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Water moves

All 29 Water moves in Pokémon Dusk Reborn, with power, accuracy, PP, what each one does and how many Pokémon learn it.

The tables on this page are generated from the game's data and refreshed about once an hour. Maintained by the Pokémon Dusk Reborn team. Spotted a mistake? Tell us in #bugs-and-errors on Discord.

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

MoveCategoryPowerAcc.PPIn short
Aqua JetPhysical4010020Usually goes first.
Aqua RingStatus––20User recovers 1/16 max HP per turn.
Aqua TailPhysical909010No additional effect.
BrineSpecial6510010Power doubles if the target's HP is 50% or less.
BubbleSpecial401003010% chance to lower the foe(s) Speed by 1.
BubbleBeamSpecial651002010% chance to lower the target's Speed by 1.
ClampPhysical358515Traps and damages the target for 4-5 turns.
CrabhammerPhysical1009010High critical hit ratio.
DivePhysical8010010Dives underwater turn 1, strikes turn 2.
Hydro CannonSpecial150905User cannot move next turn.
Hydro PumpSpecial110805No additional effect.
Muddy WaterSpecial90851030% chance to lower the foe(s) accuracy by 1.
OctazookaSpecial65851050% chance to lower the target's accuracy by 1.
Origin PulseSpecial1108510No additional effect. Hits adjacent foes.
Rain DanceStatus––5For 5 turns, heavy rain powers Water moves.
Razor ShellPhysical75951050% chance to lower the target's Defense by 1.
ScaldSpecial801001530% chance to burn the target. Thaws user.
SoakStatus–10020Changes the target's type to Water.
Steam EruptionSpecial11095530% chance to burn the target.
SurfSpecial9010015Hits adjacent Pokemon. Power doubles on Dive.
Water GunSpecial4010025No additional effect.
Water PledgeSpecial8010010Use with Grass or Fire Pledge for added effect.
Water PulseSpecial601002020% chance to confuse the target.
Water ShurikenPhysical1510020Hits 2-5 times in one turn.
Water SportStatus––15For 5 turns, Fire-type attacks have 1/3 power.
Water SpoutSpecial1501005Less power as user's HP decreases. Hits foe(s).
WaterfallPhysical801001520% chance to flinch the target.
WhirlpoolSpecial358515Traps and damages the target for 4-5 turns.
WithdrawStatus––40Raises the user's Defense by 1.

Aqua Ring

Status Water
–Power
–Acc.
20PP

The 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.

Learned in the main series by: 27 by level-up and 12 by TM. Earliest by level: Alomomola (Lv. 5), Milotic (Lv. 17), Gorebyss (Lv. 19), Tympole (Lv. 20), Palpitoad (Lv. 20), Seismitoad (Lv. 20), Goldeen (Lv. 21), Seaking (Lv. 21), Seel (Lv. 23), Dewgong (Lv. 23).

Brine

Special Water
65Power
100%Acc.
10PP

Power doubles if the target has less than or equal to half of its maximum HP remaining.

Learned in the main series by: 39 by level-up and 71 by TM. Earliest by level: Hariyama (start), Spheal (Lv. 17), Sealeo (Lv. 17), Walrein (Lv. 19), Huntail (Lv. 19), Lileep (Lv. 21), Cradily (Lv. 21), Cubchoo (Lv. 21), Beartic (Lv. 21), Wailmer (Lv. 25).

Clamp

Physical Water
35Power
85%Acc.
15PP

Prevents 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 Water
100Power
90%Acc.
10PP

Has a higher chance for a critical hit.

Learned in the main series by: 6 by level-up and 1 by TM. Earliest by level: Clauncher (Lv. 30), Clawitzer (Lv. 30), Krabby (Lv. 35), Crawdaunt (Lv. 39), Kingler (Lv. 42), Corphish (Lv. 43).

Dive

Physical Water
80Power
100%Acc.
10PP

This 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.

Learned in the main series by: 9 by level-up and 113 by TM. Earliest by level: Huntail (Lv. 26), Gorebyss (Lv. 26), Relicanth (Lv. 26), Seel (Lv. 41), Wailmer (Lv. 41), Wailord (Lv. 44), Dewgong (Lv. 45), Phione (Lv. 61), Manaphy (Lv. 61).

Octazooka

Special Water
65Power
85%Acc.
10PP
50%Effect

Has 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 Water
110Power
85%Acc.
10PP

No additional effect.

Learned in the main series by: 1 by level-up. Earliest by level: Kyogre (Lv. 45).

Rain Dance

Status Water
–Power
–Acc.
5PP

For 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.

Learned in the main series by: 40 by level-up and 507 by TM. Earliest by level: Bronzong (start), Finneon (Lv. 13), Lumineon (Lv. 13), Suicune (Lv. 15), Poliwag (Lv. 18), Poliwhirl (Lv. 18), Castform (Lv. 20), Lapras (Lv. 22), Shellos (Lv. 22), Gastrodon (Lv. 22).

Scald

Special Water
80Power
100%Acc.
15PP
30%Effect

Has a 30% chance to burn the target. The target thaws out if it is frozen.

Learned in the main series by: 3 by level-up and 115 by TM. Earliest by level: Simipour (start), Panpour (Lv. 22), Volcanion (Lv. 32).

Steam Eruption

Special Water
110Power
95%Acc.
5PP
30%Effect

Has 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).

Water Pledge

Special Water
80Power
100%Acc.
10PP

If 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.

Learned in the main series by: 20 by TM. Some of them: Squirtle, Wartortle, Blastoise, Totodile, Croconaw, Feraligatr, Mudkip, Marshtomp, Swampert, Piplup.

Water Shuriken

Physical Water
15Power
100%Acc.
20PP
+1Priority

Hits 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.

Learned in the main series by: 2 by level-up. Earliest by level: Accelgor (start), Greninja (start).

Water Sport

Status Water
–Power
–Acc.
15PP

For 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.

Learned in the main series by: 37 by level-up and 13 by TM. Earliest by level: Psyduck (start), Golduck (start), Poliwag (start), Poliwhirl (start), Goldeen (start), Seaking (start), Pelipper (start), Phione (start), Manaphy (start), Frillish (start).

Water Spout

Special Water
150Power
100%Acc.
5PP

Power is equal to (user's current HP * 150 / user's maximum HP), rounded down, but not less than 1.

Learned in the main series by: 5 by level-up and 2 by TM. Earliest by level: Wailmer (Lv. 33), Wailord (Lv. 33), Frillish (Lv. 61), Jellicent (Lv. 69), Kyogre (Lv. 90).

Waterfall

Physical Water
80Power
100%Acc.
15PP
20%Effect

Has a 20% chance to flinch the target.

Learned in the main series by: 2 by level-up and 105 by TM. Earliest by level: Goldeen (Lv. 32), Seaking (Lv. 32).

Whirlpool

Special Water
35Power
85%Acc.
15PP

Prevents 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: 17 by level-up and 125 by TM. Earliest by level: Clamperl (start), Huntail (start), Gorebyss (start), Wailmer (Lv. 13), Wailord (Lv. 13), Buizel (Lv. 31), Piplup (Lv. 32), Mudkip (Lv. 33), Floatzel (Lv. 35), Shellder (Lv. 37).

« All move groups · The Water type: weaknesses and Pokémon

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