Absorb ⇢
Grass · Special · 0 AP · 1 Power · 1 AC · Ranged
Sucks up nutrients to Drain half the damage dealt.
Grass · Special · 0 AP · 1 Power · 1 AC · Ranged
Sucks up nutrients to Drain half the damage dealt.
Rock · Physical · 1 AP · 2 Power · 1 AC · Contact
Priority. Smashes at the speed of a landslide.
Poison · Special · 0 AP · 2 Power · 1 AC · Ranged - Foes in Zone
On 18+, Drops SDEF by -5. A spray of corrosive fluid.
Poison · Status · 2 AP · Self
Boosts DEF by +10, liquifying the user and breaking down their molecular bonds.
Poison · Special · 2 AP · 2 Power · 1 AC · Ranged
Melts with a splattering acidic bomb to Drop SDEF by -10.
Flying · Physical · 2 AP · 5 Power · 1 AC · Contact
A nimble aerial strike. If the user holds no items, Acrobatics does +7 damage.
Normal · Status · 2 AP · Self or Contact - Ally in Zone
Bypasses Protection. Sharply presses stress points to unblock natural energy. Roll d6:
Flying · Physical · 0 AP · 6 Power · Can’t miss AC · Contact
Slices twice so precise to cut the air like a swallowtail in flight.
Flying · Special · 4 AP · 14 Power · 3 AC · Ranged
Critical Hit on 15+. A terrible typhoon tears at the target.
Normal · Status · 3 AP · Can’t miss AC · Ranged
If the target hasn’t acted yet this round, they take their turn right after the user.
Psychic · Status · 2 AP · Self
Relaxes and loosens the body to Boost SPE by +10.
Flying · Special · 3 AP · 3 Power · 3 AC · Ranged - Foes in Zone
Critical Hit on 18+. A razorlike gale hacks at the target. If there’s only one target, Air Cutter does +3 damage.
Flying · Special · 3 AP · 9 Power · 3 AC · Ranged
Flinches on 15+. A sky-slicing blade of air.
Fairy · Special · 3 AP · 10 Power · 1 AC · Ranged
Sonic. An angelic voice that Confuses targets who Boosted their Stats this Round.
Psychic · Status · 3 AP · Ranged
Super-Priority. Choose an ally within 2 Zones and switch them with the user. Moves targeting either now target their replacements.
Psychic · Status · 2 AP · Self
Empties the mind to heighten awareness and Boost SDEF by +10.
Steel · Physical · 4 AP · 10 Power · Contact
Clobbers and entangles with a chained anchor. The target is Trapped while the user is in battle.
Rock · Special · 2 AP · 6 Power · 1 AC · Ranged
On 19+, prehistoric force suffuses the user to Boost all their Stats by +5 each. (Even if it misses.)
Grass · Special · 3 AP · 10 Power · 1 AC · Ranged
Drops the target’s SDEF by -5. Undiluted apple juice that tastes even sourer than you’d think.
Water · Physical · 2 AP · 8 Power · 1 AC · Ranged
Critical Hit on 18+. Expels pressurized water to slice like a blade.
Water · Physical · 1 AP · 2 Power · 1 AC · Contact
Priority. Spouts pressurized water to hydroplane into the target.
Water · Status · 5 AP · Self
A revitalizing pure water bath. The user Heals a Tick between rounds until it leaves battle.
Water · Physical · 4 AP · 10 Power · 1 AC · Contact
Toys with the target with a fluid dance that Boosts the user’s SPE by +5.
Water · Physical · 2 AP · 12 Power · 3 AC · Contact
A staggering blow like the crash of a tsunami.
Fighting · Physical · 3 AP · 6 Power · 1 AC · Contact
Multi-strike. A staccato of straight-arm slaps.
Fire · Special · 4 AP · 18 Power · 1 AC · Ranged
Shoots the user’s own armor as blazing projectiles, Dropping the user’s DEF and SDEF by -5 each.
Grass · Status · 3 AP · Allies in Zone
A soothing herbal scent cures all Status Problems from the user, its team members, and allies in Zone.
Fairy · Status · 0 AP · Ranged - Ally in Zone
Bypasses Protection. A mysterious scent Boosts SDEF by +5.
Normal · Status · 0 AP · Self
The user needs any help it can get. Randomly pick one of the user’s teammates, then use a random Move that teammate knows.
Dark · Physical · 2 AP · 6 Power · 1 AC · Contact
Kick ‘em while they’re down. If the target already lost some HP this round, Assurance does +12 damage.
Ghost · Physical · 0 AP · 1 Power · 1 AC · Contact
Flinches on 15+. Strikes with a startling shout.
Ghost · Special · 4 AP · 10 Power · 1 AC · Ranged - Foes in Zone
Sends an army of ghosts to attack the living. If there is only one target, Astral Barrage does +10 damage.
Bug · Physical · 3 AP · 12 Power · 1 AC · Ranged
Critical Hit on 18+. Pummels with buggish soldiers.
Normal · Status · 3 AP · 1 AC · Ranged
Weaponizes love to Infatuate a compatible target.
Fighting · Special · 2 AP · 10 Power · Can’t miss AC · Ranged
A spirit bomb of life energy.
Electric · Physical · 3 AP · 16 Power · 1 AC · Ranged
Becomes Dark-Type if the user is in Hangry Form. A spunout energy treadwheel.
Ice · Special · 2 AP · 7 Power · 1 AC · Ranged
On 18+, Drops the target’s ATK by -5. A ray of iridescent northern light.
Ice · Status · 2 AP · Allies
Only usable in a snowstorm. Moves targeting affected allies get -1 Effectiveness for 5 rounds. Aurora Veil lasts 1 round less for each ally (including the user) you choose to target when using it.
Steel · Status · 2 AP · Self
Sheds spare parts to Boost SPE by +10. Lose 220 lbs for the rest of the battle. (Minimum 0.2 lbs.)
Ice · Physical · 2 AP · 6 Power · 2 AC · Contact
Delayed. Brings down a mountain’s snowfall. If a Move damaged the user this round, Avalanche does +6 damage.
Fighting · Physical · 3 AP · 18 Power · 3 AC · Contact
Confuses on 16+. If Axe Kick misses or the target is Immune to it, the user loses 5 Ticks. Lifts a leg and slams the heel down.
Fairy · Status · 2 AP · 1 AC · Ranged
Priority. Sweet, innocent eyes Drop ATK by -5.
Dark · Special · 4 AP · 12 Power · 1 AC · Ranged
Sets Reflect. (Physical Moves targeting yourself and affected allies get -1 Effectiveness for 5 rounds. Reflect lasts 1 round less for each ally (except the user) you choose to target when using it.) Bad behavior gets rewarded.
Poison · Status · 7 AP · Self
Super-Priority. A poison palisade protects until the next round. Attackers that make contact are Poisoned.
Poison · Physical · 2 AP · 6 Power · 1 AC · Ranged
Poisons on 15+. Gets +6 Power against targets with Persistent Status conditions. Toxic barb bombardment.
Normal · Physical · 0 AP · 1 Power · 4 AC · Ranged
Multi-strike. Pelts the target with spheres. Or eggs.
Psychic · Status · 2 AP · Self
A wall of psychic energy Boosts DEF by +10.
Normal · Status · 2 AP · Self
The user tags in a teammate and switches out, even if the user is Trapped. All Boosted/Dropped Stats and ongoing effects transfer to the replacement. Choose the replacement when choosing the Move.
Flying · Physical · 4 AP · 14 Power · 1 AC · Ranged
Priority. Heats up a beak at the start of the round, then explodes at the end. Attackers making contact while heating up are Burned.
Dark · Physical · 3 AP · 1 AC · Ranged
“Multi-Strike”. Add the ATK of either every ally in Zone or every team member without status problems to the damage. The target subtracts their DEF from damage for every ally/teammate used. Hit them with the power of friendship.
Steel · Physical · 3 AP · 14 Power · 1 AC · Contact
A true shield stops the power of giants. Gets +1 Effectiveness if the target is Dynamaxed.
Steel · Physical · 3 AP · 14 Power · 1 AC · Contact
A true blade cuts down titanic foes. Gets +1 Effectiveness if the target is Dynamaxed.
Poison · Special · 2 AP · 18 Power · 3 AC · Ranged
A rude release of gas. Only usable if the user ate an Item this encounter.
Normal · Status · 3 AP · Self
Beats chest to Boost ATK to maximum and lose 50% of maximum HP. (Fails at ≤50% HP.)
Normal · Status · 1 AP · Can’t miss AC · Ranged
Bypasses Protection. A thoughtful gift of the user’s held item, unless the target doesn’t have room to hold it.
Normal · Physical · 0 AP · ★ Power · Can’t miss AC · Contact
This round: Priority. The user perserveres, storing hardship. Next round: The target loses twice the HP that the user lost while Biding.
Normal · Physical · 3 AP · 1 Power · 4 AC · Contact
Binds and Traps the target for 3 rounds with the user’s body, dealing 2 Ticks of HP Loss between rounds.
Dark · Physical · 2 AP · 6 Power · Contact
Flinches on 15+. An underhanded fangly chomp.
Fire · Physical · 4 AP · 12 Power · 1 AC · Contact
Focuses bitterness toward the living into a slash that Drains half the damage dealt.
Ghost · Special · 2 AP · 9 Power · 1 AC · Ranged
Drops the target’s ATK by -5. Attacks with spine-chilling resentment.
Fire · Special · 5 AP · 24 Power · 3 AC · Ranged
Exhausting. A towering blaze of explosive fire.
Fire · Physical · 4 AP · 11 Power · 3 AC · Contact
Burns on 19+ and is a Critical Hit on 18+. A knee strike burning with determination.
Fire · Physical · 3 AP · 10 Power · 1 AC · Contact
Burns on 16+. A dragster burnout accelerates into the target.
Flying · Special · 3 AP · 14 Power · 4 AC · Foes in Zone - Ranged
On 15+, Drops SPE by -5. If Rainy, can’t miss. Summons a bonechilling squall that makes body and spirit tremble.
Ice · Special · 5 AP · 8 Power · 7 AC · Ranged - Foes in Zone
Freezes on 19+. Can’t miss in a snowstorm. A howling nor’easter slices with subzero shards. If there’s only one target, Blizzard does +8 damage.
Normal · Status · 2 AP · Can’t miss AC · Ranged
Bypasses Protection. Cuts off the target’s escape, Trapping it until the user leaves or faints.
Normal · Special · 5 AP · 22 Power · 1 AC · Ranged
Looses The full brunt of the user’s spirit from a full moon shining blood-red. This Move can’t be used twice in a row.
Fire · Special · 4 AP · 20 Power · 4 AC · Ranged
Burns on 17+. Engulfs with a brilliant blue flame.
Fighting · Physical · 3 AP · 10 Power · 1 AC · Contact
The user adds DEF to Body Press’s damage instead of ATK. Might as well hit them with the shield.
Normal · Physical · 3 AP · 11 Power · 1 AC · Contact
Paralyzes on 15+. Collapses onto the target.
Electric · Physical · 3 AP · 11 Power · 1 AC · Contact
Bolt Beak does +11 damage if attacking a target that hasn’t moved yet this Round. A lightning blast that only increases over time.
Electric · Physical · 4 AP · 20 Power · 4 AC · Contact
Paralyzes on 17+. A tackle swathed with a supercharged field.
Ground · Physical · 0 AP · 7 Power · 4 AC · Ranged
Flinches on 18+. A morbid blow.
Ground · Physical · 3 AP · 8 Power · 3 AC · Ranged
Multi-strike. A barrage of skeleton bits.
Ground · Physical · 1 AP · 4 Power · 3 AC · Ranged
Double Strike. Desecrates the dead and the target’s face coming and going.
Normal · Special · 4 AP · 11 Power · 1 AC · Ranged - Others In Zone
Sonic. The worst noise, at 150 decibels. If there is only one target, Boomburst does +11 damage.
Flying · Physical · 2 AP · 11 Power · 4 AC · Contact
This turn: the user leaps high into the air.
Next turn: collides with the target, Paralyzing on 16+.
Water · Special · 4 AP · 12 Power · 1 AC · Ranged
Absorbing bubbles Drain half the damage dealt. One mon’s bubble is another mon’s trouble.
Grass · Physical · 0 AP · 2 Power · 1 AC · Contact
Hits ‘em with a stick.
Flying · Physical · 3 AP · 18 Power · 1 AC · Contact
Recoil ⅓. A risky skydive you’d be birdbrained to try.
Dragon · Physical · 3 AP · 3 Power · 1 AC · Contact, Foes in Zone
Drops the ATK of damaged targets by -5. A swing that brings down all attackers. If there’s only one target, Breaking Swipe does +3 damage.
Fighting · Physical · 3 AP · 9 Power · 1 AC · Contact
Before successfully inflicting damage, destroy the target party’s Reflect, Light Screen, and Aurora Veil. A board-breaking blow that can bust bricks.
Water · Special · 2 AP · 7 Power · 1 AC · Ranged
If the target is below 50% HP, Brine does +10 damage. Saltwater stings wounds.
Dark · Physical · 2 AP · 3 Power · 1 AC · Contact - Others In Zone
A violent tantrum that damages everything in reach. If there is only one target, Brutal Swing does +3 damage.
Water · Special · 0 AP · 2 Power · 1 AC · Ranged - Foes in Zone
On 16+, Drops SPE by -5. A spray of sticky bubbles.
Water · Special · 1 AP · 7 Power · 1 AC · Ranged
On 18+, Drops SPE by -5. A bubble jet exploding with concussive force.
Bug · Physical · 2 AP · 6 Power · 1 AC · Contact
If the target holds a Berry, the user eats it and gets its effect. A produce-pilfering proboscis.
Bug · Special · 3 AP · 12 Power · 1 AC · Ranged
Sonic. On 19+, Drops SDEF by -5. A reverberation of awful insect noises.
Fighting · Status · 2 AP · Self
Flexes and gets ripped to Boost ATK and DEF by +5 each.
Ground · Physical · 3 AP · 3 Power · 1 AC · Ranged - Others In Zone
Drops SPE by -5. A rippling tremor lays flat whatever’s nearby. If there is only one target, Bulldoze does +3 damage.
Steel · Physical · 1 AP · 2 Power · 1 AC · Contact
Priority. The punch that won the West.
Grass · Physical · 3 AP · 6 Power · 1 AC · Ranged
Multi-strike. Sprays salvos of seeds.
Fire · Special · 4 AP · 20 Power · 1 AC · Ranged
Fails if the user isn’t Fire-Type. Consumes all fuel for a last-ditch blast. The user loses the Fire Type until leaving battle, becoming typeless if they have no other Type.
Fire · Status · 7 AP · Self
Super-Priority. Protects the user from non-Status Moves and Burns attackers who make contact. Intense heat warps the very air.
Fire · Special · 3 AP · 4 Power · 1 AC · Ranged - Foes in Zone
Inflicts Burn on any targets who Boosted their Stats this round. Weaponizes flaming-hot envy. If there’s only one target, Burning Jealousy does +4 damage.
Electric · Special · 4 AP · 12 Power · 1 AC · Ranged
Paralyzes the target with a high-pitched shock.
Psychic · Status · 2 AP · Self
Deep mindfulness Boosts SATK and SDEF by +5 each.
Normal · Status · 0 AP · Self
The user changes their Type to match the environment.
Normal · Status · 3 AP · 1 AC · Ranged - Foes in Zone
Drops compatible targets’ SATK by -10 with flustering flirting.
Dark · Physical · 2 AP · 7 Power · 2 AC · Contact
A seamitar technique like a thousandfold waves. Shell splinters leave a Spikes hazard.
Normal · Status · 0 AP · Field
The AP costs for Fling, Bestow, and Present become 0 for the rest of the battle.
Electric · Status · 2 AP · Self
An electric charge Boosts SDEF by +5. The user’s next damaging Electric Move gets +1 Effectiveness. (Does not stack. Electric Moves that miss or fail still use up the charge.)
Electric · Special · 1 AP · 4 Power · 3 AC · Ranged
On 7+, Boosts SATK by +5. A bolt that attracts ions in the atmosphere.
Fairy · Status · 2 AP · 1 AC · Ranged
An adorable pout Drops the target’s ATK by -10.
Flying · Special · 3 AP · 7 Power · 1 AC · Ranged
Sonic. Confuses. Secondhand babbling baffles the target.
Water · Special · 1 AP · 4 Power · 1 AC · Ranged
A shower so cold that it Drops the target’s ATK by -5.
Ice · Status · 5 AP · Field
Tells a chillingly bad joke before switching out in shame, summoning a snowstorm for 5 rounds. A real dud of a cold open.
Normal · Physical · 0 AP · 8 Power · 1 AC · Contact
Persistent pugilism that ignores the target’s DEF, SDEF, and Evasion Boosts.
Grass · Special · 4 AP · 22 Power · 1 AC · Ranged
The user loses 50% of their HP. (This isn’t Recoil.) Explosively decumulates photosynthesized energy.
Fighting · Physical · 2 AP · 6 Power · 3 AC · Contact
Delayed. Throws lower-level wild targets out of battle, and switches out trained targets for a random party member.
Water · Physical · 2 AP · 1 Power · 4 AC · Contact
Binds and Traps the target for 3 turns with the user’s shell, dealing 2 Ticks of HP Loss between rounds.
Dragon · Special · 2 AP · 8 Power · 1 AC · Ranged - Foes in Zone
Sonic. Drops the user’s DEF by -5. Scales rub together in a jangly cacophony. If there’s only one target, Clanging Scales does +8 damage.
