Give your Pokémon an additional attack by equipping a compatible Z-Crystal. Z-Moves have their own equipment slot: they do not replace a regular move, consume a TM slot, or occupy a held-item slot. They can be used repeatedly when their cooldown is ready; they are not limited to once per battle.
Your existing crystals and launch availability
Keep the Z-Crystals you have already earned. Existing crystals obtained through quests and other rewards over the years will become unlinked, tradable and marketable with this release.
The eight existing types will be enabled together: Normal, Fighting, Electric, Fire, Water, Rock, Ghost and Grass. Their current reward sources remain relevant.
The system supports all 18 types, but acquisition methods for the other ten types will be announced separately. This announcement does not add new drops or quests for them. This release covers type-based Z-Moves, not Pokémon-specific signature Z-Moves.
Every crystal has an unlinked and a linked version. Newly obtained crystals, including future additions, start unlinked.
Which Pokémon can equip a crystal?
Your Pokémon must be level 110 or higher and meet at least one of these conditions for the crystal's type:
• The Pokémon has that type.
• It has a regular move of that type unlocked at its current level, even if that move is not selected in its active moveset.
• Its species can learn a TM of that type. You do not need to own or teach it that TM.
For example, a Pokémon that can learn a Water-type TM can qualify for Waterinium Z without having that TM equipped. A move unlocked only at a future level does not qualify it yet. No additional unlock quest or character class is required to use the system once you have a suitable crystal.
Each Pokémon can equip one crystal. Each character can have only one equipped crystal of each type, counting Pokémon in your inventory, main locker and Market Locker. You can own spare crystals and equip different types on different Pokémon.
Linking and equipping: two separate steps
• Use an unlinked crystal and confirm to link it to your character, following the same principle as Mega Stones.
• Release the Pokémon you want to equip.
• Use the linked crystal again and confirm to equip it.
Linking alone does not equip the crystal. Once linked, it is bound to that character: it cannot be traded, dropped or listed on the market, and removing it later does not make it unlinked again.
When equipped, the crystal leaves your inventory because it is stored on the Pokémon's ball. It has not disappeared or been consumed permanently. The ball's information shows its crystal and Z-Move.
Confirmations expire after 60 seconds. Cancelling does not perform the operation. To replace an equipped crystal, remove the current one first.
Using your Z-Move
The attack appears in the Moves window and is supported by action bars, hotkeys and WASD/Auto Cast. Action bars show the move's icon, not the crystal's icon.
Use
zm for a Z-Move hotkey or action. The same command follows the equipped Z of your active Pokémon, so you do not need a separate binding for every type.These are 15×15 area attacks with multiple damage pulses, centred on the Pokémon. The area follows its position between pulses. No selected target is required: casting into an empty area still uses the cooldown.
Damage follows the game's normal combat formula, type interactions and applicable modifiers. Some moves also apply conditions or control: Electric/Fire/Poison have damage over time, Ground and Ice have weather effects, and Water/Dark can pull eligible targets. Immunities and combat restrictions still apply. Repeated condition applications can extend damage over time. Shattered Psyche applies four direct pulses and briefly restricts the target's movement and outgoing damage; it does not make the target invulnerable.
Cooldowns and healing
• 50 seconds per character, per crystal type. Different types have independent cooldowns.
• Moving a crystal to another Pokémon does not give that type a fresh cooldown.
• Removing/re-equipping the crystal, switching Pokémon, recalling them, storing their balls or relogging does not reset it. Time continues to count while you are offline.
• Z-Moves share the 1.5-second casting exhaust with normal moves.
• Nurse Joy resets the Z cooldowns for the types equipped on the Pokémon she heals. A type left on a Pokémon in the locker is not reset by healing the rest of your team.
• Revives, ordinary healing and duel resets do not reset Z cooldowns.
For example, Darkinium Z's cooldown follows your character if you move it from Charizard to Raichu. A different type, such as Electrium Z, has its own cooldown.
