Data Sun & Moon Omnibus Information Thread

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus
This thread will be the main thread in preparation for the Sun & Moon update which is ETA three months time.

TOPICS OF DISCUSSION

1. Z-MOVES

What we know: Z-Crystals for specific types, Only one Z-Move a match though we could make this variable like Mega Evolutions, Pokémon must have a move of that type to be able to use a Z-Move. We can lay down the framework for Z-Moves in ASB now and deal with the rest later?

2. ALOLA FORMS

How do we handle the movepools for these things? We know there are two types of them: regular only Pokémon that evolve into Alola Forms (e.g. Exeggcute -> Alola Exeggutor), and an entire line having an Alola Form (e.g. Alola Vulpix -> Alola Ninetales). Leaning towards Type A getting all moves its prevo learns and Type B having a completely separate movepool to the regular forms and treated as a separate line altogether, but what do others think? This can be resolved pretty much any time.

3. CAP UPDATES

This will be handled post S&M games release and updates will purely be movepool based.

4. WHAT TO DO WITH DATA AUDIT TABLES?

Really important. We could update the existing document but then there's the possibility of move updates. We can make a new one altogether in which case, we need to sort out all the data and any possible reformatting. Also means resident IRC bot ASBot will be affected since it would not be able to show Gen VII data immediately, and "what if I need instant data for a Gen VI match and I cannot access the Gen VI Data for whatever reason?" Should be resolved ASAP.

5. ANYTHING ELSE

Any topic you want to bring up.

OMNIBUS INFORMATION GATHERING STARTS HERE

MECHANICS

Z-Moves

Z-Moves is a new mechanic introduced in Sun & Moon ASB. Z-Moves have a clause where battlers decide how many Z-Moves will be allowed per battle (eg. 0 Z-Moves, 1 Z-Moves, Unlimited Z-Moves, etc.). Z-Moves are captured in the form of Z-Crystals, held items which allow the holder to link a move with the Z-Crystal to use a Z-Move once per battle and like in-game, Z-Crystals are not subject to any item removal or suppression effects such as Trick, Switcheroo, Embargo, or Magic Room. Knock Off does not get the power boost on a Pokémon holding a Z-Crystal. Z-Crystals do not disappear when they are used. There are two types of Z-Crystals in ASB: Type-specific Z-Crystals, and Pokémon-specific Z-Crystals.
  • Type-specific Z-Crystals can be equipped to any Pokémon and any Pokémon can use it provided they have a move of that type. You can link any move of the specific type and depending on the type of move you link, will have different effects:
    • If the move linked is a Physical or Special move, then the linked move transforms into a specific Z-Move described by the held Z-Crystal for the one action. This Z-Move retains the Energy Cost and the Physical/Special type of the move, but its BAP is based on the linked move's Z-BAP. Nothing else from the original attack is retained. This attack will bypass all protective moves, except the attack will deal 25% of the expected DMG and the rest counts for the protective move's Energy Cost. This attack will also hit any Pokémon using a non-damaging evasive move, and any Pokémon under the effects of Acid Armor and/or Barrier for full damage.
    • If the move linked is an Other/Status move, then the linked move will retain its normal properties and on top of that, the linked move will also have its Z-Move effect activated, with the Z-Move effect being applied first before the normal effect is applied (So for example, Belly Drum's HP recovery Z-Effect is applied first before Belly Drum continues as normal). Z-Status Moves can be used under the effects of Taunt / Assault Vest.
  • Pokémon-specific Z-Crystals can be equipped to any Pokémon, but only the listed Affected Pokémon will be able to use it. These Z-Crystals will only allow you to link a specific move in order to use it, and the linked move becomes the Z-Move described by the held Z-Crystal for the one action when linked. The Z-Move linked has its own stats including BAP, Energy Cost, Physical/Special, and even added effects.
Pokémon can link moves to a Z-Crystal to use a Z-Move at any stage of a battle. To link a move to a Z-Crystal, simply prefix an action with an appropriate move with [Z-Move]. For example:
Thunder > [Z-Move] Thunderbolt > Thunder
Z-Moves can be used as part of a substitution as an input:
"IF [Z-Move] (Damaging Electric Move) is used..."
Z-Moves can be used as part of a substitution as an output:
"...THEN use [Z-Move] Earthquake that action."
Z-Moves cannot be used as part of a combination.

POKÉMON

Alola Forms

Pokémon Sun & Moon introduced Alola Forms as new versions of existing Pokémon. Their movepool depends on what type they are:
  • Type A: These Pokémon evolve from a non-Alolan form. These Pokémon will get access to the movepool of its pre-evolutions in addition to what it gets. Type A Pokémon: Raichu-A, Exeggutor-A, Marowak-A.
  • Type B: These Pokémon and their pre-evolutions are all Alolan forms. These Pokémon are considered to be a separate line to their non-Alolan counterparts and will not have access to their non-Alolan movepools and vice versa. Type B Pokémon: Rattata/Raticate-A, Sandshrew/Sandslash-A, Vulpix/Ninetales-A, Diglett/Dugtrio-A, Meowth/Persian-A, Geodude/Graveler/Golem-A, Grimer/Muk-A.

Greninja

Greninja is being treated as having two separate forms in ASB. The first form is the standard Greninja from Generation VI which evolves from Frogadier and has Torrent / Protean as abilities. The other form will only have Battle Bond as an ability and will not be accessible through normal means (All Frogadier will evolve into normal Greninja). Battle Bond Greninja does not have an EC/AC and will not have access to Egg Moves and all moves only learnable by Greninja in Generation VI. There is currently no method to obtain Battle Bond Greninja.

Oricorio

Players with an Oricorio will be able to send out Oricorio in either its Baile, Pom-Pom, Pa'u, or Sensu style on send-out and cannot change Oricorio's style after it is first sent out.

Salandit / Salazzle

Giving this a paragraph just to say that it's like Combee / Vespiquen and Salandit can only evolve into Salazzle if it is a Female. Don't try and evolve a Male Salandit. You won't be approved.

Zygarde

Players with a Zygarde will be able to send out either Zygarde 10% or Zygarde 50% on send-out and cannot change Zygarde's forme (between 10% and 50%) after it is first sent out. All existing Zygarde will be allowed to gain access to the Power Construct ability and all future Zygarde will have Aura Break and Power Construct as abilities (in All Ability matches).

DATA

Stats (New, Updated)

Rattata-A - Dark/Normal | Gluttony/Hustle/Thick Fat (H) | 90/2/2/1/2/72 | 12 BRT | Size: 1 | Weight: 1 | +Spe nat. Acc Boost: 16% | CC cost: 2 | 45 CHP | Sig. Item: Rare Candy | Boosted Stats: Atk
Raticate-A - Dark/Normal | Gluttony/Hustle/Thick Fat (H) | 100/3/3/2/3/77 | 17 BRT | Size: 1 | Weight: 3 | +Spe nat. Acc Boost: 9% | CC cost: N/A | 173 CHP | Sig. Item: Rare Candy | Boosted Stats: SpD
Raichu-A - Electric/Psychic | Surge Surfer/Surge Surfer (H) | 90/3/2/3/3/110 | 17 BRT | Size: 1 | Weight: 2 | +Spe nat. Acc Boost: 19% | CC cost: N/A | 225 CHP | Sig. Item: Aloraichium Z, Thunder Stone | Boosted Stats: SpA
Sandshrew-A - Ice/Steel | Snow Cloak/Slush Rush (H) | 90/3/3/1/2/40 | 13 BRT | Size: 1 | Weight: 3 | +Spe nat. Acc Boost: 5% | CC cost: 2 | 45 CHP | Sig. Item: Ice Stone | Boosted Stats: Def
Sandslash-A - Ice/Steel | Snow Cloak/Slush Rush (H) | 100/4/5/1/3/65 | 19 BRT | Size: 2 | Weight: 4 | +Spe nat. Acc Boost: 6% | CC cost: N/A | 210 CHP | Sig. Item: Ice Stone | Boosted Stats: Def
Vulpix-A - Ice | Snow Cloak/Snow Warning (H) | 90/2/2/2/3/65 | 14 BRT | Size: 1 | Weight: 1 | +Spe nat. Acc Boost: 13% | CC cost: 2 | 110 CHP | Sig. Item: Ice Stone | Boosted Stats: SpD
Ninetales-A - Ice/Fairy | Snow Cloak/Snow Warning (H) | 100/3/3/3/4/109 | 20 BRT | Size: 3 | Weight: 2 | +Spe nat. Acc Boost: 18% | CC cost: N/A | 225 CHP | Sig. Item: Ice Stone | Boosted Stats: SpD
Diglett-A - Ground/Steel | Sand Veil/Tangling Hair/Sand Force (H) | 80/2/2/2/2/90 | 12 BRT | Size: 1 | Weight: 1 | +Spe nat. Acc Boost: 25% | CC cost: 2 | 45 CHP | Sig. Item: Rare Candy | Boosted Stats: Atk
Dugtrio-A - Ground/Steel | Sand Veil/Tangling Hair/Sand Force (H) | 90/4/2/2/3/110 | 17 BRT | Size: 1 | Weight: 4 | +Spe nat. Acc Boost: 19% | CC cost: N/A | 250 CHP | Sig. Item: Rare Candy | Boosted Stats: Atk
Meowth-A - Dark | Pick Up/Technician/Rattled (H) | 90/2/2/2/2/90 | 13 BRT | Size: 1 | Weight: 1 | +Spe nat. Acc Boost: 25% | CC cost: 2 | 45 CHP | Sig. Item: Soothe Bell | Boosted Stats: SpA, SpD
Persian-A - Dark | Fur Coat/Technician/Rattled (H) | 100/2/2/3/3/115 | 17 BRT | Size: 3 | Weight: 3 | +Spe nat. Acc Boost: 20% | CC cost: N/A | 210 CHP | Sig. Item: Soothe Bell | Boosted Stats: SpA, SpD
Geodude-A - Rock/Electric | Magnet Pull/Sturdy/Galvanize (H) | 90/3/4/2/2/20 | 14 BRT | Size: 1 | Weight: 2 | +Spe nat. Acc Boost: 5% | CC cost: 2 | 45 CHP | Sig. Item: Rare Candy | Boosted Stats: Def
Graveler-A - Rock/Electric | Magnet Pull/Sturdy/Galvanize (H) | 90/3/4/2/2/35 | 15 BRT | Size: 2 | Weight: 5 | +Spe nat. Acc Boost: 5% | CC cost: N/A | 180 CHP | Sig. Item: Link Cable | Boosted Stats: Atk, Def
Golem-A - Rock/Electric | Magnet Pull/Sturdy/Galvanize (H) | 100/5/5/2/3/45 | 20 BRT | Size: 3 | Weight: 7 | +Spe nat. Acc Boost: 5% | CC cost: N/A | 255 CHP | Sig. Item: Link Cable | Boosted Stats: Atk, Def
Grimer-A - Poison/Dark | Poison Touch/Gluttony/Power of Alchemy (H) | 100/3/2/2/2/25 | 13 BRT | Size: 1 | Weight: 3 | +Spe nat. Acc Boost: 5% | CC cost: 2 | 110 CHP | Sig. Item: Rare Candy | Boosted Stats: Atk
Muk-A - Poison/Dark | Poison Touch/Gluttony/Power of Alchemy (H) | 110/4/3/3/4/50 | 20 BRT | Size: 2 | Weight: 4 | +Spe nat. Acc Boost: 5% | CC cost: N/A | 225 CHP | Sig. Item: Rare Candy | Boosted Stats: Atk
Exeggutor-A - Grass/Dragon | Frisk/Harvest (H) | 100/4/3/5/3/45 | 20 BRT | Size: 7 | Weight: 8 | +Spe nat. Acc Boost: 5% | CC cost: N/A | 255 CHP | Sig. Item: Leaf Stone | Boosted Stats: SpA
Marowak-A - Fire/Ghost | Cursed Body/Lightning Rod/Rock Head (H) | 90/3/4/2/3/45 | 16 BRT | Size: 2 | Weight: 3 | +Spe nat. Acc Boost: 5% | CC cost: N/A | 225 CHP | Sig. Item: Lunar Ray, Thick Club | Boosted Stats: Atk
Pikachu - Electric | Static/Lightningrod (H) | 90/2/2/2/2/90 | 13 BRT | Size: 1 | Weight: 1 | +Spe nat. Acc Boost: 19% | CC cost: N/A | 110 CHP | Sig. Item: Light Ball, Pikanium Z, Pikashunium Z, Thunderstone, Rockstar Costume, Belle Costume, Pop Star Costume, PhD Costume, Libre Costume | Boosted Stats: Atk (LB, TS), SpA (LB)
Dugtrio - Ground | Sand Veil/Arena Trap/Sand Force (H) | 90/4/2/2/3/120 | 18 BRT | Size: 2 | Weight: 3 | +Spe nat. Acc Boost: 22% | CC cost: N/A | 250 CHP | Sig. Item: Rare Candy | Boosted Stats: Atk
Mega Alakazam - Psychic | Synchronize/Inner Focus/Magic Guard/Trace | 90/2/3/8/4/150 | 25 BRT | Size: 3 | Weight: 3 | +Spe nat. Acc Boost: 30%
Dodrio - Normal/Flying | Run Away/Early Bird/Tangled Feet (H) | 90/4/3/2/2/110 | 17 BRT | Size: 3 | Weight: 4 | +Spe nat. Acc Boost: 19% | CC cost: N/A | 255 CHP | Sig. Item: Rare Candy | Boosted Stats: Atk
Gengar - Ghost/Poison | Cursed Body | 90/3/2/5/3/110 | 19 BRT | Size: 3 | Weight: 3 | +Spe nat. Acc Boost: 19% | CC cost: N/A | 255 CHP | Sig. Item: Gengarite, Link Cable | Boosted Stats: SpA (LC), SpD (LC)
Mega Gengar - Ghost/Poison | Cursed Body/Shadow Tag | 90/3/3/7/3/130 | 23 BRT | Size: 3 | Weight: 3 | +Spe nat. Acc Boost: 26%
Electrode - Electric | Soundproof/Static/Aftermath (H) | 90/2/3/3/3/150 | 19 BRT | Size: 2 | Weight: 4 | +Spe nat. Acc Boost: 30% | CC cost: N/A | 240 CHP | Sig. Item: Rare Candy | Boosted Stats: SpA, SpD
Cubone - Ground | Rock Head/Lightningrod/Battle Armor (H) | 90/2/3/2/2/35 | 13 BRT | Size: 1 | Weight: 1 | +Spe nat. Acc Boost: 5% | CC cost: 2 | 110 CHP | Sig. Item: Lunar Ray, Thick Club | Boosted Stats: Atk
Eevee - Normal | Run Away/Adaptability/Anticipation (H) | 90/2/2/2/3/55 | 13 BRT | Size: 1 | Weight: 1 | +Spe nat. Acc Boost: 9% | CC cost: 2 | 255 CHP | Sig. Item: Eevium Z, Fairy Tech, Fire Stone, Ice Rock, Lunar Ray, Moss Rock, Solar Ray, Thunderstone, Water Stone | Boosted Stats: SpD (All)
Snorlax - Normal | Immunity/Thick Fat/Gluttony (H) | 130/4/3/3/4/30 | 23 BRT | Size: 4 | Weight: 9 | +Spe nat. Acc Boost: 5% | CC cost: N/A | 275 CHP | Sig. Item: Full Incense, Snorlium Z | Boosted Stats: Atk, SpD
Mew - Psychic | Synchronize | 110/4/4/4/4/100 | 24 BRT | Size: 1 | Weight: 1 | +Spe nat. Acc Boost: 15% | CC cost: N/A | 255 CHP | Sig. Item: Everstone, Mewnium Z | Boosted Stats: N/A
Ariados - Bug/Poison | Swarm/Insomnia/Sniper (H) | 100/3/3/2/3/40 | 16 BRT | Size: 2 | Weight: 3 | +Spe nat. Acc Boost: 5% | CC cost: N/A | 210 CHP | Sig. Item: Rare Candy | Boosted Stats: Atk
Corsola - Water/Rock | Hustle/Natural Cure/Regenerator (H) | 100/2/3/3/3/35 | 16 BRT | Size: 1 | Weight: 1 | +Spe nat. Acc Boost: 5% | CC cost: 4 | 240 CHP | Sig. Item: Everstone | Boosted Stats: Def, SpD
Raikou - Electric | Pressure/Inner Focus (H) | 100/3/3/4/4/115 | 21 BRT | Size: 4 | Weight: 5 | +Spe nat. Acc Boost: 20% | CC cost: N/A | 297 CHP | Sig. Item: Everstone | Boosted Stats: SpA
Entei - Fire | Pressure/Inner Focus (H) | 110/4/3/3/3/100 | 21 BRT | Size: 4 | Weight: 5 | +Spe nat. Acc Boost: 15% | CC cost: N/A | 297 CHP | Sig. Item: Everstone | Boosted Stats: Atk
Suicune - Water | Pressure/Inner Focus (H) | 110/3/4/3/4/85 | 21 BRT | Size: 4 | Weight: 5 | +Spe nat. Acc Boost: 11% | CC cost: N/A | 297 CHP | Sig. Item: Everstone | Boosted Stats: Def, SpD
Swellow - Normal/Flying | Guts/Scrappy (H) | 90/3/2/3/2/125 | 17 BRT | Size: 1 | Weight: 2 | +Spe nat. Acc Boost: 24% | CC cost: N/A | 255 CHP | Sig. Item: Rare Candy | Boosted Stats: Atk
Wingull - Water/Flying | Keen Eye/Hydration/Rain Dish (H) | 90/2/2/2/2/85 | 13 BRT | Size: 1 | Weight: 1 | +Spe nat. Acc Boost: 22% | CC cost: 2 | 110 CHP | Sig. Item: Rare Candy | Boosted Stats: SpA
Pelipper - Water/Flying | Keen Eye./Drizzle/Rain Dish (H) | 90/2/4/3/3/65 | 17 BRT | Size: 3 | Weight: 3 | +Spe nat. Acc Boost: 6% | CC cost: N/A | 255 CHP | Sig. Item: Rare Candy | Boosted Stats: Def
Masquerain - Bug/Flying | Intimidate/Unnerve (H) | 100/2/3/4/3/80 | 18 BRT | Size: 1 | Weight: 1 | +Spe nat. Acc Boost: 10% | CC cost: N/A | 225 CHP | Sig. Item: Rare Candy | Boosted Stats: SpA
Delcatty - Normal | Cute Charm/Normalize/Wonder Skin (H) | 100/3/3/2/2/90 | 16 BRT | Size: 2 | Weight: 3 | +Spe nat. Acc Boost: 12% | CC cost: N/A | 240 CHP | Sig. Item: Moon Stone | Boosted Stats: Atk, Def
Volbeat - Bug | Illuminate/Swarm/Prankster (H) | 100/3/3/2/3/85 | 17 BRT | Size: 1 | Weight: 2 | +Spe nat. Acc Boost: 11% | CC cost: 4 | 150 CHP | Sig. Item: Everstone | Boosted Stats: SpD
Illumise - Bug | Oblivious/Tinted Lens/Prankster (H) | 100/2/3/3/3/85 | 17 BRT | Size: 1 | Weight: 2 | +Spe nat. Acc Boost: 11% | CC cost: 4 | 150 CHP | Sig. Item: Everstone | Boosted Stats: SpD
Torkoal - Fire | White Smoke/Drought/Shell Armor (H) | 100/3/5/3/3/20 | 18 BRT | Size: 1 | Weight: 4 | +Spe nat. Acc Boost: 5% | CC cost: 4 | 210 CHP | Sig. Item: Everstone | Boosted Stats: Def
Roggenrola - Rock | Sturdy/Weak Armor/Sand Force (H) | 90/3/3/1/1/15 | 11 BRT | Size: 1 | Weight: 2 | +Spe nat. Acc Boost: 5% | CC cost: 2 | 45 CHP | Sig. Item: Rare Candy | Boosted Stats: Def
Boldore - Rock | Sturdy/Weak Armor/Sand Force (H) | 100/4/4/2/2/20 | 16 BRT | Size: 2 | Weight: 5 | +Spe nat. Acc Boost: 5% | CC cost: N/A | 180 CHP | Sig. Item: Link Cable | Boosted Stats: Atk, Def
Gigalith - Rock | Sturdy/Sand Stream/Sand Force (H) | 100/5/5/2/3/25 | 19 BRT | Size: 4 | Weight: 6 | +Spe nat. Acc Boost: 5% | CC cost: N/A | 255 CHP | Sig. Item: Link Cable | Boosted Stats: Atk, Def
Woobat - Psychic/Flying | Unaware/Klutz/Simple (H) | 100/2/2/2/2/72 | 14 BRT | Size: 1 | Weight: 1 | +Spe nat. Acc Boost: 16% | CC cost: 2 | 110 CHP | Sig. Item: Soothe Bell | Boosted Stats: Atk, SpA
Crustle - Bug/Rock | Sturdy/Shell Armor/Weak Armor (H) | 100/4/5/3/3/45 | 20 BRT | Size: 3 | Weight: 5 | +Spe nat. Acc Boost: 5% | CC cost: N/A | 225 CHP | Sig. Item: Rare Candy | Boosted Stats: Def
Vanillite - Ice | Ice Body/Snow Cloak/Weak Armor (H) | 90/2/2/3/2/44 | 13 BRT | Size: 1 | Weight: 1 | +Spe nat. Acc Boost: 9% | CC cost: 2 | 45 CHP | Sig. Item: Rare Candy | Boosted Stats: SpA
Vanillish - Ice | Ice Body/Snow Cloak/Weak Armor (H) | 90/3/3/3/3/59 | 16 BRT | Size: 2 | Weight: 3 | +Spe nat. Acc Boost: 8% | CC cost: N/A | 180 CHP | Sig. Item: Rare Candy | Boosted Stats: SpA
Vanilluxe - Ice | Ice Body/Snow Warning/Weak Armor (H) | 100/3/3/4/3/79 | 19 BRT | Size: 3 | Weight: 4 | +Spe nat. Acc Boost: 10% | CC cost: N/A | 255 CHP | Sig. Item: Rare Candy | Boosted Stats: SpA
Cubchoo - Ice | Snow Cloak/Slush Rush/Rattled (H) | 90/3/2/2/2/40 | 13 BRT | Size: 1 | Weight: 1 | +Spe nat. Acc Boost: 5% | CC cost: 2 | 180 CHP | Sig. Item: Rare Candy | Boosted Stats: Atk
Beartic - Ice | Snow Cloak/Slush Rush/Swift Swim (H) | 100/5/3/3/3/50 | 19 BRT | Size: 5 | Weight: 6 | +Spe nat. Acc Boost: 5% | CC cost: N/A | 240 CHP | Sig. Item: Rare Candy | Boosted Stats: Atk

