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A '''move''' (Japanese: '''わざ''' ''move''), also known as an '''attack''' (Japanese: '''こうげきわざ''' ''attack technique'') or '''technique''' (Japanese: '''とくしゅわざ''' ''special technique''), is the skill Pokémon primarily use in battle. There are currently 826 known moves that Pokémon can use. In battle, a Pokémon uses one move each turn. In Generations I to VI and Brilliant Diamond and Shining Pearl, some moves (including those learned by HM) can be used outside of battle as well, usually to remove obstacles or explore new areas. | |||
== Na série principal == | |||
=== Características dos movimentos === | |||
A Pokémon can only know between one and four moves at a time. 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. 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. | |||
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. | |||
When multiple Pokémon attempt to use a move in the same turn, priority and Speed determine the order in which the moves are used. Accuracy affects whether the move misses. The damage dealt by a damaging move is determined by its power, as well as many other variables. Some damaging moves have additional effects. The number of times they can use each move is restricted by the move's PP. The only move that is not affected by Power Points is Struggle. Most moves can target only one adjacent Pokémon, but some moves instead can target the user, more than one Pokémon, or non-adjacent Pokémon. | |||
=== Aprendendo e esquecendo === | |||
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. In the Generation VIII games where TMs are reusable, TRs provide a one-time alternative. | |||
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. | |||
=== Movimentos únicos === | |||
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. | |||
=== Movimentos inutilizáveis === | |||
Starting with Pokémon: Let's Go, Pikachu! and Let's Go, Eevee!, each game removes moves that aren't intended for any Pokémon to learn within the game, making them unusable. Only in Pokémon Sword and Shield can Pokémon legitimately know unusable moves, as Pokémon HOME does not reset the moves of Pokémon transferred to those games from previous generations. If a Pokémon knows an unusable move, it will not be able to use it. If the Pokémon's only moves are unusable, it will instead use Struggle. If the move is forgotten, a Move Reminder will not be able to teach it again, even if it is a special move that the Pokémon normally would be able to relearn | |||
== Curiosidades == | |||
* After a move is issued, if that Pokémon levels up before its in-battle turn and replaces the move currently awaiting execution with a new move, the new move will be used instead of the old one, except for in Generation VI, where the old move can still be used. | |||
** Multiple turn moves such as Petal Dance will cause more complex behavior. | |||
* In some instances in the anime, certain Pokémon have been shown to know more than just four moves at the same time, with as many as 10 being used by one Pokémon in a single battle. The closest the anime has got to acknowledging the existence of move slots is the fact that the Meowth of Team Rocket can't learn Pay Day because of the effort exerted in learning to speak human language. | |||
* Generation I introduced 165 moves; Generation II introduced 86 moves; Generation III introduced 103 moves; Generation IV introduced 113 moves; Generation V introduced 92 moves; Generation VI introduced 62 moves; Generation VII introduced 107 moves, including 35 Z-Moves; and Generation VIII introduced 80 moves, including 18 Max Moves and 26 G-Max Moves. | |||
== Em outras línguas == | |||
== Veja também == | |||
* [[Lista de Movimentos|Lista de movimentos]] | * [[Lista de Movimentos|Lista de movimentos]] | ||
=== Propriedades de movimentos === |
Edição das 01h32min de 29 de outubro de 2022
A move (Japanese: わざ move), also known as an attack (Japanese: こうげきわざ attack technique) or technique (Japanese: とくしゅわざ special technique), is the skill Pokémon primarily use in battle. There are currently 826 known moves that Pokémon can use. In battle, a Pokémon uses one move each turn. In Generations I to VI and Brilliant Diamond and Shining Pearl, some moves (including those learned by HM) can be used outside of battle as well, usually to remove obstacles or explore new areas.
Na série principal
Características dos movimentos
A Pokémon can only know between one and four moves at a time. 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. 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.
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.
When multiple Pokémon attempt to use a move in the same turn, priority and Speed determine the order in which the moves are used. Accuracy affects whether the move misses. The damage dealt by a damaging move is determined by its power, as well as many other variables. Some damaging moves have additional effects. The number of times they can use each move is restricted by the move's PP. The only move that is not affected by Power Points is Struggle. Most moves can target only one adjacent Pokémon, but some moves instead can target the user, more than one Pokémon, or non-adjacent Pokémon.
Aprendendo e esquecendo
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. In the Generation VIII games where TMs are reusable, TRs provide a one-time alternative.
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.
Movimentos únicos
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.
Movimentos inutilizáveis
Starting with Pokémon: Let's Go, Pikachu! and Let's Go, Eevee!, each game removes moves that aren't intended for any Pokémon to learn within the game, making them unusable. Only in Pokémon Sword and Shield can Pokémon legitimately know unusable moves, as Pokémon HOME does not reset the moves of Pokémon transferred to those games from previous generations. If a Pokémon knows an unusable move, it will not be able to use it. If the Pokémon's only moves are unusable, it will instead use Struggle. If the move is forgotten, a Move Reminder will not be able to teach it again, even if it is a special move that the Pokémon normally would be able to relearn
Curiosidades
- After a move is issued, if that Pokémon levels up before its in-battle turn and replaces the move currently awaiting execution with a new move, the new move will be used instead of the old one, except for in Generation VI, where the old move can still be used.
- Multiple turn moves such as Petal Dance will cause more complex behavior.
- In some instances in the anime, certain Pokémon have been shown to know more than just four moves at the same time, with as many as 10 being used by one Pokémon in a single battle. The closest the anime has got to acknowledging the existence of move slots is the fact that the Meowth of Team Rocket can't learn Pay Day because of the effort exerted in learning to speak human language.
- Generation I introduced 165 moves; Generation II introduced 86 moves; Generation III introduced 103 moves; Generation IV introduced 113 moves; Generation V introduced 92 moves; Generation VI introduced 62 moves; Generation VII introduced 107 moves, including 35 Z-Moves; and Generation VIII introduced 80 moves, including 18 Max Moves and 26 G-Max Moves.