Move variations

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 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 by generation. Within each generation, moves are listed alphabetically.

Elemental Fangs
$Fire Fang|Fire|Physical|IV|other=Burn$ $Ice Fang|Ice|Physical|IV|other=Freeze$ $Thunder Fang|Electric|Physical|IV|other=Paralysis$
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One-hit knockout moves
$Fissure|Ground|Physical|I$ $Guillotine|Normal|Physical|I$ $Horn Drill|Normal|Physical|I$ $Sheer Cold|Ice|Special|III|note=Ice-type targets are unaffected since Generation VII$
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Pledge moves
$Fire Pledge|Fire|Special|V|other=Grass Pledge: Opponents take 1/8 max HP damage each turn. Water Pledge: Doubles the probability of secondary effects occurring.$ $Grass Pledge|Grass|Special|V|other=Fire Pledge: Opponents take 1/8 max HP damage each turn. Water Pledge: Halves speed of opponents.$ $Water Pledge|Water|Special|V|other=Fire Pledge: Doubles the probability of secondary effects occurring. Grass Pledge: Halves speed of opponents.$
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Variations of Acid
$Acid|Poison|Special|I|note=Affects all foes (adjacent foes in Triple Battles)|other=Lowers Special Defense|I| PP=30$ $Bubble|Water|Special|I|other=Lowers Speed|PP=30|note=20 power prior to Generation VI$ $Ember|Fire|Special|I|other=Inflicts burn|PP=25$ $Thunder Shock|Electric|Special|I|other=Inflicts paralysis|PP=30$ $Powder Snow|Ice|Special|II|other=Freezes|PP=25$
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Variations of Aeroblast
$Aeroblast|Flying|Special|II|sig=Lugia$ $Spacial Rend|Dragon|Special|IV|sig=Palkia$
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Variations of Ancient Power
$Ancient Power|Rock|Special|II$ $Silver Wind|Bug|Special|III$ $Ominous Wind|Ghost|Special|IV$
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Variations of Aurora Beam
$Aurora Beam|Ice|Special|I|other=10% chance of lowering target's Attack one stage$ $Bubble Beam|Water|Special|I|other=10% chance of lowering target's Speed one stage$ $Psybeam|Psychic|Special|I|other=10% chance of inflicting confusion$ $Sludge|Poison|Special|I|other=30% chance of inflicting poison$ $Spark|Electric|Physical|II|other=30% chance of inflicting paralysis$
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Variations of Barrage
$Barrage|Normal|Physical|I|sig=The Exeggcute line$ $Fury Attack|Normal|Physical|I$
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Variations of Bite
$Bite|Dark|Physical|I|note=Normal-type with 10% chance of flinching in Generation I$ $Heart Stamp|Psychic|Physical|V$
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Variations of Blizzard
$Blizzard|Ice|Special|I|other=10% chance of freezing target|PP=5|note=89.5% accuracy in Generation I, cannot miss in hail, affects all foes$ $Thunder|Electric|Special|I|other=30% chance of paralyzing target|PP=10|note=Cannot miss in heavy rain, accuracy cut to 50% in strong sunlight, 10% chance of paralyzing target in Gen I$ $Hurricane|Flying|Special|V|other=30% chance of confusing target|PP=10|note=Cannot miss in heavy rain$ * and  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 Blue Flare
$Blue Flare|Fire|Special|V|other=Burn|sig=Reshiram$ $Bolt Strike|Electric|Physical|V|other=Paralysis|sig=Zekrom$
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Variations of Bone Rush
$Bone Rush|Ground|Physical|II|sig=The Cubone line|siggen=IV$ $Rock Blast|Rock|Physical|III$
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Variations of Bouncy Bubble
$Bouncy Bubble|Water|Special|VII|other=50% of damage dealt to the target is restored to the user$ $Sizzly Slide|Fire|Physical|VII|other=Burns the target$ $Sappy Seed|Grass|Physical|VII|other=Applies a Leech Seed to the target$ $Buzzy Buzz|Electric|Special|VII|other=Paralyzes the target$ $Glitzy Glow|Psychic|Special|VII|other=Applies the effects of Light Screen to the user's side of the field$ $Baddy Bad|Dark|Special|VII|other=Applies the effects of Reflect to the user's side of the field$ $Freezy Frost|Ice|Special|VII|other=Resets stat changes of all active Pokémon to zero$ $Sparkly Swirl|Fairy|Special|VII|other=Cures the user, all Pokémon in the user's party, and the user's allies, of all non-volatile status conditions$
