Move variations: Difference between revisions

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{{unknown name}}
{{Outdated|needs=to be updated for Generation VI}}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 ailment|status]] and/or flinch the target|other=Status ailment}}
{{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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===Elemental Punches===
===Variations of Fire Punch===
{{mvar/h|15|power=75|acc=100|notes=10% chance to inflict non-volatile [[Status ailment|status]]|other=Status ailment}}
{{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 moves]]===
===[[One-hit knockout move]]s===
{{mvar/h|5|acc={{tt|&ndash;|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|&ndash;|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 ailment|other=Additional effect|PP=PP}}
{{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 ailment]]|other=Status ailment}}
{{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 ailment|note=50 power prior to Generation VI}}  
{{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=10% chance of lowering the target's Defense{{tt|*|Lowers Special Defense prior to Generation IV}}|PP=15}}
{{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=Chance of causing a secondary effect, hits all adjacent Pokémon|other=Secondary effect}}
{{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 ailment]]|other=Status ailment}}
{{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 ailment]], targets one opponent|other=Status ailment|PP=PP}}
{{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}}  
|}  
|}  
|}
===Variations of Hyper Fang===
{{mvar/h|15|power=80|acc=90|notes=10% chance of flinching target}}
{{mvar|Hyper Fang|Normal|Physical|I|sig=The Rattata line|siggen=IV}}
{{mvar|Zen Headbutt|Psychic|Physical|IV}}
|}
|}
|}


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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}}  
|}
|}
 
===Variations of Signal Beam===
{{mvar/h|10 or 15|power=75|acc=100|notes=10% chance of inflicting a [[status ailment]]|other=Status ailment|PP=PP}}
{{mvar|Signal Beam|Bug|Special|III|PP=15|other=Confusion}}
{{mvar|Relic Song|Normal|Special|V|PP=10|sig=Meloetta|other=Sleep}}  
|}  
|}  
|}
|}
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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|note=Black Kyurem's signature move}}
{{mvar|Freeze Shock|Ice|Physical|V|other=Paralysis|sig=Black Kyurem}}
{{mvar|Ice Burn|note=White Kyurem's signature move|Ice|Special|V|other=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 ailment}}
{{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 ailment|flinching]], doubles in power if target has used {{m|Minimize}}}}
{{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|note=30 PP prior to Generation VI}}
{{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}}
|}
|}
|}
===Variations of Water Gun===
{{mvar/h|25 or 30|power=40|acc=100|notes=No additional effect}}
{{mvar|Water Gun|Water|Special|I}}
{{mvar|Fairy Wind|Fairy|Special|VI}}
|}
|}
|}


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===Variations of Bulk Up===
===Variations of Bulk Up===
{{mvar/h|15 or 20|notes=Increases two of the user's stat by one stage|other=Stats affected|PP=PP}}
{{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 level|other=Stat affected}}
{{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 level|other=Stat affected}}
{{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=Prohibits the opponent's party|other=Disables|PP=PP}}
{{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=Healing moves{{tt|*|Damage-dealing moves that heal the user will just deal damage}}|PP=15}}
{{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 or evasion by one stage|other=Stat affected|PP=PP}}
{{mvar/h|15 or 20|acc=100|notes=Decreases accuracy by one stage|PP=PP}}
{{mvar|Flash|Normal|Status|I|other=Accuracy|note=70% accuracy prior to Generation IV|PP=20}}
{{mvar|Flash|Normal|Status|I|note=70% accuracy prior to Generation IV|PP=20}}
{{mvar|Smokescreen|Normal|Status|I|other=Accuracy|PP=20}}
{{mvar|Smokescreen|Normal|Status|I|PP=20}}
{{mvar|Sand Attack|Ground|Status|I|other=Accuracy|note=Normal-type in Generation I|PP=15}}
{{mvar|Sand Attack|Ground|Status|I|note=Normal-type in Generation I|PP=15}}
{{mvar|Sweet Scent|Normal|Status|II|other=Evasion|PP=20}}
|}
|}
|}
|}
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===Variations of Harden===
===Variations of Harden===
{{mvar/h|30|notes=Raises a stat by one level|other=Stat affected}}
{{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 ailment]]s}}
{{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 level}}
{{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 ailment]]|other=status ailment}}
{{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 ailment]]|other=Status ailment|PP=PP}}
{{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 [[Weather Conditions|weather]]|other=Time of day (Generation II only)}}
{{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 at the daytime}}
{{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 ailment]]|other=Status ailment|PP=PP}}
{{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 conditions]] for 5 turns|other=Weather|PP=PP}}
{{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 ailment]]s|PP=25}}
{{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 ailment]]|other=Status ailment|PP=PP}}
{{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 ailment]]|other=Status ailment|PP=PP}}
{{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}}
{{mvar|Teeter Dance|Normal|Status|III|other=Confusion|sig=Spinda|siggen=V|note=Confuses all adjacent Pokémon|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 ailment]]|other=Status ailment}}
{{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}}