15}} | ||
{{mvar|Extrasensory|Psychic|Special|III|other=10% chance of flinching| | {{mvar|Extrasensory|Psychic|Special|III|other=10% chance of flinching|PP=20{{tt|*|30 prior to Generation VI}}}} | ||
{{mvar|Dark Pulse|Dark|Special|IV|other=20% chance of flinching}} | {{mvar|Dark Pulse|Dark|Special|IV|other=20% chance of flinching|PP=15}} | ||
{{mvar|Iron Head|Steel|Physical|IV|other=30% chance of flinching}} | {{mvar|Iron Head|Steel|Physical|IV|other=30% chance of flinching|PP=15}} | ||
{{mvar|Poison Jab|Poison|Physical|IV|other=30% chance of poisoning}} | {{mvar|Poison Jab|Poison|Physical|IV|other=30% chance of poisoning|PP=20}} | ||
{{mvar|Scald|Water|Special|V|other=30% chance of burning} | {{mvar|Scald|Water|Special|V|other=30% chance of burning|PP=15}} | ||
|} | |} | ||
|} | |} | ||
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===Variations of Bulk Up=== | ===Variations of Bulk Up=== | ||
{{mvar/h|15 or 20|notes=Increases two of the user's | {{mvar/h|15 or 20|notes=Increases two of the user's stats by one stage|other=Stats affected|PP=PP}} | ||
{{mvar|Bulk Up|Fighting|Status|III|other=Attack, Defense|PP=20}} | {{mvar|Bulk Up|Fighting|Status|III|other=Attack, Defense|PP=20}} | ||
{{mvar|Calm Mind|Psychic|Status|III|other=Special Attack, Special Defense|PP=20}} | {{mvar|Calm Mind|Psychic|Status|III|other=Special Attack, Special Defense|PP=20}} | ||
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===Variations of Confide=== | ===Variations of Confide=== | ||
{{mvar/h|20|notes=Lowers target's stat by one | {{mvar/h|20|notes=Lowers target's stat by one stage, ignoring Protect, Detect and Spiky Shield|other=Stat affected}} | ||
{{mvar|Confide|Normal|Status|VI|other=Special Attack}} | {{mvar|Confide|Normal|Status|VI|other=Special Attack|note=Sound-based move}} | ||
{{mvar|Play Nice|Normal|Status|VI|other=Attack}} | {{mvar|Play Nice|Normal|Status|VI|other=Attack}} | ||
|} | |} | ||
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===Variations of Defense Curl=== | ===Variations of Defense Curl=== | ||
{{mvar/h|40|notes=Raises a stat by one | {{mvar/h|40|notes=Raises a stat by one stage|other=Stat affected}} | ||
{{mvar|Defense Curl|Normal|Status|I|other=Defense}} | {{mvar|Defense Curl|Normal|Status|I|other=Defense}} | ||
{{mvar|Meditate|Psychic|Status|I|other=Attack}} | {{mvar|Meditate|Psychic|Status|I|other=Attack}} | ||
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===Variations of Disable=== | ===Variations of Disable=== | ||
{{mvar/h|15 or 20|acc=100|notes= | {{mvar/h|15 or 20|acc=100|notes=Disables the opponent's moves or items|other=Disables|PP=PP}} | ||
{{mvar|Disable|Normal|Status|I|other=The affected move|PP=20}} | {{mvar|Disable|Normal|Status|I|other=The affected move|PP=20}} | ||
{{mvar|Taunt|Dark|Status|III|other=Status moves|PP=20}} | {{mvar|Taunt|Dark|Status|III|other=Status moves|PP=20}} | ||
{{mvar|Torment|Dark|Status|III|other=Using moves twice in a row|PP=15}} | {{mvar|Torment|Dark|Status|III|other=Using moves twice in a row|PP=15}} | ||
{{mvar|Embargo|Dark|Status|IV|other=Using items|PP=15}} | {{mvar|Embargo|Dark|Status|IV|other=Using items|PP=15}} | ||
{{mvar|Heal Block|Psychic|Status|IV|other= | {{mvar|Heal Block|Psychic|Status|IV|other=Moves and items that restore HP{{tt|*|Damaging moves that heal the user will only deal damage prior to Gen VI, and are disabled as of Gen VI.}}|PP=15}} | ||
|} | |} | ||
|} | |} | ||
===Variations of Flash=== | ===Variations of Flash=== | ||
{{mvar/h|15 or 20|acc=100|notes=Decreases accuracy | {{mvar/h|15 or 20|acc=100|notes=Decreases accuracy by one stage|PP=PP}} | ||
{{mvar|Flash|Normal|Status|I | {{mvar|Flash|Normal|Status|I|note=70% accuracy prior to Generation IV|PP=20}} | ||
{{mvar|Smokescreen|Normal|Status|I | {{mvar|Smokescreen|Normal|Status|I|PP=20}} | ||
{{mvar|Sand Attack|Ground|Status|I | {{mvar|Sand Attack|Ground|Status|I|note=Normal-type in Generation I|PP=15}} | ||
|} | |} | ||
|} | |} | ||
