Field moves are a type of move introduced in Generation I.
Description[]
Field moves are generally defined as being usable both in battle and on the field, both within the core series, beginning with Pokémon Red Version and Pokémon Blue Version, and the Pokémon Ranger series.
Field moves are always used to the player's benefit in the core series. They have a consistent role of getting rid of certain obstructions, and using field moves in such cases is required to unlock more of the world map. Some other field moves make navigation easier for the player, eliminating the need for them to take a longer route. The Pokémon using a field move does not lose any PP in the process.
Most field moves are also HMs, meaning that they can be taught to Pokémon an unlimited number of times in any generation. In Generation I, it is not possible for a Pokémon to forget a field move, but in Generation II onward, field moves can only be forgotten by the Move Deleter.
In the first four generations and Generation VI, field moves are essential for the player to progress at certain points. In Generation V, field moves were nearly always used to reach unimportant areas, with the only exception being a tree in the Dreamyard in Pokémon Black Version and Pokémon White Version.
Field moves usually require a corresponding Gym Badge to use, but in Generation V, they can be used outside of battle at any time, regardless of the player's number of Gym Badges.
Field moves are not usable in Pokémon Sun and Pokémon Moon and Pokémon Ultra Sun and Pokémon Ultra Moon, which replace them with Poké Rides. Field moves do not return in subsequent games of the core series except Pokémon Brilliant Diamond and Pokémon Shining Pearl, but unlike the original Pokémon Diamond Version and Pokémon Pearl Version, field moves are used from the Pokétch app Hidden Moves, in which a wild Pokémon is summoned to assist the player with the move.
Usage[]
In the core series, each field move can only be used if the player has a Pokémon in their party that can use such a move. A field move can be selected from a menu. Alternatively, the player can stand in front of an obstacle that can be overcome with a field move and press the A button. When the button is pressed, a prompt states which Pokémon in the player's party can use the appropriate field move and asks the player if they want to use it; if the player selects "Yes," the field move is used.
Moves[]
There have been 19 field moves throughout the core series. Their function sometimes differs between appearances, but some field moves are generally consistent, even if they are exclusive to one pair of games and their remakes.
Several field moves are required to be used throughout the generations. Surf is necessary to travel across bodies of water. Cut is needed to cut down plants. Strength is needed to push boulders. Flash can illuminate a darkened area. Rock Smash is used to destroy breakable rocks. Waterfall allows a Pokémon to travel up the namesake object, as well as downward since Generation IV.
Some field moves exist for the player's convenience. Fly allows the player to revisit any previously visited major location, namely towns, cities, and mountains. Dig allows the player to escape a cave to return to the entrance, although in Generation I, it sends them to the most recently visited Pokémon Center. Teleport has the exact function that Dig has in the Generation I games except it is usable outside of caves.
Soft-Boiled and Milk Drink both restore a Pokémon's health, although the user loses 20 percent of their health to the healed Pokémon.
Some moves are specific to certain generations and their remakes. In Generation II and the remakes Pokémon HeartGold Version and Pokémon SoulSilver Version, Whirlpool allows the player to traverse the namesake object, and Headbutt allows them to knock wild Pokémon off of a tree. In Generation III, Secret Power is used to open an entrance in certain objects and create a Secret Base, and Dive is used to go underwater, with the latter also being a function in Generation V. In Generation IV, Defog can get rid of fog, while Rock Climb is used to traverse rocky walls either up or down.
One field move exists as a gimmick in Generations IV and V, Chatter. The move allows the player to record a different cry for their Chatot.
Appearances[]
Pokémon Ranger series[]
Pokémon Ranger[]
Most field moves come in three different levels of strength, with the maximum strength being three.
Pokémon Ranger: Shadows of Almia[]
Gust is no longer a field move, although two other ones have been added: Map Moves and Area Moves. Map moves such as Fly and Agility are used to travel and some are needed to traverse unusual terrains. Area moves such as Rain Dance are used on an entire area to fulfil a specific goal. In addition, the maximum level for most field moves is now five.
Pokémon Ranger: Guardian Signs[]
Target clears that are too much for one Pokémon can now be cleared with multiple Pokémon at once in a group target clear. Map moves except for Fly and Teleport are no longer available as their purpose is filled with Ranger Signs.