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Variations of Brine
$Brine|Water|Special|IV|other=Target's HP under 50%$ $Hex|Ghost|Special|V|other=Target has a condition|note=50 power prior to Generation VI$ $Venoshock|Poison|Special|V|other=Target is poisoned$
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Variations of Bug Bite
$Bug Bite|Bug|Physical|IV|$ $Pluck|Flying|Physical|IV$
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Variations of Bullet Seed
$Bullet Seed|Grass|Physical|III$ $Icicle Spear|Ice|Physical|III|sig=Shellder|siggen=V$
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Variations of Catastropika
$Catastropika|Electric|Physical|VII|other=Pikachu$ $Pulverizing Pancake|Normal|Physical|VII|other=Snorlax$
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Variations of Circle Throw
$Circle Throw|Fighting|Physical|V$ $Dragon Tail|Dragon|Physical|V$
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Variations of Clamp
$Clamp|Water|Physical|I|sig=The Shellder line|siggen=III|note=75% accuracy prior to Generation V|PP=10$ $Fire Spin|Fire|Special|I|note=15 power and 70% accuracy prior to Generation V|PP=15$ $Whirlpool|Water|Special|II|note=15 power and 70% accuracy prior to Generation V|PP=15$} $Sand Tomb|Ground|Physical|III|note=15 power and 70% accuracy prior to Generation V|PP=15$
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Variations of Counter
$Counter|Fighting|Physical|I|other=$ $Mirror Coat|Psychic|Special|II|other=Special moves$
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Variations of Cross Chop
$Cross Chop|Fighting|Physical|II$ $Stone Edge|Rock|Physical|IV$
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Variations of Crush Grip
$Crush Grip|Normal|Physical|IV|sig=Regigigas$ $Wring Out|Normal|Special|IV$
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Variations of Crush Claw
$Crush Claw|Normal|Physical|III|sig=Zangoose|siggen=IV$ $Razor Shell|Water|Physical|V$
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Variations of Crunch
$Crunch|Dark|Physical|II|other=20% chance of lowering the target's Defense|PP=15$ $Shadow Ball|Ghost|Special|II|other=20% chance of lowering the target's Special Defense|PP=15$ $Flash Cannon|Steel|Special|IV|other=10% chance of lowering the target's Special Defense|PP=10$ * formerly had 80 power, but was changed to 90 power in Generation VI and is therefore no longer included in this list (it is instead in a different list of variations).
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Variations of Dig
$Dig|Ground|Physical|I|note=100 power in Generation I, 60 power in Generation II-III; double damage from Earthquake and Magnitude$ $Dive|Water|Physical|III|note=60 power in Generation III; double damage from Surf and Whirlpool$
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Variations of Discharge
$Discharge|Electric|Special|IV|other=30% chance of paralyzing$ $Lava Plume|Fire|Special|IV|other=30% chance of burning$
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Variations of Double-Edge
$Double-Edge|Normal|Physical|I|note=100 power in Generation I$ $Volt Tackle|Electric|Physical|III|sig=The Pichu line|note=10% chance of paralyzing the target$ $Brave Bird|Flying|Physical|IV$ $Flare Blitz|Fire|Physical|IV|note=10% chance of burning the target$ $Wood Hammer|Grass|Physical|IV$
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Variations of Dynamic Punch
$Dynamic Punch|Fighting|Physical|II|other=Confusion$ $Inferno|Fire|Special|V|other=Burn$ *  formerly had 100 power, but was changed to 120 power in Generation IV and is therefore no longer included.