Greninja-BB - Water/Dark | Battle Bond | 100/3/3/4/3/122 | 21 BRT | Size: 3 | Weight: 3 | +Spe nat. Acc Boost: 23% | CC cost: N/A | 255 CHP | Sig. Item: Rare Candy | Boosted Stats: SpA
Greninja-Ash - Water/Dark | Battle Bond | 100/6/3/6/3/132 | 26 BRT | Size: 3 | Weight: 3 | +Spe nat. Acc Boost: 27% | CC cost: N/A | 255 CHP | Sig. Item: Rare Candy | Boosted Stats: N/A
Zygarde 10% - Dragon/Ground | Aura Break/Power Construct | 90/4/3/3/3/115 | 19 BRT | Size: 3 | Weight: 3 | +Spe nat. Acc Boost: 20% | CC cost: N/A | 297 CHP | Sig. Item: Everstone | Boosted Stats: Atk
Zygarde 50% - Dragon/Ground | Aura Break/Power Construct | 110/4/5/3/3/95 | 22 BRT | Size: 5 | Weight: 7 | +Spe nat. Acc Boost: 14% | CC cost: N/A | 297 CHP | Sig. Item: Everstone | Boosted Stats: Def
Zygarde Complete - Dragon/Ground | Aura Break/Power Construct | 145/4/5/3/3/85 | 28 BRT | Size: 6 | Weight: 10 | +Spe nat. Acc Boost: 11% | CC cost: N/A | 297 CHP | Sig. Item: Everstone | Boosted Stats: N/A
Rowlet - Grass/Flying | Overgrow/Long Reach (H) | 100/2/2/2/2/42 | 13 BRT | Size: 1 | Weight: 1 | +Spe nat. Acc Boost: 8% | CC cost: 2 | 255 CHP | Sig. Item: Rare Candy | Boosted Stats: Atk, Def
Dartrix - Grass/Flying | Overgrow/Long Reach (H) | 100/3/3/3/3/52 | 17 BRT | Size: 1 | Weight: 2 | +Spe nat. Acc Boost: 6% | CC cost: N/A | 255 CHP | Sig. Item: Rare Candy | Boosted Stats: Atk, Def
Decidueye - Grass/Ghost | Overgrow/Long Reach (H) | 100/4/3/4/4/70 | 21 BRT | Size: 3 | Weight: 3 | +Spe nat. Acc Boost: 8% | CC cost: N/A | 255 CHP | Sig. Item: Decidium Z, Rare Candy | Boosted Stats: Atk
Litten - Fire | Blaze/Intimidate (H) | 90/3/2/2/2/70 | 14 BRT | Size: 1 | Weight: 1 | +Spe nat. Acc Boost: 23% | CC cost: 2 | 255 CHP | Sig. Item: Rare Candy | Boosted Stats: Atk
Torracat - Fire | Blaze/Intimidate (H) | 100/3/2/3/2/90 | 16 BRT | Size: 1 | Weight: 2 | +Spe nat. Acc Boost: 19% | CC cost: N/A | 255 CHP | Sig. Item: Rare Candy | Boosted Stats: Atk
Incineroar - Fire/Dark | Blaze/Intimidate (H) | 100/4/3/3/3/60 | 18 BRT | Size: 3 | Weight: 4 | +Spe nat. Acc Boost: 5% | CC cost: N/A | 255 CHP | Sig. Item: Incinium Z, Rare Candy | Boosted Stats: Atk
Popplio - Water | Torrent/Liquid Voice (H) | 90/2/2/3/2/40 | 13 BRT | Size: 1 | Weight: 1 | +Spe nat. Acc Boost: 7% | CC cost: 2 | 255 CHP | Sig. Item: Rare Candy | Boosted Stats: SpA
Brionne - Water | Torrent/Liquid Voice (H) | 90/3/3/3/3/50 | 16 BRT | Size: 1 | Weight: 2 | +Spe nat. Acc Boost: 6% | CC cost: N/A | 255 CHP | Sig. Item: Rare Candy | Boosted Stats: SpA
Primarina - Water/Fairy | Torrent/Liquid Voice (H) | 100/3/3/5/5/60 | 21 BRT | Size: 2 | Weight: 3 | +Spe nat. Acc Boost: 5% | CC cost: N/A | 255 CHP | Sig. Item: Primarium Z, Rare Candy | Boosted Stats: SpA
Pikipek - Normal/Flying | Keen Eye/Skill Link/Pick Up (H) | 90/3/2/2/2/65 | 14 BRT | Size: 1 | Weight: 1 | +Spe nat. Acc Boost: 19% | CC cost: 2 | 45 CHP | Sig. Item: Rare Candy | Boosted Stats: Atk
Trumbeak - Normal/Flying | Keen Eye/Skill Link/Pick Up (H) | 90/3/2/2/2/75 | 14 BRT | Size: 1 | Weight: 2 | +Spe nat. Acc Boost: 13% | CC cost: N/A | 180 CHP | Sig. Item: Rare Candy | Boosted Stats: Atk
Toucannon - Normal/Flying | Keen Eye/Skill Link/Sheer Force (H) | 100/5/3/3/3/60 | 19 BRT | Size: 2 | Weight: 3 | +Spe nat. Acc Boost: 5% | CC cost: N/A | 255 CHP | Sig. Item: Rare Candy | Boosted Stats: Atk
Yungoos - Normal | Stakeout/Strong Jaw/Adaptability (H) | 90/3/2/2/2/45 | 13 BRT | Size: 1 | Weight: 1 | +Spe nat. Acc Boost: 6% | CC cost: 2 | 45 CHP | Sig. Item: Solar Ray | Boosted Stats: Atk
Gumshoos - Normal | Stakeout/Strong Jaw/Adaptability (H) | 100/4/2/2/2/45 | 15 BRT | Size: 1 | Weight: 2 | +Spe nat. Acc Boost: 5% | CC cost: N/A | 173 CHP | Sig. Item: Solar Ray | Boosted Stats: Atk
Grubbin - Bug | Swarm | 90/3/2/2/2/46 | 13 BRT | Size: 1 | Weight: 1 | +Spe nat. Acc Boost: 10% | CC cost: 2 | 45 CHP | Sig. Item: Rare Candy | Boosted Stats: Atk
Charjabug - Bug/Electric | Battery | 90/3/3/2/3/36 | 15 BRT | Size: 1 | Weight: 2 | +Spe nat. Acc Boost: 5% | CC cost: N/A | 180 CHP | Sig. Item: Charged Stone | Boosted Stats: Def
Vikavolt - Bug/Electric | Levitate | 100/3/3/6/3/43 | 20 BRT | Size: 3 | Weight: 3 | +Spe nat. Acc Boost: 5% | CC cost: N/A | 255 CHP | Sig. Item: Charged Stone | Boosted Stats: SpA
Crabrawler - Fighting | Hyper Cutter/Iron Fist/Anger Point (H) | 90/3/2/2/2/63 | 14 BRT | Size: 1 | Weight: 1 | +Spe nat. Acc Boost: 12% | CC cost: 2 | 75 CHP | Sig. Item: Ice Rock | Boosted Stats: Atk
Crabominable - Fighting/Ice | Hyper Cutter/Iron Fist/Anger Point (H) | 110/5/3/3/3/43 | 20 BRT | Size: 3 | Weight: 5 | +Spe nat. Acc Boost: 5% | CC cost: N/A | 240 CHP | Sig. Item: Ice Rock | Boosted Stats: Atk
Oricorio-Baile - Fire/Flying | Dancer | 100/3/3/4/3/93 | 19 BRT | Size: 1 | Weight: 1 | +Spe nat. Acc Boost: 13% | CC cost: 4 | 255 CHP | Sig. Item: Rainbow Nectar | Boosted Stats: SpA
Oricorio-Pom-Pom - Electric/Flying | Dancer | 100/3/3/4/3/93 | 19 BRT | Size: 1 | Weight: 1 | +Spe nat. Acc Boost: 13% | CC cost: 4 | 255 CHP | Sig. Item: Rainbow Nectar | Boosted Stats: SpA
Oricorio-Pa'u - Psychic/Flying | Dancer | 100/3/3/4/3/93 | 19 BRT | Size: 1 | Weight: 1 | +Spe nat. Acc Boost: 13% | CC cost: 4 | 255 CHP | Sig. Item: Rainbow Nectar | Boosted Stats: SpA
Oricorio-Sensu - Ghost/Flying | Dancer | 100/3/3/4/3/93 | 19 BRT | Size: 1 | Weight: 1 | +Spe nat. Acc Boost: 13% | CC cost: 4 | 255 CHP | Sig. Item: Rainbow Nectar | Boosted Stats: SpA
Cutiefly - Bug/Fairy | Honey Gather/Shield Dust/Sweet Veil (H) | 90/2/2/2/2/84 | 13 BRT | Size: 1 | Weight: 1 | +Spe nat. Acc Boost: 22% | CC cost: 2 | 110 CHP | Sig. Item: Rare Candy | Boosted Stats: SpA
Ribombee - Bug/Fairy | Honey Gather/Shield Dust/Sweet Veil (H) | 90/2/2/3/3/124 | 17 BRT | Size: 1 | Weight: 1 | +Spe nat. Acc Boost: 24% | CC cost: N/A | 225 CHP | Sig. Item: Rare Candy | Boosted Stats: SpA
Rockruff - Rock | Keen Eye/Vital Spirit/Steadfast (H) | 90/3/2/2/2/60 | 13 BRT | Size: 1 | Weight: 1 | +Spe nat. Acc Boost: 11% | CC cost: 2 | 110 CHP | Sig. Item: Solar Ray, Lunar Ray | Boosted Stats: Atk
Lycanroc-D - Rock | Keen Eye/Sand Rush/Steadfast (H) | 100/4/3/2/3/112 | 19 BRT | Size: 1 | Weight: 2 | +Spe nat. Acc Boost: 19% | CC cost: N/A | 210 CHP | Sig. Item: Solar Ray | Boosted Stats: Atk
Lycanroc-N - Rock | Keen Eye/Vital Spirit/No Guard (H) | 100/4/3/2/3/82 | 18 BRT | Size: 2 | Weight: 2 | +Spe nat. Acc Boost: 10% | CC cost: N/A | 210 CHP | Sig. Item: Lunar Ray | Boosted Stats: Atk
Wishiwashi-So - Water | Schooling | 90/1/1/1/1/40 | 8 BRT | Size: 1 | Weight: 1 | +Spe nat. Acc Boost: 5% | CC cost: 4 | 240 CHP | Sig. Item: Everstone | Boosted Stats: SpA, SpD
Wishiwashi-Sc - Water | Schooling | 90/5/5/5/5/30 | 24 BRT | Size: 7 | Weight: 4 | +Spe nat. Acc Boost: 5% | CC cost: N/A | 240 CHP | Sig. Item: Everstone | Boosted Stats: N/A
Mareanie - Poison/Water | Merciless/Limber/Regenerator (H) | 90/2/3/2/2/45 | 13 BRT | Size: 1 | Weight: 1 | +Spe nat. Acc Boost: 6% | CC cost: 2 | 110 CHP | Sig. Item: Rare Candy | Boosted Stats: Def
Toxapex - Poison/Water | Merciless/Limber/Regenerator (H) | 90/3/6/2/6/35 | 21 BRT | Size: 1 | Weight: 2 | +Spe nat. Acc Boost: 5% | CC cost: N/A | 225 CHP | Sig. Item: Rare Candy | Boosted Stats: Def
Mudbray - Ground | Own Tempo/Stamina/Inner Focus (H) | 100/4/3/2/2/45 | 16 BRT | Size: 2 | Weight: 5 | +Spe nat. Acc Boost: 6% | CC cost: 2 | 110 CHP | Sig. Item: Rare Candy | Boosted Stats: Atk
Mudsdale - Ground | Own Tempo/Stamina/Inner Focus (H) | 110/5/4/2/3/35 | 20 BRT | Size: 4 | Weight: 11 | +Spe nat. Acc Boost: 5% | CC cost: N/A | 240 CHP | Sig. Item: Rare Candy | Boosted Stats: Atk
Dewpider - Water/Bug | Water Bubble/Water Absorb (H) | 90/2/2/2/3/27 | 13 BRT | Size: 1 | Weight: 1 | +Spe nat. Acc Boost: 5% | CC cost: 2 | 100 CHP | Sig. Item: Rare Candy | Boosted Stats: SpD
Araquanid - Water/Bug | Water Bubble/Water Absorb (H) | 100/3/3/2/5/42 | 18 BRT | Size: 4 | Weight: 4 | +Spe nat. Acc Boost: 5% | CC cost: N/A | 200 CHP | Sig. Item: Rare Candy | Boosted Stats: SpD
Fomantis - Grass | Leaf Guard/Contrary (H) | 90/2/2/2/2/35 | 12 BRT | Size: 1 | Weight: 1 | +Spe nat. Acc Boost: 5% | CC cost: 2 | 110 CHP | Sig. Item: Solar Ray | Boosted Stats: Atk
Lurantis - Grass | Leaf Guard/Contrary (H) | 100/4/3/3/3/45 | 18 BRT | Size: 2 | Weight: 2 | +Spe nat. Acc Boost: 5% | CC cost: N/A | 225 CHP | Sig. Item: Solar Ray | Boosted Stats: Atk
Morelull - Grass/Fairy | Illuminate/Effect Spore/Rain Dish (H) | 90/2/2/3/3/15 | 13 BRT | Size: 1 | Weight: 1 | +Spe nat. Acc Boost: 5% | CC cost: 2 | 110 CHP | Sig. Item: Rare Candy | Boosted Stats: SpD
Shiinotic - Grass/Fairy | Illuminate/Effect Spore/Rain Dish (H) | 90/2/3/3/4/30 | 16 BRT | Size: 2 | Weight: 2 | +Spe nat. Acc Boost: 5% | CC cost: N/A | 225 CHP | Sig. Item: Rare Candy | Boosted Stats: SpD
Salandit - Poison/Fire | Corrosion/Oblivious (H) | 90/2/2/3/2/77 | 14 BRT | Size: 1 | Weight: 1 | +Spe nat. Acc Boost: 18% | CC cost: 2 | 180 CHP | Sig. Item: Rare Candy | Boosted Stats: SpA
Salazzle - Poison/Fire | Corrosion/Oblivious (H) | 100/3/2/4/2/117 | 19 BRT | Size: 2 | Weight: 2 | +Spe nat. Acc Boost: 21% | CC cost: N/A | 255 CHP | Sig. Item: Rare Candy | Boosted Stats: SpA
Stufful - Normal/Fighting | Fluffy/Klutz/Cute Charm (H) | 100/3/2/2/2/50 | 14 BRT | Size: 1 | Weight: 1 | +Spe nat. Acc Boost: 8% | CC cost: 2 | 160 CHP | Sig. Item: Rare Candy | Boosted Stats: Atk
Bewear - Normal/Fighting | Fluffy/Klutz/Unnerve (H) | 120/5/3/2/2/60 | 19 BRT | Size: 4 | Weight: 5 | +Spe nat. Acc Boost: 5% | CC cost: N/A | 230 CHP | Sig. Item: Rare Candy | Boosted Stats: Atk
Bounsweet - Grass | Leaf Guard/Oblivious/Sweet Veil (H) | 90/2/2/2/2/32 | 12 BRT | Size: 1 | Weight: 1 | +Spe nat. Acc Boost: 5% | CC cost: 2 | 65 CHP | Sig. Item: Rare Candy | Boosted Stats: SpD
Stenee - Grass | Leaf Guard/Oblivious/Sweet Veil (H) | 90/2/2/2/2/62 | 13 BRT | Size: 1 | Weight: 1 | +Spe nat. Acc Boost: 9% | CC cost: N/A | 180 CHP | Sig. Item: Queen's Brooch | Boosted Stats: Def, SpD
Tsareena - Grass | Leaf Guard/Queenly Majesty/Sweet Veil (H) | 100/5/4/2/4/72 | 21 BRT | Size: 2 | Weight: 2 | +Spe nat. Acc Boost: 8% | CC cost: N/A | 255 CHP | Sig. Item: Queen's Brooch | Boosted Stats: Atk
Comfey - Fairy | Flower Veil/Triage/Natural Cure | 90/2/3/3/4/100 | 18 BRT | Size: 1 | Weight: 1 | +Spe nat. Acc Boost: 15% | CC cost: 4 | 240 CHP | Sig. Item: Everstone | Boosted Stats: SpD
Oranguru - Normal/Psychic | Inner Focus/Telepathy/Symbiosis (H) | 100/2/3/3/4/60 | 17 BRT | Size: 3 | Weight: 4 | +Spe nat. Acc Boost: 5% | CC cost: 4 | 255 CHP | Sig. Item: Everstone | Boosted Stats: SpD
Passimian - Fighting | Receiver/Defiant (H) | 110/5/3/2/2/80 | 19 BRT | Size: 3 | Weight: 4 | +Spe nat. Acc Boost: 10% | CC cost: 4 | 255 CHP | Sig. Item: Everstone | Boosted Stats: Atk
Wimpod - Bug/Water | Wimp Out | 80/2/2/1/2/80 | 11 BRT | Size: 1 | Weight: 2 | +Spe nat. Acc Boost: 19% | CC cost: 2 | 210 CHP | Sig. Item: Rare Candy | Boosted Stats: Def
Golisopod - Bug/Water | Emergency Exit | 100/5/5/2/3/40 | 20 BRT | Size: 3 | Weight: 5 | +Spe nat. Acc Boost: 5% | CC cost: N/A | 255 CHP | Sig. Item: Rare Candy | Boosted Stats: Def
Sandygast - Ghost/Ground | Water Compaction/Sand Veil (H) | 90/2/3/3/2/15 | 13 BRT | Size: 1 | Weight: 4 | +Spe nat. Acc Boost: 5% | CC cost: 2 | 160 CHP | Sig. Item: Rare Candy | Boosted Stats: Def
Palossand - Ghost/Ground | Water Compaction/Sand Veil (H) | 100/3/4/4/3/35 | 19 BRT | Size: 3 | Weight: 6 | +Spe nat. Acc Boost: 5% | CC cost: N/A | 240 CHP | Sig. Item: Rare Candy | Boosted Stats: Def
Pyukumuku - Water | Innards Out/Unaware (H) | 90/2/5/2/5/5 | 17 BRT | Size: 1 | Weight: 1 | +Spe nat. Acc Boost: 5% | CC cost: 4 | 240 CHP | Sig. Item: Everstone | Boosted Stats: Def, SpD
Type: Null - Normal | Battle Armor | 100/3/3/3/3/59 | 17 BRT | Size: 4 | Weight: 5 | +Spe nat. Acc Boost: 5% | CC cost: 4 | 297 CHP | Sig. Item: Soothe Bell | Boosted Stats: Atk, Def, SpA, SpD
Silvally - Normal | RKS System | 100/3/3/3/3/95 | 18 BRT | Size: 4 | Weight: 5 | +Spe nat. Acc Boost: 14% | CC cost: N/A | 297 CHP | Sig. Item: Soothe Bell, <Type> Memory | Boosted Stats: Atk, Def, SpA, SpD
Minior-S - Rock/Flying | Shields Down | 90/2/4/2/4/60 | 16 BRT | Size: 2 | Weight: 5 | +Spe nat. Acc Boost: 5% | CC cost: 4 | 270 CHP | Sig. Item: Everstone | Boosted Stats: Def, SpD
Minior-C - Rock/Flying | Shields Down | 90/4/2/4/2/120 | 19 BRT | Size: 2 | Weight: 1 | +Spe nat. Acc Boost: 22% | CC cost: N/A | 45 CHP | Sig. Item: Everstone | Boosted Stats: Atk, SpA
Komala - Normal | Comatose | 100/4/3/3/3/65 | 19 BRT | Size: 1 | Weight: 2 | +Spe nat. Acc Boost: 6% | CC cost: 4 | 255 CHP | Sig. Item: Everstone | Boosted Stats: Atk
Turtonator - Fire/Dragon | Shell Armor | 90/3/5/3/3/36 | 18 BRT | Size: 4 | Weight: 6 | +Spe nat. Acc Boost: 5% | CC cost: 4 | 230 CHP | Sig. Item: Everstone | Boosted Stats: Def
Togedemaru - Electric/Steel | Iron Barbs/Lightning Rod/Sturdy (H) | 100/4/3/2/3/96 | 19 BRT | Size: 1 | Weight: 1 | +Spe nat. Acc Boost: 14% | CC cost: 4 | 120 CHP | Sig. Item: Everstone | Boosted Stats: Atk
Mimikyu - Ghost/Fairy | Disguise | 90/3/3/2/4/96 | 18 BRT | Size: 1 | Weight: 1 | +Spe nat. Acc Boost: 14% | CC cost: 4 | 255 CHP | Sig. Item: Everstone | Boosted Stats: SpD
Bruxish - Water/Psychic | Dazzling/Strong Jaw/Wonder Skin (H) | 100/4/3/3/3/92 | 19 BRT | Size: 2 | Weight: 2 | +Spe nat. Acc Boost: 13% | CC cost: 4 | 220 CHP | Sig. Item: Everstone | Boosted Stats: Atk
Drampa - Normal/Dragon | Berserk/Sap Sipper/Cloud Nine (H) | 100/2/3/5/3/36 | 18 BRT | Size: 3 | Weight: 5 | +Spe nat. Acc Boost: 5% | CC cost: 4 | 230 CHP | Sig. Item: Everstone | Boosted Stats: SpA
Dhelmise - Ghost/Grass | Steelworker | 100/5/4/3/3/40 | 20 BRT | Size: 6 | Weight: 6 | +Spe nat. Acc Boost: 5% | CC cost: 4 | 275 CHP | Sig. Item: Everstone | Boosted Stats: Atk
Jangmo-o - Dragon | Bulletproof/Soundproof/Overcoat (H) | 90/2/3/2/2/45 | 13 BRT | Size: 1 | Weight: 3 | +Spe nat. Acc Boost: 9% | CC cost: 2 | 255 CHP | Sig. Item: Rare Candy | Boosted Stats: Def
Hakamo-o - Dragon/Fighting | Bulletproof/Soundproof/Overcoat (H) | 90/3/3/3/3/65 | 17 BRT | Size: 2 | Weight: 3 | +Spe nat. Acc Boost: 10% | CC cost: N/A | 255 CHP | Sig. Item: Rare Candy | Boosted Stats: Def
Kommo-o - Dragon/Fighting | Bulletproof/Soundproof/Overcoat (H) | 100/4/5/4/4/85 | 23 BRT | Size: 3 | Weight: 4 | +Spe nat. Acc Boost: 11% | CC cost: N/A | 255 CHP | Sig. Item: Rare Candy | Boosted Stats: Def

