Water moves
All 29 Water moves in Pokémon Dusk Reborn, with power, accuracy, PP, what each one does and how many Pokémon learn it.
Effect text comes from the game's move list and some of it is carried over from the main series. Battles here are one Pokémon against one, so wording about allies or adjacent Pokémon does not apply. The learner counts come from the main series and do not limit what you can teach in this game. See changing moves and using TMs.
Moves at a glance
| Move | Category | Power | Acc. | PP | In short |
|---|---|---|---|---|---|
| Aqua Jet | Physical | 40 | 100 | 20 | Usually goes first. |
| Aqua Ring | Status | – | – | 20 | User recovers 1/16 max HP per turn. |
| Aqua Tail | Physical | 90 | 90 | 10 | No additional effect. |
| Brine | Special | 65 | 100 | 10 | Power doubles if the target's HP is 50% or less. |
| Bubble | Special | 40 | 100 | 30 | 10% chance to lower the foe(s) Speed by 1. |
| BubbleBeam | Special | 65 | 100 | 20 | 10% chance to lower the target's Speed by 1. |
| Clamp | Physical | 35 | 85 | 15 | Traps and damages the target for 4-5 turns. |
| Crabhammer | Physical | 100 | 90 | 10 | High critical hit ratio. |
| Dive | Physical | 80 | 100 | 10 | Dives underwater turn 1, strikes turn 2. |
| Hydro Cannon | Special | 150 | 90 | 5 | User cannot move next turn. |
| Hydro Pump | Special | 110 | 80 | 5 | No additional effect. |
| Muddy Water | Special | 90 | 85 | 10 | 30% chance to lower the foe(s) accuracy by 1. |
| Octazooka | Special | 65 | 85 | 10 | 50% chance to lower the target's accuracy by 1. |
| Origin Pulse | Special | 110 | 85 | 10 | No additional effect. Hits adjacent foes. |
| Rain Dance | Status | – | – | 5 | For 5 turns, heavy rain powers Water moves. |
| Razor Shell | Physical | 75 | 95 | 10 | 50% chance to lower the target's Defense by 1. |
| Scald | Special | 80 | 100 | 15 | 30% chance to burn the target. Thaws user. |
| Soak | Status | – | 100 | 20 | Changes the target's type to Water. |
| Steam Eruption | Special | 110 | 95 | 5 | 30% chance to burn the target. |
| Surf | Special | 90 | 100 | 15 | Hits adjacent Pokemon. Power doubles on Dive. |
| Water Gun | Special | 40 | 100 | 25 | No additional effect. |
| Water Pledge | Special | 80 | 100 | 10 | Use with Grass or Fire Pledge for added effect. |
| Water Pulse | Special | 60 | 100 | 20 | 20% chance to confuse the target. |
| Water Shuriken | Physical | 15 | 100 | 20 | Hits 2-5 times in one turn. |
| Water Sport | Status | – | – | 15 | For 5 turns, Fire-type attacks have 1/3 power. |
| Water Spout | Special | 150 | 100 | 5 | Less power as user's HP decreases. Hits foe(s). |
| Waterfall | Physical | 80 | 100 | 15 | 20% chance to flinch the target. |
| Whirlpool | Special | 35 | 85 | 15 | Traps and damages the target for 4-5 turns. |
| Withdraw | Status | – | – | 40 | Raises the user's Defense by 1. |
Aqua Jet
Physical WaterNo additional effect.
Aqua Ring
Status WaterThe user has 1/16 of its maximum HP, rounded down, restored at the end of each turn while it remains active. If the user uses Baton Pass, the replacement will receive the healing effect.
Aqua Tail
Physical WaterNo additional effect.
Brine
Special WaterPower doubles if the target has less than or equal to half of its maximum HP remaining.
Bubble
Special WaterHas a 10% chance to lower the target's Speed by 1 stage.
BubbleBeam
Special WaterHas a 10% chance to lower the target's Speed by 1 stage.
Clamp
Physical WaterPrevents the target from switching for four or five turns; seven turns if the user is holding Grip Claw. Causes damage to the target equal to 1/8 of its maximum HP (1/6 if the user is holding Binding Band), rounded down, at the end of each turn during effect. The target can still switch out if it is holding Shed Shell or uses Baton Pass, Parting Shot, U-turn, or Volt Switch. The effect ends if either the user or the target leaves the field, or if the target uses Rapid Spin or Substitute. This effect is not stackable or reset by using this or another partial-trapping move.
