Moves

Moves are attacks or skills that Pokémon can use in combat. Pokémon have access to four move slots that can be filled with moves based on the Pokémon's learnset. Move effects in PMU are similar to the move mechanics of the Pokémon Mystery Dungeon games, however, some moves have been changed in PMU to adapt to the real-time aspect of the game. A move can be used by holding its corresponding key (🇧🇹, 🇧🇹, 🇧🇹, or 🇧🇹) and then pressing 🇧🇹. Pressing 🇧🇹 alone will execute the basic attack, which has no type, does not make contact, and cannot land as a critical hit. Moves can also be used and moved to a different slot from the moves menu. A full list moves can be found on the wiki here.

Variables
Like the main series, all moves have factors that can differ between each other. Some of these factors are unique to PMU.


 * Type - Every move has a certain Pokémon type, which deals increased (super effective) damage to other certain types.
 * Power - Although it can't be seen on moves in PMU, all moves have a certain amount of power given to them. Power what determines how strong a move is. The power of moves are equivalent to their power in the main series games.
 * Accuracy - Accuracy determines how likely the move will hit. Some moves will never miss, and a move with 100% accuracy will miss with a lowered accuracy stat from an Ability or if an enemy has boosted evasion. Like power, accuracy is in line with the main series' distributions.
 * PP - Short for Power Points, the maximum amount of times the move can be used without item help. The name of a move will turn red when the PP reaches zero. If the PP of all moves is at zero, Struggle will be used when attempting to execute a move.
 * Category - PMU moves follow the standard categorization, with moves having the same three categories: physical, special, or status. Physical and special moves deal damage, while status moves can deal damage indirectly or apply certain effects to Pokémon.
 * Range - How far a move can hit in tiles.
 * Cooldown - "hit time" internally; how long until another move can be used, sometimes called attack speed. The cooldown can vary slightly between moves even of the same range, but generally move cooldowns are categorized into either fast, normal, or slow.
 * Glide - "hit freeze" internally; whether a move can be used while moving without stopping your movement.
 * Pierce - Whether a move can go through multiple targets rather than stopping at the one in sight.

in PMU affects the range of moves. "Multi-hit" moves don't hit more than once. They instead tend to have large amounts of PP and a fast cooldown. If a Pokémon is immune to a move type-wise, it will still take some damage akin to PMD.

Range Types
While range is determined by the amount of tiles it reaches, there are different range types that determine the shape the tiles form.
 * Area of Effect - Move hits around you (square formation).
 * Line of Sight - Move hits in front of you (line formation).
 * Spray - Move hits in a cone in front of you (triangle formation).
 * Self - Move affects only you and/or the player you're on the same tile as.
 * Special - Has a special effect.

There are also moves which are broken in some way. A move which only has its secondary effect broken that can be used and thus has one of the range types, will be categorized as so.

Learning Moves
Most Pokémon will naturally learn moves through level up, and can learn moves through the use of TMs and HMs and move tutors. For Generation 1 to 7 Pokémon, learnsets follow the data from Pokémon Ultra Sun and Ultra Moon. As for Generation 8 Pokémon, learnsets follow the data from Pokémon Sword and Shield. A move can be forgotten without being replaced by another through the moves menu.

Trivia

 * Unlike in PMD, Pokémon are able to move while using moves such as Bounce, Dig, Dive, Fly, and Phantom Force.
 * Area of Effect and Spray moves used to have a set debuff of 25% in damage and accuracy for Area of Effect moves larger than 2 tiles and 20% in damage and accuracy for Spray moves larger than 2 tiles. However a more scaled debuff scale was added on September 8th 2021.