Tapu Koko - Electric/Fairy | Electric Surge/Telepathy (H) | 100/4/3/3/3/130 | 21 BRT | Size: 3 | Weight: 2 | +Spe nat. Acc Boost: 26% | CC cost: N/A | 297 CHP | Sig. Item: Everstone, Tapunium Z | Boosted Stats: Atk
Tapu Lele - Psychic/Fairy | Psychic Surge/Telepathy (H) | 100/3/3/5/4/95 | 21 BRT | Size: 2 | Weight: 2 | +Spe nat. Acc Boost: 14% | CC cost: N/A | 297 CHP | Sig. Item: Everstone, Tapunium Z | Boosted Stats: SpA
Tapu Bulu - Grass/Fairy | Grassy Surge/Telepathy (H) | 100/5/4/3/3/75 | 21 BRT | Size: 3 | Weight: 3 | +Spe nat. Acc Boost: 9% | CC cost: N/A | 297 CHP | Sig. Item: Everstone, Tapunium Z | Boosted Stats: Atk
Tapu Fini - Water/Fairy | Misty Surge/Telepathy (H) | 100/3/4/3/5/85 | 21 BRT | Size: 3 | Weight: 2 | +Spe nat. Acc Boost: 11% | CC cost: N/A | 297 CHP | Sig. Item: Everstone, Tapunium Z | Boosted Stats: SpD
Cosmog - Psychic | Unaware | 90/2/2/2/2/37 | 12 BRT | Size: 1 | Weight: 1 | +Spe nat. Acc Boost: 6% | CC cost: N/A | 297 CHP | Sig. Item: Rare Candy | Boosted Stats: Def, SpD
Cosmoem - Psychic | Sturdy | 90/2/5/2/5/37 | 18 BRT | Size: 1 | Weight: 12 | +Spe nat. Acc Boost: 5% | CC cost: N/A | 297 CHP | Sig. Item: Rare Candy | Boosted Stats: Def, SpD
Solgaleo - Psychic/Steel | Full Metal Body | 120/5/4/4/3/97 | 25 BRT | Size: 6 | Weight: 6 | +Spe nat. Acc Boost: 14% | CC cost: N/A | 297 CHP | Sig. Item: Rare Candy | Boosted Stats: N/A
Lunala - Psychic/Ghost | Shadow Shield | 120/4/3/5/4/97 | 25 BRT | Size: 6 | Weight: 5 | +Spe nat. Acc Boost: 14% | CC cost: N/A | 297 CHP | Sig. Item: Rare Candy | Boosted Stats: N/A
Nihilego - Rock/Poison | Beast Boost | 110/2/2/5/5/103 | 22 BRT | Size: 2 | Weight: 4 | +Spe nat. Acc Boost: 16% | CC cost: N/A | 297 CHP | Sig. Item: Everstone | Boosted Stats: SpD
Buzzwole - Bug/Fighting | Beast Boost | 110/5/5/2/2/79 | 21 BRT | Size: 4 | Weight: 7 | +Spe nat. Acc Boost: 10% | CC cost: N/A | 297 CHP | Sig. Item: Everstone | Boosted Stats: Atk, Def
Pheromosa - Bug/Fighting | Beast Boost | 100/5/2/5/2/151 | 23 BRT | Size: 3 | Weight: 2 | +Spe nat. Acc Boost: 30% | CC cost: N/A | 297 CHP | Sig. Item: Everstone | Boosted Stats: Atk, SpA
Xurkitree - Electric | Beast Boost | 100/3/3/7/3/83 | 22 BRT | Size: 6 | Weight: 4 | +Spe nat. Acc Boost: 11% | CC cost: N/A | 297 CHP | Sig. Item: Everstone | Boosted Stats: SpA
Celesteela - Steel/Flying | Beast Boost | 110/4/4/4/4/61 | 23 BRT | Size: 7 | Weight: 12 | +Spe nat. Acc Boost: 6% | CC cost: N/A | 297 CHP | Sig. Item: Everstone | Boosted Stats: SpA
Kartana - Grass/Steel | Beast Boost | 90/8/5/2/2/109 | 23 BRT | Size: 1 | Weight: 1 | +Spe nat. Acc Boost: 18% | CC cost: N/A | 297 CHP | Sig. Item: Everstone | Boosted Stats: Atk
Guzzlord - Dark/Dragon | Beast Boost | 145/4/2/4/2/43 | 24 BRT | Size: 7 | Weight: 11 | +Spe nat. Acc Boost: 5% | CC cost: N/A | 297 CHP | Sig. Item: Everstone | Boosted Stats: N/A
Necrozma - Psychic | Prism Armor | 110/4/4/5/3/79 | 23 BRT | Size: 4 | Weight: 6 | +Spe nat. Acc Boost: 10% | CC cost: N/A | 297 CHP | Sig. Item: Everstone | Boosted Stats: SpA
Magearna - Steel/Fairy | Soul Heart | 100/3/4/5/4/65 | 22 BRT | Size: 2 | Weight: 4 | +Spe nat. Acc Boost: 6% | CC cost: N/A | 297 CHP | Sig. Item: Everstone | Boosted Stats: SpA
Marshadow - Fighting/Ghost | Technician | 100/5/3/3/3/125 | 22 BRT | Size: 1 | Weight: 2 | +Spe nat. Acc Boost: 24% | CC cost: N/A | 297 CHP | Sig. Item: Everstone, Marshadium Z | Boosted Stats: Atk


Abilities (New, Updated)