Dragon · Status · 3 AP · Self
Sonic. Boosts all Stats by +5 each in exchange for 3 Ticks of HP. Hit yourself with scales to make a real war cry.
Poison · Special · 2 AP · 4 Power · Can’t miss AC · Ranged
A sketchy cloud makes the target sweat out its Drops and Boosts.
Fighting · Physical · 4 AP · 18 Power · 1 AC · Contact
Drops the user’s DEF and SDEF by -5 each. An all-out offense that risks retaliation.
Fighting · Status · 4 AP · Allies in Zone
Boosts allies’ ATK and DEF by +5 each by sharing the user’s expertise.
Poison · Status · 3 AP · Self
Winds into a battle stance to Boost ATK and DEF by +10 each and Accuracy Rate by +2.
Fighting · Physical · 4 AP · 14 Power · 1 AC · Contact
Axle breaks into the ground in a massive prehistoric explosion. Gets +5 Power if it’s super-effective.
Fighting · Physical · 4 AP · 14 Power · 1 AC · Contact
Parayzes on 16+. A muscle car-worthy rush accelerates into the target.
Normal · Physical · 0 AP · 8 Power · 4 AC · Contact
Multi-strike. A parade of punches as reliable as Halley’s.
Dark · Physical · 4 AP · ★ Power · 1 AC · Contact
The last character who damaged the user loses HP equal to 1.5× the total damage the user has taken since the beginning of this Round.
Normal · Status · 0 AP · 1 AC · Ranged
Sonic. Bypasses Protection. Drops SATK by -5 with a disconcerting secret.
Ghost · Status · 3 AP · Can’t miss AC · Ranged
Confuses the target with a sinister dancing light.
Psychic · Special · 0 AP · 4 Power · 1 AC · Ranged
Confuses on 19+. A minor mental assault.
Normal · Physical · 0 AP · 1 Power · 1 AC · Contact
On 19+, Drops SPE by -5. Tangles the target in tendrils.
Normal · Status · 0 AP · Self
The user retextures to become the Type of a Move they know of your choice until they leave the battle.
Normal · Status · 0 AP · Self
An improved retexture function replaces the user’s Type with a Type of your choice that resists the Move that last damaged it, until the user leaves the battle.
Normal · Status · 2 AP · Ranged
Use any one Move the target did last round. (You may choose your targets.)
Dragon · Special · 4 AP · 7 Power · 1 AC · Ranged - Foes in Zone
Scores a giant Z into the earth. For each target that acted this round, nullify their Abilities until they leave battle. If there’s only one target, Core Enforcer does +7 damage.
Poison · Status · 3 AP · 1 AC · Ranged - Others in Zone
Ruins targets’ Held Items with acids clouds to be unusable for the rest of the battle. (They still hold the items.)
Psychic · Status · 2 AP · Self
X-Rays from the moon Boost DEF and SDEF by +5.
Grass · Status · 3 AP · Self
The user swaddles itself with plushy puffs to Boost DEF by +15.
Grass · Status · 4 AP · 1 AC · Ranged - Foes in Zone
Clingy, puffy seeds that Drop SPE by -10. Grass-Types are immune to Cotton Spore.
Fighting · Physical · 2 AP · ★ Power · Contact
Delayed. Whoever last damaged the user this round with a Physical Move loses twice the HP they made the user lose.
Normal · Status · 4 AP · Field
Normal · Physical · 3 AP · 6 Power · 1 AC · Contact
Jealously steals the target’s held item if the user has none.
Water · Physical · 3 AP · 14 Power · 3 AC · Contact
Critical Hit on 18+. A chitin claw cleaves the target.
Fairy · Status · 6 AP · Allies
Super-Priority. A glamer protects allies from Status Moves this Round.
Fighting · Physical · 4 AP · 14 Power · 5 AC · Contact
Critical Hit on 16+. An overhand clobber with both arms.
Poison · Physical · 3 AP · 8 Power · 1 AC · Contact
Critical Hit on 18+ and Poisons on 19+. Venomous barbs from both sides.
Dark · Physical · 3 AP · 10 Power · 1 AC · Contact
On 17+, Drops DEF by -5. Chews up the target with vicious fangs.
Normal · Physical · 0 AP · 9 Power · 1 AC · Contact
On 11+, Drops DEF by -5. Nasty claws that can rend the toughest armor.
Normal · Physical · 3 AP · 24 Power · 1 AC · Contact
For every Tick of HP the target has lost, Crush Grip gets -2 Power. A punishment to make ye mighty tremble.
Ghost · Status · 2 AP · Self or Ranged
Drops SPE by -5 but Boosts ATK and DEF by +5 each.
If the user is Ghost-Type, instead the user loses 50% HP and the target is Cursed bypassing Protection.
Normal · Physical · 0 AP · 4 Power · 1 AC · Contact
The user can effortlessly clear underbrush and saplings into smooth terrain.
Dark · Special · 3 AP · 10 Power · 1 AC · Ranged
Flinches on 17+. The user hates the target to death.
Dark · Status · 1 AP · 11 AC · Ranged - Foes in Zone
The targets fall Asleep after being dragged into endless dark.
Dark · Physical · 3 AP · 11 Power · 1 AC · Contact
Slams to the ground with a hook arm, ignoring the target’s DEF, SDEF, and Evasion Boosts.
Fairy · Special · 3 AP · 5 Power · 1 AC · Ranged - Foes in Zone
A glittery glow that overwhelms emotions. If there’s only one target, Dazzling Gleam does +10 damage.
Fairy · Status · 3 AP · Ranged
Bypasses Protection. Boosts the target’s ATK and SATK by +5 each by adorning with candy.
Bug · Status · 2 AP · Self
Surrounds the user with comrades to Boost DEF and SDEF by +5 each.
Normal · Status · 2 AP · Self
Tucks in limbs to Boost DEF by +5. For the rest of the battle, the user’s Rollout and Ice Ball get +10 Power.
Flying · Status · 3 AP · Can't miss AC · Ranged - Others in Zone
Drops target’s Evasion by -2. Removes fog, Terrain, Hazards, and targets’ Reflect, Light Screen, Safeguard, Mist, and Aurora Veil.
The user can blow away fog, smoke, and airborne debris effortlessly.
Ghost · Status · 4 AP · Self
A spiteful curse on those who mean harm. Any foe that KOs the user before the user’s next turn Faints too.
Fighting · Status · -1 AP · Self
Super-Priority. The user anticipates and protects from the next Move that targets it.
Rock · Physical · 5 AP · 7 Power · 3 AC · Ranged - Foes in Zone
On 11+, Boosts DEF by +10. A gale of sharpened gemstones swirls around the user. If there’s only one target, Diamond Storm does +7 damage.
Ground · Physical · 0 AP · 10 Power · 1 AC · Contact
This turn: Tunnels deep underground. Next turn: Surfaces and attacks with Dig.
The user can burrow through earth as easily as they travel atop it.
Poison · Physical · 2 AP · 6 Power · 1 AC · Contact
Critical Hit on 18+. On 10+, roll d3: the target becomes 1) Poisoned, 2) Paralyzed, or 3) Drowsy. Lashes with ruinous claws.
Normal · Status · 3 AP · Ranged
Mental binding that Disables the last Move the target used for 4 rounds. (Fails if a Move is already disabled.)
Fairy · Special · 2 AP · 2 Power · Can’t miss AC · Ranged - Foes in Zone
Sonic. Emotionally damages aggressors with their own guilt.
Electric · Special · 4 AP · 5 Power · 1 AC · Ranged - Others In Zone
Paralyzes on 15+. An uncontrolled release of electricity. If there is only one target, Discharge does +5 damage.
Water · Physical · 0 AP · 10 Power · 1 AC · Contact
This turn: The user plunges underwater. Next turn: The user surfaces and attacks with Dive.
The user can swim deep underwater indefinitely.
Normal · Physical · 0 AP · 8 Power · 1 AC · Contact
Confuses on 17+. A head-rattling strike that makes the target see birdies.
Normal · Status · 7 AP · 1 AC · Ranged
Sketches the very essence of the target, changing an Ability slot of the user and its ally Pokémon to match a random Ability slot of the target.
Steel · Special · 5 AP · 22 Power · Can’t miss AC · Ranged
Bypasses Protection. Foretells doom this turn. At the end of the user’s next turn, Doom Desire hits the target or its switched in replacement, even if the user is no longer battling.
Normal · Physical · 1 AP · 1 Power · 3 AC · Contact
Double Strike. The old one-two.
Steel · Physical · 2 AP · 6 Power · 1 AC · Contact
Double Strike. The new one-two.
Fighting · Physical · 1 AP · 1 Power · 1 AC · Contact
Double Strike. The user’s hind legs lash out once each.
Electric · Physical · 4 AP · 18 Power · 1 AC · Contact
Fails if the user isn’t Electric-Type. Fully discharges into a damaging defibrillation. The user loses the Electric Type until leaving battle, becoming typeless if they have no other Type.
Normal · Physical · 0 AP · 6 Power · 4 AC · Contact
Multi-strike. Gives the target what-for, and what-three, and what-two…
Normal · Status · 2 AP · Self
Illusory copies of the user Boost Evasion by +2.
Normal · Physical · 3 AP · 18 Power · 1 AC · Contact
Recoil ⅓. A reckless tackle with no regard for safety.
Dragon · Special · 4 AP · 20 Power · 3 AC · Ranged
Drops the user’s SATK by -10 afterwards. Showers heaven’s wrath on some poor sap.
Flying · Physical · 4 AP · 18 Power · 1 AC · Contact
Drops the user’s DEF and SDEF by -5 each. The realization of divinity for you, the realization of mortality for them.
Dragon · Special · 2 AP · 6 Power · 1 AC · Ranged
Paralyzes on 15+. A crackle of supernatural heat.
Dragon · Status · 1 AP · Allies in Zone
A draconic yell raises morale, Boosting targets’ Critical Rate by +3. If a target is Dragon-Type, Boost their Critical Rate by +6 instead.
Dragon · Physical · 2 AP · 10 Power · 1 AC · Contact
A gash that could tear a knight’s armor.
Dragon · Status · 2 AP · Self
A mystical, ancient dance Boosts ATK and SPE by +5 each.
Dragon · Physical · 2 AP · 4 Power · 1 AC · Ranged
The user chooses whether Dragon Darts has Double Strike or hits 2 targets. Sends the children out to play.
Dragon · Special · 5 AP · 24 Power · 1 AC · Ranged - Foes in Zone
For each Tick of HP the user has lost, Dragon Energy’s damage is reduced by -2. A furious exhalation of draconic rage. If there is only one target, Dragon Energy gets +24 extra damage before its effect.
Dragon · Physical · 2 AP · 12 Power · 1 AC · Contact
Swings its body like a hammer from the heavens.
Dragon · Special · 2 AP · 11 Power · 1 AC · Ranged
A wave-motion bomb like they tell of in legends.
Dragon · Special · 2 AP · ★ Power · 1 AC · Ranged
The target loses 30 HP regardless of Stats, Weakness, or Resistance. (Immunities still work.) A mote of frizzling indignation.
Dragon · Physical · 3 AP · 14 Power · 6 AC · Contact
Flinches on 17+. A menacing dive from wrathful heavens.
Dragon · Physical · 2 AP · 6 Power · 3 AC · Contact
Delayed. Tosses lower-level wild targets out of battle, and switches out trained targets for a random party member.
Fighting · Physical · 3 AP · 9 Power · 1 AC · Contact
Absorbs natural chi rhythms with a fist to Drain half the damage dealt.
Fairy · Special · 1 AP · 4 Power · 1 AC · Contact
A big wet smooch that Drains ⅔ the damage dealt.
Psychic · Special · 2 AP · 14 Power · 1 AC · Ranged
Only affects Asleep characters. Comes for the target in the dreaming hours to Drain ½ the damage dealt.
Flying · Physical · 2 AP · 10 Power · 1 AC · Contact
A corkscrew strike with a spinning beak.
Ground · Physical · 3 AP · 10 Power · 3 AC · Contact
Critical Hit on 18+. A corkscrew tackle that can pierce mountains.
Grass · Physical · 3 AP · 10 Power · 1 AC · Ranged
Drops the target’s SPE by -5. A musical interlude teaches plants how to fight.
Dragon · Physical · 1 AP · 2 Power · 3 AC · Contact
Double Strike. Heavenward then heckward blows in quick succession.
Flying · Physical · 1 AP · 2 Power · 3 AC · Contact
Double Strike. Flaps ‘em on both sides.
Dragon · Special · 3 AP · 14 Power · 1 AC · Ranged
+1 Effectiveness if the target is Dynamaxed.
Fighting · Physical · 4 AP · 14 Power · 11 AC · Contact
Confuses the target. A fist exploding with concentrated power.
Ground · Special · 3 AP · 12 Power · 1 AC · Ranged
On 16+, Drops SDEF by -5. The ground erupts with geothermal energy.
Ground · Physical · 4 AP · 14 Power · 1 AC · Ranged - Others In Zone
+1 Effectiveness against underground targets. The ground cracks and buckles with seismic shocks. If there is only one target, Earthquake does +7 damage.
Normal · Special · 1 AP · 4 Power · 1 AC · Ranged
Sonic. Each use by any character in consecutive Rounds adds +5 Power to Echoed Voice (maximum 34).
Electric · Status · 2 AP · 1 AC · Ranged
Drops SATK by -10. A tingling sensation unsettles and distracts the target.
Psychic · Special · 4 AP · 10 Power · 1 AC · Ranged
Sonic. Drops target’s AP -3. A spiteful hex that steals away the will to fight.
Normal · Physical · 0 AP · 14 Power · 6 AC · Ranged
Lobs a big ol’ egg.
Dragon · Physical · 0 AP · 2 Power · 1 AC · Contact
Invert the target’s Boosts to DEF before doing damage. The initial incisor.
Electric · Status · 4 AP · Field
The field becomes Electric for 5 rounds. Characters touching Electric Terrain are immune to Sleep, and their Electric Moves gain +5 damage.
Electric · Status · 1 AP · Can’t miss AC · Ranged
The target’s next Move is Electric instead of its usual Type.
Electric · Special · 2 AP · 2 Power · 1 AC · Ranged
Also add the user’s SPE for Electro Ball’s damage. The target also subtracts its SPE from the damage. A zigzagging ball of lightning that closes in erratically.
Electric · Special · 4 AP · 14 Power · 1 AC · Contact
Races at ultrafast speeds to pierce with futuristic electricity. Gets +5 Power when super-effective.
Electric · Special · 5 AP · 20 Power · 1 AC · Ranged
This turn: Gathers electricity to Boost the user’s SATK by +5. Next turn: Fires a high-voltage beam at the target. In Rain, attacks on the first turn.
Electric · Special · 3 AP · 3 Power · 3 AC · Ranged - Foes in Zone
Drops SPE by -5. A tingling, tangling silk net hinders movement. If there’s only one target, Electroweb does +3 damage.
Dark · Status · 0 AP · 1 AC · Ranged
The target can’t use held items or have items used on it for the rest of the battle, after the spirit of thievery surrounds them.
Fire · Special · 0 AP · 2 Power · 1 AC · Ranged
Burns on 18+. A gob of fire scorches the target.
Normal · Status · 2 AP · 1 AC · Ranged
Rousing applause makes the target repeat their last Move for their next 3 turns; fails if they haven’t used a Move yet.
Normal · Physical · 2 AP · ★ Power · 1 AC · Contact
The target’s HP becomes the same as the user’s in a daredevil maneuver.
Normal · Status · 2 AP · Self
Super-Priority. If a Move would Faint the user this round, instead set the user’s HP to 1. Fails if used consecutively.
Grass · Special · 3 AP · 12 Power · 1 AC · Ranged
On 17+, Drops SDEF by -5. A chloroclasm of photosynthesized ordnance.
Normal · Status · 4 AP · 1 AC · Ranged
Choose one of the user’s Abilities. Wavelength synchronization overwrites the target’s Ability in that same slot.
Fire · Special · 5 AP · 12 Power · 1 AC · Ranged - Foes in Zone
For each Tick the user has lost, Eruption’s damage drops by -1. A furious lava explosion. If there’s only one target, Eruption does +12 damage.
Psychic · Special · 3 AP · 9 Power · 2 AC · Ranged
Critical Hit on 18+. Boosts the user’s SPE by +5. Slashes with aura-enriched wings.
Dragon · Special · 6 AP · 26 Power · 3 AC · Ranged
Exhausting. Collects strange energies into a gigantic blast.
Psychic · Special · 4 AP · 10 Power · 1 AC · Ranged
Does +5 damage and targets Foes in Zone if the user stands on Psychic Terrain. A groundbound psychic lens erupts into a weird prism.
Normal · Physical · 2 AP · 22 Power · 1 AC · Ranged - Others In Zone
The user Faints in a tremendous kaboom. If there is only one target, Explosion does +22 damage.
Psychic · Special · 3 AP · 10 Power · 1 AC · Ranged
Flinches on 19+. An odd, unseeable force buffets the target.
Normal · Physical · 5 AP · 10 Power · 1 AC · Contact
Priority. Goes before other Priority Moves, with swiftness too fast for the eye to follow.
Normal · Physical · 2 AP · 8 Power · 1 AC · Contact
If the user is Burnt, Paralyzed, or Poisoned, Facade does +8 damage and ignores Burn’s ATK penalty. The illusion of weakness drops others’ guard.
