Mechanics — gen 711 Min. LesezeitAktualisiert: April 2026
Mechanics — Generation 7 signature

Z-Moves — Deep-Dive Reference

Z-Moves debuted in Gen 7 Sun/Moon as the once-per-battle ultimate ability. Equip a Z-Crystal that matches a move's type, and that move converts into a Z-Move on demand: higher base power, ignores most modifiers, and (for status moves) grants a Z-Effect. The Gen 7 mechanic that shifted the meta from defense to offense.

Generations

7 only (SM, USUM)

Per-battle limit

Once per team, per battle

Z-Crystals

18 elemental + 17 signature = 35 total

Activation cost

Held item slot (Z-Crystal)

Z-Moves were the answer to Mega Evolution's scarcity. Where Megas blessed 48 specific Pokémon, Z-Moves were universal: any Pokémon could carry one. The cost was the held item slot — but the payoff was a guaranteed nuke any time you needed it.
The Gen 7 design quote

At a glance

A Z-Move is a once-per-battle move triggered by holding the matching Z-Crystal. The Pokémon's existing move (whatever type matches the Z-Crystal) is converted into a Z-Move with boosted base power. Status moves trigger a Z-Effect (typically a stat boost) instead of damage.

  • Generations activeGen 7 only — Sun/Moon (2016) and USUM (2017)
  • Per-battle limitOnce per team. Used by activating a Z-Crystal-holding Pokémon.
  • Held item slotOccupied by Z-Crystal — cannot also hold Choice items, Life Orb, etc.
  • UniversalAny Pokémon can use a Z-Move with the right Z-Crystal + matching move type
  • Bypasses ProtectZ-Moves break through most protection moves (with some exceptions)
  • Doesn't bypass immunityType immunities still apply (Normal Z on Ghost = no damage, despite being a Z-Move)
  • Removed inGen 8 — no Z-Crystals, no Z-Moves in Sword/Shield, SV, or future games

How Z-Moves work

The Pokémon must hold a Z-Crystal of a matching type. When you select a move that matches the Z-Crystal's type, you can opt to convert it into a Z-Move (replaces the move for that turn).

Mechanically

  • Activation: requires holding the matching Z-Crystal AND knowing a move of the matching type.
  • Trigger: at move selection, choose "Z" (in Showdown / official games) to convert the move.
  • Once per battle: only one Z-Move per team per battle. The Z-Crystal does not break or get consumed in lore — but only one activation is allowed mechanically.
  • BP conversion: the Z-Move's base power is determined by the original move's base power, via a published table (see next section).
  • Type: matches the Z-Crystal's type. STAB applies normally based on the user's typing.
  • Animation: roughly 6-second animation (skippable in Showdown). In offline games, it's a cinematic sequence — added flavor.

What Z-Moves bypass and don't bypass

Bypassed

Z-Moves break through

  • Protect / Detect

    Most damaging Z-Moves break through (called "Protect-piercing")

  • Substitute

    Z-Moves break Substitutes in one hit, then deal full damage

  • Mat Block

    Most Z-Moves break Mat Block (some exceptions)

  • Damage modifiers

    Some — but not all — modifiers are bypassed

Not bypassed

Z-Moves are still affected by

  • Type immunity

    Normal Z on Ghost = no damage

  • Wonder Guard

    Only super-effective Z-Moves break through

  • Disguise / Ice Face

    Disguise blocks the first hit; Ice Face breaks normally

  • Critical hits & rolls

    Z-Moves deal damage like any move; rolls and crits apply

Base power conversion table

Z-Move base power depends on the original move's BP, following a published table. Higher-BP moves yield Z-Moves with proportionally higher BP.

Standard BP table

Original BPZ-Move BP
1-55100
56-65120
66-75140
76-85160
86-95175
96-100180
101-110185
111-125190
126-130195
131+200

Special-case base powers

  • Multi-hit moves (Bullet Seed, Pin Missile, etc.): BP table uses single-hit BP, not total. Bullet Seed (25 BP × 5 hits) → Bloom Doom 100 BP, not multi-hit.
  • Variable BP moves (Gyro Ball, Heavy Slam, etc.): BP is calculated, then table applies. Gyro Ball at 100 BP → 180 BP Z-Move.
  • Hidden Power: always 100 BP regardless of HP type → Z-Hidden Power is 175 BP.
  • Mega Drain: 75 BP → 140 BP Bloom Doom (no HP recovery on Z).
  • OHKO moves (Sheer Cold, Fissure, Guillotine, Horn Drill): cannot be Z-converted.
  • Multi-turn (Solar Beam, Geomancy, Sky Attack): Z-version is single-turn.
  • Counter / Mirror Coat: cannot be Z-converted.