Battery - Passive | Mold Breaker: No | This Pokémon is able to power up special moves for the team, boosting the BAP of Special Attacks for this Pokémon and its teammates by two (2).
Battle Bond - Toggle | Mold Breaker: No | By default, Water Shuriken's BAP is increased to three (3) per hit. When this Pokémon KOes an opposing Pokémon, this Pokémon will transform into Ash-Greninja. This form change cannot be reversed. When toggled, Water Shuriken's BAP is increased to three (3) per hit. Either way, this ability cannot be removed from the Pokémon or copied by any means.
Beast Boost - Passive | Mold Breaker: No | When this Pokémon KOes an opposing Pokémon, this Pokémon's highest rank (between Atk, Def, SpA, and SpD) will be boosted by one (1) stage, adjusting the natural stage. If there is a tie, both stats are raised.
Berserk - Passive | Mold Breaker: No | When this Pokémon's HP falls below 50% as a result of direct damage, the Pokémon becomes angry, and its Sp. Attack is increased by one (1) stage, adjusting the natural stage.
Comatose - Passive | Mold Breaker: No | This Pokémon is always sleepy but never fully asleep. It will count as being asleep for the purposes of moves such as Wake-Up Slap and Sleep Talk, but will not have the sleep status (and as such, will be able to attack normally). Because this Pokémon is very sleepy, it is immune to all major status effects.
Corrosion - Passive | Mold Breaker: No | This Pokémon's poison is incredibly potent to the point that it is able to inflict Poison and Bad Poison on Poison- and Steel-types with its own attacks.
Dancer - Toggle | Mold Breaker: No | By default, when another Pokémon uses a move with "Dance" in its name, this Pokémon decides to join in on the dance, using that move immediately afterwards. If the move used was a combination, this Pokémon will only use the last dance move listed in the combination. Dance moves used this way will not incur the consecutive move energy penalty. When toggled, no effect. Either way, this ability cannot be removed from the Pokémon by any means.
Dazzling - Passive | Mold Breaker: Yes | This Pokémon's looks are dazzling enough to stun enemies trying to get the jump on it, making all moves from opponents (targeting its team) with a priority (after adjustments) of one (1) or greater fail against it. Pursuit and moves that target the field bypass this.
Disguise - Passive | Mold Breaker: Yes | When this Pokémon is initially sent out in a match, it hides behind a disguise. This disguise will block direct damage from one damaging move (if the attack is a multi-hit move, it will absorb one hit from the move) before fading. This ability cannot be removed from the Pokémon or copied by any means.
Electric Surge - Trigger | Mold Breaker: No | Unless otherwise commanded by the trainer, when this Pokémon is sent out or when a Pokémon mega evolves into a Pokemon with this ability, it summons Electric Terrain which lasts 4 rounds (6 with Terrain Extender), expending 10 EN to do so.
Command: Activate Electric Surge - 9 En - Summons Electric Terrain to the field.
Emergency Exit - Passive | Mold Breaker: No | This Pokémon has a very strong sense of when thing get dangerous and will make a tactical retreat when its health gets low. When its HP goes below 50% from above 50%, it gains one Emergency Exit counter. This Pokémon can use an Emergency Exit counter without spending an action (as part of an action-set or a substitution) to do one of two things:
1: Switch out of at the end of the round and replace with another of the player's choosing. This does not affect turn order. This cannot be picked in Switch = KO.
2: Be guaranteed to dodge the opponent's next attack.
Full Metal Body - Passive | Mold Breaker: No | This Pokémon's body structure is made completely of resistant metal, making it immune to all stat drops caused by a move or an ability from another Pokémon.
Fluffy - Passive | Mold Breaker: Yes | This Pokémon's body is very fluffy in structure. The structure helps soften blows from contact attacks, lowering their BAP by three (3) when used against this Pokémon. This same structure is more flammable however, so Fire-type moves have their BAP increased by three (3) when used against this Pokémon.
Galvanize - Toggle | Mold Breaker: No | By default, this Pokemon's Normal-type moves are Electric-type moves, and have an additional two (2) BAP boost. When toggled, this Pokemon's Normal-type attacks have their BAP increased by two (2). Only Normal-typed moves changed by Galvanize receive this boost, and not all Electric-type moves. If a Pokemon has been skill-swapped multiple abilities that change Normal-type attacks, the attacks become dual-typed, but the BAP boosts of the abilities do not stack.
Grassy Surge - Trigger | Mold Breaker: No | Unless otherwise commanded by the trainer, when this Pokémon is sent out or when a Pokémon mega evolves into a Pokemon with this ability, it summons Grassy Terrain which lasts 4 rounds (6 with Terrain Extender), expending 10 EN to do so.
Command: Activate Grassy Surge - 9 En - Summons Grassy Terrain to the field.
Innards Out - Passive | Mold Breaker: No | When this Pokémon is KOed by direct damage, it will suddenly fire all of its innards at the Pokémon to KO it, dealing damage to it equal to the amount of HP it had at the start of the action.
Liquid Voice - Toggle | Mold Breaker: No | By default, this Pokémon has the ability to liquify its sound, turning all Sound-based moves (check Soundproof for list) the Pokémon has into Water-type moves. A Perish Song used by a Pokémon with this ability will be absorbed by Pokémon with Storm Drain / Water Absorb and those Pokémon will be immune to its effects. When toggled, no effect.
Long Reach - Passive | Mold Breaker: No | This Pokémon has the ability to make contact with an opponent from a far distance, allowing it to use contact moves against targets without actually making contact with the target (and therefore, not triggering abilities such as Fluffy or Iron Barbs).
Merciless - Passive | Mold Breaker: No | This Pokémon is very proficient at finding weak points in a poisoned Pokémon and as such, all attacks it uses will deliver a critical hit against poisoned targets.
Misty Surge - Trigger | Mold Breaker: No | Unless otherwise commanded by the trainer, when this Pokémon is sent out or when a Pokémon mega evolves into a Pokemon with this ability, it summons Misty Terrain which lasts 4 rounds (6 with Terrain Extender), expending 10 EN to do so.
Command: Activate Misty Surge - 9 En - Summons Misty Terrain to the field.
Power Construct - Toggle | Mold Breaker: No | By default, when this Pokémon's HP is below 50% at the end of an action, this Pokémon will transform into Zygarde-Complete and its HP will increase by the amount of HP Zygarde-Complete has over its previous form. This form change cannot be reversed. When toggled, No effect. Either way, this ability cannot be removed from the Pokémon or copied by any means.
Power of Alchemy - Trigger | Mold Breaker: No | When this Pokémon is sent out, it can expend six (6) EN to use its molecular composition to absorb an ability of a fainted ally, replacing this ability with the chosen. If in a multiple battle an ally faints while this Pokémon is active, at the start of the next round: it can expend six (6) EN to use its molecular composition to absorb one ability of the fainted ally, replacing this ability with the chosen.
Command: Activate Power of Alchemy - 5 En - Replace Power of Alchemy with the ability of a fainted ally for six (6) actions.
Prism Armor - Passive | Mold Breaker: No | This Pokemon has very strong armor that reduces the Base Attack Power of any opponent's super effective attack by two (2).
Psychic Surge - Trigger | Mold Breaker: No | Unless otherwise commanded by the trainer, when this Pokémon is sent out or when a Pokémon mega evolves into a Pokemon with this ability, it summons Psychic Terrain which lasts 4 rounds (6 with Terrain Extender), expending 10 EN to do so.
Command: Activate Psychic Surge - 9 En - Summons Psychic Terrain to the field.
Queenly Majesty - Passive | Mold Breaker: Yes | This Pokémon can use its regal status to stun enemies trying to get the jump on it, making all moves from opponents (targeting its team) with a priority (after adjustments) of one (1) or greater fail against it. Pursuit and moves that target the field bypass this.
Receiver - Trigger | Mold Breaker: No | When this Pokémon is sent out, it can expend six (6) EN to use receive an ability of a fainted ally, replacing this ability with the chosen. If in a multiple battle an ally faints while this Pokémon is active, at the start of the next round: it can expend six (6) EN to receive one ability of the fainted ally, replacing this ability with the chosen.
Command: Activate Receiver - 5 En - Replace Receiver with the ability of a fainted ally for six (6) actions.
RKS System - Passive | Mold Breaker: No | This Pokémon's type changes based on its held memory. This ability cannot be removed from the Pokémon or copied by any means.
Schooling - Passive | Mold Breaker: No | On initial sendout, this Pokémon will call on its fellow Wishiwashi and merge into its School Forme. If at the end of an action this Pokémon's HP is under 25%, its fellow Wishiwashi lose the will to continue and this Pokémon reverts to its Solo Forme. If this Pokémon's HP is back above 25% HP at the end of an action, it will summon its fellow Wishiwashi again to take up School Forme. This ability cannot be removed from the Pokémon or copied by any means.
Shadow Shield - Passive | Mold Breaker: No | This Pokémon is initially protected from attacks by a shield made of shadow. If this Pokémon is at their maximum HP when a round starts, all damage done to this Pokemon by attacks with BAP during the round will be halved.
Shields Down - Passive | Mold Breaker: Yes | This Pokémon starts out in its Shield Forme. While in this forme, it is immune to all status afflictions. If at the end of an action this Pokémon's HP is under 50%, it will break free of its shield and assume its Core Forme. If this Pokémon's HP is back above 50% HP at the end of an action, it will gather its shield back together and re-assume its Shield Forme. This ability cannot be removed from the Pokémon or copied by any means.
Slush Rush - Passive | Mold Breaker: No | This Pokémon can move extremely fast when it is snowing or hailing, doubling (×2) its speed under hail conditions.
Soul-Heart - Passive | Mold Breaker: No | This Pokémon's pure heart gets angry every time a Pokémon is KOed, raising its Special Attack by one (1) stage each time, adjusting the natural stage.
Stakeout - Passive | Mold Breaker: No | This Pokémon becomes very angry when a target tries to run away from it and so this Pokémon's Attacks have double BAP against a target using a Self-Switching move that action. Furthermore its attacks have double BAP against a target who had been switched in via Switch Phase or via Self-Switching Move for the round if this Pokémon was on the field the previous round. The BAP increases does not stack.
Stamina - Passive | Mold Breaker: No | This Pokémon is very durable in nature and can weather whatever comes its way through its strong spirit, raising its Defense by one (1) stage every time it takes direct damage from an attack, adjusting the natural stage. Multi-hit moves activate this ability multiple times in a turn.
Steelworker - Passive | Mold Breaker: No | This Pokémon is capable of using Steel-type moves as proficiently as its own STAB moves, raising the BAP of Steel-type attacks by three (3) and lowering the EN Cost of all Steel-type moves by one (1).
Surge Surfer - Passive | Mold Breaker: No | This Pokémon can move extremely fast when the floor is very electrical, doubling (×2) its speed under Electric Terrain.
Tangling Hair - Passive | Mold Breaker: No | This Pokemon will use its hair to tangle any Pokémon that strikes it with a contact attack, slowing the attacking down and reducing its speed (and adjusting the natural stage) by one (1) stage.
Triage - Passive | Mold Breaker: No | This Pokémon is very fast and efficient at healing, increasing the priority level of all recovery moves and damaging moves that restore the user's HP by three (3) stages. Pain Split, Leech Seed, and Ingrain are not affected by this ability.
Water Bubble - Passive | Mold Breaker: Yes | This Pokémon is protected by a bubble of water which makes it immune to the Burn status and shifts Fire-type moves to their next level of resistance (e.g. ×2 -> ×1, ×1 -> ×0.5). Furthermore, the bubble helps strengthen its Water-type attacks, doubling their BAP.
Water Compaction - Passive | Mold Breaker: No | This Pokémon becomes much more sturdy every time it is hit by a Water-type attack, raising its Defense by two (2) stages, adjusting the natural stage. Multi-hit Water-type moves activate this ability multiple times in a turn.
Wimp Out - Passive | Mold Breaker: No | This Pokémon is inherently cowardly and will run away when its health gets low. When its HP goes below 50% from above 50%, it gains one Wimp Out counter. This Pokémon can use a Wimp Out counter without spending an action (as part of an action-set or a substitution) to do one of two things:
1: Switch out of at the end of the round and replace with another of the player's choosing. This does not affect turn order. This cannot be picked in Switch = KO.
2: Be guaranteed to dodge the opponent's next attack.
Bulletproof - Passive | Mold Breaker: Yes | This Pokemon is immune to damage from ball and bomb attacks. Full List: Acid Spray, Aura Sphere, Barrage, Beak Blast, Bullet Seed, Egg Bomb, Electro Ball, Energy Ball, Focus Blast, Gyro Ball, Ice Ball, Magnet Bomb, Mist Ball, Mud Bomb, Octazooka, Rock Blast, Rock Wrecker, Seed Bomb, Shadow Ball, Sludge Bomb, Weather Ball, and Zap Cannon.
Gale Wings - Passive | Mold Breaker: No | If this Pokémon is at their maximum HP when a round starts, this Pokémon's Flying type moves have an additional level of priority over their normal order (e.g. +0 priority is +1, +1 is +2, etc.).
Infiltrator - Passive | Mold Breaker: No | Through a combination of speed and cunning, this Pokemon easily circumvents the effects of Aurora Veil, Light Screen, Mist, Reflect, Safeguard, and Substitute with all of its attacks.
Iron Fist - Passive | Mold Breaker: No | The Base Attack Power of this Pokemon's "Punch" attacks is increased by two (2). (Known attacks affected: Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, Dynamic Punch, Fire Punch, Focus Punch, Hammer Arm, Ice Hammer, Ice Punch, Mach Punch, Mega Punch, Meteor Mash, Shadow Punch, Sky Uppercut, Thunder Punch, Power-Up Punch)
Multitype - Passive | Mold Breaker: No | This Pokémon's type changes based on its held plate or Z-Crystal. If this Pokémon's original species is Arceus, Multitype increases HP by 10 and each Rank by one (1). Any held item with "Plate" in its name will have its BAP modifier increased by +1. This ability cannot be removed from the Pokémon or copied by any means.
Parental Bond - Passive | Mold Breaker: No | This Pokémon's mother and child team strike with each of their attacks. Parental Bond will have the following effects on any damaging move by the user. It will multiply the BAP of the selected move by 1.25× rounded up. Spillover damage will occur on Substitutes. Secondary effects will activate or be rolled for twice. The attack will be considered a single attack for all other move effects (i.e. Natural Gift, Brine, Multi-Hit, etc). The Energy Cost for each affected attack is increased by 25% the Energy Cost of the original move, rounded up.
Prankster - Passive | Mold Breaker: No | The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks a +1 increase in priority level. Dark-types are immune to all non-damaging attacks (as well as all moves summoned by a non-damaging move) used by a Pokémon with this ability.
Soundproof - Passive | Mold Breaker: Yes | Pokemon with this ability emit their own powerful electrostatic or sound-dampening field, making them immune to sound-based moves other than an ally's or their own Heal Bell. (Known sound moves: Boomburst, Bug Buzz, Chatter, Clanging Scales, Disarming Voice, Echoed Voice, Grass Whistle, Growl, Heal Bell, Hyper Voice, Metal Sound, Perish Song, Relic Song, Roar, Round, Screech, Sing, Snarl, Snore, Sparkling Aria, Supersonic, Uproar.)
Weak Armor - Toggle | Mold Breaker: No | By default the Pokemon loosens its worn defensive armor so that it will break off when an opponent uses a contact attack, reducing the Pokemon's Defense by one (1) stage for each hit and increasing their Speed by two (2) stages for each hit. When toggled, no effect.
 
Last edited:

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus
Moves (New, Updated)

Accelerock - Rock | Physical | Adjacent Target | 4 BAP | 100% Acc | 4 EN Cost | -- Eff% | Contact: Yes | 1 Prio | 10 Z-BAP | Combo Type: Passive | Snatch: No | Magic Coat: No
The Pokémon slams into the target at a high speed using its rocky exterior, striking before the opponent can act.

Anchor Shot - Steel | Physical | Adjacent Target | 8 BAP | 100% Acc | 6 EN Cost | -- Eff% | Contact:
Yes | 0 Prio | 16 Z-BAP | Combo Type: Passive | Snatch: No | Magic Coat: No
The Pokémon fires an anchor at the target and binds the target to the anchor, preventing them from switching out of battle via Switch Phase. This effect fades if the user switches out through any means.

Aurora Veil - Ice | Other | All Allies | -- BAP | --% Acc | 10 EN Cost | -- Eff% | Contact: No | 0 Prio | -- Z-BAP | Combo Type: Passive | Snatch: Yes | Magic Coat: No
The user shrouds its allies in a veil of cold aura that weakens moves used against them, reducing the BAP of Physical and Special attacks used against the affected by 50% (or 33% if multiple allies share an Aurora Veil) for six (6) actions. This move must be used while it is hailing, otherwise it fails. Z-Move Effect: Increases the user's Speed by one (1) stage, adjusting the natural stage.

Baneful Bunker - Poison | Other | User | -- BAP | --% Acc | 4 + (DMG Blocked ÷ 2.5) EN Cost | -- Eff% | Contact: No | 4 Prio | -- Z-BAP | Combo Type: Passive | Snatch: No | Magic Coat: No
The user shrouds itself in a naturally poisonous barrier that protects itself from damaging attacks and poisons any Pokémon that makes contact with the user while Baneful Bunker is active. Z-Moves will only have 75% of the damage blocked. This move fails if used consecutively. Z-Move Effect: Increases the user's Defense by one (1) stage, adjusting the natural stage.

Beak Blast - Flying | Physical | Adjacent Target | 10 BAP | 100% Acc | 7 EN Cost | -- Eff% | Contact: Yes | +6 and -3 Prio | 18 Z-BAP | Combo Type: Set | Snatch: No | Magic Coat: No
The Pokémon charges its beak up to red hot levels at +6 Priority, before hammering the target with its beak at -3 Priority. Any Pokémon who makes direct contact with the user while the beak is charging will be burned as a result of touching the hot beak.

Brutal Swing - Dark | Physical | All Adjacent Targets | 6 BAP | 100% Acc | 5 EN Cost | -- Eff% | Contact: Yes | 0 Prio | 12 Z-BAP | Combo Type: Elemental | Snatch: No | Magic Coat: No
The Pokémon rampages wildly, swinging and hitting everything in the vicinity in the process.

Burn Up - Fire | Special | Adjacent Target | 13 BAP | 100% Acc | 9 EN Cost | -- Eff% | Contact: No | 0 Prio | 20 Z-BAP | Combo Type: Set | Snatch: No | Magic Coat: No
The user concentrates all its fire reserves into one massive blast of fire, searing its target. However, the user uses too much fire that it loses its Fire-typing (becoming typeless if it is a pure Fire-type). This move fails if the user is not a Fire-type.

Clanging Scales - Dragon | Special | Up to 3 Adjacent Targets | 11 BAP | 100% Acc | 7 EN Cost | -- Eff% | Contact: No | 0 Prio | 19 Z-BAP | Combo Type: Elemental | Snatch: No | Magic Coat: No
The user reverberates by banging on its own scales constantly, creating a powerful noise that affects its opponents. The reverberating makes its scales weaker though, reducing the user's Defense by one (1) stage.

Core Enforcer - Dragon | Special | Up to 3 Adjacent Targets | 10 BAP | 100% Acc | 7 EN Cost | -- Eff% | Contact: No | 0 Prio | 14 Z-BAP | Combo Type: Set | Snatch: No | Magic Coat: No
The user uses the power of Zygarde Cells to blast its targets in a sweeping Z-style attack. The attack ignores the abilities of the targets who have already acted this action (Those listed as Mold Breaker: Yes).

Darkest Lariat - Dark | Physical | Adjacent Target | 8 BAP | 100% Acc | 6 EN Cost | -- Eff% | Contact: Yes | 0 Prio | 16 Z-BAP | Combo Type: Set | Snatch: No | Magic Coat: No
The user uses underhanded tactics to catch the opponent off guard before striking, ignoring boosts to the target's stats.

Dragon Hammer - Dragon | Physical | Adjacent Target | 9 BAP | 100% Acc | 7 EN Cost | -- Eff% | Contact: Yes | 0 Prio | 18 Z-BAP | Combo Type: Force | Snatch: No | Magic Coat: No
The user swings its body or an arm at the target, dealing damage.

Fire Lash - Fire | Physical | Adjacent Target | 8 BAP | 100% Acc | 6 EN Cost | 100 Eff% | Contact: Yes | 0 Prio | 16 Z-BAP | Combo Type: Force | Snatch: No | Magic Coat: No
The user lashes at the target using its burning hot tongue. The force of the lash lowers the Defense of the target by one (1) stage.

First Impression - Bug | Physical | Adjacent Target | 9 BAP | 100% Acc | 7 EN Cost | -- Eff% | Contact: Yes | 2 Prio | 18 Z-BAP | Combo Type: Passive | Snatch: No | Magic Coat: No
The user rushes the target with a lightning-fast lunge. The attack leaves such an impression on the target that they will not be surprised by it in the future and dodge it with ease. First Impression can only successfully hit each opponent once while the user is on the field.

Fleur Cannon - Fairy | Special | Adjacent Target | 13 BAP | 90% Acc | 9 EN Cost | -- Eff% | Contact: No | 0 Prio | 20 Z-BAP | Combo Type: Set | Snatch: No | Magic Coat: No
The user launches an extremely powerful burst of sparkling light that deals extreme damage to the target. The power of the attack weakens the user's power, lowering their Sp. Attack by two (2) stages.

Floral Healing - Fairy | Other | Adjacent Target | -- BAP | --% Acc | 14 EN Cost | -- Eff% | Contact: No | 0 Prio | -- Z-BAP | Combo Type: Passive | Snatch: No | Magic Coat: Yes
The Pokémon uses the power of flowers to heal the wounds of the target, restoring their HP by 20 points. If Grassy Terrain is active, the power of the healing is even greater on grounded targets, restoring their HP by 30 points instead. This move uses up one of the user's available recovery moves in a battle. Z-Move Effect: The user's negative stat changes are reset to 0, adjusting the natural stage of the reset stats.

Gear Up - Steel | Other | All Allies | -- BAP | --% Acc | 7 EN Cost | -- Eff% | Contact: No | 0 Prio | -- Z-BAP | Combo Type: Passive | Snatch: No | Magic Coat: No
The user encourages Pokémon with the Plus and/or Minus abilities to wind up their strength, raising their Attack and Special Attack by one (1) stage (including the user if they have either ability). Z-Move Effect: Increases the user's Sp. Attack by one (1) stage, adjusting the natural stage.

Highhorse Power - Ground | Physical | Adjacent Target | 8 + (WC ÷ 2) BAP | 95% Acc | 6 + (WC ÷ 3) EN Cost | -- Eff% | Contact: Yes | 0 Prio | 18 Z-BAP | Combo Type: Force | Snatch: No | Magic Coat: No
The user kicks their opponent with the power of their feet. The heavier the user, the stronger the attack.

Ice Hammer - Ice | Physical | Adjacent Target | 10 BAP | 90% Acc | 7 EN Cost | -- Eff% | Contact: Yes | 0 Prio | 18 Z-BAP | Combo Type: Force | Snatch: No | Magic Coat: No
The user slams into the opponent with great force using a fist of ice. This move lowers the user's Speed by one (1) stage.

Instruct - Psychic | Other | Adjacent Target | -- BAP | --% Acc | 9 EN Cost | -- Eff% | Contact: No | 0 Prio | -- Z-BAP | Combo Type: Deferring | Snatch: No | Magic Coat: No
The user instructs its target and uses its influence and wisdom to encourage them to use the last move they used. Pokémon who use a move as a result of Instruct do not incur the movespam penalty. This move fails if the target has not used a move before or if the last move it used was either a combination or a Z-Move. Z-Move Effect: Increases the user's Sp. Attack by one (1) stage, adjusting the natural stage.