Fairy · Status · 0 AP · Field
Everyone in Zone is Trapped during their next turn.
Fairy · Special · 0 AP · 2 Power · 1 AC · Ranged
A breeze gets glitter in the targets’ eyes.
Normal · Physical · 2 AP · 2 Power · 1 AC · Contact
Super-Priority. A sudden hand clap Flinches the target. Only usable the user’s first turn after entering battle.
Dark · Status · 2 AP · 1 AC · Ranged
Feigned distress tugs at heartstrings and Drops SDEF by -10.
Dark · Physical · 2 AP · 10 Power · Can't miss AC · Contact
Lies and hair come together in the worst way.
Normal · Physical · 0 AP · 2 Power · 1 AC · Contact
Can’t damage targets below 1 HP.
Flying · Status · 2 AP · 1 AC · Ranged
Drops targets’ ATK by -10 by plastering them with downy feathers.
Normal · Physical · 0 AP · 1 Power · Ranged
Priority. Bypasses and removes Protection. An untimely defense is no defense at all.
Dark · Physical · 0 AP · 6 Power · Can’t miss AC · Contact
Sidles up to the target, then strikes without warning.
Bug · Physical · 0 AP · 4 Power · 1 AC · Contact
If Fell Stinger Faints a target, Boost the user’s ATK by +15. Trades power for a possible burst of triumph.
Dragon · Special · 3 AP · 10 Power · 1 AC · Ranged
A moody laser. Roll an additional d20: on 14+, all the user’s heads unite to go all out and this Move gets +16 Power.
Fire · Special · 3 AP · 10 Power · 1 AC · Ranged
On 11+, Boosts the user’s SATK by +5. Fans its flames with vigorous movement.
Dark · Special · 4 AP · 6 Power · 1 AC · Ranged - Foes in Zone
Flinches on 17+. A fire of pure hate that makes even brave hearts flinch. If there is only one target, Fiery Wrath does +6 damage.
Normal · Status · 1 AP · Self
Sheds flesh to Boost ATK, SATK, and SPE by +10 each and lose 50% of maximum HP. (Fails at ≤50% HP.)
Fighting · Special · 2 AP · ★ Power · 1 AC · Ranged
Sets the user’s HP to 0, and the target loses HP equal to the HP the user lost. Risks everything in a blaze of fighting spirit.
Fire · Special · 4 AP · 16 Power · 4 AC · Ranged
Burns on 19+. Pillars of flame erupt on the target.
Fire · Physical · 3 AP · 7 Power · 3 AC · Contact
Burns on 18, Flinches on 19. On 20, Burns and Flinches. Chomps while breathing fire.
Fire · Physical · 2 AP · 10 Power · 1 AC · Contact
Drops DEF by -5. A burning whip cracks the target’s guard.
Fire · Special · 2 AP · 12 Power · 1 AC · Ranged - Field
If an ally orders a different Pledge Move before Fire Pledge, instead Fire Pledge attacks, does +10 damage, and for 4 rounds has an effect depending on the other Pledge:
Fire · Physical · 3 AP · 9 Power · 1 AC · Contact
Burns on 19+. A fist wrapped in flame.
Fire · Special · 3 AP · 1 Power · 4 AC · Ranged
Binds and Traps the target for 3 rounds, dealing 2 Ticks of HP Loss between rounds. Swirling flames cut off escape.
Bug · Physical · 2 AP · 12 Power · 1 AC · Contact
Priority. Only usable the first round after starting battle or switching in. A head-on entrance collision.
Water · Physical · 3 AP · 11 Power · 1 AC · Contact
Fishious Rend does +11 damage if attacking a target that hasn’t moved yet this Round. The user’s maw is reinforced by its gills.
Ground · Physical · 6 AP · 15 AC · Ranged
Add the user’s level and subtract the target’s level from the attack roll. Ignores changes to Evasion and Accuracy. The target plummets into a crack in the earth and Faints. Fails on targets Immune to Ground.
Normal · Physical · 1 AP · 2 Power · 1 AC · Contact
For each Tick the user has lost, Flail does +2 damage. Wriggles wildly in desperation.
Fire · Special · 3 AP · 8 Power · 1 AC · Ranged
Other foes in the same Zone as the target lose a Tick of HP. Burning oil that spatters on impact.
Fire · Physical · 1 AP · 4 Power · 1 AC · Contact
Boosts SPE by +5. A burnout dash that leaves scorch marks.
Fire · Physical · 2 AP · 6 Power · 1 AC · Contact
Burns on 19+. The user cloaks themselves in fire and somersaults into the target.
Fire · Special · 3 AP · 12 Power · 1 AC · Ranged
Burns on 19+. An intense blast of fire roasts the target.
Fire · Physical · 4 AP · 18 Power · 1 AC · Contact
Recoil ⅓. Burns on 19+. Launches into the target, searing both combatants.
Normal · Status · 3 AP · 1 AC · Ranged - Others In Zone
Drops Accuracy Rate by -2. A quick, bright light dazzles targets.
The user can illuminate the nearby area effortlessly.
Steel · Special · 3 AP · 10 Power · 1 AC · Ranged
On 19+, Drops SDEF by -5. Light reflecting off the user is focused into a silver stream.
Dark · Status · 0 AP · 1 AC · Ranged
An unexpected compliment Confuses the target and Boosts their SATK by +5.
Fairy · Special · 4 AP · 20 Power · 3 AC · Ranged
Overclocks the user to unleash a mighty beam, Dropping their SATK by -10.
Dark · Physical · 0 AP · ★ Power · 1 AC · Ranged
Lobs a held item, which determines Fling’s Power. Some items add effects when used for Fling; Berries always activate their effect on impact.
20 Power: Iron Ball
14 Power: Fossils, Hard Stone, Rare Bone, Plates, Deep Sea Tooth, Grip Claw, Thick Club, Poison Barb
8 Power: Everything else
Water · Physical · 3 AP · 6 Power · 1 AC · Contact
If this move deals damage, the user then switches out, even if Trapped. A momentum shift worthy of Olympic swimmers.
Flying · Physical · 3 AP · 12 Power · 3 AC · Contact
Flinches on 15+. A calm float becomes a breakneck dive.
Fairy · Status · 6 AP · Ranged
Heals 5 Ticks. Heals another 3 Ticks if the target stands on Grassy Terrain.
Fairy · Status · 1 AP · Ranged - All In Zone
Bypasses Protection. Boosts Grass-Types’ DEF by +5 with hippie magic.
Grass · Physical · 4 AP · 8 Power · Can't miss AC · Ranged
Always a Critical Hit. Tosses a bouquet rigged so you’re the next to be marred.
Flying · Physical · 0 AP · 12 Power · 2 AC · Contact
First turn: The user ascends into the air. Next turn: The user dives towards the target and attacks.
The user can soar tirelessly through the sky.
Fighting · Physical · 3 AP · 14 Power · 1 AC · Contact
Deals Flying damage instead if the user wishes. A diving aerial drop.
Fighting · Special · 4 AP · 18 Power · 7 AC · Ranged
On 19+, Drops SDEF by -5. A bullet of fighting spirit.
Normal · Status · 0 AP · Self
Boosts Critical Rate by +3. Quiets turmoil inside, to cause turmoil outside. Does not stack.
Dark · Physical · 4 AP · 24 Power · 1 AC · Contact - Foes in Zone
Delayed. This Move automatically misses any target that did not damage the user with a Move this round.
Fighting · Physical · 4 AP · 24 Power · 1 AC · Contact
Delayed. At the end of the round, if the user wasn’t damaged by a Move, attack with Focus Punch. Devastating if undisturbed.
Normal · Status · 3 AP · Self
Super-Priority. This round, if foes use Moves that could target the user, those Moves do. Draws attention as a diversion.
Fighting · Physical · 2 AP · 6 Power · 1 AC · Contact
Paralyzes on 18+. A glowing palm thrust that locks up pressure points.
Normal · Status · 0 AP · Can’t miss AC · Self
While the user and target stay in battle, ignore the target’s Evasion Boosts and Normal/Fighting Immunities. True seeing that reads intentions.
Grass · Status · 0 AP · Can’t miss AC · Ranged
The target becomes Grass in addition to its other Types. The woods hide dark secrets. (Resists Electric/Grass/Ground/Water; weak to Bug/Fire/Flying/Ice/Poison; immune to Leech Seed, Powder moves, and Spore.)
Dark · Physical · 4 AP · 13 Power · 1 AC · Contact
Uses the target’s ATK instead of the user’s. They don’t know their own strength.
Ice · Physical · 4 AP · 22 Power · 3 AC · Ranged
This turn: Generates an iceberg ringed with electricity. Next turn: Attacks with Freeze Shock. Paralyzes on 15+.
Ice · Special · 2 AP · 8 Power · 1 AC · Ranged
Freezes on 19+. Super Effective against Water. Squeezes out moisture with rapid cooling.
Psychic · Special · 3 AP · 12 Power · 1 AC · Ranged
Freezes on 19+. A psychic stare so cold it leaves you frozen.
Ice · Special · 4 AP · 12 Power · 1 AC · Ranged
A frozen haze removes all Boosts and Drops from characters on the field.
Grass · Special · 5 AP · 24 Power · 3 AC · Ranged
Exhausting. Trees rapidly grow into the target, walloping them.
Ice · Special · 3 AP · 6 Power · 3 AC · Ranged
Always a Critical Hit. Cold air suffuses the target from every angle.
Normal · Physical · 1 AP · 4 Power · 1 AC · Contact
If the user fainted today, Frustration gets +15 Power. An angry outburst.
Normal · Physical · 1 AP · 6 Power · 4 AC · Contact
Multi-strike. Repeated jabs pepper the target.
Bug · Physical · 0 AP · 2 Power · 3 AC · Contact
When Fury Cutter deals damage, it gets +5 Power (maximum +20). If the user chooses another action, misses, or leaves battle, reset Fury Cutter’s Power. Little-by-little, determination overcomes.
Normal · Physical · 2 AP · 6 Power · 5 AC · Contact
Multi-strike. Rakes with a flurry of claws.
Electric · Physical · 4 AP · 14 Power · 1 AC · Ranged
Fusion Bolt does +6 damage if Fusion Flare was used this round or last round by anyone. Heat lightning blasts the target.
Fire · Special · 4 AP · 14 Power · 1 AC · Ranged
Fusion Flare does +6 damage if Fusion Bolt was used this round or last round by anyone. An arc burn scores the target.
Psychic · Special · 4 AP · 18 Power · Can’t miss AC · Ranged
Predicts unfortune the turn it is used.
At the end of the user’s next turn, Future Sight hits the target or any switched replacement, even if the user is no longer on the field or the target is Protected.
Poison · Status · 3 AP · 1 AC · Ranged
Remove the target’s Ability of your choice until the end of the encounter by dousing them with stomach juices.
Steel · Physical · 0 AP · 4 Power · 4 AC · Contact
Double Strike. Crushes the target between spinning sprockets.
Steel · Status · 2 AP · Allies
Generates energy to Boost ATK and SATK of allies and the user with Plus or Minus by +5 each.
Fairy · Status · 4 AP · Self
This turn: The user collects energy from the earth. Next turn: Boosts SATK, SDEF, and SPE by +10 each.
Grass · Special · 3 AP · 9 Power · 1 AC · Ranged
Absorbs nutrients to Drain half the damage dealt. Could fallow a field overnight.
Normal · Physical · 5 AP · 24 Power · 3 AC · Contact
Exhausting. The user’s adrenaline spikes to exert all their energy at once.
Steel · Physical · 5 AP · 26 Power · 1 AC · Ranged
Swings the user’s whole body to strike with a huge hammer. This Move can’t be used twice in a row.
Ice · Physical · 4 AP · 10 Power · 1 AC · Ranged - Foes in Zone
Hurls an icicle so sharp it could pierce anything. If there’s only one target, Glacial Lance does +10 damage.
Ice · Special · 0 AP · 4 Power · 3 AC · Ranged - Foes in Zone
Drops SPE by -5. An echo of the Ice Age. If there’s only one target, Glaciate does +4 damage.
Dragon · Physical · 3 AP · 18 Power · 1 AC · Contact
Throws the entire body into a reckless charge. Attacks targeting the user until the user’s next turn can’t miss and get +1 Effectiveness.
Normal · Status · 3 AP · 1 AC · Ranged
Paralyzes with a snake’s gaze.
Psychic · Special · 4 AP · 12 Power · 1 AC · Ranged
Sets Light Screen. (Special Moves targeting yourself and affected allies get -1 Effectiveness for 5 rounds. Lasts 1 round less for each ally (except the user) you choose to target.) Slams with a psychic wall.
Fairy · Physical · 0 AP · 2 Power · 1 AC · Contact
Confuses on 19+. Hit them around the shoulder and shrug.
Grass · Special · 2 AP · ★ Power · 1 AC · Contact
Grass Knot’s Power is equal to the target’s weight divided by 10 (maximum 36). Trips the target with a grass snare.
Grass · Special · 2 AP · 12 Power · 1 AC · Ranged - Field
If an ally orders a different Pledge Move before Grass Pledge, instead Grass Pledge attacks, does +10 damage, and for 4 rounds has an effect depending on the other Pledge:
Grass · Status · 1 AP · 10 AC · Ranged
Sonic. The target falls Asleep as a pleasant tune sings through grass blades.
Grass · Physical · 2 AP · 8 Power · 1 AC · Contact
Priority if the user stands on Grassy Terrain. Slides through slick grass like quicksilver.
Grass · Status · 4 AP · Field
The Zone becomes Grassy for 5 rounds. (Characters standing on Grassy Terrain heal a Tick at the start of each round and damaging Grass Moves get +5 damage.)
Grass · Physical · 3 AP · 10 Power · 1 AC · Ranged
Drops the target’s DEF by -5. If Gravity is in effect, Grav Apple does +10 damage. An apple a day keeps the doctor in business.
Psychic · Status · 4 AP · Field
For the next 5 rounds, Moves that require being airborne can’t be used (Bounce, Fly, Flying Press, High Jump Kick, Jump Kick, Sky Drop, Splash, Telekinesis), everyone loses Immunity to Ground, and everyone’s Accuracy Rate is Boosted by +6.
Normal · Status · 2 AP · 1 AC · Ranged - Foes in Zone
Sonic. A plaintive whine Drops ATK by -5.
Normal · Status · 2 AP · Self
Boosts ATK and SATK by +5 each, or +10 if it is Sunny. Chloroplasts release energy all at once.
Ghost · Status · 3 AP · Self
If another character’s Move Faints the user before the user’s next turn, disable that Move for the rest of the battle. A vendetta stronger than death.
Psychic · Status · 4 AP · Can’t miss AC · Ranged
A strange power averages the user’s DEF and SDEF with the target’s until the end of the battle. Ignore Boosts/Drops.
Psychic · Status · 2 AP · Can’t miss AC · Ranged
The user and target trade DEF and SDEF Boosts/Drops via a strange power.
Normal · Physical · 6 AP · Contact
Add the user’s level and subtract the target’s level from the attack roll. Ignore Evasion and Accuracy Rate. Faints the target with vicious pincers. Fails on targets Immune to Normal.
Poison · Physical · 5 AP · 18 Power · 5 AC · Ranged
Poisons on 15+. Dunks the target with filthy garbage.
Flying · Special · 0 AP · 2 Power · 1 AC · Ranged
Hits high-flying targets (like those using Bounce, Fly, or Sky Drop) with +10 Power. A small dervish of wind.
Steel · Physical · 2 AP · 2 Power · 1 AC · Contact
Add the target’s SPE to Gyro Ball’s damage, and subtract the user’s SPE. The user stores momentum like a flywheel, then rams the target.
Ice · Status · 4 AP · Field
The weather becomes Hail for 5 rounds. (Non-Ice Types take 1 Tick of damage between rounds.)
Fighting · Physical · 3 AP · 14 Power · 3 AC · Contact
Drops the user’s SPE by -5. An overhead fist from a power stance.
Normal · Status · 5 AP · Self
Scatters coins worth ten times the user’s level if used in battle. The winner of the battle gets to pocket the coins.
Steel · Physical · 3 AP · 14 Power · 1 AC · Contact
Squeezes between a hard place and a hard place. For every Tick of HP the target has lost, Hard Press gets -1 Power.
Normal · Status · 1 AP · Self
Stiffens and tenses muscles to Boost DEF by +5.
Ice · Status · 4 AP · Field
An ominous black mist removes all Boosts and Drops from characters on the field.
Normal · Physical · 3 AP · 18 Power · 1 AC · Contact
Recoil ¼. A fierce charge cushioned by a mighty afro.
Rock · Physical · 4 AP · 24 Power · 5 AC · Contact
Recoil ½. A hazardous headbutt only used by blockheads.
Normal · Physical · 2 AP · 8 Power · 1 AC · Contact
Flinches on 15+. The user clonks their forehead on the target’s.
Ground · Physical · 4 AP · 18 Power · 1 AC · Contact
Drops the user’s DEF and SDEF by -5 each. Assumes a low stance for a full-body sumo charge.
Normal · Status · 5 AP · Allies
A soothing chime cures all Status Problem for allies and the user.
Psychic · Status · 3 AP · 1 AC · Ranged - Foes in Zone
Until the target switches out, they can’t heal HP and their Moves that Heal or Drain are disabled. Weaponized entropy.
Bug · Status · 4 AP · Self
Heal 50% max HP. Commands comrades to patch up with beeswax.