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===Variations of Harden=== | ===Variations of Harden=== | ||
{{mvar/h|30|notes=Raises a stat by one | {{mvar/h|30|notes=Raises a stat by one stage|other=Stat affected}} | ||
{{mvar|Harden|Normal|Status|I|other=Defense}} | {{mvar|Harden|Normal|Status|I|other=Defense}} | ||
{{mvar|Sharpen|Normal|Status|I|other=Attack|sig=Porygon|siggen=V}} | {{mvar|Sharpen|Normal|Status|I|other=Attack|sig=Porygon|siggen=V}} | ||
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===Variations of Heal Bell=== | ===Variations of Heal Bell=== | ||
{{mvar/h|5|notes=Cures user's party of [[status | {{mvar/h|5|notes=Cures user's party of [[status condition]]s}} | ||
{{mvar|Heal Bell|Normal|Status|II}} | {{mvar|Heal Bell|Normal|Status|II}} | ||
{{mvar|Aromatherapy|Grass|Status|III}} | {{mvar|Aromatherapy|Grass|Status|III}} | ||
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===Variations of Leer=== | ===Variations of Leer=== | ||
{{mvar/h|30|notes=Lowers the target's defense by one | {{mvar/h|30|notes=Lowers the target's defense by one stage}} | ||
{{mvar|Leer|Normal|Status|I}} | {{mvar|Leer|Normal|Status|I}} | ||
{{mvar|Tail Whip|Normal|Status|I}} | {{mvar|Tail Whip|Normal|Status|I}} | ||
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===Variations of Leech Seed=== | ===Variations of Leech Seed=== | ||
{{mvar/h|10|acc=90|notes=Inflicts target with a [[status | {{mvar/h|10|acc=90|notes=Inflicts target with a [[status condition]]|other=status condition}} | ||
{{mvar|Leech Seed|Grass|Status|I|other=Seeding}} | {{mvar|Leech Seed|Grass|Status|I|other=Seeding}} | ||
{{mvar|Toxic|Poison|Status|I|other=Bad poison}} | {{mvar|Toxic|Poison|Status|I|other=Bad poison}} | ||
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===Variations of Lovely Kiss=== | ===Variations of Lovely Kiss=== | ||
{{mvar/h|10 or 15|acc=75|notes=Inflicts a [[status | {{mvar/h|10 or 15|acc=75|notes=Inflicts a [[status condition]]|other=Status condition|PP=PP}} | ||
{{mvar|Lovely Kiss|Normal|Status|I|other=Sleep|sig=Jynx|PP=10}} | {{mvar|Lovely Kiss|Normal|Status|I|other=Sleep|sig=Jynx|PP=10}} | ||
{{mvar|Sleep Powder|Grass|Status|I|other=Sleep|PP=15}} | {{mvar|Sleep Powder|Grass|Status|I|other=Sleep|PP=15}} | ||
{{mvar|Sweet Kiss|Fairy|Status|II|other=Confusion|PP=10|note=Normal type prior to Generation VI}} | {{mvar|Sweet Kiss|Fairy|Status|II|other=Confusion|PP=10|note=Normal-type prior to Generation VI}} | ||
|} | |} | ||
|} | |} | ||
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===Variations of Moonlight=== | ===Variations of Moonlight=== | ||
{{mvar/h|5|notes=Heals variant amount of HP, depending on the [[ | {{mvar/h|5|notes=Heals variant amount of HP, depending on the [[weather]]|other=Time of day (Generation II only)}} | ||
{{mvar|Moonlight|Fairy|Status|II|note=Normal-type prior to Generation VI|other=Twice as effective at night}} | {{mvar|Moonlight|Fairy|Status|II|note=Normal-type prior to Generation VI|other=Twice as effective at night}} | ||
{{mvar|Morning Sun|Normal|Status|II|sig=Espeon|siggen=III|other=Twice as effective in the morning}} | {{mvar|Morning Sun|Normal|Status|II|sig=Espeon|siggen=III|other=Twice as effective in the morning}} | ||
{{mvar|Synthesis|Grass|Status|II|other=Twice as effective | {{mvar|Synthesis|Grass|Status|II|other=Twice as effective during daytime}} | ||
|} | |} | ||
|} | |} | ||
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===Variations of Poison Powder=== | ===Variations of Poison Powder=== | ||
{{mvar/h|35 or 30|acc=75|notes=Inflicts a [[status | {{mvar/h|35 or 30|acc=75|notes=Inflicts a [[status condition]]|other=Status condition|PP=PP}} | ||
{{mvar|Poison Powder|Poison|Status|I|other=Poison|PP=35}} | {{mvar|Poison Powder|Poison|Status|I|other=Poison|PP=35}} | ||
{{mvar|Stun Spore|Grass|Status|I|other=Paralysis|PP=30}} | {{mvar|Stun Spore|Grass|Status|I|other=Paralysis|PP=30}} | ||