Z-Effects (status moves)

When a Pokémon equips a Z-Crystal of the matching type and uses a status move of that type, it does NOT damage. Instead, the Z-Move triggers a Z-Effect — typically a stat boost. This converts setup moves into compressed turns: setup AND boost in one action.

Z-Effects by move type

TypeZ-Effect
Normal+1 Attack
Fire+1 Sp.Atk
WaterResets all stat reductions to 0
Electric+1 Speed
Grass+1 Defense
Ice+1 Special Defense
FightingRestores HP to full
Poison+1 Defense
Ground+1 Special Defense
Flying+1 Evasion (note: evasion is banned in most competitive formats)
Psychic+1 to all stats
Bug+1 Special Defense
Rock+1 Defense
Ghost+1 Sp.Atk
Dragon+1 Atk + Special Defense
Dark+1 Attack
Steel+1 Defense
Fairy+1 Special Defense

Signature Z-Moves

Eight Pokémon have signature Z-Moves: Z-Crystals tied to a specific Pokémon and a specific move, with stronger BP than generic Z-Moves of the same type.

PokémonSignature Z-MoveStatsZ-Crystal
Raichu-AlolaStoked Sparksurfer175 BP Electric, paralyzes targetAloraichium Z
SnorlaxPulverizing Pancake210 BP Normal, only on SnorlaxSnorlium Z
MewGenesis Supernova185 BP Psychic + sets Psychic TerrainMewnium Z
PikachuCatastropika210 BP Electric (only Pikachu, not Cap variants)Pikanium Z
EeveeExtreme EvoboostStatus: +2 to all stats. The strongest setup Z in the game.Eevium Z
DecidueyeSinister Arrow Raid180 BP Ghost, on DecidueyeDecidium Z
IncineroarMalicious Moonsault180 BP Dark, on IncineroarIncinium Z
PrimarinaOceanic Operetta195 BP Water, on PrimarinaPrimarium Z
Kommo-oClangorous Soulblaze185 BP Dragon + +1 to all statsKommonium Z
LunalaMenacing Moonraze Maelstrom200 BP Ghost, on LunalaLunalium Z
SolgaleoSearing Sunraze Smash200 BP Steel, ignores target's abilitySolganium Z
Necrozma-Dusk-ManeSearing Sunraze SmashSame as Solgaleo (fused form)Solganium Z
Necrozma-Dawn-WingsMenacing Moonraze MaelstromSame as Lunala (fused form)Lunalium Z
Necrozma-UltraLight That Burns the Sky200 BP Psychic, mixed Atk/SpA usedUltranecrozium Z
MarshadowSoul-Stealing 7-Star Strike195 BP FightingMarshadium Z
LycanrocSplintered Stormshards190 BP Rock + clears terrainLycanium Z

Z-Crystals

18 elemental Z-Crystals (one per type) + 17 signature Z-Crystals = 35 total Z-Crystals across the Gen 7 era.

The 18 elemental Z-Crystals

Normalium Z, Firium Z, Waterium Z, Electrium Z, Grassium Z, Icium Z, Fightinium Z, Poisonium Z, Groundium Z, Flyinium Z, Psychium Z, Buginium Z, Rockium Z, Ghostium Z, Dragonium Z, Darkinium Z, Steelium Z, Fairium Z. Each universal — any Pokémon with a matching-type move can use one.

Signature Z-Crystals (locked to specific Pokémon)

Aloraichium Z, Snorlium Z, Mewnium Z, Pikanium Z, Eevium Z, Decidium Z, Incinium Z, Primarium Z, Kommonium Z, Tapunium Z (Tapus), Lunalium Z, Solganium Z, Ultranecrozium Z, Marshadium Z, Lycanium Z, Mimikium Z, Pikashunium Z (Cap Pikachu).

Competitive impact

Z-Moves shifted Gen 7 from the defensive Gen 6 OU to a more offensive metagame. The omnipresent threat of a once-per-battle nuke forced teams to balance "survive the Z" into every matchup.