Psychic · Status · 6 AP · Can’t miss AC · Ranged
Heals 50% of the target’s max HP with a wave of good feelings. (Can’t target the user.)
Psychic · Status · 5 AP · Self
The user Faints. Its replacement that switches in is healed to Max HP and cured of Status Problems.
Psychic · Physical · 0 AP · 6 Power · 1 AC · Contact
Flinches on 15+. Smothers the target after acting cute.
Psychic · Status · 4 AP · Can’t miss AC · Ranged
Exchange all Boosts/Drops with the target. A little empathy never stopped a fight.
Fire · Physical · 1 AP · 4 Power · 1 AC · Contact
For every 10lbs. the user outweighs the target by, Heat Crash does +1 damage (maximum 48). A redhot wrestleslam.
Fire · Special · 4 AP · 7 Power · 3 AC · Ranged - Foes in Zone
Burns on 19+. Hot winds bake foes. If there’s only one target, Heat Wave does +7 damage.
Steel · Physical · 1 AP · 4 Power · 1 AC · Contact
For every 10lbs. the user outweighs the target by, Heavy Slam does +1 damage (maximum 48). A cast-iron crushing.
Normal · Status · 2 AP · Ranged
Super-Priority. Cooperates with the target, adding +10 damage to their damaging Move.
Ghost · Special · 2 AP · 7 Power · 1 AC · Ranged
+7 Power against targets with Persistent Status conditions. A vicious attack fueled by misfortune.
Ground · Physical · 3 AP · 13 Power · 1 AC · Contact
The user pushes off the earth with their tremendous bulk-moving power.
Fighting · Physical · 3 AP · 20 Power · 3 AC · Contact
If High Jump Kick misses or the target is Immune to it, the user loses 5 Ticks. A risky rising knee strike.
Dark · Status · 2 AP · Self
Boosts ATK by +5 and Accuracy Rate by +2. Sharpens claws to strike true.
Normal · Physical · 1 AP · 7 Power · 1 AC · Contact
Jousts with a sharp horn.
Normal · Physical · 6 AP · 15 AC · Contact
Add the user’s level to the attack roll, and subtract the target’s level from the attack roll. Ignores changes to Evasion and Accuracy. Faints the target with a high-speed spinning horn. Fails on targets Immune to Normal.
Grass · Physical · 3 AP · 9 Power · 1 AC · Contact
The user Drains half the damage dealt. Rootlike horns extract energy.
Normal · Status · 2 AP · Allies in Zone
A bestial battlecry Boosts ATK by +5 for allies and the user.
Flying · Special · 4 AP · 16 Power · 7 AC · Ranged
Confuses on 15+. If Sunny, Accuracy Rate is -9. If Rainy, can’t miss. Can hit high-flying targets (such as those using Bounce, Fly, or Sky Drop). A windstorm catapults the target into the sky.
Water · Special · 5 AP · 24 Power · 3 AC · Ranged
Exhausting. A pressurized lake decompresses on the target.
Water · Special · 4 AP · 16 Power · 4 AC · Ranged
High-pressure water blasts the target like a firehose.
Water · Special · 3 AP · 10 Power · 1 AC · Ranged
Blasts with boiling water. Hydro Steam ignores Harsh Sunlight and instead gets +8 Power.
Normal · Special · 5 AP · 24 Power · 3 AC · Ranged
Exhausting. Concentrates energy into a blast of destruction.
Normal · Physical · 4 AP · 14 Power · 1 AC · Contact
Bypasses Protection. Spins at high speed to pierce through.
Normal · Physical · 0 AP · 10 Power · 3 AC · Contact
Flinches on 19+. Powerful incisors crush the target.
Normal · Special · 3 AP · 6 Power · 1 AC · Ranged - Foes in Zone
Sonic. Unsafe decibel levels echo through foes. If there’s only one target, Hyper Voice does +6 damage.
Dark · Physical · 4 AP · 14 Power · Can’t miss AC · Ranged
Bypasses Protection and Drops DEF by -5. A multi-arm pummeling from between dimensions.
Psychic · Special · 3 AP · 10 Power · Can’t miss AC · Ranged
Bypasses Protection. Warps behind the target and strikes.
Psychic · Status · 1 AP · 9 AC · Ranged
The target falls Asleep from hypnotic suggestion.
Ice · Physical · 1 AP · 1 Power · 3 AC · Contact
Use Ice Ball each turn until it hits 5 times or misses once. Each successful hit increases Ice Ball’s damage by +5 until it ends. Gathers strength like a snowball rolling down a snowy hill.
Ice · Special · 3 AP · 12 Power · 1 AC · Ranged
Freezes on 19+. Sucks heat out of the air in a frigid line.
Ice · Special · 4 AP · 22 Power · 3 AC · Ranged
This turn: The user creates a frostbiting iceberg. Next turn: The user attacks with Ice Burn. Burns on 15+.
Ice · Physical · 3 AP · 7 Power · 3 AC · Contact
Freezes on 18, Flinches on 19. On 20, Freezes and Flinches. Chomps while breathing ice.
Ice · Physical · 2 AP · 14 Power · 3 AC · Contact
Drops the user’s SPE by -5. Swings a mighty frozen fist.
Ice · Physical · 3 AP · 9 Power · 1 AC · Contact
Freezes on 19+. A fist encased in ice.
Ice · Physical · 1 AP · 2 Power · 1 AC · Ranged
Priority. Hurls flash-frozen ice shards.
Ice · Physical · 3 AP · 10 Power · 1 AC · Contact
Coats feet in ice and twirls into the target, destroying any Terrain in Zone.
Ice · Physical · 3 AP · 11 Power · 3 AC · Ranged
Flinches on 15+. Drives a frozen stalactite into the target.
Ice · Physical · 3 AP · 6 Power · 1 AC · Ranged
Multi-strike. Peppers the target with needles of ice.
Ice · Special · 3 AP · 3 Power · 3 AC · Ranged - Foes in Zone
Drops Speed by -5. A cold breeze causes shivering. If there’s only one target, Icy Wind does +3 damage.
Psychic · Status · 3 AP · Can’t miss AC · Self
A sympathetic seal Disables all foes’ Moves the user knows for the rest of the battle.
Fire · Special · 3 AP · 3 Power · 1 AC · Ranged - Foes in Zone
A flambé chars all Berries and Gems the targets hold. If there’s only one target, Incinerate does +3 damage.
Ghost · Special · 2 AP · 6 Power · 1 AC · Ranged
Burns on 16+. Gets +6 Power against targets with Persistent Status conditions. A procession of myriad fiery souls.
Fire · Special · 4 AP · 14 Power · 11 AC · Ranged
Burns the target. Seven rings of flame surround a hapless soul.
Bug · Special · 3 AP · 1 Power · 3 AC · Contact
Binds and Traps the target for 3 rounds, dealing 2 Ticks of HP Loss between rounds. Creepy-crawlies surround and climb over the target.
Grass · Status · 4 AP · Self
The user roots into the earth and becomes Trapped. Between rounds, they heal 1 Tick until they leave battle.
Psychic · Status · 2 AP · Ranged
Commands the target to repeat its last Move, if it can. This second move still consumes AP.
Electric · Status · 0 AP · Ranged
Priority. An ion cloud disperses in the Zone. Normal Moves passing through the Zone become Electric.
Steel · Status · 2 AP · Self
A hardening steel skin Boosts DEF by +10.
Steel · Physical · 3 AP · 10 Power · 1 AC · Contact
Flinches on 15+. A steel-splitting strike.
Steel · Physical · 2 AP · 14 Power · 6 AC · Contact
On 19+, Drops DEF by -5. A steel-hard tail slams into the target.
Grass · Physical · 4 AP · 14 Power · 1 AC · Ranged
Critical Hit on 18+. Bludgeons with an ivy-wrapped club. If used by Ogerpon, this Move’s Type changes to match the mask it wears.
Dark · Physical · 3 AP · 10 Power · 1 AC · Contact
Traps the user and target until either leave battle. A stubborn bite that won’t let go.
Water · Physical · 2 AP · 6 Power · 1 AC · Contact
Priority. Summons a torrent-wrapped fist to punch at blinding speed.
Normal · Special · 3 AP · 14 Power · 1 AC · Ranged
Judgment’s Type matches the Type of a Plate the user holds. Countless shots of light punish the target.
Fighting · Physical · 2 AP · 14 Power · 3 AC · Contact
If Jump Kick misses or the target is Immune to it, the user loses 5 Ticks. An aerial dropkick.
Grass · Status · 5 AP · Allies in Zone
Allies and the user heal 3 Ticks and cure Burn, Paralysis, Poison, and Sleep. Nature gives sanctuary to those who ask.
Fighting · Physical · 1 AP · 4 Power · 1 AC · Contact
Critical Hit on 17+. A sharp chop honed in the dojo.
Psychic · Status · 0 AP · 5 AC · Ranged
Drops Accuracy Rate by -2. Bends a spoon as a distraction.
Steel · Status · 6 AP · Self
Super-Priority. Protects the user. If the prevented Move made Contact, Drop the attacker’s ATK by -5. A bastion that could stop a revolution.
Dark · Physical · 2 AP · 7 Power · 1 AC · Contact
If the target holds any items, destroys a random item the target holds and Knock Off does +7 damage. Bullying.
Dark · Physical · 2 AP · 11 Power · Can't miss AC · Contact
Slashes after a prostrating bow that makes the target let down its guard.
Ground · Physical · 3 AP · 6 Power · 1 AC · Ranged - Foes in Zone
The earth resents its polluters intensely. If there’s only one target, Land’s Wrath does +6 damage.
Normal · Status · 2 AP · Self
Absolute concentration. The user’s next Move is a Critical Hit if it doesn’t miss.
Dark · Physical · 3 AP · 9 Power · 1 AC · Contact
Does +10 damage if the user’s Stats Dropped this round. Venting frustration only makes things worse, but at least it makes things worse for your enemies too.
Normal · Physical · 1 AP · 22 Power · 1 AC · Contact
Only usable if the user has less than 4 AP. Saving the best for last.
Ghost · Physical · 3 AP · 4 Power · 1 AC · Ranged
Avenges the fallen. Gets +4 Power for each time an ally in the user’s party fainted this battle.
Fire · Special · 4 AP · 5 Power · 1 AC · Ranged - Others In Zone
Burns on 16+. Pyroclasm erupts from the user. If there is only one target, Lava Plume does +5 damage.
Grass · Physical · 3 AP · 12 Power · 1 AC · Contact
Critical Hit on 18+. A sword slash with a knife-edged leaf.
Grass · Special · 4 AP · 20 Power · 3 AC · Ranged
Drops the user’s SATK by -10. Whips up a squall of stinging leaves.
Grass · Special · 1 AP · 7 Power · 3 AC · Ranged
On 15+, Drops Accuracy Rate by -1. Encircles the target with whirling, sharp leaves.
Grass · Physical · 0 AP · 2 Power · 1 AC · Ranged
Pelts the target with leaves.
Bug · Physical · 3 AP · 10 Power · 1 AC · Contact
Sucks blood to Drain half the damage dealt.
Grass · Status · 4 AP · 3 AC · Ranged
Until the target leaves battle, Leech Seed’s user Drains a Tick of HP from them between rounds. Grass-Types and targets Immune to Grass are immune to Leech Seed. A parasitic mistletoe blossom.
Normal · Status · 2 AP · 1 AC · Ranged - Foes in Zone
Drops DEF by -5 by unsettling the target with a nasty look.
Ghost · Physical · 0 AP · 1 Power · 1 AC · Contact
Paralyzes on 15+. Gross.
Water · Status · 5 AP · Allies in Zone
Each ally including the user Heals 3 Ticks. Refreshing waters keep everybody fresh for the fight.
Fairy · Special · 5 AP · 22 Power · 3 AC · Ranged
Recoil ½. The terrible power of the Ultimate Weapon.
Psychic · Status · 4 AP · Allies
Special Moves targeting yourself and affected allies get -1 Effectiveness for 5 rounds. Light Screen lasts 1 round less for each ally (except the user) you choose to target when using it.
Water · Physical · 3 AP · 11 Power · 1 AC · Contact
On 17+, Drops DEF by -5. Breaks down the target with a full-force water blast.
Normal · Status · 2 AP · Can’t miss AC · Ranged
With deadeye aim, the next Move by the user at the target can’t miss.
Normal · Status · 1 AP · 6 AC · Ranged
The target falls Asleep from a heavenly kiss. (Actually, it passes out from fear.)
Fighting · Physical · 2 AP · ★ Power · 1 AC · Contact
Low Kick’s Power is equal to the target’s weight divided by 10 (maximum 36). The bigger they are…
Fighting · Physical · 2 AP · 7 Power · 1 AC · Contact
Strikes the target’s legs to Drop SPE by -5.
Normal · Status · 3 AP · Allies
Moves targeting you and your allies get can’t be Critical Hits for 5 rounds.
Psychic · Special · 6 AP · 10 Power · 1 AC · Ranged
Unleashes a peculiar light that flummoxes the target to Drop SDEF by -10.
Psychic · Status · 6 AP · Allies in Zone
A crescent prayer cures Poison, Burn, and Paralysis and Heals 3 Ticks.
Psychic · Status · 6 AP · Self
The user Faints. The Pokémon that switches in is fully healed, has all AP restored, and cured of all Status Problems.
Bug · Physical · 3 AP · 10 Power · 1 AC · Contact
Drops ATK by -5. Leaps at the target, persuading them to avoid getting too close to a bug again.
Psychic · Special · 2 AP · 13 Power · 1 AC · Ranged
On 11+, Drops SDEF by -5. A mind-bending release of light.
Fighting · Physical · 1 AP · 2 Power · 1 AC · Contact
Priority. You could hear the sound barrier break if the impact didn’t drown it out.
Psychic · Status · 3 AP · Can’t miss AC · Self
Super-Priority. Reflect Status Moves targeting Magic Coat’s user this round at the Move’s user.
Psychic · Status · 0 AP · 1 AC · Ranged
Changes the target’s typing to Psychic with a concotion cloud.
Psychic · Status · 0 AP · Field
For the next 5 rounds, all held items lose their effects. Weaponized ascetism.
Grass · Special · 0 AP · 6 Power · Can’t miss AC · Ranged
Curious leaves chase down the target.
Fairy · Physical · 4 AP · 14 Power · 1 AC · Contact
Confuses on 16+. A dizzying driveby accelerates into the target.
Fire · Special · 4 AP · 14 Power · 6 AC · Ranged
Binds and Traps the target for 3 rounds, dealing 2 Ticks of HP Loss between rounds. A roiling cauldron of superheated lava.
Steel · Physical · 0 AP · 6 Power · Can’t miss AC · Ranged
Steel orbs stick to the target, then rupture.
Electric · Status · 4 AP · Self
The user gains Levitate for 5 rounds by manipulating electromagnetic fields.
Electric · Status · 0 AP · Allies
Strange currents Boost the DEF and SDEF of allies and the user with Plus or Minus by +5 each.
Ground · Physical · 4 AP · ★ Power · 1 AC · Ranged - Others In Zone
Magnitude’s Power is equal to the Attack Roll. Magnitude can hit underground targets with doubled Power, like those using Dig. Richter roulette. If there is only one target, Magnitude’s Power doubles.
Steel · Special · 6 AP · 9 Power · 1 AC · Ranged - Foes in Zone
Sprays a gold rush of coins, then Drops the user’s SATK by -5. Scatters coins worth 10× the user’s level if used in battle; the battle’s winner gets to pocket the coins. If there is only one target, Make It Rain gets +9 Power.
Poison · Special · 4 AP · 14 Power · 1 AC · Ranged
Badly Poisons on 10+. A corrosive rope snares and pours in toxins.
Fighting · Status · 4 AP · Allies In Zone
Protects allies and the user from non-Status Moves. Mat Block can only be used on the round the user enters battle.
Grass · Special · 4 AP · 10 Power · 2 AC · Ranged - Foes in Zone
Burns on 16+. A cannonade of stirred-up tea that Drains half the damage dealt.
Normal · Status · 4 AP · Can’t miss AC · Ranged
If the foe has declared a Damaging Move but has yet to resolve that Move, becomes that same Move on that foe. Gets extra +5 damage for the copied Move.
Normal · Status · 2 AP · Can’t miss AC · Ranged
Bypasses Protection. The target can’t switch out or Shift to other Zones while the user stays in battle. Pins the target with an arresting stare.
Psychic · Status · 0 AP · Self
Boosts ATK by +5. Concentration in a yoga pose unlocks the body’s strength.
Grass · Special · 1 AP · 2 Power · 1 AC · Ranged
Desiccates the target to Drain half the damage dealt.
Normal · Physical · 2 AP · 18 Power · 6 AC · Contact
A megaton heel strike.
Normal · Physical · 0 AP · 10 Power · 4 AC · Contact
A megaton uppercut.
Bug · Physical · 3 AP · 18 Power · 4 AC · Contact
A scooping horn strike that could flip a tank.
Dark · Status · 1 AP · Can’t miss AC · Ranged
The user faints, but Drop the target’s ATK and SATK by -10 each.
Steel · Physical · 4 AP · ★ Power · Can’t miss AC · Ranged
The last character who damaged the user loses HP equal to 1.5× the total damage the user has taken since the beginning of this Round.
Steel · Physical · 0 AP · 4 Power · 1 AC · Contact
On 18+, Boosts ATK by +5, even if it misses. Steel-sharp claws rake the target.
Steel · Status · 1 AP · 4 AC · Ranged
Sonic. Drops SDEF by -10. An awful rasp that leaves ears ringing.
