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This is a guide on move types in Pokemon UNITE. Read on to learn what the different move types are, how they work, and when to use them.

There are 9 Move Types available in Pokemon UNITE. Each move type determines how the move works, particularly its range and effect.
| Move Types | |
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| Type | Description |
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Moves that affect units inside an area. |
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Moves that give benefitial effects to Pokemon. |
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Moves that penalizes Pokemon, reducing their effectiveness in battle. |
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Moves that propel the Pokemon forward towards a particular direction. |
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Moves that stun or root Pokemon in place, preventing them from moving. |
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Moves that are performed at melee range. |
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Moves that affect units in a wide arc. |
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Moves that restore Pokemon HP.. |
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Moves that are unavoidable, and will definitely damage the target. |

Certain moves can have two move types, such as Lucario's Bone Rush. These moves have multiple effects.
Bone Rush: Lucario Move Effect and Cooldown

Area moves are most effective when used during teamfights or clashes. Cast these moves when the enemy is grouped closely to each other to maximize its effectiveness.
| Move | Pokemon | Description |
|---|---|---|
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Scatters petals around the user, increasing movement speed for a short time and dealing damage over time to opposing Pokemon in the area of effect. |
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Attacks the opposing team's Pokemon near the user with tremendous bolts of lightning, then attacks two Pokemon from the opposing team near the user multiple times with lightning. |
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Creates a whirlpool that deals damage to opposing Pokemon in the area of effect. This move's area of effect slowly shrinks, but the damage dealt slowly increases. Just before the whirlpool disappears, it decreases the movement speed of opposing Pokemon in the area of effect for a short time. The user can also catch Arrokuda or other prey by entering the whirlpool. |
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For a short time, four small whirlpools appear that swirl around the user as it moves. If a whirlpool hits an opposing Pokémon, the whirlpool deals damage to it and restores the user's HP. If a whirlpool hits a Pokémon on the opposing team, an increased amount of HP is restored to the user. |
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Has the user create a whirlpool centered on itself that lasts for a short time, dealing damage over time to opposing Pokemon in the area of effect. The time between hits is shorter the farther opposing Pokemon are from the whirlpool's center. |
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Has the user generate a vortex of water at the designated location, dealing damage to opposing Pokemon, pulling them toward its center, and leaving them drenched. If this move is used again, the vortex is moved in the designated direction, flooding the area it passes through. |
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Has the user create a violent, swirling whirlpool around itself, dealing damage to opposing Pokemon it hits and restoring the user's HP. When this move is boosted by Torrent, the amount of damage dealt and HP restored are increased, and the move also throws opposing Pokemon before ending with a slash, dealing damage. (Torrent gauge consumed: 50) |
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Has the user swing its anchor diagonally, dealing damage and applying a slowing effect to opposing Pokemon. Every third time the move is used, it generates a whirlpool centered on the user, pulling in nearby opposing Pokémon. This move's cooldown is reduced every time the user hits with a basic attack. |

Buff moves are best used before engaging in fights. This could discourage the enemy from fighting, which the team can take advantage of. Certain buff moves give shields to allies which can be used to save them from dying.
| Move | Pokemon | Description |
|---|---|---|
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After using this move, the user becomes immune to hindrances for a short time, its movement speed and Attack are increased, and its basic attack speed is increased. The user's next basic attack also becomes a boosted attack. |
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Increases the user's Attack, Defense, and basic attack speed for a short time. |
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Protects the user and nearby ally Pokemon with cotton. The cotton absorbs damage, and when the move ends, the cotton restores some HP. |
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Has the user smash its shell, converting a set percentage of Defense and Sp. Def into Attack and Sp. Atk and increasing the user's movement speed for a short time. |

Debuff moves are best used on Pokemon that are strong. This weakens them, and makes it easier to defeat them. Debuff moves that slow enemies can be used against fleeing enemies, making it easier to catch up.
| Move | Pokemon | Description |
|---|---|---|
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Hurls sand, narrowing the field of vision of opposing Pokemon and decreasing their movement speed for a short time when it hits. This also increases the user's movement speed and basic attack speed. |
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Creates a link between the user and the Pokemon this move hits. While the link holds, the user's movement speed increases and its HP is continually restored. If the linked Pokemon is an ally Pokemon, this move increases the movement speed of that Pokemon, increases the amount of damage it deals, and continually restores its HP. If the linked Pokemon is an opposing Pokemon, this move decreases that Pokemon's movement speed, decreases the amount of damage it deals, and deals damage over time to it. If the user and the linked Pokemon are too far apart, the link will disappear. |
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For a short time, has the user deal damage over time to nearby opposing Pokemon and decrease their Sp. Def. Afterward, the user Release a telekinetic blast on opposing Pokemon that are near the user, near any guard-swapped Pokemon, or near any Light Screen or Barrier walls created by the user, damaging all opposing Pokemon hit by the blasts and lowering their Sp. Def for a short time. If an opposing Pokemon is hit by multiple overlapping blasts, that Pokemon is also left unable to act for a short time. |