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{{mvar|Quick Guard|Fighting|Status|V|other=Moves with increased priority|PP=15}} | {{mvar|Quick Guard|Fighting|Status|V|other=Moves with increased priority|PP=15}} | ||
{{mvar|Wide Guard|Rock|Status|V|other=Moves that target multiple Pokémon|PP=10}} | {{mvar|Wide Guard|Rock|Status|V|other=Moves that target multiple Pokémon|PP=10}} | ||
{{mvar|Crafty Shield|Fairy|Status|VI|other=Status moves|PP=10}} | |||
|} | |} | ||
|} | |} | ||
===Variations of Rain Dance=== | ===Variations of Rain Dance=== | ||
{{mvar/h|5 or 10|notes=Changes in-battle [[weather | {{mvar/h|5 or 10|notes=Changes in-battle [[weather]] for 5 turns|other=Weather|PP=PP}} | ||
{{mvar|Rain Dance|Water|Status|II|other=Heavy rain|PP=5}} | {{mvar|Rain Dance|Water|Status|II|other=Heavy rain|PP=5}} | ||
{{mvar|Sandstorm|Rock|Status|II|other=Sandstorm|PP=10}} | {{mvar|Sandstorm|Rock|Status|II|other=Sandstorm|PP=10}} | ||
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===Variations of Safeguard=== | ===Variations of Safeguard=== | ||
{{mvar/h|25 or 30|notes=Protects the user's party for 5 turns|other=Protects from|PP=PP}} | {{mvar/h|25 or 30|notes=Protects the user's party for 5 turns|other=Protects from|PP=PP}} | ||
{{mvar|Safeguard|Normal|Status|II|other=[[Status | {{mvar|Safeguard|Normal|Status|II|other=[[Status condition]]s|PP=25}} | ||
{{mvar|Lucky Chant|Normal|Status|IV|other=Critical hits|PP=30}} | {{mvar|Lucky Chant|Normal|Status|IV|other=Critical hits|PP=30}} | ||
|} | |} | ||
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===Variations of Sing=== | ===Variations of Sing=== | ||
{{mvar/h|15 or 20|acc=55|notes=Sound moves that inflict a [[status | {{mvar/h|15 or 20|acc=55|notes=Sound moves that inflict a [[status condition]]|other=Status condition|PP=PP}} | ||
{{mvar|Sing|Normal|Status|I|other=Sleep|PP=15}} | {{mvar|Sing|Normal|Status|I|other=Sleep|PP=15}} | ||
{{mvar|Supersonic|Normal|Status|I|other=Confusion|PP=20}} | {{mvar|Supersonic|Normal|Status|I|other=Confusion|PP=20}} | ||
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{{mvar|Toxic Spikes|Poison|Status|IV|other=Inflicts poison when opponent switches in}} | {{mvar|Toxic Spikes|Poison|Status|IV|other=Inflicts poison when opponent switches in}} | ||
{{mvar|Sticky Web|Bug|Status|VI|other=Decreases Speed by 1 stage when opponent switches in}} | {{mvar|Sticky Web|Bug|Status|VI|other=Decreases Speed by 1 stage when opponent switches in}} | ||
|} | |||
|} | |||
===Variations of Splash=== | |||
{{mvar/h|40|notes=Does Nothing}} | |||
{{mvar|Splash|Normal|Status|I|sig=Magikarp|siggen=II}} | |||
{{mvar|Celebrate|Normal|Status|VI}} | |||
{{mvar|Hold Hands|Normal|Status|VI}} | |||
|} | |} | ||
|} | |} | ||
===Variations of Spore=== | ===Variations of Spore=== | ||
{{mvar/h|15 or 20|acc=100|notes=Inflicts target(s) with a [[status | {{mvar/h|15 or 20|acc=100|notes=Inflicts target(s) with a [[status condition]]|other=Status condition|PP=PP}} | ||
{{mvar|Spore|Grass|Status|I|other=Sleep|sig=The Paras line|siggen=III|PP=15}} | {{mvar|Spore|Grass|Status|I|other=Sleep|sig=The Paras line|siggen=III|PP=15}} | ||
{{mvar|Thunder Wave|Electric|Status|I|other=Paralysis|PP=20}} | {{mvar|Thunder Wave|Electric|Status|I|other=Paralysis|PP=20}} | ||
|} | |} | ||
|} | |} | ||
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==List of Shadow Move variations== | ==List of Shadow Move variations== | ||
===Variations of Shadow Bolt=== | ===Variations of Shadow Bolt=== | ||
{{mvar/h|N/A|power=75|acc=100|notes=10% chance of inflicting a non-volatile [[status | {{mvar/h|N/A|power=75|acc=100|notes=10% chance of inflicting a non-volatile [[status condition]]|other=Status condition}} | ||
{{mvar|Shadow Bolt|Shadow|Special|III|other=Paralysis|sig=Shadow Zapdos}} | {{mvar|Shadow Bolt|Shadow|Special|III|other=Paralysis|sig=Shadow Zapdos}} | ||
{{mvar|Shadow Chill|Shadow|Special|III|other=Freeze|sig=Shadow Articuno}} | {{mvar|Shadow Chill|Shadow|Special|III|other=Freeze|sig=Shadow Articuno}} |