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Variations of Eruption
$Eruption|Fire|Special|III$ $Water Spout|Water|Special|III$
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Variations of False Swipe
$False Swipe|Normal|Physical|II$ $Hold Back|Normal|Physical|VI$
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Variations of Fire Lash
$Fire Lash|Fire|Physical|VII|other=Defense|sig=Heatmor$ $Lunge|Bug|Physical|VII|other=Attack$
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Variations of Fire Punch
$Fire Punch|Fire|Physical|I|PP=15|other=Burn$ $Ice Punch|Ice|Physical|I|PP=15|other=Freeze$ $Thunder Punch|Electric|Physical|I|PP=15|other=Paralysis$ $Signal Beam|Bug|Special|III|PP=15||other=Confusion$ $Relic Song|Normal|Special|V|PP=10|sig=Meloetta|other=Sleep$
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Variations of Flail
$Flail|Normal|Physical|II$ $Reversal|Fighting|Physical|II$
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Variations of Flamethrower
$Flamethrower|Fire|Special|I|other=Burn|PP=15$ $Ice Beam|Ice|Special|I|other=Freeze|PP=10$ $Thunderbolt|Electric|Special|I|other=Paralysis|PP=15$
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Variations of Frost Breath
$Frost Breath|Ice|Special|V$ $Storm Throw|Fighting|Physical|V|note=Throh's signature move prior to B2W2$
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Variations of Frustration
$Frustration|Normal|Physical|II|other=Low friendship$ $Return|Normal|Physical|II|other=High friendship$
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Variations of Fusion Flare
$Fusion Flare|Fire|Special|V|other=Fusion Bolt|sig=Reshiram$ $Fusion Bolt|Electric|Physical|V|other=Fusion Flare|sig=Zekrom$
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Variations of Giga Drain
$Giga Drain|Grass|Special|II|note=5 PP prior to Generation IV$ $Drain Punch|Fighting|Physical|IV|note=5 PP prior to Generation V$ $Horn Leech|Grass|Physical|V|sig=Sawsbuck|siggen=VI$
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Variations of Gust
$Gust|Flying|Special|I||PP=35|note=Normal-type in Generation I$ $Pound|Normal|Physical|I|PP=35$ $Scratch|Normal|Physical|I|PP=35$ $Tackle|Normal|Physical|I|PP=35|note=35 power in Generations I-IV; 50 power in Generations V-VI; 95% accuracy prior to Generation V$ $Fairy Wind|Fairy|Special|VI|PP=35$ $Leafage|Grass|Physical|VII|PP=40$
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Variations of Gyro Ball
$Gyro Ball|Steel|Physical|IV|other=Lower Speed compared to the target|PP=5$ $Electro Ball|Electric|Special|V|other=Higher Speed compared to the target|PP=10$
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Variations of Hammer Arm
$Hammer Arm|Fighting|Physical|IV$ $Ice Hammer|Ice|Physical|VII|sig=Crabominable$
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Variations of Heat Crash
$Heat Crash|Fire|Physical|V|sig=The Tepig line$ $Heavy Slam|Steel|Physical|V$
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Variations of Hyper Beam
$Hyper Beam|Normal|Special|I|note=Physical move prior to Generation IV$ $Blast Burn|Fire|Special|III|sig=Fire-type starter Pokémon$ $Frenzy Plant|Grass|Special|III|sig=Grass-type starter Pokémon$ $Hydro Cannon|Water|Special|III|sig=Water-type starter Pokémon$ $Giga Impact|Normal|Physical|IV$ $Roar of Time|Dragon|Special|IV|sig=Dialga$ $Rock Wrecker|Rock|Physical|IV|sig=Rhyperior|siggen=V$
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Variations of Hyper Voice
$Hyper Voice|Normal|Special|III$ $Land's Wrath|Ground|Physical|VI|sig=Zygarde$
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Variations of Icy Wind
$Icy Wind|Ice|Special|II|other=Speed$ $Mud Shot|Ground|Special|III|other=Speed$ $Electroweb|Electric|Special|V|other=Speed$ $Snarl|Dark|Special|V|other=Special Attack$
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Variations of Karate Chop
$Karate Chop|Fighting|Physical|I|note=Normal-type in Generation I$ $Poison Tail|Poison|Physical|III|note=10% chance of poisoning the target|sig=Seviper|siggen=V$
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Variations of Leaf Blade
