Z-Moves
Which Pokémon Can Equip Z-Moves?
A Pokémon must be at least level 110 and meet at least one of the following conditions related to the crystal's type:
- The Pokémon has the corresponding type.
- It has unlocked a regular move of that type at its current level, even if the move is not selected in its active moveset.
- Its species can learn a TM of that type. You do not need to own the TM or teach it to the Pokémon.
For example, a Pokémon that can learn a Water-type TM is eligible to equip Waterinium Z, even if it does not have that TM equipped. A move that only becomes available at a higher level does not qualify the Pokémon until it reaches that level.
Each Pokémon can have one Z-Move equipped. Each character can only have one Z-Move of each type equipped, including Pokémon stored in the inventory, main locker, and Market Locker.
Binding and Equipping
- Use an unbound crystal and confirm to bind it to your character. This works similarly to Mega Stones.
- Summon the Pokémon you want to equip with a Z-Move.
- Use the bound crystal again and confirm to equip it on the Pokémon.
Removing Z-Moves and Transferring Pokémon
Select the Pokémon, then choose the Remove Z-Crystal option from the context menu by holding Ctrl + right-clicking on the Poké Ball, or from the summoned Pokémon's menu. Then confirm that you want to remove it.
You will receive the same bound Z-Move back. It will remain bound to your character and can be equipped on another eligible Pokémon, while respecting the type limit and any remaining cooldown.
If there is no space for the Z-Move in your inventory, it will be transferred to your locker. If neither your inventory nor your locker can accept it, the Z-Move will remain equipped on the Pokémon.
A Pokémon with an equipped Z-Crystal cannot be transferred away from your character. This includes:
- trading,
- dropping,
- selling or listing its Poké Ball on the market,
- moving the Poké Ball inside a container,
- transferring the Pokémon to systems that move or consume it — such as daycare, auctions, certain quests, or fusions.
You must remove the Z-Move first.
A backpack, parcel, or any other container holding such a Poké Ball also cannot be transferred to another player.
Storing Poké Balls in your own locker is allowed.
Using Z-Moves
The attack appears in the moves window and supports action bars, hotkeys, and WASD/Auto Cast. Action bars display the move's icon rather than the crystal's icon.
To use a Z-Move, use the command zm. Set it up the same way you configured m1, m2, m3...
The command automatically uses the Z-Move equipped on your active Pokémon, so you do not need to set up a separate hotkey for each type.
These attacks cover a 15 × 15 tile area and deal damage in multiple pulses centered around the Pokémon. The attack area follows the Pokémon's position between pulses.
You do not need to select a target. Using the attack in an empty area will still trigger its cooldown.
Damage is calculated using the game's standard combat formula, taking type interactions and applicable modifiers into account.
Some moves also apply additional effects or crowd control:
- Electric, Fire, and Poison — deal damage over time.
- Ground and Ice — trigger weather effects.
- Water and Dark — can pull eligible targets.
Cooldowns and Healing
- 50 seconds per character for each Z-Move type. Different types have independent cooldowns.
- Transferring a Z-Move to another Pokémon does not reset that type's cooldown.
- Removing and re-equipping a Z-Move, switching Pokémon, recalling it, storing its Poké Ball in the locker, or logging back in do not reset the cooldown. Cooldowns also continue while you are offline.
- Z-Moves share a 1.5-second casting exhaust with regular skills.
- Nurse Joy resets Z-Move cooldowns for the types equipped on the Pokémon she heals. A type equipped on a Pokémon stored in the locker will not be reset when healing the rest of your team.
- Revives, regular healing, and duel resets do not reset Z-Move cooldowns.
For example, Darkinium Z's cooldown is tied to your character, so if you transfer this Z-Move from Charizard to Raichu, its cooldown will remain unchanged. Another type, such as Electrium Z, has its own independent cooldown.
What Happens After a Game Balance Change?
If a future balance change causes a Pokémon to lose all the conditions that qualify it to use its currently equipped Z-Move, it will retain that Z-Move as legacy equipment.
It will remain usable, subject to the standard level requirements, cooldowns, and battle restrictions.
Summoning the Pokémon, logging back in, or storing its Poké Ball in the locker will not remove this status.
Removing the Z-Move ends this exception. You will receive a warning before removing a legacy Z-Move. Once removed, it can only be re-equipped if the Pokémon meets the current requirements.
Canceling the removal preserves both the equipped Z-Move and its legacy status.
Z-Moves Table and How to Obtain Them
The table includes all 18 supported types.
The damage column shows the number of direct damage pulses × base damage per pulse, before applying the standard damage formula, resistances, and other modifiers.
It does not include damage over time and does not guarantee a specific amount of HP damage.

Currently, you can obtain Z-Moves by completing quests in Alola (Alola Trials):
- Normalium Z and Fightinium Z — from Lima's Trial (Lima's Trial).
- Waterium Z — from Lana's Trial (Lana's trial).
- Firium Z — from Kiawe's Trial (Kiawe's trial).
- Grassium Z — from Mallow's Trial (Mallow's trial).
- Rockium Z — from Olivia's Grand Trial (Grand trial).
- Ghostium Z — from Acerola's Trial (Acerola's trial).
- Electrium Z — from Sophocles' Trial (Sophocles trial).
and from Daily Boss:
- Darkinium-Z — from the daily boss Deathclaw
What Do Z-Moves Look Like?
You can see them here: https://forum.padventures.org/index.php?threads/z-moves-%E2%80%94-coming-with-the-next-client-update-server-restart.47239/#post-425993