Laser Focus - Normal | Other | User | -- BAP | --% Acc | 12 EN Cost | -- Eff% | Contact: No | 0 Prio | -- Z-BAP | Combo Type: Passive | Snatch: Yes | Magic Coat: No
The user focuses so intently that it discovers the weak points in all of its targets, guaranteeing that all their attacks will score critical hits for the next six (6) actions. Z-Move Effect: Increases the user's Attack by one (1) stage, adjusting the natural stage.

Leafage - Grass | Physical | Adjacent Target | 4 BAP | 100% Acc | 3 EN Cost | -- Eff% | Contact: No | 0 Prio | 10 Z-BAP | Combo Type: Elemental | Snatch: No | Magic Coat: No
The user throws a bunch of leaves at the opponent like darts, dealing damage to the opponent. When combined with a move with "leaf" in its name, the BAP of the entire combination is multiplied by 1.5× (Leafage + Leafage will only have its BAP mutiplied by 1.5×) and the critical hit stage of the combination is raised by two (2) stages.

Liquidation - Water | Physical | Adjacent Target | 9 BAP | 100% Acc | 7 EN Cost | 20% Eff% | Contact: Yes | 0 Prio | 16 Z-BAP | Combo Type: Force | Snatch: No | Magic Coat: No
The user envelops itself in a veil of water and then slams into the target. The attack may unsettle the target, lowering their Defense by one (1) stage.

Lunge - Bug | Physical | Adjacent Target | 8 BAP | 100% Acc | 6 EN Cost | 100 Eff% | Contact: Yes | 0 Prio | 16 Z-BAP | Combo Type: Force | Snatch: No | Magic Coat: No
The user slams into the target with one desperate lunge. The shock of the attack lowers the target's Attack by one (1) stage.

Multi-Attack - Normal | Physical | Adjacent Target | 9 BAP | 100% Acc | 7 EN Cost | -- Eff% | Contact: Yes | 0 Prio | 19 Z-BAP | Combo Type: Set | Snatch: No | Magic Coat: No
The user rams into the opponent with one powerful charge. If the user is holding a Memory item, this move's type changes to match it.

Moongeist Beam - Ghost | Special | Adjacent Target | 10 BAP | 100% Acc | 7 EN Cost | -- Eff% | Contact: No | 0 Prio | 18 Z-BAP | Combo Type: Set | Snatch: No | Magic Coat: No
The user taps into the power of the moon and using that energy to glow and then fire a powerful beam at the opponent. This attack ignores the target's abilities when used (Those listed as Mold Breaker: Yes).

Nature's Madness - Fairy | Special | Adjacent Target | Fixed Damage Formula = (Opponent's Current HP / 5) BAP | 90% Acc | (Damage / 2) + 3 EN Cost | -- Eff% | Contact: No | 0 Prio | 10 Z-BAP | Combo Type: Set | Snatch: No | Magic Coat: No
The user taps into the power of nature and uses it to affect the target, using its vitality against them.

Pollen Puff - Bug | Special | Adjacent Target | 9 BAP | 100% Acc | 10 EN Cost | -- Eff% | Contact: No | 0 Prio | 18 Z-BAP | Combo Type: Force | Snatch: No | Magic Coat: No
The user fires a ball of pollen at the target. If the target is an opponent, the pollen explodes and deals damage. If the target is an ally, the pollen heals the target, restoring 20 HP. This move uses up one of the user's available recovery moves in a battle if the target is an ally.

Power Trip - Dark | Physical | Adjacent Target | 2 + 2 for each stage boost BAP | 100% Acc | 7 EN Cost | -- Eff% | Contact: Yes | 0 Prio | 16 Z-BAP | Combo Type: Set | Snatch: No | Magic Coat: No
The user takes advantage of its stat boosts and goes on a rampage, hammering the target. The more positive stage boosts the Pokémon has, the greater its power.

Prismatic Laser - Psychic | Special | Adjacent Target | 16 BAP | 100% Acc | 10 EN Cost | -- Eff% | Contact: No | 0 Prio | 20 Z-BAP | Combo Type: Set | Snatch: No | Magic Coat: No
The user unleashes a burst of multi-colored beams which blast the target from above. The user becomes sluggish for one (1) action after using this move.

Psychic Fangs - Psychic | Physical | Adjacent Target | 9 BAP | 100% Acc | 7 EN Cost | -- Eff% | Contact: Yes | 0 Prio | 16 Z-BAP | Combo Type: Elemental | Snatch: No | Magic Coat: No
The user envelops its fangs in psychokinetic energy as it bites the target. The energy of the fangs are strong enough to remove any active Aurora Veil, Reflect, and Light Screen on the target's team prior to damage.

Psychic Terrain - Psychic | Other | Field | -- BAP | --% Acc | 10 EN Cost | -- Eff% | Contact: No | 0 Prio | -- Z-BAP | Combo Type: Set | Snatch: No | Magic Coat: No
The user generates a weird field full of psychokinetic energy that covers the entire ground for four (4) rounds. While in effect, the BAP of Psychic-type moves from grounded Pokémon are boosted by three (3) and grounded Pokémon are protected from moves with an adjusted priority of one (1) or greater, except for moves targeting the user or an ally, as well as Pursuit and moves targeting the field. Nature Power becomes Psychic while Psychic Terrain is in effect. Z-Move Effect: Increases the user's Sp. Attack by one (1) stage, adjusting the natural stage.

Purify - Poison | Other | Adjacent Target | -- BAP | --% Acc | 9 EN Cost | -- Eff% | Contact: No | 0 Prio | -- Z-BAP | Combo Type: Passive | Snatch: No | Magic Coat: Yes
The user fires a ball of cleansing energy at the target which heals all major status afflictions the target has. If it does heal a major status affliction on the target, the cleansing energy affects the user as well, restoring the user's HP by 10 points. Z-Move Effect: Increases the user's Attack, Defense, Sp. Attack, Sp. Defense, and Speed by one (1) stage, adjusting the natural stage.

Revelation Dance - Normal | Special | Adjacent Target | 9 BAP | 100% Acc | 7 EN Cost | -- Eff% | Contact: No | 0 Prio | 18 Z-BAP | Combo Type: Set | Snatch: No | Magic Coat: No
The user does a little dance which creates a swathe of energy which is then used to strike the target. Revelation Dance's type depends on the user's Primary type (the first type listed in a Pokémon's typing). For example if used by Oricorio, Revelation Dance can either be a Fire-type move (Baile), an Electric-type move (Pom-Pom), a Psychic-type move (Pa'u), or a Ghost-type move (Sensu). If the user does not have a primary typing, Revelation Dance becomes a typeless attack.

Shadow Bone - Ghost | Physical | Adjacent Target | 9 BAP | 100% Acc | 7 EN Cost | 20% Eff% | Contact: No | 0 Prio | 16 Z-BAP | Combo Type: Set | Snatch: No | Magic Coat: No
The user energizes its bone with spiritual energy before striking the target with it. The impact may lower the target's Defense by one (1) stage.

Shell Trap - Fire | Special | All Adjacent Opponents | 15 BAP | 100% Acc | 10 EN Cost | -- Eff% | Contact: No | +6 and -3 Prio | 20 Z-BAP | Combo Type: Set | Snatch: No | Magic Coat: No
The user sets up its trap at +6 priority before releasing its trap at -3 priority. If the user is not hit by a Physical attack while the trap is active, then the move fails. Otherwise, the trap detonates, firing powerful beams of fire to all opponents.

Shore Up - Ground | Other | User | -- BAP | --% Acc | (Max HP / 10) + 2 EN Cost | -- Eff% | Contact: No | 0 Prio | -- Z-BAP | Combo Type: Passive | Snatch: Yes | Magic Coat: No
The user restores its HP by replenishing its sand supply and using it to heal itself by 20 HP points. The high abundance of sand during an active Sandstorm makes replenishing much stronger, restoring the user's HP by 30 points in such conditions. This move uses up one of the user's available recovery moves in a battle. Z-Move Effect: The user's negative stat changes are reset to 0, adjusting the natural stage of the reset stats.

Smart Strike - Steel | Physical | Adjacent Target | 7 BAP | --% Acc | 5 EN Cost | -- Eff% | Contact: Yes | 0 Prio | 14 Z-BAP | Combo Type: Passive | Snatch: No | Magic Coat: No
The user detects the target's whereabouts, locks onto them, and stabs them with their horn. This move cannot miss.

Solar Blade - Grass | Physical | Adjacent Target | 13 BAP | 100% Acc | 9 EN Cost | -- Eff% | Contact: Yes | +1 (Charge), -1 (Attack) Prio | 19 Z-BAP | Combo Type: Elemental | Snatch: No | Magic Coat: No
The user spends time absorbing sunlight, harnessing the energy into a powerful blade which is used to slash the target. The user charges at Priority 1, and fires at Priority -1. In sunny weather, the user both charges and fires at Priority 0 instead. If the user is entirely isolated from sunlight or powerful artificial lights, such as an unpowered structure with no windows, this attack fails.

Sparkling Aria - Water | Special | All Adjacent Targets | 9 BAP | 100% Acc | 7 EN Cost | -- Eff% | Contact: No | 0 Prio | 18 Z-BAP | Combo Type: Set | Snatch: No | Magic Coat: No
The user concentrates its singing into a powerful bubble which it then bursts with its voice, sending mini sound-bubbles fluttering across the arena and hitting everyone bar the user. The sound-bubbles have a healing agent that heals the Burn status on all Pokémon hit by this attack.

Spectral Thief - Ghost | Physical | Adjacent Target | 9 BAP | 100% Acc | 7 EN Cost | -- Eff% | Contact: Yes | 0 Prio | 18 Z-BAP | Combo Type: Set | Snatch: No | Magic Coat: No
The user steals all positive stage boosts (including the natural stage) the target has and then strikes the target, dealing damage.

Speed Swap - Psychic | Other | Adjacent Target | -- BAP | --% Acc | 7 EN Cost | -- Eff% | Contact: No | 0 Prio | -- Z-BAP | Combo Type: Passive | Snatch: No | Magic Coat: No
The user mentally swaps its raw speed stat with the target. Z-Move Effect: Increases the user's Speed by one (1) stage, adjusting the natural stage.

Spirit Shackle - Ghost | Physical | Adjacent Target | 8 BAP | 100% Acc | 6 EN Cost | -- Eff% | Contact: No | 0 Prio | 16 Z-BAP | Combo Type: Set | Snatch: No | Magic Coat: No
The user fires an arrow filled with spiritual energy at the target. The spiritual energy in the arrow binds the target to the user mentally, preventing them from switching out of battle via Switch Phase. This effect fades if the user switches out through any means.

Spotlight - Normal | Other | Adjacent Target | -- BAP | --% Acc | 9 EN Cost | -- Eff% | Contact: No | 3 Prio | -- Z-BAP | Combo Type: Passive | Snatch: No | Magic Coat: Yes
The user shines a powerful light on the target that makes them the center of attention. The target will now become the target of all attacks from the target's opponents that are not self-targeting this action. Z-Move Effect: Increases the user's Sp. Defense by one (1) stage, adjusting the natural stage.

Stomping Tantrum - Ground | Physical | Adjacent Target | 8 or 15 BAP | 100% Acc | 8 EN Cost | -- Eff% | Contact: Yes | 0 Prio | 14 Z-BAP | Combo Type: Force | Snatch: No | Magic Coat: No
The user stomps on the ground in rage, striking the opponent in the process. If the target's previous attack failed or missed the target, this move has 15 BAP. Otherwise this move will have 8 BAP.

Strength Sap - Grass | Other | Adjacent Target | -- BAP | 100% Acc | (Opponent's Attack Rank × 2) + 2 EN Cost | -- Eff% | Contact: No | 0 Prio | -- Z-BAP | Combo Type: Passive | Snatch: No | Magic Coat: Yes
The user drains the strength from the opponent and transfers it into life force for the user. The move lowers the opponent's Attack by one (1) stage and restores the users HP equal to +((5 × Opponent's Attack Rank) + (2 × Opponent's Attack Stage)) HP. This move fails if the target's Attack stage is at -6. This move uses up one of the user's available recovery moves in a battle. Z-Move Effect: Increases the user's Defense by one (1) stage, adjusting the natural stage.

Sunsteel Strike - Steel | Physical | Adjacent Target | 10 BAP | 100% Acc | 7 EN Cost | -- Eff% | Contact: Yes | 0 Prio | 18 Z-BAP | Combo Type: Set | Snatch: No | Magic Coat: No
The user taps into the power of the sun to envelop itself in solar energy before slamming into the target at high speed. This attack ignores the target's abilities when used (Those listed as Mold Breaker: Yes).

Tearful Look - Normal | Other | Adjacent Target | -- BAP | --% Acc | 6 EN Cost | -- Eff% | Contact: No | 0 Prio | -- Z-BAP | Combo Type: Passive | Snatch: No | Magic Coat: Yes
The user starts crying at the target, making the target feel sorry for it. The move lowers the target's Attack and Sp. Attack by one (1) stage. Z-Move Effect: Increases the user's Defense by one (1) stage, adjusting the natural stage.

Thousand Arrows - Ground | Physical | Up to 3 Adjacent Targets | 9 BAP | 100% Acc | 7 EN Cost | -- Eff% | Contact: No | 0 Prio | 18 Z-BAP | Combo Type: Elemental | Snatch: No | Magic Coat: No
The user harnesses the power of Zygarde Cells and fires them at the targets like arrows. This move ignores a Flying-type's Ground-type immunity (always dealing neutral damage irrespective of other type) and Levitate. If this attack deals damage to a target, the target is knocked down, and it loses any immunity to other Ground-type moves it may have for six (6) actions. Knocked down Pokemon are unable to use Fly or Bounce for the duration of the effect. If the target has successfully used Roost the action Thousand Arrows strikes them, the knockdown effect does not occur. Substitutes cannot be knocked down.

Thousand Waves - Ground | Physical | Up to 3 Adjacent Targets | 9 BAP | 100% Acc | 7 EN Cost | -- Eff% | Contact: No | 0 Prio | 18 Z-BAP | Combo Type: Elemental | Snatch: No | Magic Coat: No
The user harnesses the power of Zygarde Cells and fires them at the targets in a wave-like formation. All targets hit by the attack are then bound to the arena by the Zygarde cells, preventing them from switching out of battle via Switch Phase. This effect fades if the user switches out through any means.

Throat Chop - Dark | Physical | Adjacent Target | 8 BAP | 100% Acc | 6 EN Cost | -- Eff% | Contact: Yes | 0 Prio | 16 Z-BAP | Combo Type: Passive | Snatch: No | Magic Coat: No
The user aims at the target's throat and strikes it with a precise chop. The impact temporarily knocks out the target's ability to make noise, preventing them from using sound-based moves for the next six (6) actions.

Toxic Thread - Poison | Other | Adjacent Target | -- BAP | 100% Acc | 7 EN Cost | -- Eff% | Contact: No | 0 Prio | -- Z-BAP | Combo Type: Passive | Snatch: No | Magic Coat: Yes
The user spits poisonous, sticky silk at the target, tangling the target and Poisoning them as well as lowering their Speed by one (1) stage. Z-Move Effect: Increases the user's Speed by one (1) stage, adjusting the natural stage.

Trop Kick - Grass | Physical | Adjacent Target | 7 BAP | 100% Acc | 5 EN Cost | 100% Eff% | Contact: Yes | 0 Prio | 14 Z-BAP | Combo Type: Force | Snatch: No | Magic Coat: No
The user envelops their leg in natural energy and kicks the target with it. The regal power of the blow lowers the target's Attack by one (1) stage.

Zing Zap - Electric | Physical | Adjacent Target | 8 BAP | 100% Acc | 6 EN Cost | 30% Eff% | Contact: Yes | 0 Prio | 16 Z-BAP | Combo Type: Force | Snatch: No | Magic Coat: No
The user curls itself into a ball and envelops itself in electrical energy before firing into the target at a great speed. The shock of the impact may cause the target to flinch.
Ally Switch - Psychic | Other | Any Non-User Ally | -- BAP | -- Acc | 5 EN Cost | -- Eff% | Contact: N/A | 2 Prio | -- Z-BAP | Combo Type: Passive | Snatch: No | Magic Coat: No
The user uses telekinetic powers to switch places with one of its allies for the duration of the action. This move fails in singles battles. Z-Move Effect: +2 Spe (P).

Brick Break - Fighting | Physical | Adjacent Target | 8 BAP | 100% Acc | 6 EN Cost | -- Eff% | Contact: Yes | 0 Prio | 14 Z-BAP | Combo Type: Passive | Snatch: No | Magic Coat: No
The user's appendages glow white and it strikes the opponent with precise damaging strikes. Brick Break destroys Aurora Veil, Light Screen, and Reflect on the target's field prior to dealing damage.

Dark Void - Dark | Other | Up to 3 Adjacent Targets | -- BAP | 50% Acc | 10 EN Cost | -- Eff% | Contact: No | 0 Prio | -- Z-BAP | Combo Type: Elemental | Snatch: No | Magic Coat: Yes
The user opens a rift of void beneath the targets. The void saps the targets' willpower, causing them to fall asleep. This move cannot be sketched and will fail if not used by Darkrai. Z-Move Effect: Reset user's negative stat changes.

Defog - Flying | Other | Entire Battle | -- BAP | -- Acc | 10 EN Cost | -- Eff% | Contact: No | 0 Prio | -- Z-BAP | Combo Type: Passive | Snatch: No | Magic Coat: Yes
The user rapidly flaps or beats its wings or other appendages, creating a large wind that clears away any obscuring field effects and negates Fog weather. Defog lowers the opponent's Evasion one (1) stage and removes the effects of Mist, Safeguard, Aurora Veil, Reflect, and Light Screen on the target. (Mist blocks the evasion drop, and then dissipates). Defog also clears both sides of the field of any laid ha ards and any weather affecting the field. Z-Move Effect: +1 Acc (P).

Diamond Storm - Rock | Physical | Up to 3 Adjacent Targets | 10 BAP | 95% Acc | 7 EN Cost | 50% Eff% | Contact: No | 0 Prio | 18 Z-BAP | Combo Type: Force | Snatch: No | Magic Coat: No
The user whips up a storm of diamonds which strikes several opposing Pokemon, dealing damage to them. This move may raise the user's Defense by two (2) stages for each opponent hit.