$Leaf Blade|Grass|Physical|III|sig=Grovyle and Sceptile|siggen=IV|note=70 power prior to Generation IV$ $Attack Order|Bug|Physical|IV|sig=Vespiquen$
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Variations of Liquidation
$Liquidation|Water|Physical|VII$ $Shadow Bone|Ghost|Physical|VII|sig=Alolan Marowak$
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Variations of Low Kick
$Low Kick|Fighting|Physical|I|note=Had 50 power prior to Generation III$ $Grass Knot|Grass|Special|IV$
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Variations of Luster Purge
$Luster Purge|Psychic|Special|III|other=Lowers target's Special Defense one stage|sig=Latios$ $Mist Ball|Psychic|Special|III|other=Lowers target's Special Attack one stage|sig=Latias$
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Variations of Megahorn
$Megahorn|Bug|Physical|II|sig=Heracross|siggen=III$ $Power Whip|Grass|Physical|IV$ $Precipice Blades|Ground|Physical|VI|sig=Groudon$
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Variations of Moongeist Beam
$Moongeist Beam|Ghost|Special|VII|sig=Lunala$ $Photon Geyser|Psychic|Special|VII|sig=Necrozma|note=Deals physical damage if the user's Attack is higher than Special Attack$ $Sunsteel Strike|Steel|Physical|VII|sig=Solgaleo$
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Variations of Night Shade
$Night Shade|Ghost|Special|I|PP=15|sig=The Gastly line|siggen=II$ $Seismic Toss|Fighting|Physical|I|PP=20$
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Variations of Needle Arm
$Needle Arm|Grass|Physical|III|other=Causes flinching|sig=The Cacnea line|siggen=V|PP=15$ $Force Palm|Fighting|Physical|IV|other=Inflicts paralysis|PP=10$
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Variations of Octazooka
$Octazooka|Water|Special|II|sig=Octillery$ $Mud Bomb|Ground|Special|IV$ $Mirror Shot|Steel|Special|IV$
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Variations of Overheat
$Overheat|Fire|Special|III$ $Draco Meteor|Dragon|Special|IV$ $Leaf Storm|Grass|Special|IV$ $Fleur Cannon|Fairy|Special|VII|sig=Magearna$ * 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 Petal Dance
$Petal Dance|Grass|Special|I|note=70 power in Generation I-III and 20 PP prior to Generation V|sig=The Oddish line|siggen=II$ $Thrash|Normal|Physical|I|note=20 PP prior to Generation V$ $Outrage|Dragon|Physical|II|note=15 PP prior to Generation V$
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Variations of Psychic
$Psychic|Psychic|Special|I$ $Bug Buzz|Bug|Special|IV$ $Earth Power|Ground|Special|IV$ $Energy Ball|Grass|Special|IV|note=80 power prior to Generation VI$
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Variations of Quick Attack
$Quick Attack|Normal|Physical|I$ $Mach Punch|Fighting|Physical|II$ $Aqua Jet|Water|Physical|IV$ $Bullet Punch|Steel|Physical|IV$ $Ice Shard|Ice|Physical|IV$ $Shadow Sneak|Ghost|Physical|IV$ $Vacuum Wave|Fighting|Special|IV$ $Accelerock|Rock|Physical|VII|sig=Lycanroc$
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Variations of Revenge
$Revenge|Fighting|Physical|III|note=0 priority prior to Generation IV$ $Avalanche|Ice|Physical|IV$
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Variations of Rollout
$Rollout|Rock|Physical|II$ $Ice Ball|Ice|Physical|III|sig=The Spheal line|siggen=VI$
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Variations of Sacred Fire
$Sacred Fire|Fire|Physical|II|other=Burn|sig=Ho-oh|siggen=VI$ $Diamond Storm|Rock|Physical|VI|other=Raises user's defense by 2 stages|sig=Diancie$
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Variations of Sky Attack
$Sky Attack|Flying|Physical|I|other=Flinch|note=High critical hit ratio$ $Freeze Shock|Ice|Physical|V|other=Paralysis|sig=Black Kyurem$ $Ice Burn|sig=White Kyurem|Ice|Special|V|other=Burn$
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Variations of Slash
$Slash|Normal|Physical|I|PP=20$ $Cross Poison|Poison|Physical|IV|note=10% chance of poisoning|PP=20$ $Psycho Cut|Psychic|Physical|IV|PP=20$ $Night Slash|Dark|Physical|IV|PP=15$ $Shadow Claw|Ghost|Physical|IV|PP=15$ * formerly had 70 power, but was changed to 90 power in Generation IV and is therefore no longer included.