Dash moves are best used to close the distance between the Pokemon and the target. They are also an effective tool for escaping or fleeing from the enemy.
| Move | Pokemon | Description |
|---|---|---|
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Has the user fly at the designated opposing Pokemon, dealing damage. When this move hits, it restores a certain amount of the user's HP. Also makes the user's next basic attack a boosted attack. |
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Has the user move with speed and slash, dealing damage to opposing Pokemon it hits. The user's next basic attack after using this move deals increased damage. A maximum of two uses can be kept in reserve for this move. |
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Has the user dash in the designated direction, slashing in front of itself and dealing damage to opposing Pokemon it hits. When the user hits an opposing Pokemon with this move, for a short time, this move can be used again once only. |
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Has the user perform a quick dash and increases the user's basic attack speed for a short time afterward. |
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Agility Has the user move quickly in the designated direction, increasing its movement speed for a short time. A maximum of two uses can be kept in reserve for this move. |
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Makes the user immune to hindrances and charges its sprint gauge. Afterward, the user's movement speed increases for a short time, and its sprint gauge charges faster. |
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Removes any hindrances applied to the user and greatly increases the user's movement speed. After a short time, the movement speed increase weakens and stays that way for a set amount of time. The effect duration is increased if the user is in combat with Pokemon from the opposing team. When this move is boosted with Aeos energy, the user's movement speed is further increased, and the user is also granted a shield. |
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Increases the user's movement speed when used, and for a set amount of time, the user's movement speed continually increases. This move's duration increases if the user moves or hits opposing Pokemon with moves. |
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Has the user burrow underground and move quickly in the designated direction, jumping out when it comes in contact with an opposing Pokemon or it has traveled a maximum distance. This jump deals damage to opposing Pokemon in the area of effect and throws them. Using this move increases the user’s Defense and Sp. Def. for a short time. |

A unique aspect with Dash moves is that it enable the Pokemon to pass through walls. Certain Dash moves that might look as if it cannot pass through walls actually can, such as Zeraora's Agility, and Cinderace's Flame Charge.
The trick here is to make sure that the length of the dash surpasses the wall, as seen in the image. If the length of the dash is shorter than the wall, the Pokemon will just stay in place, and won't pass through the wall.

Hindrance moves are best used to setup kills. Once disabled, the team can burst the enemy down with their moves. This can also be a great way to catch up to fleeing enemies.
| Move | Pokemon | Description |
|---|---|---|
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Has the user throw up a sturdy wall in the designated location that prevents opposing Pokemon from passing. If an opposing Pokemon is near the location where the wall is created, they are shoved and left unable to act for a short time. |
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Grants the user a shield for a short time. While the shield effect is active, the user's movement speed is increased. |
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Grants the user a shield for a short time. While the shield effect is active, the user's movement speed is increased. |
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Attacks and captures opposing Pokemon using an electric net. leaving them unable to move. |
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Has the user let loose a huge yawn that lulls opposing Pokemon into a sleepy haze, putting opposing Pokemon hit by this move to sleep. |

Melee moves are best used on enemies who come too close to the user. The downside of melee moves is it tends to put Pokemon in a vulnerable position, especially when cast right in the middle of a big teamfight. This is also effective against Dash moves since it propels the enemy closer to the user.
| Move | Pokemon | Description |
|---|---|---|
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Unleashes a series of punches in the designated direction, dealing increased damage with the last punch. The user can move while using this move and becomes immune to hindrances. |
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Has the user perform a combo attack in front of itself, dealing damage to opposing Pokémon and decreasing their movement speed for a short time when the attack hits. |
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Has the user attack twice in front of itself using its claws. The first attack deals damage to the opposing Pokemon and then throws them. The second deals increased damage and decreases the movement speed of the opposing Pokemon for a short time. |

