A move, also known as an attack or technique, is the skill Pokémon primarily use in battle. In battle, a Pokémon uses one move each turn. Prior to Generation VII, some moves (including those learned by HM) can be used outside of battle as well, usually to remove obstacles or explore new areas.
A Pokémon can only know between one and four moves at a time, out of a pool of little more than 700 total moves as of Generation VII. However, no single Pokémon can learn every move; each and every Pokémon has a predetermined set of moves (known as a movelist, movepool, or learnset) that they can learn that relates to the type and concept of the species. You can find everything about the move pool by going on the detailed informations Pokemon page.
Movelist sizes vary greatly among different Pokémon; some Pokémon, such as Ditto and Unown, can only learn one move, while Mew can learn 250 moves in Generation VII, and Smeargle can possess almost any move due to Sketch. Evolved Pokémon generally have larger movelists than their pre-evolved forms but learn moves naturally at a slower rate or even stop learning moves via level-up entirely. This may provide incentive to delay a Pokémon's evolution. Most Legendary trios and duos have similar movelists.
Pokémon are limited in the way that they may use their moves in battle. The number of times they can use each move is restricted by the move's Power Points. Power Points vary from move to move, but typically stronger moves have fewer Power Points than weaker moves. The amount of Power Points for each move may be altered by items such as PP Up. The only move that is not affected by Power Points is Struggle.
Moves that do not directly inflict damage are known as status moves. The damaging moves are divided into physical () and special (
) moves depending on the individual move's characteristics; the category of the move determines whether the move's damage depends on the user's Attack or Special Attack stat and the target's Defense or Special Defense. Each move has a type that determines how effective it is against various types of targets and whether it receives same-type attack bonus. It is important to note that prior to Generation IV, the move's category was dependent on the move's type, rather than a distinct variable.
Accuracy affects whether the move misses. The damage dealt by a damaging move is determined by its power. Some damaging moves have additional effects. Most moves can target only one adjacent Pokémon, but some moves instead can target the user, more than one Pokémon, or non-adjacent Pokémon.
Since Pokémon Red and Green, there have been three main methods of acquiring moves on a Pokémon: by leveling up, by use of Technical Machines and by use of Hidden Machines. Generation II added two further methods: Egg Moves learned through breeding, and moves taught by a Move Tutor. Starting in Generation VII, some Pokémon learn new moves when they evolve regardless of their level. Pokémon obtained via specific methods, such as events or purification, may know "special moves" that they otherwise could not learn.
A Pokémon can only know four moves at a time. In order to learn new moves once four have been learned, it must forget one old move for every new move. Some moves cannot be forgotten naturally, such as moves learned by HM. To remove these, a Trainer must incorporate the help of a Move Deleter. Moves that the Pokémon does not currently know and was able to learn at an earlier level (Generations II to VI) or at any level (Generation VII and above) can be learned with the help of a Move Reminder.
In Generation I only, moves learned via level-up won't be learned if a Pokémon gains enough EXP Points to "skip" the level on which they are learned, while in Generation II they were learned after leveling up. Since Generation III, they are learned while the Pokémon levels up.
Some Pokémon have moves specific to themselves or their evolutionary line. These unique moves are known as signature moves. Some of these moves are powerful moves that only certain Legendary and Mythical Pokémon can learn, such as Dialga's Roar of Time or Volcanion's Steam Eruption. Other moves serve to highlight game mechanics or create unusual effects. One example is Smeargle's Sketch, which allows it to possess almost every conceivable move.
ID | Name | Type | PP | Power | Accuracy | Category | Generation |
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