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Variations of Smelling Salts
$Smelling Salts|Normal|Physical|III|other=Paralysis|sig=The Makuhita line$ $Wake-Up Slap|Fighting|Physical|IV|other=Sleep$
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Variations of Stomp
$Stomp|Normal|Physical|I$ $Steamroller|Bug|Physical|V$
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Variations of Stored Power
$Stored Power|Psychic|Special|V$ $Power Trip|Dark|Physical|VII$
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Variations of Strength
$Strength|Normal|Physical|I|PP=15$ $Drill Peck|Flying|Physical|I|PP=20$ $Dragon Claw|Dragon|Physical|III|PP=15$ $Power Gem|Rock|Special|IV|note=70 power prior to Generation VI|PP=20$ $Seed Bomb|Grass|Physical|IV|PP=15$ $X-Scissor|Bug|Physical|IV|PP=15$
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Variations of Superpower
$Superpower|Fighting|Physical|III|other=Attack, Defense$ $Close Combat|Fighting|Physical|IV|other=Defense, Special Defense$ $Dragon Ascent|Flying|Physical|VI|sig=Rayquaza|other=Defense, Special Defense$
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Variations of Super Fang
$Super Fang|Normal|Physical|I$ $Nature's Madness|Fairy|Special|VII$
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Variations of Surf
$Surf|Water|Special|I|note=Hit only opposing Pokémon prior to Generation IV and had 95 power prior to Generation VI$ $Petal Blizzard|Grass|Physical|VI$
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Variations of Swift
$Swift|Normal|Special|I$ $Feint Attack|Dark|Physical|II$ $Aerial Ace|Flying|Physical|III$ $Magical Leaf|Grass|Special|III$ $Shadow Punch|Ghost|Physical|III$ $Shock Wave|Electric|Special|III$ $Magnet Bomb|Steel|Physical|IV$
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Variations of Thief
$Thief|Dark|Physical|II|note=10 PP prior to Generation VI$ $Covet|Normal|Physical|III|note=40 PP prior to Generation VI$
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Variations of U-turn
$U-turn|Bug|Physical|IV$ $Volt Switch|Electric|Special|V|$
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Variations of Waterfall
$Waterfall|Water|Physical|I|other=20% chance of flinching|sig=The Goldeen line|siggen=II|PP=15$ $Extrasensory|Psychic|Special|III|other=10% chance of flinching|PP=20$ $Dark Pulse|Dark|Special|IV|other=20% chance of flinching|PP=15$ $Iron Head|Steel|Physical|IV|other=30% chance of flinching|PP=15$ $Poison Jab|Poison|Physical|IV|other=30% chance of poisoning|PP=20$ $Scald|Water|Special|V|other=30% chance of burning|PP=15$
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Terrain moves
$Electric Terrain|Electric|Status|VI|other=Powers up Electric moves, prevents Sleep$ $Grassy Terrain|Grass|Status|VI|other=Powers up Grass moves, grounded Pokémon heal by 1/16 of max HP each turn$ $Misty Terrain|Fairy|Status|VI|other=Powers down Dragon moves, prevents status conditions$ $Psychic Terrain|Psychic|Status|VII|other=Powers up Psychic moves, prevents the use of priority moves$
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Variations of Acid Armor
$Acid Armor|Poison|Status|I|other=Defense|PP=20$ $Amnesia|Psychic|Status|I|other=Special Defense|note=Raises Special by two stages in Generation I|PP=20$ $Barrier|Psychic|Status|I|other=Defense|PP=20$ $Swords Dance|Normal|Status|I|other=Attack|PP=20$ $Iron Defense|Steel|Status|III|other=Defense|PP=15$ $Nasty Plot|Dark|Status|IV|other=Special Attack|PP=20$ $Rock Polish|Rock|Status|IV|other=Speed|PP=20$ $Autotomize|Steel|Status|V|other=Speed|note=Reduces the user's weight|PP=15$ * formerly had 20 PP, but was changed to 10 PP in Generation VI and is therefore no longer included. * 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 After You