Dragon Ascent - Flying | Physical | Adjacent Target | 12 BAP | 100% Acc | 8 EN Cost | -- Eff% | Contact: Yes | 0 Prio | 19 Z-BAP | Combo Type: Set | Snatch: No | Magic Coat: No
The user climbs high into the sky before crashing into the opponent with one powerful charge. This move lowers the user's Defense and Special Defense one (1) Stage if it was successfully used, even if it deals no damage. If Rayquaza has this move in its possession and is not holding a Z-Crystal, then it can Mega Evolve into Mega Rayquaza.

Fell Stinger - Bug | Physical | Adjacent Opponent | 5 BAP | 100% Acc | 4 EN Cost | -- Eff% | Contact: Yes | 0 Prio | 10 Z-BAP | Combo Type: Set | Snatch: No | Magic Coat: No
The Pokemon fills their stinger with energy and injects a special neurotoxin into the opponent. If the opposing Pokemon is KO'd by Fell Stinger, part of their energy goes back to the user of this move, increasing the user's Attack by two (2) stages.

Flying Press - Fighting | Physical | Adjacent Target | 10 BAP | 95% Acc | 7 EN Cost | -- Eff% | Contact: Yes | 0 Prio | 17 Z-BAP | Combo Type: Set | Snatch: No | Magic Coat: No
The Pokemon leaps into the air and strikes the foe with a devastating blow from above. The attack has both Fighting and Flying-type properties, and checks cumulative type effectiveness against both elements (e.g. a Pokemon weak to both Fighting and Flying would take 4x damage). If the opponent has used Minimize, the BAP doubles.

Knock Off - Dark | Physical | Adjacent Target | 7 or 10 BAP | 100% Acc | 7 EN Cost | -- Eff% | Contact: Yes | 0 Prio | 12 Z-BAP | Combo Type: Passive | Snatch: No | Magic Coat: No
The Pokemon strikes at any item held by the opponent, knocking it away (The item's effect still occurs beforehand). The opponent loses all benefits of its held item. This move's effect will not activate if the target has the abilities Multitype, RKS System, or Sticky Hold, or is holding the item Griseous Orb, Shock Drive, Douse Drive, Chill Drive, Burn Drive, Red Orb, Blue Orb, any Mega Stone, or any Z-Crystal. This move's power increases if the target is holding any other item not listed in this description.

Leech Life - Bug | Physical | Adjacent Target | 8 BAP | 100% Acc | 12 EN Cost | -- Eff% | Contact: Yes | 0 Prio | 16 Z-BAP | Combo Type: Set | Snatch: No | Magic Coat: No
The user sneaks up on the foe, bites them, and drinks their blood. The user heals themselves for half the damage inflicted.

Misty Terrain - Fairy | Other | Entire Battle | -- BAP | -- Acc | 10 EN Cost | -- Eff% | Contact: No | 0 Prio | -- Z-BAP | Combo Type: Set | Snatch: No | Magic Coat: No
The Pokemon unleashes a magical mist that envelops the entire field with Fairy dust for four (4) rounds. While in effect, the power of Fairy moves used by grounded Pokemon is increased by three (3) BAP, while the power of Dragon moves used against Grounded Pokemon are reduced by two (2) BAP. Pokemon are protected from Major Status moves and Confusion while Misty Terrain is in effect, but Misty Terrain will not heal previously inflicted Major Status effects including Confusion. Nature Power becomes Moonblast when Misty Terrain is in effect. Z-Move Effect: +1 SpD (P).

Mystical Fire - Fire | Special | Adjacent Target | 8 BAP | 100% Acc | 6 EN Cost | 100% Eff% | Contact: No | 0 Prio | 14 Z-BAP | Combo Type: Elemental | Snatch: No | Magic Coat: No
The Pokemon summons a magical fire that lowers the opponent's Special Attack by one (1) stage upon contact.

Parabolic Charge - Electric | Special | All Adjacent Targets | 7 BAP | 100% Acc | 10 EN Cost | -- Eff% | Contact: No | 0 Prio | 12 Z-BAP | Combo Type: Set | Snatch: No | Magic Coat: No
The user releases a special electrical field which drains the energy of every Pokemon on the field and restores 50% of the damage inflicted back to the user.

Sucker Punch - Dark | Physical | Adjacent Target | 7 BAP | 100% Acc | 5 EN Cost | -- Eff% | Contact: Yes | 1 Prio | 14 Z-BAP | Combo Type: Set | Snatch: No | Magic Coat: No
The user feigns weakness, but then strikes with intense swiftness if the foe prepares to attack. This move fails if the opponents uses a non-damaging move or outspeeds the Pokemon with its own high-speed attacks.

Swagger - Normal | Other | Adjacent Target | -- BAP | 85% Acc | 7 EN Cost | -- Eff% | Contact: No | 0 Prio | -- Z-BAP | Combo Type: Passive | Snatch: No | Magic Coat: Yes
The user intimidatingly taunts the opponent, increasing their Attack by two (2) stages but confusing them as well. Z-Move Effect: Reset user's negative stat changes.

Thunder Wave - Electric | Other | Adjacent Target | -- BAP | 90% Acc | 7 EN Cost | -- Eff% | Contact: No | 0 Prio | -- Z-BAP | Combo Type: Force | Snatch: No | Magic Coat: Yes
The user releases blue sparks that target the opponent's muscle nerves, making them have a chance not to respond to any commands, effectively paralyzing them. Thunder Wave does not ignore the type chart and does not ignore abilities with regards to immunities and effects. Z-Move Effect: +1 SpD (P)

Water Shuriken - Water | Special | Adjacent Target | 2 per hit BAP | 100% Acc | 4 EN Cost | -- Eff% | Contact: No | 1 Prio | 10 Z-BAP | Combo Type: Set | Snatch: No | Magic Coat: No
The Pokemon creates water shurikens at high speed and launches them at the opponent, hitting 2-5 times. It can disrupt an opponent's move that takes a while to charge up.
10,000,000 Volt Thunderbolt - Electric | Special | Adjacent Target | 20 BAP | 100% Acc | 7 EN Cost | -- Eff% | Contact: No | 0 Prio | Combo Type: None | Snatch: No | Magic Coat: No
Must hold a Pikashunium Z. Must be linked to Thunderbolt. Must be used by Pikachu. This move is significantly more likely to score a critical hit (+2 critical stage).

Acid Downpour - Poison | Depends | Adjacent Target | Depends BAP | 100% Acc | Depends EN Cost | -- Eff% | Contact: No | 0 Prio | Combo Type: None | Snatch: No | Magic Coat: No
Must hold a Poisonium Z. Must be linked to a Poison-type attack, where the move becomes this attack. BAP = Linked Move's Z-BAP. EN = Linked Move's EN Cost. Whether it's a Physical or Special attack depends on the linked move.

All-Out Pummeling - Fighting | Depends | Adjacent Target | Depends BAP | 100% Acc | Depends EN Cost | -- Eff% | Contact: No | 0 Prio | Combo Type: None | Snatch: No | Magic Coat: No
Must hold a Fightinium Z. Must be linked to a Fighting-type attack, where the move becomes this attack. BAP = Linked Move's Z-BAP. EN = Linked Move's EN Cost. Whether it's a Physical or Special attack depends on the linked move.

Black Hole Eclipse - Dark | Depends | Adjacent Target | Depends BAP | 100% Acc | Depends EN Cost | -- Eff% | Contact: No | 0 Prio | Combo Type: None | Snatch: No | Magic Coat: No
Must hold a Darkinium Z. Must be linked to a Dark-type attack, where the move becomes this attack. BAP = Linked Move's Z-BAP. EN = Linked Move's EN Cost. Whether it's a Physical or Special attack depends on the linked move.

Bloom Doom - Grass | Depends | Adjacent Target | Depends BAP | 100% Acc | Depends EN Cost | -- Eff% | Contact: No | 0 Prio | Combo Type: None | Snatch: No | Magic Coat: No
Must hold a Grassium Z. Must be linked to a Grass-type attack, where the move becomes this attack. BAP = Linked Move's Z-BAP. EN = Linked Move's EN Cost. Whether it's a Physical or Special attack depends on the linked move.

Breakneck Blitz - Normal | Depends | Adjacent Target | Depends BAP | 100% Acc | Depends EN Cost | -- Eff% | Contact: No | 0 Prio | Combo Type: None | Snatch: No | Magic Coat: No
Must hold a Normalium Z. Must be linked to a Normal-type attack, where the move becomes this attack. BAP = Linked Move's Z-BAP. EN = Linked Move's EN Cost. Whether it's a Physical or Special attack depends on the linked move.

Catastropika - Electric | Physical | Adjacent Target | 20 + (WC / 2) BAP | 100% Acc | 7 + (WC / 2) EN Cost | -- Eff% | Contact: Yes | 0 Prio | Combo Type: None | Snatch: No | Magic Coat: No
Must hold a Pikanium Z. Must be linked to Volt Tackle. Must be used by Pikachu.

Continental Crush - Rock | Depends | Adjacent Target | Depends BAP | 100% Acc | Depends EN Cost | -- Eff% | Contact: No | 0 Prio | Combo Type: None | Snatch: No | Magic Coat: No
Must hold a Rockium Z. Must be linked to a Rock-type attack, where the move becomes this attack. BAP = Linked Move's Z-BAP. EN = Linked Move's EN Cost. Whether it's a Physical or Special attack depends on the linked move.

Corkscrew Crash - Steel | Depends | Adjacent Target | Depends BAP | 100% Acc | Depends EN Cost | -- Eff% | Contact: No | 0 Prio | Combo Type: None | Snatch: No | Magic Coat: No
Must hold a Steelium Z. Must be linked to a Steel-type attack, where the move becomes this attack. BAP = Linked Move's Z-BAP. EN = Linked Move's EN Cost. Whether it's a Physical or Special attack depends on the linked move.

Devastating Drake - Dragon | Depends | Adjacent Target | Depends BAP | 100% Acc | Depends EN Cost | -- Eff% | Contact: No | 0 Prio | Combo Type: None | Snatch: No | Magic Coat: No
Must hold a Dragonium Z. Must be linked to a Dragon-type attack, where the move becomes this attack. BAP = Linked Move's Z-BAP. EN = Linked Move's EN Cost. Whether it's a Physical or Special attack depends on the linked move.

Extreme Evoboost - Normal | Other | User | -- BAP | --% Acc | 9 EN Cost | -- Eff% | Contact: No | 0 Prio | Combo Type: None | Snatch: Yes | Magic Coat: No
Must hold a Eevium Z. Must be linked to Last Resort. Must be used by Eevee. +2 Attack, +2 Defense, +2 Sp. Attack, +2 Sp. Defense, +2 Speed, adjusting natural stage.

Genesis Supernova - Psychic | Special | Adjacent Target | (16 + Target WC) BAP | 100% Acc | 5 + (Target WC ÷ 2) EN Cost | --% Eff% | Contact: No | 0 Prio | Combo Type: None | Snatch: No | Magic Coat: No
Must hold a Mewnium Z. Must be linked to Psychic. Must be used by Mew. Summons Psychic Terrain (see Psychic Terrain for effect) for four (4) rounds.

Gigavolt Havoc - Electric | Depends | Adjacent Target | Depends BAP | 100% Acc | Depends EN Cost | -- Eff% | Contact: No | 0 Prio | Combo Type: None | Snatch: No | Magic Coat: No
Must hold an Electrium Z. Must be linked to an Electric-type attack, where the move becomes this attack. BAP = Linked Move's Z-BAP. EN = Linked Move's EN Cost. Whether it's a Physical or Special attack depends on the linked move.

Guardian of Alola - Fairy | Special | Adjacent Target | Fixed Damage Formula = (Opponent's Current HP / 4) + 10 BAP | 100% Acc | (Damage / 2) + 3 EN Cost | --% Eff% | Contact: No | 0 Prio | Combo Type: None | Snatch: No | Magic Coat: No
Must hold a Tapunium Z. Must be linked to Nature's Madness. Must be used by Tapu Koko, Tapu Lele, Tapu Bulu, or Tapu Fini.

Hydro Vortex - Water | Depends | Adjacent Target | Depends BAP | 100% Acc | Depends EN Cost | -- Eff% | Contact: No | 0 Prio | Combo Type: None | Snatch: No | Magic Coat: No
Must hold a Waterium Z. Must be linked to a Water-type attack, where the move becomes this attack. BAP = Linked Move's Z-BAP. EN = Linked Move's EN Cost. Whether it's a Physical or Special attack depends on the linked move.

Inferno Overdrive - Fire | Depends | Adjacent Target | Depends BAP | 100% Acc | Depends EN Cost | -- Eff% | Contact: No | 0 Prio | Combo Type: None | Snatch: No | Magic Coat: No
Must hold a Firium Z. Must be linked to a Fire-type attack, where the move becomes this attack. BAP = Linked Move's Z-BAP. EN = Linked Move's EN Cost. Whether it's a Physical or Special attack depends on the linked move.

Malicious Moonsault - Dark | Physical | Adjacent Target | 18 BAP | 100% Acc | 6 EN Cost | -- Eff% | Contact: Yes | 0 Prio | Combo Type: None | Snatch: No | Magic Coat: No
Must hold a Incinium Z. Must be linked to Darkest Lariat. Must be used by Incineroar.

Never-Ending Nightmare - Ghost | Depends | Adjacent Target | Depends BAP | 100% Acc | Depends EN Cost | -- Eff% | Contact: No | 0 Prio | Combo Type: None | Snatch: No | Magic Coat: No
Must hold a Ghostium Z. Must be linked to a Ghost-type attack, where the move becomes this attack. BAP = Linked Move's Z-BAP. EN = Linked Move's EN Cost. Whether it's a Physical or Special attack depends on the linked move.

Oceanic Operetta - Water | Special | Adjacent Target | 20 BAP | 100% Acc | 7 EN Cost | -- Eff% | Contact: No | 0 Prio | Combo Type: None | Snatch: No | Magic Coat: No
Must hold a Primarium Z. Must be linked to Sparkling Aria. Must be used by Primarina.

Pulverizing Pancake - Normal | Physical | Adjacent Target | 18 + (WC ÷ 1.5) BAP | 100% Acc | 9 + (WC ÷ 2.5) EN Cost | -- Eff% | Contact: Yes | 0 Prio | Combo Type: None | Snatch: No | Magic Coat: No
Must hold a Snorlium Z. Must be linked to Giga Impact. Must be used by Snorlax.

Savage Spin-Out - Bug | Depends | Adjacent Target | Depends BAP | 100% Acc | Depends EN Cost | -- Eff% | Contact: No | 0 Prio | Combo Type: None | Snatch: No | Magic Coat: No
Must hold a Buginium Z. Must be linked to a Bug-type attack, where the move becomes this attack. BAP = Linked Move's Z-BAP. EN = Linked Move's EN Cost. Whether it's a Physical or Special attack depends on the linked move.

Shattered Psyche - Psychic | Depends | Adjacent Target | Depends BAP | 100% Acc | Depends EN Cost | -- Eff% | Contact: No | 0 Prio | Combo Type: None | Snatch: No | Magic Coat: No
Must hold a Psychium Z. Must be linked to a Psychic-type attack, where the move becomes this attack. BAP = Linked Move's Z-BAP. EN = Linked Move's EN Cost. Whether it's a Physical or Special attack depends on the linked move.

Sinister Arrow Raid - Ghost | Physical | Adjacent Target | 18 BAP | 100% Acc | 6 EN Cost | -- Eff% | Contact: No | 0 Prio | Combo Type: None | Snatch: No | Magic Coat: No
Must hold a Decidium Z. Must be linked to Spirit Shackle. Must be used by Decidueye.

Soul-Stealing 7-Star Strike - Ghost | Physical | Adjacent Target | 20 BAP | 100% Acc | 7 EN Cost | -- Eff% | Contact: Yes | 0 Prio | Combo Type: None | Snatch: No | Magic Coat: No
Must hold a Marshadium Z. Must be linked to Spectral Thief. Must be used by Marshadow.

Stoked SparkSurfer - Electric | Special | Adjacent Target | 18 BAP | 100% Acc | 7 EN Cost | 100% Eff% | Contact: No | 0 Prio | Combo Type: None | Snatch: No | Magic Coat: No
Must hold an Aloraichium Z. Must be linked to Thunderbolt. Must be used by Raichu-A. Inflicts Paralysis (25%) on the target.

Subzero Slammer - Ice | Depends | Adjacent Target | Depends BAP | 100% Acc | Depends EN Cost | -- Eff% | Contact: No | 0 Prio | Combo Type: None | Snatch: No | Magic Coat: No
Must hold an Icium Z. Must be linked to an Ice-type attack, where the move becomes this attack. BAP = Linked Move's Z-BAP. EN = Linked Move's EN Cost. Whether it's a Physical or Special attack depends on the linked move.

Supersonic Skystrike - Flying | Depends | Adjacent Target | Depends BAP | 100% Acc | Depends EN Cost | -- Eff% | Contact: No | 0 Prio | Combo Type: None | Snatch: No | Magic Coat: No
Must hold a Flyinium Z. Must be linked to a Flying-type attack, where the move becomes this attack. BAP = Linked Move's Z-BAP. EN = Linked Move's EN Cost. Whether it's a Physical or Special attack depends on the linked move.

Tectonic Rage - Ground | Depends | Adjacent Target | Depends BAP | 100% Acc | Depends EN Cost | -- Eff% | Contact: No | 0 Prio | Combo Type: None | Snatch: No | Magic Coat: No
Must hold a Groundium Z. Must be linked to a Ground-type attack, where the move becomes this attack. BAP = Linked Move's Z-BAP. EN = Linked Move's EN Cost. Whether it's a Physical or Special attack depends on the linked move.

Twinkle Tackle - Fairy | Depends | Adjacent Target | Depends BAP | 100% Acc | Depends EN Cost | -- Eff% | Contact: No | 0 Prio | Combo Type: None | Snatch: No | Magic Coat: No
Must hold a Fairium Z. Must be linked to a Fairy-type attack, where the move becomes this attack. BAP = Linked Move's Z-BAP. EN = Linked Move's EN Cost. Whether it's a Physical or Special attack depends on the linked move.


Pokémon who are blessed with the Levitate Command

Geodude-A, Gengar, Decidueye, Cutiefly, Ribombee, Comfey, Dhelmise, Tapu Koko, Tapu Lele, Tapu Bulu, Tapu Fini, Cosmog, Cosmoem, Lunala, Nihilego.
 
Last edited:

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus
Items (New)

Electric Seed | Item Type: Consumable | Cost: 6 CC | Affected Pokemon: All | Max Uses Per Match: Thrice | Trigger: Commanded - [Activate Electric Seed] | Nat. Gift Type: N/A | Nat. Gift BAP: N/A
This may be activated at the very beginning of any action by the player without using the action. While Electric Terrain is present, the holder can use this item, boosting their Defense by one (1) stage, adjusting the natural stage. Electric Seed can only be activated once per action.

