Pokémon Ruby & Sapphire Moves
Gen 3 brings Abilities into the game. Levitate ignores Earthquake, Intimidate cuts Attack before a hit lands. Dragon Dance and Calm Mind debut as setup staples.
RUBY & SAPPHIRE MOVE LIST
Move Spotlight

Meteor Mash
Metagross was the face of Ruby & Sapphire competitive play, and Meteor Mash was why. 100 base power Steel-type with a 20% chance to raise Attack on top. Nothing else combined that kind of raw power with Steel's excellent defensive typing. Landing the Attack boost on an already-massive stat ended games.
Meteor Mash (Steel / Physical)
Metagross was the face of Ruby & Sapphire competitive play, and Meteor Mash was why. 100 base power Steel-type with a 20% chance to raise Attack on top. Nothing else combined that kind of raw power with Steel's excellent defensive typing. Landing the Attack boost on an already-massive stat ended games.

Dragon Dance
Dragon Dance debuted in Ruby & Sapphire and immediately redefined offense. One boost gave Salamence +50% Attack and Speed in a single turn. Tyranitar ran it too. The move created the template for every setup attacker that followed: one turn of preparation, then start knocking out Pokemon.
Dragon Dance (Dragon / Status)
Dragon Dance debuted in Ruby & Sapphire and immediately redefined offense. One boost gave Salamence +50% Attack and Speed in a single turn. Tyranitar ran it too. The move created the template for every setup attacker that followed: one turn of preparation, then start knocking out Pokemon.

Calm Mind
Arriving alongside Dragon Dance in Gen 3, Calm Mind defined the bulky-offense archetype. Suicune could stack boosts while shrugging off special attacks, growing harder to take down AND harder to survive. Jirachi pulled the same trick. Even one boost was often enough to snowball a game.
Calm Mind (Psychic / Status)
Arriving alongside Dragon Dance in Gen 3, Calm Mind defined the bulky-offense archetype. Suicune could stack boosts while shrugging off special attacks, growing harder to take down AND harder to survive. Jirachi pulled the same trick. Even one boost was often enough to snowball a game.
More filters
How Moves Work in Ruby & Sapphire
Weather turns move power into a dial
Rain boosts Water moves and weakens Fire, and harsh sun flips it. Hoenn is where weather became a real strategy, and the version legendaries make their weather permanent the moment they enter a fight.
Every move has a contest personality
Each move carries a contest type and appeal rating used at the Contest Halls. A battle-perfect moveset can bomb on stage, so contest players end up building around appeal instead of damage.
New in Ruby & Sapphire
Gen 3 debuts arrived alongside abilities, and the pairing is the point: plenty of these moves exist to feed brand-new passives or give the expanded roster its own identity. Hoenn attacks skew flashy, and a few became permanent competitive staples.
Pokémon Moves: Frequently Asked
What major move mechanic changes came with Generation 3?
Gen 3 introduced Abilities, which interact with moves in significant ways. For example, Levitate grants Ground immunity, and abilities like Huge Power and Pure Power double a Pokémon attack stat. The physical/special split is still type-based, not move-based.
Are TMs reusable in Pokémon Ruby and Sapphire?
No. TMs remain single-use in Gen 3. Plan carefully before using important TMs like Earthquake (TM26), Ice Beam (TM13), and Thunderbolt (TM24), as they cannot be recovered after use.
What are the Double Battle move mechanics in Ruby and Sapphire?
Ruby and Sapphire introduced Double Battles, which brought multi-target moves into play. Moves like Earthquake and Surf hit both opponents and your partner in Doubles, while moves like Protect became essential for strategic turn management.
What new moves were added in Generation 3?
Gen 3 added many new moves including Aerial Ace, Brick Break, Calm Mind, and Dragon Dance. Brick Break notably breaks through Reflect and Light Screen, and Dragon Dance became one of the best setup moves for physical sweepers.
Which HMs are needed in Ruby and Sapphire?
Surf, Strength, and Rock Smash are required for story progression. Cut is needed early to access Rustboro City. Waterfall is required to reach the final areas, and Dive is needed to access the Seafloor Cavern. Flash is optional but useful in certain caves.
GAME AVAILABILITY
- Gen IY
Yellow - Gen IRB

Red & Blue - Gen IIGS

Gold & Silver - Gen IIC
Crystal - Gen IIIRS

Ruby & Sapphire - Gen IIIFRLG

FireRed & LeafGreen - Gen IIIE
Emerald - Gen IVPt
Platinum - Gen IVHGSS

HeartGold & SoulSilver - Gen IVDP

Diamond & Pearl - Gen VBW

Black & White - Gen VB2W2

Black 2 & White 2 - Gen VIXY

X & Y - Gen VIORAS

Omega Ruby & Alpha Sapphire - Gen VIIUSUM

Ultra Sun & Ultra Moon - Gen VIISM

Sun & Moon - Gen VIILet's Go

Let's Go Pikachu & Eevee - Gen VIIISwSh

Sword & Shield - Gen VIIIPLA
Legends: Arceus - Gen VIIIBDSP

Brilliant Diamond & Shining Pearl - Gen IXSV

Scarlet & Violet - Gen IXLZA
Legends: Z-A - Gen XWW

Winds & Waves