Ranged moves are best used for kiting enemies from a distance. Spamming ranged moves can chip away the enemy's HP from a safe distance. They can also be used to kill fleeing enemies, although it is quite difficult to aim properly.
| Move | Pokemon | Description |
|---|---|---|
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Breathes wind in a straight line, dealing damage, pushing them back, and slowing Movement Speed of enemies hit. |
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Has the user move a short distance in the designated direction, and its next basic attack launches all of its stored ice crystals at an opposing Pokemon, dealing damage to it. The user then regains the same number of ice crystals that it launched. If the user hits the same opposing Pokemon with 4 or more ice crystals, that Pokemon's movement speed is decreased for a short time. The more ice crystals that hit that Pokemon, the stronger the movement speed-decrease effect. If the user has no ice crystals when this move is used, the gains 2 ice crystals. |
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Has the user blow a gust of freezing air at the designated location, applying a slowing effect to opposing Pokemon it hits. Once the freezing air builds up, it creates a pillar of ice, dealing damage and applying a slowing effect to opposing Pokemon it hits. After a short time, the pillar of ice breaks, dealing damage to nearby opposing Pokemon. If a pillar of ice is created in a flooded area, that area becomes frozen. A maximum of 2 uses can be kept in reserve for this move. |
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Has the user kick a ball of flame in the designated direction, dealing damage to opposing Pokemon and leaving them burned for a short time when this move hits. |
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Hurls a shadowy blob at the target, decreasing the movement speed and Sp. Def of opposing Pokemon for a short time when it hits. |
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Has the user unleash a shadowy blob in front of itself, dealing damage to opposing Pokemon it hits and decreasing their movement speed Sp. Def for a short time. If the user then hits the same opposing Pokemon with a move or boosted attack within a set amount of time, it deals additional damage to the opposing Pokemon and leaves them unable to act for a short time. When using this move, if there is a nearby ally Pokemon linked by Trick, this move will also unleash a shadowy blob at the same target from that ally's location. |
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Has the user hurl a shadowy blob in the designated direction, dealing damage to opposing Pokemon it touches and applying a mark to them. If the user attacks marked opposing Pokemon, it deals additional damage to them. If the user attacks marked opposing Pokemon, it deals increased damage to them. The fourth time the user attacks marked opposing Pokemon, the mark is removed, but the damage dealt by the attack is further increased and the user recovers HP. After using this move, the user moves a short distance in a designmated direction. |

Recovery moves are best used away from fights. If low on HP, get to a safe distance or hide in grass to recover HP, then quickly get back to the fight. They can also be used to prolong battles that could turn things around.
| Move | Pokemon | Description |
|---|---|---|
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Has the user recover some of its HP using its stored-up lost HP. For a short time after this move, the user becomes immune to hindrances and gains increased Defense. |
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Drains HP from opposing Pokemon in the area of effect, dealing damage to them and restoring the user's HP when it hits. Also reduces the damage the user receives for a short time. |
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Restores the HP of the user and nearby ally Pokemon. |
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When the user is not attached to an ally Pokemon, it attaches itself to the designated ally Pokemon and grants it a shield. When the user is attached to an ally Pokemon, it restores that ally Pokemon's HP. The more flowers that are consumed, the more HP that is restored. If the user releases, it will stop being attached and move in the designated direction. |

Sure-Hit moves are the best move type in the game. They are unavoidable and can guarantee a kill. Use these moves to last-hit enemies, and especially wild Pokemon like Zapdos.
| Move | Pokemon | Description |
|---|---|---|
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Has the user perform a fiery flying kick. The user then jumps in the designated direction. When this move hits, it is always a critical hit, and it shoves opposing Pokemon and leaves them burned for a short time. In addition, the user becomes immune to hindrance while using this move. |
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Has the user unleash a kick while leaping toward the designated location, dealing damage to opposing Pokemon it hits and shoving them. The shoved opposing Pokemon will have their movement speed decreased for a short time. If the shoved opposing Pokemon come in contact with a wall, they will be left unable to act instead of having their movement speed decreased. |
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Hurls an electric orb, dealing damage to opposing Pokemon in the area of effect and leaving them paralyzed for a short time. This move's damage increases the lower the opposing Pokemon's HP is. |
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Has the user hurl an electric orb, dealing damage to opposing Pokemon in the area of effect and leaving them paralyzed for a short time. This move deals more damage the lower the opposing Pokemon's remaining HP is. |
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Has the user hurl an electric orb to the designated location, where it remains for a short time. When an electric orb and an opposing Pokémon touch, the orb releases its electricity and deals damage to nearby opposing Pokémon. A maximum of 2 uses can be kept in reserve for this move. |
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Has the user grab a Pokemon from the opposing team and slam it onto the ground from the air. For a short time afterward, the user can move freely over obstacles. While this Unite Move is being used, the user's basic attacks deal increased damage and leave opposing Pokemon burned. In addition, when the user deals damage to an opposing Pokemon, the user recovers HP. |
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Has the user grab a Pokemon from the opposing team and slam it onto the ground from the air. After using this Unite Move, the user Mega Evolves. |

| All Move Lists |
|---|
Move Types and When To Use



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