Learned in the main series by: 5 by level-up. Earliest by level: Cloyster (start), Clamperl (start), Binacle (Lv. 20), Barbaracle (Lv. 20), Shellder (Lv. 23).
Crabhammer
Physical WaterHas a higher chance for a critical hit.
Dive
Physical WaterThis attack charges on the first turn and executes on the second. On the first turn, the user avoids all attacks other than Surf and Whirlpool but takes double damage from them, and is also unaffected by weather. If the user is holding a Power Herb, the move completes in one turn.
Hydro Cannon
Special WaterIf this move is successful, the user must recharge on the following turn and cannot make a move.
Hydro Pump
Special WaterNo additional effect.
Muddy Water
Special WaterHas a 30% chance to lower the target's accuracy by 1 stage.
Octazooka
Special WaterHas a 50% chance to lower the target's accuracy by 1 stage.
Learned in the main series by: 1 by level-up and 2 by TM. Earliest by level: Octillery (Lv. 25).
Origin Pulse
Special WaterNo additional effect.
Learned in the main series by: 1 by level-up. Earliest by level: Kyogre (Lv. 45).
Rain Dance
Status WaterFor 5 turns, the weather becomes Rain Dance. The damage of Water-type attacks is multiplied by 1.5 and the damage of Fire-type attacks is multiplied by 0.5 during the effect. Lasts for 8 turns if the user is holding Damp Rock. Fails if the current weather is Rain Dance.
Razor Shell
Physical WaterHas a 50% chance to lower the target's Defense by 1 stage.
Scald
Special WaterHas a 30% chance to burn the target. The target thaws out if it is frozen.
Soak
Status WaterCauses the target to become a Water type. Fails if the target is an Arceus.
Steam Eruption
Special WaterHas a 30% chance to burn the target. The target thaws out if it is frozen.
Learned in the main series by: 1 by level-up. Earliest by level: Volcanion (Lv. 85).
Surf
Special WaterDamage doubles if the target is using Dive.
Water Gun
Special WaterNo additional effect.
Water Pledge
Special WaterIf one of the user's allies chose to use Fire Pledge or Grass Pledge this turn and has not moved yet, it takes its turn immediately after the user and the user's move does nothing. If combined with Fire Pledge, the ally uses Water Pledge with 150 Base Power and a rainbow appears on the user's side for 4 turns, which doubles secondary effect chances but does not stack with the Ability Serene Grace. If combined with Grass Pledge, the ally uses Grass Pledge with 150 Base Power and a swamp appears on the target's side for 4 turns, which quarters the Speed of each Pokemon on that side. When used as a combined move, this move gains STAB no matter what the user's type is. This move does not consume the user's Water Gem, and cannot be redirected by the Ability Storm Drain.
Water Pulse
Special WaterHas a 20% chance to confuse the target.
Water Shuriken
Physical WaterHits two to five times. Has a 1/3 chance to hit two or three times, and a 1/6 chance to hit four or five times. If one of the hits breaks the target's substitute, it will take damage for the remaining hits. If the user has the Ability Skill Link, this move will always hit five times.
Water Sport
Status WaterFor 5 turns, all Fire-type attacks used by any active Pokemon have their power reduced to 0.33x. Fails if this move is already in effect.
Water Spout
Special WaterPower is equal to (user's current HP * 150 / user's maximum HP), rounded down, but not less than 1.
Waterfall
Physical WaterHas a 20% chance to flinch the target.
Whirlpool
Special WaterPrevents the target from switching for four or five turns; seven turns if the user is holding Grip Claw. Causes damage to the target equal to 1/8 of its maximum HP (1/6 if the user is holding Binding Band), rounded down, at the end of each turn during effect. The target can still switch out if it is holding Shed Shell or uses Baton Pass, Parting Shot, U-turn, or Volt Switch. The effect ends if either the user or the target leaves the field, or if the target uses Rapid Spin or Substitute. This effect is not stackable or reset by using this or another partial-trapping move.
Withdraw
Status WaterRaises the user's Defense by 1 stage.