Move Master
A move is named. Pick the one Pokémon of four that can actually learn it.
A move is named. Four Pokémon line up, and exactly one of them can actually learn it.
How Move Master works
Each round shows a move, a note on how many Pokémon in your generation range can learn it, and four candidates with their sprites and names. Only one of the four has the move in its learnset; the other three are drawn from the same generation as the learner whenever the pool allows, so era knowledge alone will not save you. Tap your pick and the learner is revealed immediately. Endless play ends on the first wrong call, quiz deals ten rounds, timed gives you sixty seconds, and pass and play hands the same questions around one device.
Strategy
Start from the move itself: type and role narrow the field fast. Surf points at swimmers, Earthquake at the heavy and grounded, and a healing move like Recover at bulky staples rather than frail attackers. The learner count is your other tell, since a count of one or two means a signature or near-signature move whose owner you can often name outright. For the crowded moves, eliminate instead: cross off candidates whose typing or body plan clashes with the move and take what remains.
What it teaches
Move Master builds the learnset layer of dex knowledge, which species can carry which iconic move, how moves cluster around typings and body plans, and which ones are true signatures, the same recall competitive team-building leans on constantly.