Removing a crystal and transferring Pokémon
Select the Pokémon and choose Remove Z-Crystal from its active ball's context menu or from the released Pokémon's menu, then confirm.
You receive the same linked crystal back. It remains bound to your character and can be equipped on another eligible Pokémon, subject to the same type limit and remaining cooldown.
If your inventory cannot receive it, it goes to your locker. If neither destination can receive it, it stays equipped.
A Pokémon with a Z-Crystal equipped cannot leave your character. This includes trading, dropping, selling or listing its ball, transferring it inside a container, and handing it over to systems that transfer or consume the Pokémon, such as daycare, auctions, certain quests or fusions. Remove the crystal first. Keeping the ball in your own locker is allowed.
A container holding such a ball is also blocked from transfer; putting the ball inside a bag does not bypass the restriction.
Battle restrictions and special forms
• Z-Moves can be used in PvE, PvP, duels and tournaments, subject to the usual combat and aggression rules.
• Both your character and the released Pokémon must be outside Protection Zones.
• You cannot equip or remove crystals while duelling or in a state that locks these actions. Equipping also requires the Pokémon to be released and not transformed.
• Mega and G-Max forms keep their own equipped crystal.
• Ditto uses its own crystal while transformed. It does not copy the target's crystal or cooldown.
• Z-Moves are unavailable during copied moveset states such as Mimic/False Swipe/Prankster, and for Kecleon.
• Additional summons do not copy Z-Moves. Z casts do not trigger the extra post-cast effects of Soda Pop or Charm Mimic.
• Level 110 is required to cast as well as equip. Test Pokémon cannot equip or use crystals.
What happens after a rebalance?
If a future rebalance removes all of a Pokémon's eligibility for a crystal it already has equipped, it keeps that Z-Move as legacy equipment.
It remains usable while equipped, with the usual level, cooldown and battle restrictions. Recalling the Pokémon, relogging or storing its ball does not remove this status.
Removing the crystal ends that exception. You will be warned before removing a legacy crystal. Afterwards, it can only be equipped again if the Pokémon meets the current eligibility rules. Cancelling the removal keeps the equipment and its legacy status.
Crystal and move reference
The table includes all 18 supported types. Only the eight existing crystal types listed above have their current acquisition sources available for this release. Sources for the other ten will follow in separate announcements.
The damage column shows number of direct pulses × base damage per pulse, before the normal damage formula, resistances and other modifiers. It excludes damage over time and is not a promise of fixed HP damage.
| Type | Crystal | Z-Move | Direct pulses × base |
|---|---|---|---|
| Normal | Normalium Z | Breakneck Blitz | 2 × 2,750 |
| Fighting | Fightinium Z | All-Out Pummeling | 3 × 1,160 |
| Electric | Electrium Z | Gigavolt Havoc | 3 × 1,160 |
| Fire | Firium Z | Inferno Overdrive | 4 × 875 |
| Water | Waterinium Z | Hydro Vortex | 3 × 1,160 |
| Rock | Rockium Z | Continental Crush | 4 × 875 |
| Ghost | Ghostium Z | Never-Ending Nightmare | 3 × 1,160 |
| Grass | Grassium Z | Bloom-Doom | 2 × 1,750 |
| Flying | Flyinium Z | Supersonic Skystrike | 3 × 1,160 |
| Poison | Poisonium Z | Acid-Downpour | 3 × 1,160 |
| Ground | Groundium Z | Tectonic Rage | 3 × 1,160 |
| Bug | Buginium Z | Savage Spin-Out | 3 × 1,160 |
| Steel | Steelium Z | Corkscrew Crash | 3 × 1,160 |
| Psychic | Psychium Z | Shattered Psyche | 4 × 875 |
| Ice | Icium Z | Subzero Slammer | 4 × 875 |
| Dragon | Dragonium Z | Devastating Drake | 3 × 1,160 |
| Dark | Darkinium Z | Black Hole Eclipse | 3 × 1,160 |
| Fairy | Fairium Z | Twinkle Tackle | 2 × 1,750 |