Fighting · Physical · 5 AP · 24 Power · 1 AC · Ranged
Exhausting. Jousts with a skyscreaming charge.
Rock · Special · 3 AP · 18 Power · 3 AC · Ranged
This turn: Boost the user’s SATK by +5. Next turn: Blasts pallasite power at the target.
Steel · Physical · 3 AP · 12 Power · 3 AC · Contact
On 18+, Boosts ATK by +5, even if it misses. A punch like a meteor impact.
Normal · Status · 0 AP · Self
Metronome randomly uses any other Move.
Rock · Physical · 4 AP · 13 Power · 1 AC · Contact
Bypasses Protection. Wields light accumulated atop the user’s head into a powerful edge.
Normal · Status · 6 AP · Self
Heals half Max HP with nourishing bone juice.
Normal · Status · 2 AP · Can’t miss AC · Ranged
The Move the target last used replaces Mimic on the user’s Move List for the rest of the battle.
Fire · Special · 3 AP · 12 Power · 1 AC · Ranged - Others in Zone
The user loses 50% of their HP. (This isn’t Recoil.) The user’s head explodes. If there is only one target, Mind Blown does +12 damage.
Normal · Status · 1 AP · Can’t miss AC · Ranged
With supernatural sense, the next Move by the user at the target can’t miss.
Normal · Status · 2 AP · Self
Boosts Evasion by +4, but gives +1 Effectiveness to incoming Body Slam, Stomp, Dragon Rush, Heat Crash, Flying Press, and Heavy Slam Moves. Compresses the user’s body.
Psychic · Status · 0 AP · Can’t miss AC · Ranged
While the user and target stay in battle, the user ignores the target’s Evasion Boosts and Psychic Immunities. The eye of justice is unswayed.
Psychic · Special · 2 AP · Self
Delayed. The last character that damaged the user with a Special Move this round loses twice the HP they made the user lose. Mirror Coat can’t hit targets immune to Psychic.
Flying · Status · 3 AP · ★ Power · Can’t miss AC · Ranged
Parroty mimicry uses the Move the target used last. You may choose new targets for it.
Steel · Special · 1 AP · 7 Power · 4 AC · Ranged
On 16+, Drops Accuracy Rate by -2. A flash of light from the user’s polished body.
Ice · Status · 4 AP · Allies
Affected allies can’t have their Stats changed by other characters for 5 rounds. Mist lasts 1 round less for each ally (including the user) you choose to target when using it.
Psychic · Special · 2 AP · 13 Power · 1 AC · Ranged
On 11+, Drops SATK by -5. A ball of dew douses the target.
Fairy · Special · 2 AP · 14 Power · 1 AC · Ranged - Others in Zone
Does +10 damage if the user stands on Misty Terrain. The user faints in a fantastical kaboom.
Fairy · Status · 4 AP · Field
The field becomes Misty for 5 rounds. (Characters standing on Misty Terrain get +1 Resistance to Dragon-Type damage and are immune to Burn, Paralysis, Poison, Sleep, Freeze, and Confusion.)
Fairy · Special · 4 AP · 13 Power · 1 AC · Ranged
On 15+, Drops SATK by -5. A bundle of lunar X-rays.
Ghost · Special · 4 AP · 14 Power · 1 AC · Ranged
A sinister ray that ignores targets’ Abilities while attacking.
Fairy · Status · 6 AP · Self
Heals a number of Ticks depending on the Weather: 5 in clear weather, 8 in Harsh Sunlight, and 3 for others.
Normal · Status · 6 AP · Self
Heals a number of Ticks depending on the Weather: 5 in clear weather, 8 in Harsh Sunlight, and 3 for others.
Poison · Physical · 2 AP · 1 Power · 1 AC · Contact - Foes in Zone
Poisons targets, destroys all Hazards targeting allies, and removes the user’s Trapped or Leech Seed status. A killer twist around the mortal coil.
Ice · Physical · 3 AP · 18 Power · 7 AC · Ranged
Flinches on 15+. Drives huge hailstones with an iceberg wind.
Ground · Special · 1 AP · 7 Power · 4 AC · Ranged
On 16+, Drops Accuracy Rate by -1. A hard-packed ball of mud bursts on the target.
Ground · Special · 2 AP · 5 Power · 1 AC · Ranged
Drops SPE by -5. A blob of wet mud clings to the target.
Ground · Status · 1 AP · Field
Characters in the Zone Resist Electric an extra step for 5 rounds. Frolicking in the mud makes a mess.
Ground · Special · 0 AP · 1 Power · 1 AC · Ranged
Drops Accuracy Rate by -1. A spray of mud right in the eyes.
Water · Special · 3 AP · 6 Power · 4 AC · Ranged - Foes in Zone
On 16+, Drops Accuracy Rate by -1. Drops a swamp on ‘em. If there’s only one target, Muddy Water does +6 damage.
Normal · Physical · 4 AP · 18 Power · 1 AC · Contact
Slams into the target cloaked in high energy. Multi-Attack’s Type matches a Held Type Memory.
Fire · Special · 2 AP · 9 Power · 1 AC · Ranged
Drops SATK by -5 with a sealing ring of flame.
Psychic · Special · 3 AP · 8 Power · 2 AC · Ranged
A mysterious force Boosts the higher of the user’s ATK and DEF, then does the same for their SATK and SDEF.
Dark · Status · 2 AP · Self
Boosts SATK by +10. Bad intentions have a way of gripping the mind.
Normal · Special · 3 AP · ★ Power · 1 AC · Ranged
Natural Gift’s Power and Type depend on the user’s held Berry which is destroyed (not consumed). If the user has two berries, choose one.
Normal · Status · 2 AP · ★ Power · ★ AC · ★
Nature Power becomes a Move according to the current environment:
Fairy · Special · 3 AP · 3 AC · Ranged
The force of nature halves the target’s current HP.
Grass · Physical · 0 AP · 6 Power · 1 AC · Contact
Flinches on 15+. Wild swinging of thorny arms.
Dark · Special · 3 AP · 11 Power · 3 AC · Ranged
On 13+, Drops Accuracy Rate by -1. A pitch-black shockwave ripples through the target.
Ghost · Special · 0 AP · 1 AC · Ranged
The target loses HP equal to 3× the user’s Level. Don’t apply Weakness or Resistance, but apply Immunities. An apparition frightens the life out of the target.
Dark · Physical · 2 AP · 8 Power · 1 AC · Contact
Critical Hit on 18+. Gashes the target merely to test out the user’s sharpness.
Ghost · Status · 1 AP · 1 AC · Ranged
If the target is Asleep, scary dreams make them lose 3 Ticks of HP between rounds until they awaken.
Fighting · Status · 2 AP · Self
Traps the user and Boosts all Stats by +5 each, unless the user is already Trapped by No Retreat. Fills the user with willpower.
Normal · Status · 1 AP · Can’t miss AC · Ranged
Sonic. Drops ATK and SATK by -5 each. A war cry that cows foes.
Poison · Physical · 4 AP · 14 Power · 1 AC · Contact
Poisons on 16+. A nitrous oxide speed burst accelerates into the target.
Electric · Physical · 2 AP · 1 Power · 1 AC · Contact
Paralyzes the target by rubbing electrified cheeks against it.
Flying · Special · 3 AP · 10 Power · 1 AC · Contact
The user gains HP equal to the Damage Roll. A shrouded wing of death.
Dark · Status · 6 AP · Self
Super-Priority. Protects the user from non-Status Moves and Drops DEF by -6 for attackers who make contact. Blocks obstinately enough to knock off-guard.
Water · Special · 0 AP · 7 Power · 4 AC · Ranged
On 11+, Drops Accuracy Rate by -2. A bullet of ink aimed at the eyes.
Fighting · Status · 2 AP · 1 AC · Ranged
Traps the target. The target Drops DEF and SDEF by -5 between Rounds until they leave battle. Wraps a poor sucker up and squeezes.
Normal · Status · 0 AP · Can’t miss AC · Ranged
While the user and target stay in battle, ignore the target’s Evasion Boosts and Normal/Fighting Immunities. Reveals the target via scent tracking.
Ghost · Special · 4 AP · 3 Power · 1 AC · Ranged - Foes in Zone
On 19+, Boosts all the user’s Stats by +5, even if it misses. A foreboding breeze that sometimes brings ill luck. If there’s only one target, Ominous Wind does +6 damage.
Dragon · Physical · 4 AP · 10 Power · 1 AC · Ranged
The dinner bell tolls for thee. If the user is being commanded by Tatsugiri, Boost one of their Stats by +5 based on Tatsugiri’s form: Droopy for DEF, Curly for ATK, and Stretchy for SPE.
Water · Special · 4 AP · 8 Power · 4 AC · Ranged - Foes in Zone
Brilliant blue lights strike with the pressure of the Abyssal Zone. If there’s only one target, Origin Pulse does +8 damage.
Dragon · Physical · 4 AP · 18 Power · 2 AC · Contact - Random Foe
Used for the next 2 turns, then Confuses the user. A tantrum of imperial wrath.
Electric · Special · 3 AP · 5 Power · 1 AC · Ranged - Foes in Zone
Sonic. Twangs the right strings to ruin the day. If there’s only one target, Overdrive does +5 damage.
Fire · Special · 4 AP · 20 Power · 3 AC · Ranged
Drops the user’s SATK by -10. Burns the user’s fuel supply faster than it can sustain.
Normal · Status · 2 AP · Can’t miss AC · Ranged
Average the user’s and the target’s HP together. Makes things a little more fair.
Electric · Special · 3 AP · 4 Power · 1 AC · Ranged - Others In Zone
Drains half the total damage dealt. Steals electrons from the surroundings. If there is only one target, Parabolic Charge does +4 damage.
Dark · Status · 3 AP · Can’t miss AC · Ranged
Sonic. Drops the target’s ATK and SATK by -5 each, then switches out, even if the user is Trapped. Choose the replacement when choosing this Move.Threatens to be back again someday.
Normal · Physical · 0 AP · 2 Power · 1 AC · Ranged
Scatters coins worth 10× the user’s level if used in battle; the battle’s winner gets to pocket the coins.
Dark · Physical · 1 AP · 4 Power · 1 AC · Contact
If the target already took their turn this round, Payback does +10 damage.
Flying · Physical · 0 AP · 1 Power · 1 AC · Contact
Bonks with a beak, or something like one.
Normal · Status · 4 AP · Can’t miss AC · Field
Sonic. Bypasses Protection. All Pokémon on the field get a Perish Count of 3. At the start of each target’s turn, their Perish Count lowers by 1. When a Perish Count reaches 0, the Pokémon Faints. Pokémon lose Perish Counts upon leaving battle.
Grass · Physical · 3 AP · 12 Power · 1 AC · Ranged - Others In Zone
A violent storm of flowers lacerates targets. If there is only one target, Petal Blizzard does +6 damage.
Grass · Special · 4 AP · 18 Power · 1 AC · Contact - Random Foe
Used for the next 2 turns, then Confuses the user. A boisterous dance that pelts targets with flowers.
Ghost · Physical · 2 AP · 12 Power · 1 AC · Contact
First turn: The user disappears from the field. Next turn: The user appears next to a target and attacks. Bypasses and removes Protection on hit.
Psychic · Special · 4 AP · 14 Power · 1 AC · Ranged
Ignores targets’ Abilities while attacking. If the user’s ATK is higher than their SATK, Photon Geyser becomes Physical. A pillar of light erupts beneath the target.
Electric · Special · 2 AP · 4 Power · Can't Miss AC · Ranged
If the user was fed Poffins today, gets +15 damage. Repays the trainer’s friendship in kind.
Bug · Physical · 3 AP · 6 Power · 3 AC · Ranged
Multi-strike. A barrage of pins like a hornet swarm’s stingers.
Electric · Physical · 4 AP · 14 Power · 1 AC · Ranged
Hypercharged matter arcs from the user’s claws, changing Normal-Type Moves to Electric for the rest of the round.
Normal · Status · 1 AP · Can’t miss AC · Ranged
Bypasses Protection. Drops ATK by -5. Psychological warfare.
Fairy · Physical · 3 AP · 12 Power · 3 AC · Contact
On 19+, Drops ATK by -5. Frolics wildly with the target and reckless abandon.
Flying · Physical · 2 AP · 6 Power · 1 AC · Contact
If the target holds a Berry, the user eats it and triggers the Berry’s effect. A bothersome beak bogarts Berries.
Poison · Physical · 1 AP · 4 Power · 1 AC · Contact
Badly Poisons on 11+. Sinks a toxic bite into the target.
Poison · Status · 4 AP · 3 AC · Ranged - Foes in Zone
Poisons all targets. A sprayed cloud of corrosive toxin.
Poison · Physical · 3 AP · 10 Power · 1 AC · Contact
Poisons on 15+. A strike steeped in potent poison.
Poison · Status · 2 AP · 6 AC · Ranged
The target is Poisoned. Toxic dust inhaled by the unwary. Grass-Types are immune to Poison Powder.
Poison · Physical · 0 AP · 1 Power · 1 AC · Ranged
Poisons on 17+. Stabs with a small barb.
Poison · Physical · 0 AP · 4 Power · 1 AC · Contact
Critical Hit on 18+, Poisons on 19+. Slams the target with a tail leaking toxins.
Bug · Special · 7 AP · 12 Power · 1 AC · Ranged
An exploding pollen puff. If the target is an ally, instead heals half Max HP with a fuzzy treat.
Ghost · Physical · 1 AP · 16 Power · 3 AC · Ranged
Fails if used on a target with no Held Item. Beats a victim with their possessed inventory.
Normal · Physical · 3 AP · 2 Power · 3 AC · Contact
The user’s fellows multiply like mice for a incisor-slicing combo. Hits a number of times equal to half of the Attack Roll.
Bug · Physical · 0 AP · 4 Power · 1 AC · Contact
Springs onto the target, Dropping SPE by -5.
Normal · Physical · 0 AP · 2 Power · 1 AC · Contact
The most basic strike.
Bug · Status · 0 AP · Can’t miss AC · Ranged
Priority. Dusts the target with combustible dust. If the target uses a Fire Move this round, the scales explode, the target loses 3 Ticks, and the Fire Move does nothing. (It still spends AP.) Grass-Types are immune to Powder.
Ice · Special · 2 AP · 2 Power · 1 AC · Ranged - Foes in Zone
Freezes on 19+. A flurry of chilly snow.
Rock · Special · 2 AP · 10 Power · 1 AC · Ranged
A ray of light that sparkles like gemstones.
Normal · Status · 4 AP · Self
A deeper power switches the user’s ATK with DEF and their SATK with SDEF until they leave battle.
Psychic · Status · 4 AP · Can’t miss AC · Ranged
A strange power averages the user’s ATK and SATK with the target’s until the end of the battle. Ignore Boosts/Drops.
Psychic · Status · 2 AP · Can’t miss AC · Ranged
The user and target trade ATK and SATK Boosts/Drops.
Psychic · Status · 4 AP · Self
A deep psychic power switches ATK and DEF until the user leaves battle.
Dark · Physical · 1 AP · 1 Power · 1 AC · Contact
For every +1 Boost the user has, add +1 to Power Trip’s damage. A boasting, audacious attack.
Grass · Physical · 4 AP · 18 Power · 4 AC · Contact
Lashes the target with a thick vine or tentacle.
Fighting · Physical · 1 AP · 2 Power · 1 AC · Contact
Boosts the user’s ATK by +5. Practice hardens the user’s fists.
Ground · Physical · 4 AP · 9 Power · 4 AC · Ranged - Foes in Zone
Sharp stone plates slice through the earth and the target. If there’s only one target, Precipice Blades does +9 damage.
Normal · Physical · 0 AP · ★ Power · 3 AC · Ranged
Present’s Power is equal to its Attack Roll. On 16+, the target instead Heals 3 Ticks.
Psychic · Special · 6 AP · 26 Power · 1 AC · Ranged
Exhausting. Shoots lasers split with a prism.
Normal · Status · 5 AP · Self
Super-Priority. Protects the user. A defensive stance.
Psychic · Special · 2 AP · 7 Power · 1 AC · Ranged
Confuses on 19+. A peculiar ray that’s bad to look at.
Psychic · Physical · 3 AP · 10 Power · 1 AC · Contact
Rends with an ethereal edge. Psyblade gets +8 Power if the user is on Electric Terrain.
Normal · Status · 2 AP · Can’t miss AC · Self
The user’s Boosts/Drops change to match the target’s with the power of self-hypnosis.
Psychic · Special · 3 AP · 12 Power · 1 AC · Ranged
On 17+, Drops SDEF by -5. Psychokinetic force bedevils the target.
Psychic · Physical · 3 AP · 11 Power · 1 AC · Contact
Before successfully inflicting damage, destroy the target party’s Reflects, Light Screens, and Aurora Veils. Telekinetic teeth tear the target.
Psychic · Special · 2 AP · 9 Power · 1 AC · Ranged
Sonic. For 2 turns, the target can’t heal HP and their Moves that Heal or Drain are disabled. Unpleasant sound waves that ring through the mind.
Psychic · Status · 4 AP · Field
The field becomes Psychic for 5 rounds. (Characters standing on Psychic Terrain are immune to Priority Moves, and damaging Psychic Moves gain +5 damage.)
Psychic · Special · 5 AP · 22 Power · 3 AC · Ranged
Drops the user’s SATK by -10. A neuron-fraying release of psychic energy.