$After You|Normal|Status|V|other=Target moves next$ $Quash|Dark|Status|V|other=Target moves last$
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Variations of Bulk Up
$Bulk Up|Fighting|Status|III|other=Attack, Defense|PP=20$ $Calm Mind|Psychic|Status|III|other=Special Attack, Special Defense|PP=20$ $Cosmic Power|Psychic|Status|III|other=Defense, Special Defense|PP=20$ $Dragon Dance|Dragon|Status|III|other=Attack, Speed|PP=20$ $Stockpile|Normal|Status|III|other=Defense, Special Defense|PP=20|note=Did not raise stats prior to Generation IV$ $Hone Claws|Dark|Status|V|other=Attack, Accuracy|PP=15$
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Variations of Camouflage
$Camouflage|Normal|Status|III|PP=20|other=Varies with the terrain|sig=Staryu|siggen=IV$ $Reflect Type|Normal|Status|V|PP=15|other=Same as opponent's type$
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Variations of Charm
$Charm|Fairy|Status|II|other=Attack|PP=20|note=Normal-type prior to Generation VI$ $Fake Tears|Dark|Status|III|other=Special Defense|PP=20$ $Feather Dance|Flying|Status|III|other=Attack|PP=15|sig=The Pidgey line|siggen=IV$ $Captivate|Normal|Status|IV|other=Special Attack|PP=20|note=Only affects targets of opposite gender$ $Eerie Impulse|Electric|Status|VI|other=Special Attack|PP=15$
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Variations of Coil
$Coil|Poison|Status|V|other=Attack, Defense, Accuracy$ $Quiver Dance|Bug|Status|V|other=Special Attack, Special Defense, Speed$
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Variations of Confide
$Confide|Normal|Status|VI|other=Special Attack|note=Sound-based move$ $Play Nice|Normal|Status|VI|other=Attack$
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Variations of Conversion
$Conversion|Normal|Status|I|other=One of the user's moves|sig=The Porygon line$ $Conversion 2|Normal|Status|II|other=Type that resists opponent's last move|sig=The Porygon line$
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Variations of Defense Curl
$Defense Curl|Normal|Status|I|other=Defense$ $Meditate|Psychic|Status|I|other=Attack$ $Withdraw|Water|Status|I|other=Defense$ $Howl|Normal|Status|III|other=Attack$
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Variations of Destiny Bond
$Destiny Bond|Ghost|Status|II|other=Knocks out target if target knocked out the user in the same turn$ $Grudge|Ghost|Status|III|other=Brings PP of move that knocked the user out to 0$
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Variations of Memento
$Memento|Dark|Status|III|other=Lowers the target's Attack and Sp. Attack by two stages$ $Healing Wish|Psychic|Status|IV|other=The next Pokémon sent out will have HP and status fully healed$ $Lunar Dance|Psychic|Status|IV|other=The next Pokémon sent out will have HP, PP and status fully healed|sig=Cresselia$


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Variations of Detect
$Detect|Fighting|Status|II|PP=5$ $Protect|Normal|Status|II|PP=10$ $King's Shield|Steel|Status|VI|PP=10|note=Also lowers Attack by two stages on those who make contact|sig=Aegislash$ $Spiky Shield|Grass|Status|VI|PP=10|note=Also damages those who make contact$ $Baneful Bunker|Poison|Status|VII|PP=10|note=Also poisons those who make contact|sig=Toxapex$
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Variations of Disable
$Disable|Normal|Status|I|other=The affected move|PP=20$ $Taunt|Dark|Status|III|other=Status moves|PP=20$ $Torment|Dark|Status|III|other=Using moves twice in a row|PP=15$ $Embargo|Dark|Status|IV|other=Using items|PP=15$ $Heal Block|Psychic|Status|IV|other=Moves and items that restore HP|PP=15$
