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.
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
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
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 BP | Z-Move BP |
|---|---|
| 1-55 | 100 |
| 56-65 | 120 |
| 66-75 | 140 |
| 76-85 | 160 |
| 86-95 | 175 |
| 96-100 | 180 |
| 101-110 | 185 |
| 111-125 | 190 |
| 126-130 | 195 |
| 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
| Type | Z-Effect |
|---|---|
| Normal | +1 Attack |
| Fire | +1 Sp.Atk |
| Water | Resets all stat reductions to 0 |
| Electric | +1 Speed |
| Grass | +1 Defense |
| Ice | +1 Special Defense |
| Fighting | Restores 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.
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.
| Pokémon | Common Z-Move | Why |
|---|---|---|
| Pheromosa | Z-Beast Boost spam | Speed + Atk wallbreaker, Z-Move into another KO turned games. |
| Ash-Greninja | Z-Hydro Pump | Battle Bond + Z-Hydro Pump = OHKO bulky Waters from full HP. |
| Kartana | Z-Sacred Sword | 176 Atk + Beast Boost: Z-Move killed walls, then snowballed into multiple KOs. |
| Heatran | Z-Solar Beam | Bypass charge turn, OHKO Rotom-Wash. Defining set for Heatran in Gen 7. |
| Magnezone | Z-Hidden Power Fire | Ferro / Skarmory dies. Magnet Pull traps then nukes. |
| Toxapex | Z-Recover | +1 Atk + full heal. Defining defensive set. |
| Tapu Lele | Z-Hyper Voice / Z-Psychic | Already 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?
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.
- Gen 7 Era — Gen 7 Sun/Moon Era for the complete Z-Move metagame history.
- Gen 7 OU — Gen 7 OU format guide for the format-specific banlist and archetypes.
- Mega Evolution — Mega Evolution Deep-Dive for the parallel Gen 6 once-per-battle mechanic.
- Dynamax (Gen 8 successor) — Dynamax Deep-Dive for the Gen 8 alternative.
- Damage formula — Damage Formula for how Z-Move BP slots into the damage calculation.
- Glossary — every term used above is defined in the Competitive Glossary.