Psychic · Physical · 2 AP · 8 Power · 1 AC · Ranged
Critical Hit on 18+. Psychic blades slice into the target.
Psychic · Status · 3 AP · 1 AC · Ranged
The user gives one of their Status Problems to the target. Only usable if the target doesn’t already have the transferred Problem.
Psychic · Physical · 1 AP · 8 Power · 2 AC · Contact
Boosts the user’s DEF by +5. Cloaks with a psychic barrier and rushes the target.
Psychic · Special · 3 AP · 10 Power · 1 AC · Ranged
The target subtracts DEF from Psyshock’s damage instead of SDEF. A psychic wave lifts debris and clobbers the target with it.
Psychic · Special · 4 AP · 14 Power · 1 AC · Ranged
The target subtracts DEF from Psystrike’s damage instead of SDEF. An odd wave of pure force slams into the target.
Psychic · Special · 1 AP · ★ Power · 1 AC · Ranged
The target loses HP equal to 2× the user’s Level; ignore Stats and Weakness and Resistance, but not Immunity. Psywave’s Effectiveness changes with each Attack Roll:
Dark · Physical · 2 AP · 6 Power · 1 AC · Contact
Punishment does +2 damage for every +5 worth of Boosts the target has. Chastises the target for their hubris.
Poison · Status · 0 AP · Ranged
Cures the target of Poison, Paralysis, Burn, Frozen, or Sleep. If it does, heal half the user’s Max HP. Pyukumuku thinks disease is delicious!
Dark · Physical · 2 AP · 2 Power · 1 AC · Contact
If the target flees or switches out this round, Pursuit prevents them from leaving and does +8 damage. Rubs cowardice in the target’s face.
Fire · Physical · 5 AP · 18 Power · 3 AC · Ranged
Burns on 19+. Scores that KO with a flame-wrapped rock.
Dark · Status · 0 AP · 1 AC · Ranged
The target’s SPE becomes 0 for the rest of the round. Aggravates the target into postponing its action.
Normal · Physical · 1 AP · 2 Power · 1 AC · Contact
Priority. A tackle of astonishing speed.
Fighting · Status · 5 AP · Allies
Super-Priority. Quick Guard protects allies and the user from other Priority Moves this round. Can be used consecutively.
Bug · Status · 3 AP · Self
Boosts SATK, SDEF, and SPE by +5 each with a beautiful dance like a flitting butterfly.
Normal · Physical · 0 AP · 1 Power · 1 AC · Contact
Until the user’s next turn, Boost the user’s ATK by +5 whenever damaged by a Move, even if Rage misses. Get mad, then get even.
Ghost · Physical · 3 AP · 4 Power · 1 AC · Contact
Converts anger into punch energy. Each time a Physical or Special Move hits the user, Rage Fist gets +4 Power.
Bug · Status · 3 AP · Self
Priority. Foes must target the user (if possible) with their Moves for the rest of the round. Grass Types are immune. Scatters a cloud of irritating spores.
Normal · Physical · 4 AP · 12 Power · 1 AC · Contact
Raging Bull’s Type matches the user’s second Type if it has one, otherwise their first Type. Before successfully inflicting damage, destroy the target party’s Reflect, Light Screen, and Aurora Veil. A tackle tougher than a bullring barrier.
Fire · Physical · 4 AP · 18 Power · 2 AC · Ranged - Random Foe
Used for the next 2 turns, then Confuses the user. A vicious flame-spewing rampage.
Water · Status · 4 AP · Field
The weather becomes Rainy for 5 rounds. (Water Moves do +10 damage, and Fire Moves have their damage reduced by -10.)
Normal · Physical · 1 AP · 4 Power · 1 AC · Contact
Boosts the user’s SPE by +5, destroys all Hazards targeting allies, and removes the user’s Trapped or Leech Seed status. Rotates quickly to throw off hindrances.
Grass · Physical · 3 AP · 3 Power · 3 AC · Ranged - Foes in Zone
Critical Hit on 18+. Sharp leaves scrape targets. If there is only one target, Razor Leaf does +3 damage.
Water · Physical · 2 AP · 9 Power · 1 AC · Contact
On 11+, Drops DEF by -5. A seashell blade with a serrated edge.
Normal · Special · 0 AP · 5 Power · 1 AC · Ranged - Foes in Zone
This turn: the user whips up a whirlwind. Next turn: blades of wind strike, with a Critical Hit on 18+. If there is only one target, Razor Wind does +5 damage.
Normal · Status · 6 AP · Self
The user heals half of its max HP. Stimulates cell division.
Normal · Status · 2 AP · Self
The last item consumed by the user reappears as if they hadn’t consumed it. Waste not, want not!
Psychic · Status · 4 AP · Allies
Physical Moves targeting yourself and affected allies get -1 Effectiveness for 5 rounds. Reflect lasts 1 round less for each ally you choose to target when using it.
Normal · Status · 0 AP · Can’t miss AC · Ranged
Until the end of the battle, change the user’s Types to copy the target’s Types.
Normal · Status · 1 AP · Self
Cures the user of Poison, Burn, and Paralysis. A breather cures what ails you.
Normal · Special · 3 AP · 5 Power · 1 AC · Ranged - Foes in Zone
Sonic. Sleep on 16+. An ancient song of emotions past. If there is only one target, Relic Song does +5 damage.
Meloetta swaps Formes when it uses Relic Song.
Psychic · Status · 4 AP · Self
Inflicts Sleep with no saving throw. If the user successfully fell asleep, fully heal their HP and Status Problems. They wake up at the end of their turn in 2 rounds. A psychically-induced power nap.
Normal · Physical · 2 AP · 8 Power · 1 AC · Contact
Retaliate does +8 damage if an ally Fainted the previous round. Fueled by indignation for fallen comrades.
Normal · Physical · 1 AP · 4 Power · 1 AC · Contact
If the user was fed Poffins today, Return does +15 damage. If the user has fainted today, Return has 0 Power. Repays a trainer’s favor in kind.
★ · Special · 2 AP · 12 Power · 1 AC · Ranged
Revelation Dance’s Type matches the user’s first Type. Attacks by dancing very hard.
Fighting · Physical · 2 AP · 6 Power · 1 AC · Contact
Delayed. If the target damaged the user this round, Revenge does +12 damage.
Fighting · Physical · 2 AP · ★ Power · 1 AC · Contact
Does +4 damage for every Tick of HP the user has lost. A power unlocked by imminent peril.
Normal · Status · 15 AP · Self
Bestows a loving blessing to revive a Fainted party Pokémon with 50% of its HP.
Electric · Special · 2 AP · 8 Power · 1 AC · Ranged
Does +10 damage to targets standing on Electric Terrain. Pulls the electricty from eons of lightning back out into some poor fool.
Normal · Status · 3 AP · Can’t miss AC · Ranged
Delayed. Sonic. Bypasses Protection. Scares wild targets into fleeing, and trained targets switch out for a random party member.
Dragon · Special · 5 AP · 24 Power · 3 AC · Ranged
Exhausting. A power that distorts even time.
Rock · Physical · 3 AP · 6 Power · 3 AC · Ranged
Multi-strike. Rolls a variety of boulders at the target.
Normal · Physical · 0 AP · 12 Power · 4 AC · Contact
Confuses on 17+.
The user can scale cliffs, brick buildings, and other rough vertical surfaces without breaking a sweat.
Rock · Status · 2 AP · Self
Boosts SPE by +10. Smoothing off edges reduces drag and rolling friction.
Rock · Physical · 4 AP · 5 Power · 3 AC · Ranged - Foes in Zone
Flinches on 17+. Clobbers foes with rocks from above. If there is only one target, Rock Slide does +5 damage.
Fighting · Physical · 0 AP · 2 Power · 1 AC · Contact
On 17+, Drops DEF by -5.
The user can shatter fragile rocks and weakened structures with one blow.
Rock · Physical · 0 AP · 4 Power · 3 AC · Ranged
Tosses a small stone.
Rock · Physical · 2 AP · 6 Power · 1 AC · Ranged
Drops SPE by -5. Surrounds the target with boulders to restrict its movement.
Rock · Physical · 5 AP · 24 Power · 3 AC · Ranged
Exhausting. Launches a bus-sized boulder.
Psychic · Status · 4 AP · Can’t miss AC · Ranged
Bypasses Protection. The user gains a random one of the target’s Abilities until the user leaves battle.
Fighting · Physical · 0 AP · 6 Power · 4 AC · Contact
Flinches on 15+. A roundhouse kick to the head.
Rock · Physical · 1 AP · 1 Power · 3 AC · Contact
Use Rollout each turn until it hits 5 times or misses once. Each successful hit increases damage by +5 until it ends. Gain momentum like a rolling stone.
Flying · Status · 6 AP · Self
The user Heals half of its full HP and loses Flying-Type until their next turn. Flight is tiresome.
Ground · Status · 0 AP · Field
Bypasses Protection. Boosts in-Zone Grass-Types’ ATK and SATK by +5 each. Tilled soil vitalizes plants.
Normal · Special · 2 AP · 6 Power · 1 AC · Ranged
Sonic. The first time an ally uses Round this round, all other users take their turn right after with +10 damage. An a capella armada.
Dark · Special · 3 AP · 3 AC · Ranged
Summons a ruinous disaster to halve the target’s current HP.
Fire · Physical · 4 AP · 14 Power · 3 AC · Ranged
Burns on 11+. Razes with an intense, mystical flame.
Fighting · Physical · 3 AP · 12 Power · 1 AC · Contact
Ignores DEF and Evasion Boosts. A blade or long horn wielded with expert swordsmanship.
Normal · Status · 4 AP · Allies
Yourself and affected allies can’t get Status Problems from other characters for 5 rounds. Safeguard lasts 1 round less for each ally (except the user) you choose to target when using it.
Rock · Physical · 3 AP · 2 Power · 1 AC · Ranged
Salt-cures the target to lose 2 Ticks every turn until they switch out. Steel- and Water-Types lose 4 Ticks each turn instead.
Ground · Status · 1 AP · 1 AC · Ranged
The target gets -2 Accuracy Rate. Tosses sand in their face.
Ground · Physical · 3 AP · 1 Power · 4 AC · Ranged
Binds and Traps the target in an excoriating dust devil for 3 rounds, dealing 2 Ticks of HP Loss between rounds.
Ground · Special · 3 AP · 14 Power · 4 AC · Ranged - Foes in Zone
Burns on 15+. If Rainy, can’t miss. Summons a sirocco of fierce wind and blistering-hot sand.
Rock · Status · 4 AP · Field
The weather becomes Sandstorm for 5 rounds. (All non-Ground, Rock, or Steel-Types lose a Tick of HP between rounds, and Rock-Types get +10 SDEF.)
Grass · Physical · 4 AP · 12 Power · 1 AC · Ranged
Sets Leech Seed on the target. (Until the target leaves battle, Drains a Tick of HP from them between rounds.) A fast-growing stalk beans the foe.
Water · Special · 3 AP · 10 Power · 1 AC · Ranged
Burns on 15+. Spouts boiling water at the target.
Dragon · Physical · 2 AP · 1 Power · 3 AC · Ranged
Multi-Strike. Boosts the user’s SPE by +5 and Drops DEF by -5. Violently sheds heavy scales at the target.
Normal · Status · 2 AP · 1 AC · Ranged
Drops SPE by -10. Roots the target to the spot with a petrifying expression.
Ground · Special · 2 AP · 8 Power · 1 AC · Contact
Burns on 15+. Blasts the target with sun-superheated sand.
Normal · Physical · 0 AP · 2 Power · 1 AC · Contact
Claws rake the target.
Normal · Status · 1 AP · 4 AC · Ranged
Sonic. Drops DEF by -10. An earsplitting screech lowers the target’s guard.
Fire · Special · 4 AP · 7 Power · 1 AC · Ranged - Others In Zone
Burns on 15+. An inferno of scarlet flames torches everything around the user. If there is only one target, Searing Shot does +7 damage.
Normal · Special · 0 AP · 8 Power · 1 AC · Ranged
Secret Power’s effect activates on 17+ and depends on the current terrain.
Fighting · Special · 3 AP · 11 Power · 1 AC · Ranged
The target subtracts their DEF from Secret Sword’s damage instead of their SDEF. A dueling strike backed by an odd power.
Grass · Physical · 2 AP · 10 Power · 1 AC · Ranged
A barrage of hard-shelled seeds detonate from above.
Grass · Special · 5 AP · 18 Power · 4 AC · Ranged
Drops SDEF by -10 on 12+. A pollutant-cleansing shockwave that leaves foliage.
Fighting · Physical · 0 AP · 1 AC · Contact
The target loses HP equal to 3× the user’s level. Ignore Stats and Weakness and Resistance, but not Immunity. A gravity-fed throw.
Normal · Physical · 2 AP · 17 Power · 1 AC · Ranged - Others In Zone
The user Faints in a respectable kaboom. If there is only one target, Self-Destruct does +17 damage.
Ghost · Special · 3 AP · 10 Power · 1 AC · Ranged
On 17+, Drops SDEF by -5. A blob of gloom and doom.
Shadow · Physical · 0 AP · 20 Power · 1 AC · Ranged
Critical hit on 18+. A wicked blade of air is formed using a shadowy aura.
Shadow · Physical · 0 AP · 4 Power · 1 AC · Contact
A Pokémon throws this tackle while casting a shadowy aura.
Shadow · Special · 0 AP · 18 Power · 1 AC · Ranged
Paralyzes on 18+. A shadowy thunder attack.
Ghost · Physical · 3 AP · 11 Power · 1 AC · Ranged
On 17+, Drops DEF by -5. Beats the target with a possessed bone.
Shadow · Physical · 0 AP · 18 Power · 1 AC · Contact
A shattering ram attack with a shadowy aura.
Shadow · Special · 0 AP · 18 Power · 1 AC · Ranged
Freezes on 18+. A shadowy ice attack.
Ghost · Physical · 2 AP · 8 Power · 1 AC · Contact
Critical Hit on 18+. Sharpened shadows rake the target.
Shadow · Status · 0 AP · 1 AC · Ranged - Foes in Zone
A shadowy aura Drops foes’ DEF by -10.
Shadow · Physical · 0 AP · 36 Power · 9 AC · Contact
A shadowy ram attack that cuts the user’s current HP by ½ if it hits.
Shadow · Special · 0 AP · 18 Power · 1 AC · Ranged
Burns on 18+. A shadowy fireball attack.
Ghost · Physical · 4 AP · 18 Power · 1 AC · Contact
First turn: The user disappears. Next turn: The user appears next to a target and attacks. Bypasses and removes Protection on hit.
Shadow · Status · 0 AP · 1 AC · Ranged - All in Zone
Exhausting. A shadowy aura’s energy cuts targets’ current HP in ½.
Shadow · Status · 0 AP · 5 AC · Ranged - Foes in Zone
Traps targets with a shadowy aura as long as the user remains in battle.
Shadow · Status · 0 AP · 1 AC · Ranged - Foes in Zone
A shadowy aura sharply cuts foes’ evasiveness.
Shadow · Status · 0 AP · 9 AC · Ranged - Foes in Zone
Sonic. A shadowy aura emanates to Confuse targets.
Ghost · Physical · 0 AP · 6 Power · Can’t miss AC · Contact
A punch from the shadows to wallop an unsuspecting target.
Shadow · Special · 0 AP · 16 Power · 1 AC · Ranged - Foes in Zone
A shadowy aura in the ground launches spikes through foes. If there is only one target, gets +16 Power.
Shadow · Physical · 0 AP · 24 Power · 1 AC · Contact
Recoil 1 Tick. Ignores Type; always 1× Effectiveness. Enters Hyper Mode instead of attacking on a roll of 13+. If in Hyper Mode, critical hit on 3+.
Shadow · Status · 0 AP · 1 AC · Field
A shadowy aura eliminates Reflect, Light Screen, Safe Guard, and Aurora Veil.
Shadow · Status · 0 AP · 1 AC · Field
Bursts of light rain from shadowy aura clouds, hurting all but Shadow Pokémon for 5 turns for 1 tick between Rounds. Damaging Shadow Moves get +10 damage, and Weather Ball is powered up and becomes Typeless.
Ghost · Physical · 1 AP · 2 Power · 1 AC · Contact
Priority. The user’s shadow looms behind the target and smacks it.
Shadow · Special · 0 AP · 26 Power · 1 AC · Ranged - Foes in Zone
A shadowy aura whips up a vicious tornado.
Shadow · Special · 0 AP · 8 Power · 1 AC · Ranged - Foes in Zone
Shadowy aura waves are loosed to inflict damage. If there is only one target, gets +8 Power.
Normal · Status · 0 AP · Self
Boosts ATK by +5. Steepens angles to get spikier.
Normal · Status · 6 AP · Self
The user puts 3 Ticks of their HP into a severed tail; if they don’t have that much HP to give, Shed Tail fails. They then switch out and the tail protects the switched-in combatant like the Move Substitute would.
Ice · Special · 6 AP · 15 AC · Ranged
Add the user’s level and subtract the target’s level from the attack roll. Ignore Evasion and Accuracy Rate. Faints the target by absolute zero exposure. Accuracy is 17 if used by a non Ice-Type, fails on Ice-Type targets.
Poison · Special · 4 AP · 12 Power · 1 AC · Ranged
Poisons on 17+. Becomes a Contact Physical Move if it would do more damage (SATK − SDEF vs. ATK − DEF). A venom blaster that doubles as a club.