Strategic effects

  • Defensive walls become punishable: Toxapex / Skarmory / Mantine etc. can be 1-shot or 2-shot by a Z-Move from their checks. Forces hazards to be set carefully.
  • Stall less viable: with omnipresent Z, stall teams need additional Z-coverage that taxes their economy.
  • Coverage moves become threats: Pokémon can run Z-Hidden Power to nuke a specific opponent (e.g. Magnezone running Z-Hidden Power Fire to break Ferrothorn).
  • Setup moves become Z-effects: Z-Sleep Talk gives +1 to all stats (random effects). Z-Recover gives +1 Attack while healing. The line between "Z move" and "Z effect" blurred teambuilding.
  • Item budget: Z-Crystal slots block Choice items, Life Orb, hazards-mitigation. Taxes one Pokémon's held item completely.

No bans

Smogon never banned Z-Moves outright. Specific Pokémon (Mega Mewtwo, Mega Rayquaza, etc.) were already in higher tiers; the Z-Moves themselves stayed legal in OU throughout Gen 7.

Iconic Z-Move users

Some Pokémon are remembered specifically for how they used Z-Moves to break the meta or to set themselves up for sweeps.

PokémonCommon Z-MoveWhy
PheromosaZ-Beast Boost spamSpeed + Atk wallbreaker, Z-Move into another KO turned games.
Ash-GreninjaZ-Hydro PumpBattle Bond + Z-Hydro Pump = OHKO bulky Waters from full HP.
KartanaZ-Sacred Sword176 Atk + Beast Boost: Z-Move killed walls, then snowballed into multiple KOs.
HeatranZ-Solar BeamBypass charge turn, OHKO Rotom-Wash. Defining set for Heatran in Gen 7.
MagnezoneZ-Hidden Power FireFerro / Skarmory dies. Magnet Pull traps then nukes.
ToxapexZ-Recover+1 Atk + full heal. Defining defensive set.
Tapu LeleZ-Hyper Voice / Z-PsychicAlready strong, Z-Move added breakthrough. 1-of-team Z-Crystal usage cap forced choice.
You haven't Won the Game Until you've seen what their Z-Move is. Pre-game scout always asks: who carries the Z?
The Gen 7 catchphrase

Removal in Gen 8

Z-Moves were retired alongside Mega Evolution at the start of Gen 8 (Sword/Shield, November 2019). Z-Crystals do not function in Gen 8 or later. The mechanic exists only in SM/USUM and the Pokémon Bank-era cataloguing.

Why Z-Moves were removed

  • Replaced by Dynamax: Game Freak chose Dynamax as Gen 8's new once-per-battle mechanic — different mechanically (HP doubling + 3 turns) but same role.
  • Item balance: Z-Crystals locked the held item slot. Game Freak shifted to Dynamax with no item lock for Gen 8.
  • Animations: Z-Move cinematics became a divisive feature; some players valued them, others disliked the long animations.

Z-Moves return potential

Z-Crystals appear in Pokémon HOMEas catalogued items but don't enable Z-Moves in Gen 8/9 battles. Pokémon GO has not adopted Z-Moves. As of April 2026, Z-Moves are gen-locked to Gen 7 with no path back.

Common misconceptions

  • "Z-Moves bypass type immunity" — wrong. Type immunity still applies. Normal Z on Ghost = no damage, full stop.
  • "Z-Moves can be used multiple times" — wrong. Once per team per battle, not once per Pokémon.
  • "Z-Crystal breaks after use" — wrong. The Z-Crystal stays held. The team-level "once" flag is what prevents reuse.
  • "Z-Move BP is double the original" — wrong. BP is determined by a fixed table, not a multiplier. A 50 BP move becomes 100 BP Z (× 2). A 130 BP move becomes 195 BP Z (× 1.5). Higher base moves get less proportional boost.
  • "Z-Effects are random" — wrong. Z-Effects on status moves are deterministic, based on the move's type. Z-Sleep Talk is the only Z-Move that picks randomly (because Sleep Talk itself is random).
  • "Z-Moves bypass Substitute" — partial. Z-Moves break a Substitute in one hit, then deal full damage against the Pokémon. This is unique — most moves either deal damage to the sub (and stop) or break it without dealing more.
  • "Z-Crystals can be Trick'd / Switched onto an opponent" — wrong. Z-Crystals are protected from item-stealing moves like Mega Stones.

Where to go from here

Z-Moves are gen-locked but their impact on Gen 7 OU and VGC is foundational. Read the era guide for full context.