MovesOverhead ManualCheck
here for the complete list of moves.
Move usage is the most important part of battle. Moves are defined as the attacks or maneuvers that a Pokemon uses in order to progress in battle.
Moves have a certain law to them that is always adhered in the games. All of the laws below are taken into account under normal circumstances.
- Under normal circumstances, all Pokemon must make a move before progressing to the next turn.
- All moves will progress by order of speed in any situation. This may be stat-based, item-based, priority-based, etc.
- Under normal circumstances, all Physical moves use the Attacker's Attack and the opponent's Defense, while all Special moves use the Attacker's Special Attack and the opponent's Special Defense.
The games have three types of moves that can be used by a Pokemon. The below is only the general consensus for most moves. Many do many different things, despite their denomination.
- Physical: Uses the Attacker's Attack and goes after the opponent's Defense.
- Special: Uses the Attack's Special Attack and goes after the opponent's Special Defense.
- Other: Indirectly damaging that perform certain effects. These have a myriad of differentiating effects that can turn the tide of battle.
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STABSTAB, or "Same-type Attack Bonus", is when the Pokemon gains a boost in power in their attack if said attack is the same typing as them. The amount increased by the attack equates to x1.5 the damage output.
STAB works for double-typed Pokemon as well. Take a move such as Hydro Pump and Night Slash. A Milotic will gain STAB on Hydro Pump, as it is a Water-type move and Milotic is a Water Pokemon. Zoroark would gain STAB on Night Slash as it a Dark-type move and Zoroark is a Dark Pokemon. However, Sharpedo can gain STAB on both moves; as it is a Water and Dark-type.
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Priority MovesPriority moves are moves that can occur before or after others, despite Speed. Moves with higher priority always happen before those with lower. Moves with lower accuracy happen after all others.
Pokemon who use a move with the same Priority will have to use their Speed to decide who goes first.
+6 Switching
+5 Helping Hand
+4 Detect, Endure, Magic Coat, Protect, Snatch
+3 Anger Powder, Fake Out, Follow Me, Quick Guard, Wide Guard
+2 Extremespeed, Feint
+1 Ally Switch, Aqua Jet, Bide, Bullet Punch, Ice Shard, Mach Punch, Quick Attack, Shadow Sneak, Sucker Punch, Vacuum Wave
+0 Assist, Me First, Metronome, Mirror Move, Sleep Talk, Everything else
-1 Vital Throw
-2 None
-3 Focus Punch
-4 Avalanche, Revenge
-5 Counter, Mirror Coat
-6 Circle Throw, Dragon Tail, Roar, Whirlwind
-7 Magic Room, Trick Room, Wonder Room
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WeatherSome moves or abilities will bring weather effects into the equation of the battle. These weather conditions have differentiating effects, all of which are capable of being used to the disposal of a Pokemon that fit it.
If a Pokemon uses a move that induces weather that is already active, it will fail. Abilities like Air Lock and Cloud Nine negate all weather effects. Pokemon with the Overcoat and Magic Guard abilities block against buffeting weather.
Rain- The damage output of Water-type moves is increased by 50%.
- The damage output of Fire-type moves is decreased by 50%.
- SolarBeam is forced into its charge turn.
- Hurricane and Thunder have perfect accuracy.
- Weather Ball becomes a Water-type move with double its Base Power.
- Synthesis, Moonlight, and Morning Sun recover 25% of the user's HP.
- Pokemon with the ability Swift Swim have their Speed doubled.
- Pokemon with the ability Hydration have all status healed during the rain.
- Pokemon with Dry Skin gain 12.5% HP per turn.
- Pokemon with Rain Dish gain 6.25% HP per turn.
- Castform changes forme.
- Lasts 5 turns if not impeded in any way. Lasts 8 turns if Pokemon with Damp Rock switches in. Does not reset counter, but merely extends turns to eight.
Sun- The damage output of Fire-type moves is increased by 50%.
- The damage output of Water-type moves id decreased by 50%.
- SolarBeam's charge phase is removed.
- Growth increases Attack and Special Attack sharply.
- Thunder's and Hurricane's accuracy is reduced to 50%.
- Weather Ball becomes a Fire-type move with double the base power.
- Synthesis, Moonlight, and Morning Sun recover 66% of the user's HP.
- Pokemon with the ability Chlorophyll have their Speed doubled.
- Pokemon with the ability Solar Power have their Special Attack increased by 50% but lose 12.5% of their maximum HP per turn.
- Pokemon with the ability Leaf Guard become immune to status.
- Pokemon with Dry Skin lose 12.5% of their maximum HP per turn.
- Cherrim and Castform change formes.
Can be lengthened from 5 to 8 turns with the use of the Heat Rock. Does not reset counter, but merely extends turns to eight.
Sandstorm- Damages all Pokemon who are not Rock-, Ground-, or Steel-types for 6.25% HP each turn.
- Does not damage Pokemon with the following Abilities: Sand Veil, Sand Rush, Sand Force, Overcoat, Magic Guard.
- Raises the Special Defense of all Rock-type Pokemon by 50%.
- Causes SolarBeam to deal only half of its normal damage.
- Causes Moonlight, Synthesis, and Morning Sun to recover 25% of max HP.
- Activates the following Abilities: Sand Veil, Sand Force and Sand Rush.
- Changes Weather Ball to a Rock-type move and doubles its power, but Castform stays in its normal form.
- Can be lengthened from 5 to 8 turns with the use of the Smooth Rock. Does not reset counter, but merely extends turns to eight.
Hail- Damages all Pokémon who are not Ice-type.
- Does not damage Pokémon with the following Abilities: Ice Body, Snow Cloak, Magic Guard, Overcoat.
- Allows Blizzard to bypass accuracy checks, and allows it to hit through Protect and Detect 25% of the time.
- Causes SolarBeam to deal only half of its normal damage.
- Causes Moonlight, Synthesis, and Morning Sun to recover 25% of max HP.
- Activates the Abilities: Forecast, Ice Body, Snow Cloak.
- Changes Weather Ball to an Ice-type move and doubles its power, and Castform to an Ice-type.
Fog- Lowers all Accuracy by 90%.
- Doubles the power of Weather Ball, but Castform stays in normal form.
- Honey cannot be used to attract Wild Pokemon.
- Causes Moonlight, Synthesis, and Morning Sun to recover 25% of max HP.
- The damage output of Electric-type moves are halved in Fog.
- Can be cleared Defog.
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Critical HitsCritical Hits are the rare occurrences that happen when a Pokemon's damage output is doubled directly. Critical Hits have a chance of happening after every direct attacking move.
All Critical Hits have a 15% chance of happening at base. However, some factors may raise Critical Hit chances. All critical hit ratios can go from base zero to +5.
Modifier | Percent |
0 | Normal (15%) |
+1 | 20% |
+2 | 25% |
+3 | 30% |
+4 | 35% |
+5 | 50% |
Some items/moves raise Critical Hits by a certain amount. As such, they will modify it from base zero.
- Using Move with High Critical Hit Ratio: +1
- Holding Scope Lens: +1
- Holding Razor Claw: +2
- Holding Stick (if the Pokemon is Farfetch'd): +3
- Holding Lucky Punch (if the Pokemon is Chansey): +3
- Being under Focus Energy: +2
- Consuming Lansat Berry (or being passed its effect): +2
- Dire Hit (Wonder Launcher Only): +2