Normal · Status · 3 AP · Self
Shatters armor to Boost ATK, SATK, and SPE by +10 each, and Drop DEF and SDEF by -5 each.
Fire · Special · 0 AP · 24 Power · 1 AC · Ranged - Foes in Zone
Super-Priority. The trap immediately triggers the first time the user survives a Physical Move this round. Otherwise, the trap fails. If there is only one target, Shell Trap does +12 damage.
Steel · Status · 2 AP · Self
Hardens the user’s skin like iron to Boost DEF by +10 and Evasion by +2.
Steel · Status · 3 AP · Self
Boosts SPE by +10 and ATK by +5 from shifting into maximum overdrive.
Electric · Special · 0 AP · 6 Power · Can’t miss AC · Ranged
A jolt of electricity so fast it can’t be avoided.
Ground · Status · 6 AP · Self
Gathers sand to Heal ½ Max HP. Heals 3 more Ticks in a Sandstorm.
Bug · Special · 1 AP · 9 Power · 1 AC · Ranged
Confuses on 19+. A rapidly-flashing beam of insect communication.
Bug · Special · 4 AP · 16 Power · 7 AC · Ranged
Traps the target on 15+. Can’t miss targets on Grassy Terrain. A plague of silk-spewing insects.
Bug · Status · 5 AP · Self
Super-Priority. Protects the user. If the prevented Move made Contact, Drop the attacker’s SPE by -5. Spun silk tangles would-be attackers.
Bug · Special · 2 AP · 6 Power · 1 AC · Ranged
On 19+, Boosts all the user’s Stats by +5, even if it misses. A gross breeze that sometimes brings bug triumph.
Normal · Status · 3 AP · 1 AC · Ranged
Change the target’s Ability of your choice to Simple until the target leaves battle. A brainwashing attack.
Normal · Status · 1 AP · 10 AC · Ranged
Sonic. The target falls Asleep. A soothing lullaby in a calming voice.
Bug · Physical · 4 AP · 3 Power · 2 AC · Contact
Hits 6 times. Counts as both a punching Move and a kicking Move.
Fire · Physical · 4 AP · 12 Power · 1 AC · Contact
Burns the target with a searing charge.
Normal · Status · 0 AP · Can’t miss AC · Ranged
Permanently replace Sketch with the last Move the target used.
Psychic · Status · 5 AP · Can’t miss AC · Ranged
The user swaps an Ability of their choice with a random Ability from the target. Either regains their original Ability upon leaving battle.
Bug · Physical · 0 AP · 8 Power · 3 AC · Contact
Drops the target’s SATK by -5. Weaponizes the user’s creepy and/or crawly nature to unnervingly approach with a creeping strike.
Normal · Physical · 2 AP · 20 Power · 1 AC · Contact
This turn: The user tucks in their head, Boosting DEF by +5. Next turn: The user attacks with a rocket headbutt.
Flying · Physical · 4 AP · 22 Power · 3 AC · Ranged
This turn: The user ascends. Next turn: Pierces from the sky. Flinches on 17+, is a Critical Hit on 18+.
Flying · Physical · 1 AP · 6 Power · 1 AC · Contact
This turn: If Sky Drop successfully hits, the user carries the target into the air. The target cannot act until Sky Drop finishes.
Next turn: The user plummets the target into the ground, dealing Sky Drop’s damage. Does no damage to Flying-Types or targets with Levitate.
Fighting · Physical · 1 AP · 11 Power · 3 AC · Contact
Can hit high-flying targets, like those using Bounce, Fly, or Sky Drop. A rising uppercut driven high into the air.
Normal · Status · 6 AP · Self
The user Heals half of their max HP by taking a quick breather.
Normal · Physical · 0 AP · 10 Power · 4 AC · Contact
An improved strike with leverage.
Normal · Physical · 2 AP · 8 Power · 1 AC · Contact
Critical Hit on 18+. A sundering slice with sharp edges.
Grass · Status · 2 AP · 6 AC · Ranged
The target falls Asleep. Soporific dust inhaled by the unwary. Grass-Types are immune to Sleep Powder.
Normal · Status · 0 AP · Self
If the user is asleep: choose 2 of the user’s Moves, then use a DC10 roll to see which one to use despite being Asleep.
Poison · Special · 0 AP · 7 Power · 1 AC · Ranged
Poisons on 15+. Unsanitary goop douses the target.
Poison · Special · 3 AP · 12 Power · 1 AC · Ranged
Poisons on 15+. Explodes into a serious health hazard.
Poison · Special · 4 AP · 7 Power · 1 AC · Ranged - Others In Zone
Poisons on 19+. Swamps the Zone with a poisonous tide. If there is only one target, Sludge Wave does +7 damage.
Rock · Physical · 0 AP · 4 Power · 1 AC · Ranged
The target falls to the earth and loses Ground Immunity until its next turn. Can hit users of Fly, Bounce, and Sky Drop during the first turn, canceling the second turn. Knocks ‘em right outta the sky.
Steel · Physical · 1 AP · 8 Power · Can’t miss AC · Contact
Magnetizes the user’s horn(s) to seek the target.
Normal · Physical · 0 AP · 8 Power · 1 AC · Contact
If the target is Paralyzed, Smelling Salts does +8 damage and cures the target of Paralysis. Violently restores feeling to cramped muscles.
Poison · Special · 0 AP · 1 Power · 7 AC · Ranged
Poisons on 12+. Discharges foul gases.
Normal · Status · 2 AP · Ranged
Drops Accuracy Rate by -2 with an inky cloud that obscures the target’s vision.
Grass · Physical · 2 AP · 1 Power · 1 AC · Contact
Binds and Traps the target for 3 rounds, dealing 2 Ticks of HP Loss between rounds. Snares anything that moves.
Dark · Special · 3 AP · 3 Power · 3 AC · Ranged - Foes in Zone
Sonic. Drops SATK by -5. An angry, ranting shout. If there is only one target, Snarl does +3 damage.
Dark · Status · 1 AP · Ranged
Super-Priority. If the target uses a Self-Targeting Move this round, you gain the that Move’s benefits instead of the target. Thievery that knows no bounds.
Water · Special · 2 AP · 10 Power · 1 AC · Ranged
Ignores Abilities and Moves that would change its target. A perfect bullseye that accounts for everything.
Normal · Special · 0 AP · 4 Power · 1 AC · Ranged
Sonic. Flinches on 15+. Only usable when Asleep.
Ice · Status · 4 AP · Field
Summons a snowstorm for 5 rounds. (All Ice-Types get +10 DEF.)
Water · Status · 4 AP · 1 AC · Ranged
The target becomes Water-Type from a thorough drenching. (Resist Fire/Ice/Steel/Water, weak to Electric/Grass.)
Normal · Status · 6 AP · Ranged
The user Heals half its max HP. Eggs are good for you.
Grass · Special · 3 AP · 18 Power · 1 AC · Ranged
This turn: the user gathers sunlight. Next turn: fires an energy beam. In Harsh Sunlight, attacks on the first turn. In rain, gets -10 damage.
Grass · Physical · 3 AP · 19 Power · 1 AC · Contact
This turn: the user gathers sunlight. Next turn: looses an energy sword. In Harsh Sunlight, attacks on the first turn. In rain, gets -10 damage.
Normal · Special · 0 AP · ★ Power · 3 AC · Ranged
Sonic. A steady shockwave makes the target lose 15 HP. (Ignore Stats and Weakness and Resistance, but not Immunity.)
Dragon · Special · 4 AP · 14 Power · 3 AC · Ranged
Critical Hit on 18+. Rips the fabric of spacetime and also the target.
Electric · Physical · 2 AP · 7 Power · 1 AC · Contact
Paralyzes on 15+. A tackle crackling with static electricity.
Water · Special · 3 AP · 6 Power · 1 AC · Ranged - Others In Zone
Sonic. Cures targets of Burn. Bursts into song with many bubbles. If there is only one target, Sparkling Aria does +6 damage.
Fairy · Special · 4 AP · 12 Power · 1 AC · Ranged
A cyclone of scent overpowers the target and cures all Status Problem for allies and the user’s party.
Ghost · Physical · 4 AP · 12 Power · 1 AC · Contact
Hides in the target’s shadow to steal its Boosts, then attacks. Bypasses Substitute.
Psychic · Status · 4 AP · Ranged
An odd power exchanges SPE with the target.
Grass · Status · 0 AP · Ranged
Emits pure capsaicin to Boost ATK by +10 and Drop DEF by -10.
Bug · Status · 2 AP · Can’t miss AC · Ranged
Bypasses Protection. The target is Trapped while the user stays in battle. A snare of sticky silk.
Normal · Physical · 0 AP · 6 Power · 1 AC · Ranged
Multi-strike. Marine thorns torpedo the target.
Ground · Status · 4 AP · Field
Hazard. Foes that enter the Zone lose a Tick of HP for each time Spikes was used in the Zone.
Grass · Status · 6 AP · Self
Super-Priority. Thorny armor protects the user until the next round. Moves that make contact cause the attacker to lose 2 Ticks.
Steel · Physical · 2 AP · 14 Power · 1 AC · Contact
Strains legs to spin furiously, Dropping the user’s SPE by -10.
Fairy · Physical · 3 AP · 9 Power · 1 AC · Contact
Drops the target’s SATK by -5. An ogrish blow hits so hard nobody wants to continue.
Ghost · Physical · 3 AP · 10 Power · 1 AC · Ranged
Stitches the target’s shadow to the ground, Trapping it.
Normal · Special · 2 AP · ★ Power · 1 AC · Ranged
For each Stockpile the user has, Spit Up does +10 damage.
Afterward, the user’s Stockpiles are set to 0.
Ghost · Status · 3 AP · 1 AC · Ranged
The last Move the target used has its AP cost doubled.
Normal · Status · 0 AP · Self
The user hops around pathetically.
Water · Special · 3 AP · 12 Power · 1 AC · Ranged
Paralyzes on 15+. An electric wave washing over the front.
Grass · Status · 4 AP · Ranged
The target falls Asleep, unless it’s Grass-Type. Mushroom dust causes certain slumber.
Normal · Status · 3 AP · Ranged
Super-Priority. Shines a spotlight to attract the target’s foes’ attacks this round.
Fairy · Special · 3 AP · 7 Power · 4 AC · Ranged - Foes in Zone
On 15+, Drops that target’s ATK by -5. Summons a tempest brimming with love and hate. If there is only one target, Springtide Storm gains +7 Power.
Rock · Status · 4 AP · Field
Hazard. Foes entering battle lose 2 Ticks of HP. (Apply Weakness/Resistance, but not stats.)
Water · Special · 4 AP · 16 Power · 1 AC · Ranged
Burns on 15+. Douses the target with superheated steam.
Bug · Physical · 0 AP · 7 Power · 1 AC · Contact
Flinches on 15+. Curls up and flattens the target.
Steel · Special · 4 AP · 22 Power · 1 AC · Ranged
The user loses 50% of their HP. (This isn’t Recoil.) Fires built-up metal in a single shot.
Steel · Physical · 1 AP · 20 Power · 1 AC · Contact
Destroys all Terrain in the user’s Zone; fails if used without Terrain. Wrecks the field, then wrecks with the field.
Steel · Physical · 1 AP · 8 Power · 3 AC · Contact
On 15+, Boosts the user’s DEF by +5, even if Steel Wing misses. Stiff wings clatter against the target.
Bug · Status · 4 AP · Field
Hazard. Foes that enter the Zone have their SPE Drop by -5.
Normal · Status · 2 AP · Self
The user gains 1 Stockpile, to a maximum of 3. Each Stockpile Boosts DEF and SDEF by +5 each. You don’t want to know how this works.
Fire · Status · 2 AP · Self
Hot blooded enthusiasm suddenly fuels the user, Boosting SATK and SPE by +5 each.
Normal · Physical · 2 AP · 7 Power · 1 AC · Contact
Flinches on 15+. Brings a big foot down on the target.
Ground · Physical · 3 AP · 9 Power · 1 AC · Contact
If the user’s previous Move failed, missed, was stopped by a status problem, or had no effect on all its targets, Stomping Tantrum gets +10 Power. (But not if the targets Protected themselves.)
Rock · Physical · 2 AP · 7 Power · 2 AC · Contact
Swings axes that splinter into a Stealth Rock hazard.
Rock · Physical · 3 AP · 14 Power · 5 AC · Ranged
Critical Hit on 17+. Stabs the target with rock-hard points.
Psychic · Special · 1 AP · 1 Power · 1 AC · Ranged
For every +1 Boost the user has, add +1 to Stored Power’s damage.
Fighting · Physical · 3 AP · 6 Power · 1 AC · Contact
Always a Critical Hit. A throw that has trounced foes for centuries.
Fairy · Special · 3 AP · 12 Power · 3 AC · Ranged
Confuses on 17+. A scalding relaxing steam makes foes forget their reason to fight.
Normal · Physical · 1 AP · 10 Power · 1 AC · Contact
The user can heave objects tirelessly. Doubles as a fierce slugging.
Grass · Status · 6 AP · 1 AC · Ranged
Saps vitality, Healing the user by the amount of the target’s ATK. Then the target’s ATK Drops by -5.
Bug · Status · 3 AP · 3 AC · Ranged - Foes in Zone
Fires sticky silk thread to Drop the SPE of targets by -10.
· Physical · 0 AP · 4 Power · Can’t miss AC · Contact
Ignores Effectiveness, and the user loses 3 Ticks of HP. Better than nothing.
Bug · Special · 3 AP · 3 Power · 1 AC · Ranged - Foes in Zone
Drops SATK by -5. Weaponizes the inherent grossness of insects.
Normal · Status · 3 AP · Self
If the user holds a Berry, they eat it and Boost their DEF by +10, even if an effect prevents them from eating normally. If it’s time to eat, it’s time.
Grass · Status · 2 AP · 6 AC · Ranged
The target is Paralyzed. Grass-Types are immune to Stun Spore. Numbing dust inhaled by the unwary.
Fighting · Physical · 0 AP · 10 Power · 5 AC · Contact
Recoil ¼. A dangerous but flashy technique.
Normal · Status · 5 AP · Self
The user puts 3 Ticks of their HP into a substitute; if they don’t have that much HP to give, Substitute fails. The substitute is targeted instead of the user as long as it has HP, has the user’s Types and Stats, is immune to Status Problems and Status Moves, but is bypassed by Sonic Moves. Excess damage from Multi-Strike Moves carry over to the user.
Dark · Physical · 3 AP · 8 Power · 1 AC · Contact
Priority. If the target didn’t choose a damaging Move this round, Sucker Punch fails. If they’re coming for you, you know where they’re going.
Fire · Status · 4 AP · Field
The weather becomes Harsh Sunlight for 5 rounds. (Fire Moves do +10 damage, and Water Moves have their damage reduced by -10.)
Steel · Physical · 4 AP · 14 Power · 1 AC · Contact
A meteor-impact tacke that ignores targets’ Abilities while attacking.
Normal · Physical · 2 AP · ★ Power · 3 AC · Contact
The target loses ½ of its current HP from sharp incisors that can bisect anything.
Electric · Physical · 2 AP · 14 Power · 1 AC · Contact
If Supercell Slam misses or the target is Immune to Electric, the user loses 5 Ticks. An electrified dive that drops like thunder.
Fighting · Physical · 4 AP · 18 Power · 1 AC · Contact
Drops the user’s ATK and DEF by -5 each. A strength that seems to come with dullness.
Normal · Status · 1 AP · 10 AC · Ranged
Sonic. The target is Confused. An inaudible pitch messes with the inner ear.
Water · Special · 3 AP · 6 Power · 1 AC · Ranged - Others In Zone
Soaks the Zone with a swell of water. If there is only one target, Surf gains +12 Power.
The user can swim across the water’s surface without tiring.
Water · Physical · 4 AP · 1 Power · 1 AC · Contact
Always a Critical Hit. Hits 3 times. Only add STAB and ATK for the first hit, and the target only subracts DEF for the first hit. A neverending waterfall of hits.
Normal · Status · 3 AP · 4 AC · Ranged
Confuses the target, and Boosts their ATK by +10. They want to teach you a lesson real bad.
Normal · Status · 3 AP · Self
The user heals damage according to its Stockpile count.
0: Nothing.
1: Heals ¼ of its full HP
2: Heals ½ of its full HP
3: Heals to full HP
Afterward, the user’s Stockpiles are set to 0.
Fairy · Status · 2 AP · 6 AC · Ranged
The target is Confused by an innocent show of affection.
Normal · Status · 2 AP · 1 AC · Ranged - Foes in Zone
An intriguing smell Drops Evasion by -2.
Can also be used outside of battle like the Honey Item.
Normal · Special · 0 AP · 6 Power · Can’t miss AC · Ranged - Foes in Zone
Star-shaped rays pummel foes faster than they can react. If there is only one target, Swift does +3 damage.
Dark · Status · 4 AP · 1 AC · Ranged
The user and the target exchange held items. Thanks, pal!
Normal · Status · 2 AP · Self
Boosts ATK by +10. A frenetic dance that heightens aggression.
Psychic · Special · 2 AP · 9 Power · 1 AC · Ranged - Others In Zone
A strong wave that only damages targets that share any Type with the user. If there is only one target damaged, Synchronoise does +10 damage.
Grass · Status · 6 AP · Self
Synthesis heals different amounts depending on the Weather:
Clear weather: 5 Ticks
Harsh Sunlight: 8 Ticks
Other: 3 Ticks
Grass · Special · 1 AP · 6 Power · 3 AC · Ranged
A sticky explosion of candy syrup coats the target, Dropping their SPE between the next 3 Rounds by -5 each time.