Grassy Seed | Item Type: Consumable | Cost: 6 CC | Affected Pokemon: All | Max Uses Per Match: Thrice | Trigger: Commanded - [Activate Grassy Seed] | Nat. Gift Type: N/A | Nat. Gift BAP: N/A
This may be activated at the very beginning of any action by the player without using the action. While Grassy Terrain is present, the holder can use this item, boosting their Defense by one (1) stage, adjusting the natural stage. Grassy Seed can only be activated once per action.

Misty Seed | Item Type: Consumable | Cost: 6 CC | Affected Pokemon: All | Max Uses Per Match: Thrice | Trigger: Commanded - [Activate Misty Seed] | Nat. Gift Type: N/A | Nat. Gift BAP: N/A
This may be activated at the very beginning of any action by the player without using the action. While Misty Terrain is present, the holder can use this item, boosting their Sp. Defense by one (1) stage, adjusting the natural stage. Misty Seed can only be activated once per action.

Psychic Seed | Item Type: Consumable | Cost: 6 CC | Affected Pokemon: All | Max Uses Per Match: Thrice | Trigger: Commanded - [Activate Psychic Seed] | Nat. Gift Type: N/A | Nat. Gift BAP: N/A
This may be activated at the very beginning of any action by the player without using the action. While Psychic Terrain is present, the holder can use this item, boosting their Sp. Defense by one (1) stage, adjusting the natural stage. Psychic Seed can only be activated once per action.
Protective Pads | Item Type: Held | Cost: 8 CC | Affected Pokemon: All | Max Uses Per Match: - | Trigger: N/A | Nat. Gift Type: N/A | Nat. Gift BAP: N/A
Protects the holder from any effect caused by making direct contact with the target.

Terrain Extender | Item Type: Held | Cost: 6 CC | Affected Pokemon: All | Max Uses Per Match: - | Trigger: N/A | Nat. Gift Type: N/A | Nat. Gift BAP: N/A
Causes Electric Surge, Psychic Surge, Grassy Surge, and Misty Surge to cost no energy to activate and reduces the energy cost of Electric Terrain, Psychic Terrain, Grassy Terrain, and Misty Terrain by five (5). Extends the duration of Electric Terrain, Psychic Terrain, Grassy Terrain, and Misty Terrain induced by the holder of this item to six (6) rounds if it would otherwise have a smaller duration. Enables Electric Terrain, Psychic Terrain, Grassy Terrain, and Misty Terrain to be induced in all arenas where it might otherwise be disallowed, without any kind of restriction.
Bug Memory | Item Type: Signature | Cost: 8 CC | Affected Pokemon: Silvally | Max Uses Per Match: - | Trigger: N/A | Nat. Gift Type: N/A | Nat. Gift BAP: N/A
Activates RKS System and changes Silvally's type to Bug. Increases the power of Bug-type moves by two (2) BAP.

Dark Memory | Item Type: Signature | Cost: 8 CC | Affected Pokemon: Silvally | Max Uses Per Match: - | Trigger: N/A | Nat. Gift Type: N/A | Nat. Gift BAP: N/A
Activates RKS System and changes Silvally's type to Dark. Increases the power of Dark-type moves by two (2) BAP.

Dragon Memory | Item Type: Signature | Cost: 8 CC | Affected Pokemon: Silvally | Max Uses Per Match: - | Trigger: N/A | Nat. Gift Type: N/A | Nat. Gift BAP: N/A
Activates RKS System and changes Silvally's type to Dragon. Increases the power of Dragon-type moves by two (2) BAP.

Electric Memory | Item Type: Signature | Cost: 8 CC | Affected Pokemon: Silvally | Max Uses Per Match: - | Trigger: N/A | Nat. Gift Type: N/A | Nat. Gift BAP: N/A
Activates RKS System and changes Silvally's type to Electric. Increases the power of Electric-type moves by two (2) BAP.

Fairy Memory | Item Type: Signature | Cost: 8 CC | Affected Pokemon: Silvally | Max Uses Per Match: - | Trigger: N/A | Nat. Gift Type: N/A | Nat. Gift BAP: N/A
Activates RKS System and changes Silvally's type to Fairy. Increases the power of Fairy-type moves by two (2) BAP.

Fighting Memory | Item Type: Signature | Cost: 8 CC | Affected Pokemon: Silvally | Max Uses Per Match: - | Trigger: N/A | Nat. Gift Type: N/A | Nat. Gift BAP: N/A
Activates RKS System and changes Silvally's type to Fighting. Increases the power of Fighting-type moves by two (2) BAP.

Fire Memory | Item Type: Signature | Cost: 8 CC | Affected Pokemon: Silvally | Max Uses Per Match: - | Trigger: N/A | Nat. Gift Type: N/A | Nat. Gift BAP: N/A
Activates RKS System and changes Silvally's type to Fire. Increases the power of Fire-type moves by two (2) BAP.

Flying Memory | Item Type: Signature | Cost: 8 CC | Affected Pokemon: Silvally | Max Uses Per Match: - | Trigger: N/A | Nat. Gift Type: N/A | Nat. Gift BAP: N/A
Activates RKS System and changes Silvally's type to Flying. Increases the power of Flying-type moves by two (2) BAP.

Ghost Memory | Item Type: Signature | Cost: 8 CC | Affected Pokemon: Silvally | Max Uses Per Match: - | Trigger: N/A | Nat. Gift Type: N/A | Nat. Gift BAP: N/A
Activates RKS System and changes Silvally's type to Ghost. Increases the power of Ghost-type moves by two (2) BAP.

Grass Memory | Item Type: Signature | Cost: 8 CC | Affected Pokemon: Silvally | Max Uses Per Match: - | Trigger: N/A | Nat. Gift Type: N/A | Nat. Gift BAP: N/A
Activates RKS System and changes Silvally's type to Grass. Increases the power of Grass-type moves by two (2) BAP.

Ground Memory | Item Type: Signature | Cost: 8 CC | Affected Pokemon: Silvally | Max Uses Per Match: - | Trigger: N/A | Nat. Gift Type: N/A | Nat. Gift BAP: N/A
Activates RKS System and changes Silvally's type to Ground. Increases the power of Bug-type moves by two (2) BAP.

Ice Memory | Item Type: Signature | Cost: 8 CC | Affected Pokemon: Silvally | Max Uses Per Match: - | Trigger: N/A | Nat. Gift Type: N/A | Nat. Gift BAP: N/A
Activates RKS System and changes Silvally's type to Ice. Increases the power of Ice-type moves by two (2) BAP.

Poison Memory | Item Type: Signature | Cost: 8 CC | Affected Pokemon: Silvally | Max Uses Per Match: - | Trigger: N/A | Nat. Gift Type: N/A | Nat. Gift BAP: N/A
Activates RKS System and changes Silvally's type to Poison. Increases the power of Poison-type moves by two (2) BAP.

Psychic Memory | Item Type: Signature | Cost: 8 CC | Affected Pokemon: Silvally | Max Uses Per Match: - | Trigger: N/A | Nat. Gift Type: N/A | Nat. Gift BAP: N/A
Activates RKS System and changes Silvally's type to Psychic. Increases the power of Psychic-type moves by two (2) BAP.

Rock Memory | Item Type: Signature | Cost: 8 CC | Affected Pokemon: Silvally | Max Uses Per Match: - | Trigger: N/A | Nat. Gift Type: N/A | Nat. Gift BAP: N/A
Activates RKS System and changes Silvally's type to Rock. Increases the power of Rock-type moves by two (2) BAP.

Steel Memory | Item Type: Signature | Cost: 8 CC | Affected Pokemon: Silvally | Max Uses Per Match: - | Trigger: N/A | Nat. Gift Type: N/A | Nat. Gift BAP: N/A
Activates RKS System and changes Silvally's type to Steel. Increases the power of Steel-type moves by two (2) BAP.

Water Memory | Item Type: Signature | Cost: 8 CC | Affected Pokemon: Silvally | Max Uses Per Match: - | Trigger: N/A | Nat. Gift Type: N/A | Nat. Gift BAP: N/A
Activates RKS System and changes Silvally's type to Water. Increases the power of Water-type moves by two (2) BAP.
Ice Stone | Item Type: Signature | Cost: 8 CC | Affected Pokemon: Sandshrew-A, Sandslash-A, Vulpix-A, Ninetales-A | Max Uses Per Match: - | Trigger: N/A | Nat. Gift Type: N/A | Nat. Gift BAP: N/A
Snow Cloak and Slush Rush are always active. Snow Warning costs no energy to activate and allows Hail to last indefinitely until the weather is changed. Increases the Pokemon's highest true base stat (e.g. 130 Atk) of Attack, Defense, Special Attack, and Special Defense by one (1) Rank. If the highest true base stat is tied, each Rank is raised.

Queen's Brooch | Item Type: Signature | Cost: 8 CC | Affected Pokemon: Steenee, Tsareena | Max Uses Per Match: - | Trigger: N/A | Nat. Gift Type: N/A | Nat. Gift BAP: N/A
Increases the BAP of Grass-type moves and all moves with "Kick" in its name by two (2). Stomp assumes the user's Size Class as 7 when used. Increases the Pokemon's highest true base stat (e.g. 130 Atk) of Attack, Defense, Special Attack, and Special Defense by one (1) Rank. If the highest true base stat is tied, each Rank is raised.

Rainbow Nectar | Item Type: Signature | Cost: 8 CC | Affected Pokemon: Oricorio | Max Uses Per Match: - | Trigger: N/A | Nat. Gift Type: N/A | Nat. Gift BAP: N/A
Increases the BAP of Fire-, Electric-, Psychic-, Ghost-, and Flying-type attacks by two (2). All moves used with "Dance" in its name have their EN Cost reduced by one (1). Increases Special Attack by one (1) rank.
Aloraichium Z | Item Type: Signature | Cost: 10 CC | Affected Pokemon: Raichu-A | Max Uses Per Match: 1 | Trigger: N/A | Nat. Gift Type: N/A | Nat. Gift BAP: N/A
Once per match, a Pokémon holding this item can use the Z-Move: Stoked SparkSurfer, by linking Thunderbolt.

Buginium Z | Item Type: Held | Cost: 10 CC | Affected Pokemon: All | Max Uses Per Match: 1 | Trigger: N/A | Nat. Gift Type: N/A | Nat. Gift BAP: N/A
Activates Multitype and changes Arceus's type to Bug. Once per match, a Pokémon holding this item can either:
-Use the Z-Move: Savage Spin-Out, by linking a Bug-type Physical or Special move.
-Link a Bug-type Status move, adding a Z-Move effect to the move applied to the user in addition to its usual properties.

Darkinium Z | Item Type: Held | Cost: 10 CC | Affected Pokemon: All | Max Uses Per Match: 1 | Trigger: N/A | Nat. Gift Type: N/A | Nat. Gift BAP: N/A
Activates Multitype and changes Arceus's type to Dark. Once per match, a Pokémon holding this item can either:
-Use the Z-Move: Black Hole Eclipse, by linking a Dark-type Physical or Special move.
-Link a Dark-type Status move, adding a Z-Move effect to the move applied to the user in addition to its usual properties.

Decidium Z | Item Type: Signature | Cost: 10 CC | Affected Pokemon: Decidueye | Max Uses Per Match: 1 | Trigger: N/A | Nat. Gift Type: N/A | Nat. Gift BAP: N/A
Once per match, a Pokémon holding this item can use the Z-Move: Sinister Arrow Raid, by linking Spirit Shackle.

Dragonium Z | Item Type: Held | Cost: 10 CC | Affected Pokemon: All | Max Uses Per Match: 1 | Trigger: N/A | Nat. Gift Type: N/A | Nat. Gift BAP: N/A
Activates Multitype and changes Arceus's type to Dragon. Once per match, a Pokémon holding this item can either:
-Use the Z-Move: Devastating Drake, by linking a Dragon-type Physical or Special move.
-Link a Dragon-type Status move, adding a Z-Move effect to the move applied to the user in addition to its usual properties.

Eevium Z | Item Type: Signature | Cost: 10 CC | Affected Pokemon: Eevee | Max Uses Per Match: 1 | Trigger: N/A | Nat. Gift Type: N/A | Nat. Gift BAP: N/A
Once per match, a Pokémon holding this item can use the Z-Move: Extreme Evoboost, by linking Last Resort.

Electrium Z | Item Type: Held | Cost: 10 CC | Affected Pokemon: All | Max Uses Per Match: 1 | Trigger: N/A | Nat. Gift Type: N/A | Nat. Gift BAP: N/A
Activates Multitype and changes Arceus's type to Electric. Once per match, a Pokémon holding this item can either:
-Use the Z-Move: Gigavolt Havoc, by linking an Electric-type Physical or Special move.
-Link an Electric-type Status move, adding a Z-Move effect to the move applied to the user in addition to its usual properties.

Fairium Z | Item Type: Held | Cost: 10 CC | Affected Pokemon: All | Max Uses Per Match: 1 | Trigger: N/A | Nat. Gift Type: N/A | Nat. Gift BAP: N/A
Activates Multitype and changes Arceus's type to Fairy. Once per match, a Pokémon holding this item can either:
-Use the Z-Move: Twinkle Tackle, by linking a Fairy-type Physical or Special move.
-Link a Fairy-type Status move, adding a Z-Move effect to the move applied to the user in addition to its usual properties.

Fightinium Z | Item Type: Held | Cost: 10 CC | Affected Pokemon: All | Max Uses Per Match: 1 | Trigger: N/A | Nat. Gift Type: N/A | Nat. Gift BAP: N/A
Activates Multitype and changes Arceus's type to Fighting. Once per match, a Pokémon holding this item can either:
-Use the Z-Move: All-Out Pummeling, by linking a Fighting-type Physical or Special move.
-Link a Fighting-type Status move, adding a Z-Move effect to the move applied to the user in addition to its usual properties.

Firium Z | Item Type: Held | Cost: 10 CC | Affected Pokemon: All | Max Uses Per Match: 1 | Trigger: N/A | Nat. Gift Type: N/A | Nat. Gift BAP: N/A
Activates Multitype and changes Arceus's type to Fire. Once per match, a Pokémon holding this item can either:
-Use the Z-Move: Inferno Overdrive, by linking a Fire-type Physical or Special move.
-Link a Fire-type Status move, adding a Z-Move effect to the move applied to the user in addition to its usual properties.

Flyinium Z | Item Type: Held | Cost: 10 CC | Affected Pokemon: All | Max Uses Per Match: 1 | Trigger: N/A | Nat. Gift Type: N/A | Nat. Gift BAP: N/A
Activates Multitype and changes Arceus's type to Flying. Once per match, a Pokémon holding this item can either:
-Use the Z-Move: Supersonic Skystrike, by linking a Flying-type Physical or Special move.
-Link a Flying-type Status move, adding a Z-Move effect to the move applied to the user in addition to its usual properties.

Ghostium Z | Item Type: Held | Cost: 10 CC | Affected Pokemon: All | Max Uses Per Match: 1 | Trigger: N/A | Nat. Gift Type: N/A | Nat. Gift BAP: N/A
Activates Multitype and changes Arceus's type to Ghost. Once per match, a Pokémon holding this item can either:
-Use the Z-Move: Never-Ending Nightmare, by linking a Ghost-type Physical or Special move.
-Link a Ghost-type Status move, adding a Z-Move effect to the move applied to the user in addition to its usual properties.

Grassium Z | Item Type: Held | Cost: 10 CC | Affected Pokemon: All | Max Uses Per Match: 1 | Trigger: N/A | Nat. Gift Type: N/A | Nat. Gift BAP: N/A
Activates Multitype and changes Arceus's type to Grass. Once per match, a Pokémon holding this item can either:
-Use the Z-Move: Bloom Doom, by linking a Grass-type Physical or Special move.
-Link a Grass-type Status move, adding a Z-Move effect to the move applied to the user in addition to its usual properties.

Groundium Z | Item Type: Held | Cost: 10 CC | Affected Pokemon: All | Max Uses Per Match: 1 | Trigger: N/A | Nat. Gift Type: N/A | Nat. Gift BAP: N/A
Activates Multitype and changes Arceus's type to Ground. Once per match, a Pokémon holding this item can either:
-Use the Z-Move: Tectonic Rage, by linking a Ground-type Physical or Special move.
-Link a Ground-type Status move, adding a Z-Move effect to the move applied to the user in addition to its usual properties.

Icium Z | Item Type: Held | Cost: 10 CC | Affected Pokemon: All | Max Uses Per Match: 1 | Trigger: N/A | Nat. Gift Type: N/A | Nat. Gift BAP: N/A
Activates Multitype and changes Arceus's type to Ice. Once per match, a Pokémon holding this item can either:
-Use the Z-Move: Subzero Slammer, by linking an Ice-type Physical or Special move.
-Link an Ice-type Status move, adding a Z-Move effect to the move applied to the user in addition to its usual properties.

Incinium Z | Item Type: Signature | Cost: 10 CC | Affected Pokemon: Incineroar | Max Uses Per Match: 1 | Trigger: N/A | Nat. Gift Type: N/A | Nat. Gift BAP: N/A
Once per match, a Pokémon holding this item can use the Z-Move: Malicious Moonsault, by linking Darkest Lariat.

Marshadium Z | Item Type: Signature | Cost: N/A CC | Affected Pokemon: Marshadow | Max Uses Per Match: 1 | Trigger: N/A | Nat. Gift Type: N/A | Nat. Gift BAP: N/A
Once per match, a Pokémon holding this item can use the Z-Move: Soul-Stealing 7-Star Strike, by linking Spectral Thief.

Mewnium Z | Item Type: Signature | Cost: N/A CC | Affected Pokemon: Mew | Max Uses Per Match: 1 | Trigger: N/A | Nat. Gift Type: N/A | Nat. Gift BAP: N/A
Once per match, a Pokémon holding this item can use the Z-Move: Genesis Supernova, by linking Psychic.

Normalium Z | Item Type: Held | Cost: 10 CC | Affected Pokemon: All | Max Uses Per Match: 1 | Trigger: N/A | Nat. Gift Type: N/A | Nat. Gift BAP: N/A
Activates Multitype and changes Arceus's type to Normal. Once per match, a Pokémon holding this item can either:
-Use the Z-Move: Breakneck Blitz, by linking a Normal-type Physical or Special move.
-Link a Normal-type Status move, adding a Z-Move effect to the move applied to the user in addition to its usual properties.

Pikanium Z | Item Type: Signature | Cost: 10 CC | Affected Pokemon: Pikachu | Max Uses Per Match: 1 | Trigger: N/A | Nat. Gift Type: N/A | Nat. Gift BAP: N/A
Once per match, a Pokémon holding this item can use the Z-Move: Catastropika, by linking Volt Tackle.