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Variations of Flash
$Flash|Normal|Status|I|note=70% accuracy prior to Generation IV|PP=20$ $Smokescreen|Normal|Status|I|PP=20$ $Sand Attack|Ground|Status|I|note=Normal-type in Generation I|PP=15$
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Variations of Follow Me
$Follow Me|Normal|Status|III$ $Rage Powder|Bug|Status|V$
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Variations of Foresight
$Foresight|Normal|Status|II|other=Ghost types are affected by Normal and Fighting moves$ $Odor Sleuth|Normal|Status|III|other=Ghost types are affected by Normal and Fighting moves$ $Miracle Eye|Psychic|Status|IV|other=Dark types are affected by Psychic moves$
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Variations of Forest's Curse
$Forest's Curse|Grass|Status|VI|other=Grass|sig=The Phantump line$ $Trick-or-Treat|Ghost|Status|VI|other=Ghost|sig=The Pumpkaboo line$
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Variations of Guard Split
$Guard Split|Psychic|Status|V|other=Defense and Special Defense$ $Power Split|Psychic|Status|V|other=Attack and Special Attack$
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Variations of Harden
$Harden|Normal|Status|I|other=Defense$ $Sharpen|Normal|Status|I|other=Attack|sig=Porygon|siggen=V$
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Variations of Heal Bell
$Heal Bell|Normal|Status|II$ $Aromatherapy|Grass|Status|III$
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Variations of Heal Pulse
$Heal Pulse|Psychic|Status|V$ $Floral Healing|Fairy|Status|VII|sig=Comfey$
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Variations of Ingrain
$Ingrain|Grass|Status|III|note=Prevents the user from switching$ $Aqua Ring|Water|Status|IV$
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Variations of Leer
$Leer|Normal|Status|I$ $Tail Whip|Normal|Status|I$
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Variations of Lock-On
$Lock-On|Normal|Status|II$ $Mind Reader|Normal|Status|II$
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Variations of Lovely Kiss
$Lovely Kiss|Normal|Status|I|other=Sleep|sig=Jynx|PP=10$ $Sleep Powder|Grass|Status|I|other=Sleep|PP=15$ $Sweet Kiss|Fairy|Status|II|other=Confusion|PP=10|note=Normal-type prior to Generation VI$ * formerly had 75% accuracy, but was changed to 85% in Generation VI and is therefore no longer included.
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Variations of Magnetic Flux
$Magnetic Flux|Electric|Status|VI|other=Defense and Special Defense$ $Gear Up|Steel|Status|VII|other=Attack and Special Attack$
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Variations of Mean Look
$Mean Look|Normal|Status|II|PP=5$ $Spider Web|Bug|Status|II|PP=10|sig=The Spinarak line|siggen=V$ $Block|Normal|Status|III|PP=5$
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Variations of Mirror Move
$Mirror Move|Flying|Status|I$ $Copycat|Normal|Status|IV$
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Variations of Moonlight
$Moonlight|Fairy|Status|II|note=Normal-type prior to Generation VI$ $Morning Sun|Normal|Status|II|sig=Espeon|siggen=III$ $Synthesis|Grass|Status|II$ $Shore Up|Ground|Status|VII|sig=The Sandygast line$
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Variations of Mud Sport
$Mud Sport|Ground|Status|III|other=Electric$ $Water Sport|Water|Status|III|other=Fire$
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Variations of Poison Powder
$Poison Powder|Poison|Status|I|other=Poison|PP=35$ $Stun Spore|Grass|Status|I|other=Paralysis|PP=30$ * formerly had 75% accuracy, but was changed to 90% in Generation V and is therefore no longer included.