Steel · Special · 3 AP · 4 Power · Can't miss AC · Ranged
Double Strike. Launches twin particle blades that defy modern science.
Normal · Physical · 0 AP · 2 Power · 1 AC · Contact
An unskilled charging attack.
Bug · Status · 3 AP · Self
Boosts SATK by +15. The user’s butt blinks like a firefly’s.
Normal · Physical · 2 AP · 6 Power · 4 AC · Contact
Multi-strike. The user’s tail sweeps up the ground and the opponent.
Normal · Status · 2 AP · 1 AC · Ranged - Foes in Zone
Drops DEF by -5. A friendly wagging tail drops a lot of guards.
Flying · Status · 4 AP · Allies
For 4 rounds, double your party’s SPE. (Tailwind doesn’t stack.)
Normal · Physical · 0 AP · 12 Power · 4 AC · Contact
Recoil ¼. A dangerous full-body charge.
Psychic · Status · 2 AP · Self
Boosts SATK and SDEF by +5 each, and cures Poison, Burn, and Paralysis. Lifts spirits with a brave impulse.
Rock · Status · 2 AP · 1 AC · Ranged
Drops SPE by -10 and gives +1 Effectiveness to incoming Fire damage with a dollop of sticky tar.
Dark · Status · 3 AP · 1 AC · Ranged
An enraging jeer stops the target from using Status Moves for their next 3 rounds.
Normal · Status · 2 AP · Can’t miss AC · Ranged
Bypasses Protection. Drops ATK and SATK by -5. Teary eyes lower the target’s aggression.
Normal · Status · 3 AP · Can't miss AC · Field
Bypasses Protection. All characters eat one of their held Berries, even if an effect prevents them from eating normally. An invitation nobody’s rude enough to decline.
Normal · Special · 4 AP · 18 Power · 1 AC · Ranged
Techno Blast’s Type matches a held Drive. A laser of unknown properties.
Normal · Status · 4 AP · 1 AC · Ranged - Others In Zone
Confuses the targets. A wobbly dance that makes you dizzy just watching it.
Psychic · Status · 3 AP · Can’t miss AC · Ranged
For 3 rounds, the target gains the Levitate Ability and all Moves targeting them (except for OHKO Moves) Can’t Miss. Hoists the target aloft with psychokinesis.
Psychic · Status · 1 AP · Self
Delayed. The user flees or switches out, and foes can’t make a SPE check to chase them. Choose the replacement on your Pokémon’s turn.
Fire · Physical · 3 AP · 9 Power · 1 AC · Contact
If the user’s previous Move failed, missed, was stopped by a status problem, or had no effect on all its targets, Temper Flare gets +10 Power. (But not if the targets Protected themselves.)
Normal · Special · 3 AP · 10 Power · 1 AC · Ranged
If the user has Terastallized, Tera Blast’s Type matches their Type and becomes Physical or Special depending on the higher of the user’s ATK or SATK.
Normal · Special · 6 AP · 22 Power · 1 AC · Ranged
Bombards with crystal power. If used by Stellar Form Terapagos, this Move targets all Foes in Zone and if the user’s ATK is higher than its SATK, this Move becomes Physical.
Normal · Special · 1 AP · 4 Power · 1 AC · Ranged
If the user stands on a special Terrain, does +10 damage and changes Type:
• Electric Terrain: Electric-Type
• Grassy Terrain: Grass-Type
• Misty Terrain: Fairy-Type
• Psychic Terrain: Psychic-Type
Dark · Physical · 3 AP · 6 Power · 1 AC · Contact
Steals the target’s held item if the user can hold it. A despicable mugging.
Ground · Physical · 4 AP · 6 Power · 1 AC · Ranged - Foes in Zone
Ignores Ground Immunity, and damaged targets fall to the earth. Zygarde’s cells launch into the sky. If there is only one target, Thousand Arrows does +6 damage.
Ground · Physical · 4 AP · 6 Power · 1 AC · Ranged - Foes in Zone
Damaged targets are Trapped. Zygarde’s cells overwhelm foes along the ground. If there is only one target, Thousand Waves does +6 damage.
Normal · Physical · 4 AP · 18 Power · 1 AC · Contact - Random Foe
Used for the next 2 turns, then Confuses the user. A wild flurry of blows.
Dark · Physical · 3 AP · 10 Power · 1 AC · Contact
The target can’t use any Sonic Moves for their next 2 turns. Attacks the windpipe with a sharp thrust.
Electric · Special · 3 AP · 16 Power · 7 AC · Ranged
Paralyzes on 15+. If Sunny, Accuracy Check is 16. If Rainy, can’t miss. Hits high-flying targets, like those using Bounce, Fly, or Sky Drop. A towering lightning bolt.
Electric · Special · 5 AP · 10 Power · 3 AC · Ranged
Binds and Traps the target for 3 rounds with an electric prison, dealing 2 Ticks of HP Loss between rounds.
Electric · Physical · 3 AP · 7 Power · 3 AC · Contact
Paralyzes on 18, Flinches on 19. On 20, Paralyzes and Flinches. Chomps while breathing electricity.
Electric · Physical · 3 AP · 9 Power · 1 AC · Contact
Paralyzes on 19+. A high-voltage fist.
Electric · Special · 0 AP · 2 Power · 1 AC · Ranged
Paralyzes on 17+. A minor jolt of electricity.
Electric · Status · 3 AP · 3 AC · Ranged
Paralyzes the target, unless they’re immune to Electric. Disrupts the target’s muscles.
Electric · Special · 3 AP · 12 Power · 1 AC · Ranged
Paralyzes on 19+. A 100,000-Volt shock.
Electric · Special · 3 AP · 8 Power · 1 AC · Ranged
Priority. If the target didn’t choose a damaging Move this round, Thunderclap fails.
Fighting · Physical · 3 AP · 12 Power · 1 AC · Contact
Drops DEF by -5. A kick so lightning-fast there’s not even a chance to defend.
Normal · Status · 2 AP · 1 AC · Ranged
Drops ATK and DEF by -5 each. It’s hard to fight while laughing.
Normal · Status · 3 AP · Self
Cleans up Spikes, Toxic Spikes, Stealth Rock, Sticky Web, and Substitute for both allies and foes, then Boosts the user’s ATK and SPE by +5 each.
Dark · Status · 3 AP · Can’t miss AC · Ranged
Invert the target’s Boosts and Drops. (+1 becomes -1, -5 becomes +5, etc. Doesn’t count as a Boost/Drop for other Moves and Abilities.)
Fire · Special · 5 AP · 10 Power · 1 AC · Ranged
Sonic. Blows raging flames as if singing, Boosting the user’s SATK by +5.
Dark · Status · 3 AP · 1 AC · Ranged
Accusing them of stale moves, the target can’t choose the same Move twice in a row until it leaves battle. (Moves like Rollout or Thrash repeat as usual. If targets have no valid choices, they Struggle.)
Poison · Status · 3 AP · 3 AC · Ranged
The target is Badly Poisoned. If the user is Poison-Type, Toxic can’t miss. An ancient, deadly technique.
Poison · Status · 4 AP · Zone
Hazard. Grounded foes that enter the Zone become Poisoned. If Toxic Spikes was used twice on the same Zone, Badly Poison instead. Grounded Poison-Type foes destroy the spikes when they touch them.
Poison · Status · 2 AP · 1 AC · Ranged
Poisons the target and Drops their SPE by -5. Venomous spiderwebbing.
Grass · Physical · 1 AP · 4 Power · 1 AC · Contact
Attacks suddenly as if leaping out from tall grass with nimble footwork that Boosts the user’s SPE by +5.
Normal · Status · 0 AP · Can’t miss AC · Self
The user copies a combatant in Zone of their choice for the rest of the battle: copy Types, Moves, Starting Ability, Skills, Stats, Boosts, and Drops, but not the Level 5 Ability, HP, or AP.
Normal · Special · 3 AP · 10 Power · 1 AC · Ranged
On 18+, roll d3: the target becomes 1) Paralyzed, 2) Burnt, or 3) Frozen. A 3-pronged assault.
Psychic · Status · 3 AP · 1 AC · Ranged
Switch the target’s Held Item with the user’s Held Item. If either doesn’t have one, they still get the other’s item.
Psychic · Status · 4 AP · Field
Delayed. For 5 rounds, turn order is reversed: characters instead go from lowest SPE to highest.
Ghost · Status · 0 AP · 1 AC · Ranged
The target becomes Ghost-Type in addition to its other Types for 5 rounds. Everyone likes a good scare on Halloween. (Resists Bug/Poison, weak to Ghost/Dark, immune to Normal/Fighting and Trapped.)
Fighting · Physical · 3 AP · 4 Power · 1 AC · Contact
Flinches on 17+. Boosts user’s Critical Rate by +3 (does not stack). Drops the target’s DEF by -5. An crescent kick followed by three arrows.
Ice · Physical · 3 AP · ★ Power · 3 AC · Contact
Makes 3 attacks. Only add STAB and ATK to the first hit, and the target only subracts DEF for the first hit.
Water · Physical · 0 AP · 2 Power · 2 AC · Contact
Hits 3 times. A perfectly-timed triple plunge splashes the target.
Fighting · Physical · 0 AP · ★ Power · 3 AC · Contact
Makes 3 attacks. Only add STAB and ATK to the first hit, and the target only subracts DEF for the first hit.
Grass · Physical · 2 AP · 8 Power · 1 AC · Contact
Drops ATK by -5. An intense kick like a falling coconut.
Normal · Special · 1 AP · 4 Power · Can’t miss AC · Contact
Trump Card does +2 damage for each 1 AP the user has spent since the battle started.
Psychic · Special · 1 AP · 2 Power · 1 AC · Ranged
Double Strike. Shoots mystical beams from the eyes.
Bug · Physical · 0 AP · 1 Power · 2 AC · Ranged
Double Strike. Poisons on 13+. A one-two combo of venomous stingers.
Dragon · Special · 1 AP · 2 Power · 1 AC · Ranged - Foes in Zone
Flinches on 18+. Can hit high-flying targets (usually foes using Bounce, Fly, or Sky Drop) with +10 damage. A dervish that moves like an angry wyrm.
Bug · Physical · 3 AP · 8 Power · 1 AC · Contact
If this move deals damage, the user then switches out, even if Trapped. A momentum-shifting aerial somersault like a darting dragonfly.
Fighting · Physical · 0 AP · 7 Power · 1 AC · Contact
Super-Priority. Flinches the target. Fails if the target didn’t choose a Priority Move this round. Reacts to movement with a palm heel strike.
Normal · Special · 3 AP · 12 Power · 1 AC · Ranged
Sonic. Used for the next 2 turns. Characters in Zone can’t sleep during Uproar, even if it misses. An insufferable racket.
Fire · Physical · 7 AP · 30 Power · 1 AC · Contact
Drops the user’s DEF, SDEF, and SPE by -5 each. With a hot flame on its forehead, the user hurls itself at the target.
Fighting · Special · 1 AP · 2 Power · 1 AC · Ranged
Priority. The user whirls their arms, firing a low-pressure wave.
Normal · Physical · 2 AP · 4 Power · Can't Miss AC · Contact
If the user was fed Poffins today, gets +15 damage. Repays the trainer’s friendship in kind.
Poison · Status · 1 AP · Can’t miss AC · Ranged - Foes in Zone
Drops ATK, SATK, and SPE of Poisoned targets by -5 each. Douses targets in a poison-reactive substance.
Poison · Special · 2 AP · 7 Power · 1 AC · Ranged
If the target is Poisoned, Venoshock gets +7 extra damage. A liquid that turns corrosive when combined with toxins.
Fighting · Status · 3 AP · Self
Boosts ATK by +10 and DEF by +5. A dance to usher triumph.
Grass · Physical · 0 AP · 3 Power · 1 AC · Contact
Slender vines lash the target.
Normal · Physical · 0 AP · 5 Power · 1 AC · Contact
Pincers grip and squeeze the target.
Fighting · Physical · 1 AP · 8 Power · Can’t miss AC · Contact
Delayed. Waits for the foe’s move in order to strike true.
Electric · Special · 3 AP · 8 Power · 1 AC · Ranged
If this move deals damage, the user then switches out, even if Trapped. Magnetic repulsion blasts the target and the user backwards.
Electric · Physical · 4 AP · 18 Power · 1 AC · Contact
Recoil ⅓. Paralyzes on 19+. Bounces around recklessly inside a ball of electricity.
Fighting · Physical · 1 AP · 8 Power · 1 AC · Contact
If the target is Asleep, Wake-Up Slap does +8 damage and the target wakes up. The rudest awakening.
Water · Special · 0 AP · 2 Power · 1 AC · Ranged
Pelts the target with a stream of water.
Water · Special · 2 AP · 12 Power · 1 AC · Ranged - Field
If an ally orders a different Pledge Move before Water Pledge, instead Water Pledge attacks, does +10 damage, and for 4 rounds has an effect depending on the other Pledge:
Water · Special · 2 AP · 6 Power · 1 AC · Ranged
Confuses on 17+. Ultrasonic reverberations through a ripple shockwave.
Water · Special · 5 AP · 6 Power · 1 AC · Ranged
Multi-strike. Priority. Rapidly tosses throwing stars made of spit.
Water · Status · 0 AP · Field
Characters in the Zone Resist Fire an extra step for 5 rounds. Splashes water on everything nearby.
Water · Special · 5 AP · 12 Power · 1 AC · Ranged - Foes in Zone
For each Tick of HP the user has lost, Water Spout’s damage is reduced by -1. A furious exhalation of water. If there is only one target, Water Spout gets +12 extra damage.
Water · Physical · 3 AP · 10 Power · 1 AC · Contact
Flinches on 17+. A swimming stroke with the power of rapids.
The user can scale waterfalls without breaking a sweat.
Water · Physical · 4 AP · 18 Power · 1 AC · Contact
Recoil ⅓. Surges into the target, scouring both combatants.
Normal · Special · 1 AP · 5 Power · 1 AC · Ranged
In weather, does +15 damage and changes Type:
Water · Special · 3 AP · 1 Power · 4 AC · Ranged
Binds and Traps the target for 3 rounds in a swirling whirlpool, dealing 2 Ticks of HP Loss between rounds.
The user can navigate dangerous currents and tricky flows with ease.
Normal · Status · 3 AP · Can’t miss AC · Ranged
Bypasses Protection. Delayed. Blows lower-level wild targets out of the fight, and forces trained targets into switching with a random party member.
Dark · Physical · 4 AP · 10 Power · 1 AC · Contact
Always a Critical Hit. A single punch that goes right for the heart.
Dark · Physical · 3 AP · 10 Power · 1 AC · Contact
Puts to Sleep on 19+. An axle of evil accelerates into the target.
Rock · Status · 5 AP · Allies in Zone & Self
Super-Priority. Protects the user and their allies from Moves that target more than one of them. Can be used in consecutive rounds.
Electric · Physical · 1 AP · 12 Power · 1 AC · Contact
Recoil ¼. The user shrouds themselves in electricity and smashes into the target.
Electric · Special · 3 AP · 14 Power · 4 AC · Ranged - Foes in Zone
Paralyzes on 15+. If Rainy, can’t miss. Summons a thundering supercell of lightning and wind.
Fire · Status · 2 AP · 4 AC · Ranged
Burns the target with a dancing mote of flame.
Flying · Physical · 0 AP · 6 Power · 1 AC · Contact
Swats the target with a wing. You knew that.
Normal · Status · 6 AP · Self
At the end of the user’s next turn, the target heals half the user’s max HP. If the user switches out next turn, the replacement becomes the new target.
Water · Status · 1 AP · Self
Boosts DEF by +5. The user hides in their tough shell.
Psychic · Status · 0 AP · Field
For the next 5 rounds, each character switches their base DEF with their base SDEF. (Boosts/Drops remain where they were.)
Grass · Physical · 3 AP · 18 Power · 1 AC · Contact
Recoil ⅓. Slams the target like falling timber.
Normal · Status · 2 AP · Self
A rousing cheer fills the user with fight energy, Boosting ATK and SATK by +5 each.
Grass · Status · 3 AP · 1 AC · Ranged
Replaces a random Ability with Insomnia. Now they’ll get to the root of the problem.
Normal · Physical · 3 AP · 1 Power · 3 AC · Contact
Binds and Traps the target for 3 rounds with a long body, vines, tentacles, or similar, dealing 2 Ticks of HP Loss between rounds.
Normal · Special · 4 AP · 18 Power · 1 AC · Contact
For every Tick the target has lost, Wring Out gets -2 Power. Hurts less if you go limp.
Bug · Physical · 2 AP · 10 Power · 1 AC · Contact
Savage swipes that could end a mantis marriage.
Normal · Status · 2 AP · Can’t miss AC · Ranged
A contagious yawn makes the target fall Asleep at the end of its next turn.
Electric · Special · 5 AP · 18 Power · 11 AC · Ranged
Paralyzes the target. An electromagnetic blast that can barely be aimed.
Psychic · Physical · 3 AP · 10 Power · 3 AC · Contact
Flinches on 15+. Violent thoughts make headbutts hurt harder.
Electric · Physical · 3 AP · 10 Power · 1 AC · Contact
Flinches on 14+. A prickly electric blast crashes down on the target.
Electric · Physical · 3 AP · 4 Power · 1 AC · Contact
Priority. Always a Critical Hit. A jolt so shockingly prickly it’s indescribable.