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Variations of Quick Guard
$Quick Guard|Fighting|Status|V|other=Moves with increased priority|PP=15$ $Wide Guard|Rock|Status|V|other=Moves that target multiple Pokémon|PP=10$ $Crafty Shield|Fairy|Status|VI|other=Status moves|PP=10$
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Variations of Rain Dance
$Rain Dance|Water|Status|II|other=Heavy rain|PP=5$ $Sandstorm|Rock|Status|II|other=Sandstorm|PP=10$ $Sunny Day|Fire|Status|II|other=Intense sunlight|PP=5$ $Hail|Ice|Status|III|other=Hail|PP=10$
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Variations of Recover
$Recover|Normal|Status|I|note=20 PP prior to Generation IV$ $Soft-Boiled|Normal|Status|I|sig=The Chansey line$ $Milk Drink|Normal|Status|II|sig=Miltank|siggen=VI$ $Slack Off|Normal|Status|III|sig=The Slakoth line|siggen=IV$ $Heal Order|Bug|Status|IV|sig=Vespiquen$ $Roost|Flying|Status|IV|note=Removes user's Flying-type until end of turn$
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Variations of Roar
$Roar|Normal|Status|I|note=Targets with Soundproof are unaffected$ $Whirlwind|Normal|Status|I$
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Variations of Safeguard
$Safeguard|Normal|Status|II|other=Status conditions|PP=25$ $Lucky Chant|Normal|Status|IV|other=Critical hits|PP=30$ $Mist|Ice|Status|I|other=Stat drops|PP=30$
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Variations of Screech
$Screech|Normal|Status|I|other=Defense$ $Metal Sound|Steel|Status|III|other=Special Defense$ * 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
$Sing|Normal|Status|I|other=Sleep|PP=15$ $Supersonic|Normal|Status|I|other=Confusion|PP=20$ $Grass Whistle|Grass|Status|III|other=Sleep|PP=15$
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Variations of Skill Swap
$Skill Swap|Psychic|Status|III|other=Abilities$ $Heart Swap|Psychic|Status|IV|other=Any stat changes|sig=Manaphy|siggen=VII$ $Guard Swap|Psychic|Status|IV|other=Changes to Defense and Special Defense$ $Power Swap|Psychic|Status|IV|other=Changes to Attack and Special Attack$ $Speed Swap|Psychic|Status|VII|other=Speed$
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Variations of Spikes
$Spikes|Ground|Status|II|other=Inflicts damages when opponent switches in$ $Stealth Rock|Rock|Status|IV|other=Inflicts damage depending on type when opponent switches in$ $Toxic Spikes|Poison|Status|IV|other=Inflicts poison when opponent switches in$ $Sticky Web|Bug|Status|VI|other=Decreases Speed by 1 stage when opponent switches in$
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Variations of Splash
$Splash|Normal|Status|I|sig=Magikarp|siggen=II$ $Celebrate|Normal|Status|VI$ $Hold Hands|Normal|Status|VI$
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Variations of Trick
$Trick|Psychic|Status|III$ $Switcheroo|Dark|Status|IV$
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Variations of Trick Room
$Trick Room|Psychic|Status|IV|other=Slower Pokémon move first|PP=5$ $Magic Room|Psychic|Status|V|other=Disables held items|PP=10$ $Wonder Room|Psychic|Status|V|other=Switches Defense and Special Defense|PP=10$
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Variations of Worry Seed
$Worry Seed|Grass|Status|IV|other=|PP=10$ $Entrainment|Normal|Status|V|other=Same as user|PP=15$ $Simple Beam|Normal|Status|V|other=|PP=15$
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Variations of Shadow Bolt
$Shadow Bolt|Shadow|Special|III|other=Paralysis|sig=Shadow Zapdos$ $Shadow Chill|Shadow|Special|III|other=Freeze|sig=Shadow Articuno$ $Shadow Fire|Shadow|Special|III|other=Burn|sig=Shadow Moltres$
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