Pikashunium Z | Item Type: Signature | Cost: 10 CC | Affected Pokemon: Pikachu | Max Uses Per Match: - | Trigger: N/A | Nat. Gift Type: N/A | Nat. Gift BAP: N/A
Once per match, a Pokémon holding this item can use the Z-Move: 10,000,000 Volt Thunderbolt, by linking Thunderbolt.

Poisonium Z | Item Type: Held | Cost: 10 CC | Affected Pokemon: All | Max Uses Per Match: 1 | Trigger: N/A | Nat. Gift Type: N/A | Nat. Gift BAP: N/A
Activates Multitype and changes Arceus's type to Poison. Once per match, a Pokémon holding this item can either:
-Use the Z-Move: Acid Downpour, by linking a Poison-type Physical or Special move.
-Link a Poison-type Status move, adding a Z-Move effect to the move applied to the user in addition to its usual properties.

Primarium Z | Item Type: Signature | Cost: 10 CC | Affected Pokemon: Primarina | Max Uses Per Match: 1 | Trigger: N/A | Nat. Gift Type: N/A | Nat. Gift BAP: N/A
Once per match, a Pokémon holding this item can use the Z-Move: Oceanic Operetta, by linking Sparkling Aria.

Psychium Z | Item Type: Held | Cost: 10 CC | Affected Pokemon: All | Max Uses Per Match: 1 | Trigger: N/A | Nat. Gift Type: N/A | Nat. Gift BAP: N/A
Activates Multitype and changes Arceus's type to Psychic. Once per match, a Pokémon holding this item can either:
-Use the Z-Move: Shattered Psyche, by linking a Psychic-type Physical or Special move.
-Link a Psychic-type Status move, adding a Z-Move effect to the move applied to the user in addition to its usual properties.

Rockium Z | Item Type: Held | Cost: 10 CC | Affected Pokemon: All | Max Uses Per Match: 1 | Trigger: N/A | Nat. Gift Type: N/A | Nat. Gift BAP: N/A
Activates Multitype and changes Arceus's type to Rock. Once per match, a Pokémon holding this item can either:
-Use the Z-Move: Continental Crush, by linking a Rock-type Physical or Special move.
-Link a Rock-type Status move, adding a Z-Move effect to the move applied to the user in addition to its usual properties.

Snorlium Z | Item Type: Signature | Cost: 10 CC | Affected Pokemon: Snorlax | Max Uses Per Match: 1 | Trigger: N/A | Nat. Gift Type: N/A | Nat. Gift BAP: N/A
Once per match, a Pokémon holding this item can use the Z-Move: Pulverizing Pancake, by linking Giga Impact.

Steelium Z | Item Type: Held | Cost: 10 CC | Affected Pokemon: All | Max Uses Per Match: 1 | Trigger: N/A | Nat. Gift Type: N/A | Nat. Gift BAP: N/A
Activates Multitype and changes Arceus's type to Steel. Once per match, a Pokémon holding this item can either:
-Use the Z-Move: Corkscrew Crash, by linking a Steel-type Physical or Special move.
-Link a Steel-type Status move, adding a Z-Move effect to the move applied to the user in addition to its usual properties.

Tapunium Z | Item Type: Signature | Cost: N/A CC | Affected Pokemon: Tapu Koko, Tapu Lele, Tapu Bulu, Tapu Fini | Max Uses Per Match: 1 | Trigger: N/A | Nat. Gift Type: N/A | Nat. Gift BAP: N/A
Once per match, a Pokémon holding this item can use the Z-Move: Guardian of Alola, by linking Nature's Madness.

Waterium Z | Item Type: Held | Cost: 10 CC | Affected Pokemon: All | Max Uses Per Match: 1 | Trigger: N/A | Nat. Gift Type: N/A | Nat. Gift BAP: N/A
Activates Multitype and changes Arceus's type to Water. Once per match, a Pokémon holding this item can either:
-Use the Z-Move: Hydro Vortex, by linking a Water-type Physical or Special move.
-Link a Water-type Status move, adding a Z-Move effect to the move applied to the user in addition to its usual properties.


Signature Items (Updated)

Charged Stone | Item Type: Signature | Cost: 8 CC | Affected Pokemon: Magneton, Magnezone, Nosepass, Probopass, Charjabug, Vikavolt | Max Uses Per Match: - | Trigger: N/A | Nat. Gift Type: N/A | Nat. Gift BAP: N/A
The Pokemon is under a constant Magnet Rise effect. If the holder has the Levitate ability, then the holder gains the effects of the Battery ability. Increases the Pokemon's highest true base stat (e.g. 130 Atk, 85 SpD) of Attack, Defense, Special Attack, and Special Defense by one (1) rank each.

Ice Rock | Item Type: Signature | Cost: 8 CC | Affected Pokemon: Eevee, Glaceon, Crabrawler, Crabominable | Max Uses Per Match: - | Trigger: N/A | Nat. Gift Type: N/A | Nat. Gift BAP: N/A
The affected Pokemon enters battle with Snow Cloak activated and continuously activates Ice Body, granting two (2) HP per action regardless of weather. Hyper Cutter now causes moves that boost Attack to adjust natural stage. Increases the BAP boost from Iron Fist by two (2). Increases the Pokemon's highest true base stat (e.g. 130 Atk) of Attack, Defense, Special Attack, and Special Defense by one (1) Rank. If the highest true base stat is tied, each Rank is raised.

Lunar Ray | Item Type: Signature | Cost: 8 CC | Affected Pokemon: Eevee, Umbreon, Rockruff, Lycanroc-N | Max Uses Per Match: - | Trigger: N/A | Nat. Gift Type: N/A | Nat. Gift BAP: N/A
If Synchronize is activated by a non-damaging attack, the Pokemon is healed of that attack's inflicted status. Moonlight will always heal for its highest possible HP value. Ignores the evasive penalty of No Guard, resetting incoming moves to their usual accuracy. Increases the Pokemon's highest true base stat (e.g. 130 Atk, 85 SpD) of Attack, Defense, Special Attack, and Special Defense by one (1) rank each.

Solar Ray | Item Type: Signature | Cost: 8 CC | Affected Pokemon: Eevee, Espeon, Riolu, Lucario, Yungoos, Gumshoos, Rockruff, Lycanroc-D, Fomantis, Lurantis | Max Uses Per Match: - | Trigger: N/A | Nat. Gift Type: N/A | Nat. Gift BAP: N/A
The Pokemon's Magic Bounce makes the Pokemon immune to the negative effects (ex. loss of ability, evasion drop, perish counter) of all Status category moves not initiated by the user or an ally (ex. Skill Swap, Gravity, Perish Song). Morning Sun will always heal for its highest possible HP value. Triggers Justified and Steadfast once upon sendout. Increases the BAP boost from Strong Jaw by two (2). Sand Rush and Leaf Guard are always active. Increases the Pokemon's highest true base stat (e.g. 130 Atk, 85 SpD) of Attack, Defense, Special Attack, and Special Defense by one (1) rank each.

Soul Dew | Item Type: Signature | Cost: N/A CC | Affected Pokemon: Latias, Latios | Max Uses Per Match: - | Trigger: N/A | Nat. Gift Type: N/A | Nat. Gift BAP: N/A
Increases the Base Attack Power of Dragon- and Psychic-type attacks by three (3).


Battle Items (Updated)

Light Clay | Item Type: Held | Cost: 6 CC | Affected Pokemon: All | Max Uses Per Match: - | Trigger: N/A | Nat. Gift Type: N/A | Nat. Gift BAP: N/A
Extends the duration of Aurora Veil, Reflect, and Light Screen to twelve (12) actions and the duration of Safeguard to six (6) rounds. Increases the Defense boost of Barrier to +3. Grants Immunity to Aurora Veil, Reflect, and Light Screen from the effects of Brick Break and Psychic Fangs for two (2) actions.


Anything Else


Beast Ball: A Poké Ball that has an increased catch rate against Ultra Beasts.

Cost: 3 | Ball Strength: 5, 48 (Against Nihilego, Buzzwole, Pheromosa, Xurkitree, Kartana, Celesteela, and Guzzlord)
Confusion: This status effect causes a Pokemon to become disoriented for a while. When a Pokemon becomes confused, its confusion counter will start at either 2, 3 or 4, with a 1/3 chance of each. As with sleep and freeze, the Pokemon's confusion counter is checked at the start of its turn and the Pokemon snaps out of confusion if its confusion counter is 0. If it is not 0, however, then there is a 1/3 chance that the Pokemon will not perform its intended action, but will instead hit itself in confusion. If it does, the Pokemon's confusion counter decreases by 2. If it acts as normal, the Pokemon's confusion counter decreases by 1. Additionally, if the Pokemon takes at least 16 damage from a single attack, its confusion counter drops to 0 immediately. The Pokemon's confusion counter never goes below 0.

When a Pokemon hits itself in confusion, the damage is calculated as a physical attack with 4 Base Attack Power using the confused Pokemon's attack and defense ranks and stage boosts. This self-harming attack costs 3 energy, never lands a critical hit and is not affected by STAB, type effectiveness or the increased energy cost for using a move on consecutive actions.

Confusion can be cured by switching out as well as with the appropriate move, ability or item.
Paralysis: Often (but not always) inflicted by Electric-type moves, this status effect reduces a Pokemon's speed to 1/2 of its current speed and may cause the Pokemon to fail to act. On each action when the Pokemon tries to use a move, there is a chance that the Pokemon will be fully paralyzed and unable to move. The different stages of paralysis are typically referred to by this chance and are given in the chart below along with all moves that inflict that level of paralysis.
Code:
25% (Bolt Strike, Freeze Shock, all moves with 100% chance of paralyzing)
20% (Static, all other moves with 30% chance of paralyzing)
15% (Effect Spore, Tri Attack, all moves with 10% chance of paralyzing)
10%
5%
0%
If not cured by a suitable move, ability or item, paralysis decays by 1 stage at the end of each round, starting with the round the status is first inflicted, as long as the paralyzed Pokemon is not benched. Paralysis also decays by 2 stages every time the Pokemon is fully paralyzed. Once the paralysis decays to 0%, the Pokemon is cured.
  • Protective Moves: Protect, Detect, King's Shield, Spiky Shield, Mat Block, Baneful Bunker
  • Evasive Moves: Agility [Evasive], Teleport [Evasive]
  • Protective / Evasive Move: Protect, Detect, King's Shield, Spiky Shield, Mat Block, Baneful Bunker, Agility [Evasive], Teleport [Evasive]
  • Damaging Evasive Moves: Dig, Fly, Dive, Bounce, Shadow Force, Phantom Force
  • Damaging Priority Moves: Accelerock, Aqua Jet, Bullet Punch, Extreme Speed, Fake Out, Feint, First Impression, Ice Shard, Mach Punch, Quick Attack, Shadow Sneak, Sucker Punch, Vacuum Wave, Water Shuriken
  • Multi-Hit Moves: Arm Thrust, Barrage, Bone Rush, Bullet Seed, Comet Punch, Double Slap, Fury Attack, Fury Swipes, Icicle Spear, Pin Missile, Rock Blast, Spike Cannon, Tail Slap, Bonemerang, Double Hit, Double Kick, Dual Chop, Gear Grind, Twineedle, Triple Kick, Water Shuriken
  • Damaging [Type] Moves: Covers all of Flamethrower, Lava Plume, Fire Blast, Ember, etc. under the umbrella of "Damaging Fire-type Move." Covers all of Psychic, Psyshock, Confusion, Dream Eater, etc. under the umbrella of "Damaging Psychic-type Move." This also applies to moves which deal Fixed Damage, such as Mirror Coat, Seismic Toss and Night Shade. NOTE: This Substitution applies to all attacks of a certain type that have a BAP, so moves like Rapid Spin and Knock off will trigger "Damaging Normal-type Move" and "Damaging Dark-type Move," respectively. This does NOT apply for suspended Damaging-Evasive moves, as they don't have a BAP when suspended. This includes Z-Moves.
  • Damaging [Type] Combinations: All combinations that are of [Type] will activate the substitution. NOTE: A damaging [Type] combination activates a substitution for damaging [Type] moves.
  • Damaging [Type] Z-Move: All Z-Moves that are of [Type] will activate the substitution.
  • Burn-Inflicting Moves: Will-O-Wisp, Inferno
  • Paralysis-Inflicting Moves: Thunder Wave, Glare, Stun Spore, Nuzzle, Zap Cannon
  • Poison-Inflicting Moves: Poison Gas, Poison Powder, Toxic, Toxic Thread
  • Sleep-Inflicting Moves: Spore, Hypnosis, Sleep Powder, Sing, Grasswhistle, Lovely Kiss, Dark Void, Yawn
  • Confusion-Inflicting Moves: Confuse Ray, Supersonic, Sweet Kiss, Teeter Dance, Swagger, Flatter
  • Switch-Preventing Moves: Block, Mean Look, Spider Web, Fairy Lock, Thousand Waves, Spirit Shackle, Anchor Shot
  • Trapping Moves: Fire Spin, Sand Tomb, Whirlpool, Magma Storm, Bind, Wrap, Clamp, Infestation
  • Switch-Forcing Moves: Whirlwind, Roar, Circle Throw, Dragon Tail
  • Self-Switching Moves: U-Turn, Volt Switch, Teleport (Switch), Parting Shot, Baton Pass (Switch)
  • Healing Moves: Roost, Slack Off, Recover, Moonlight, Synthesis, Morning Sun, Softboiled, Heal Order, Milk Drink, Swallow, Shore Up, Strength Sap
  • Status-Healing Moves: Aromatherapy, Heal Bell, Refresh, Purify
  • Lock-On Moves: Lock-On, Mind Reader
  • Attack-Reducing Moves: Growl, Charm, Feather Dance, Memento, Baby-Doll Eyes, Noble Roar, Parting Shot, Play Nice, Venom Drench, Tickle, Lunge, Strength Sap, Tearful Look, Trop Kick
  • Defense-Reducing Moves: Leer, Tail Whip, Screech, Tickle, Fire Lash
  • Special Attack-Reducing Moves: Captivate, Memento, Confide, Eerie Impulse, Mystical Fire, Snarl, Struggle Bug, Noble Roar, Parting Shot, Venom Drench, Tearful Look
  • Special Defense-Reducing Moves: Acid Spray, Fake Tears, Metal Sound
  • Speed-Reducing Moves: String Shot, Cotton Spore, Scary Face, Bulldoze, Icy Wind, Mud Shot, Rock Tomb, Electroweb, Glaciate, Low Sweep, Venom Drench
  • Accuracy-Reducing Moves: Flash, Kinesis, Sand-Attack, Smokescreen, Mud-Slap
  • Evasion-Reducing Moves: Sweet Scent
  • Attack-Increasing Moves: All Z-Status moves that increase the user's Attack, Bulk Up, Coil, Dragon Dance, Growth, Hone Claws, Howl, Meditate, Power-Up Punch, Rototiller, Sharpen, Shift Gear, Swords Dance, Work Up, Gear Up
  • Defense-Increasing Moves: All Z-Status moves that increase the user's Defense, Acid Armour, Barrier, Bulk Up, Coil, Cosmic Power, Cotton Guard, Defend Order, Defense Curl, Flower Shield, Harden, Iron Defense, Magnetic Flux, Withdraw
  • Special Attack-Increasing Moves: All Z-Status moves that increase the user's Special Attack, Calm Mind, Geomancy, Growth, Nasty Plot, Quiver Dance, Rototiller, Tail Glow, Work Up, Gear Up
  • Special Defense-Increasing Moves: All Z-Status moves that increase the user's Special Defense, Amnesia, Aromatic Mist, Calm Mind, Charge, Cosmic Power, Defend Order, Geomancy, Magnetic Flux, Quiver Dance
  • Speed-Increasing Moves: All Z-Status moves that increase the user's Speed, Agility, Autotomize, Dragon Dance, Flame Charge, Geomancy, Quiver Dance, Rock Polish, Shift Gear
  • Accuracy-Increasing Moves: Coil, Hone Claws
  • Evasion-Increasing Moves: Minimize
  • Self-KOing moves: Explosion, Final Gambit, Healing Wish, Lunar Dance, Memento, Self-Destruct
  • Hazard-Setting moves: Spikes, Stealth Rock, Sticky Web, Toxic Spikes
  • OHKO Moves: Fissure, Guillotine, Horn Drill, Sheer Cold
Dark - Dark STAB; ignores Attract and Confusion status entirely when using Dark-type damaging and non-damaging attacks. Immune to all status moves used by a Pokémon with the Prankster ability (as well as all moves summoned by a Prankster-boosted non-damaging move).
 
Last edited:

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus
IRC Stakeout discussion (and some minor asides like disguise) unaltered save some bolding on some Texas comments in particular since he said a lot of important things: Helps determine a final version for Stakeout whether decided here or through council protocol.
[01:10] <@~Its_A_Random> thoughts on
[01:10] <@~Its_A_Random> "Stakeout - Passive | Mold Breaker: No | Attacks have double BAP on a Pokémon that switched in this round. Must be already out to get the benefit."
[01:10] <@~Its_A_Random> and
[01:10] <@~Its_A_Random> "Power Construct - Toggle | Mold Breaker: No | Transforms into Zygarde Complete when HP < 50%. HP increased by the amount of HP Zygarde Complete has over original forme. Cannot be reversed. Immune to copying and removal. No effect when toggled."
[01:10] ZthePhone (uid112365@synIRC-324D3D10.brockwell.irccloud.com) joined #capasb.
[01:10] <ZthePhone> Morning peeps.
[01:11] <@~Its_A_Random> I'm basically doing first drafts of asb abilities / moves converted to an asb sense
[01:11] <Exclaimer> I like Stakeout just like that, but I've no idea what to think about Power Construct.
[01:11] <@~Its_A_Random> !asbility drizzle
[01:12] <cloudraloo> Stakeout sounds amazing
[01:12] <FMD> Hmm... Stakeout seems fine, if maybe a bit underpowered.
[01:12] <ZthePhone> IAR - I have a small PCT idea - every ASBer add a footnote on their post, just to say how long the claim queue is? Eg. "5 claims unapproved".
[01:12] <ZthePhone> Then approvers will be less likely to miss out each other's partial approval work.
[01:12] <ZthePhone> !asbility Stakeout
[01:12] <@~Its_A_Random> k
[01:12] <cloudraloo> what's the typing for the stakeout mon?
[01:13] <Exclaimer> I don't think it's underpowered
[01:13] <@~Its_A_Random> it's gumshoos lol
[01:13] <FMD> Normal.
[01:13] <cloudraloo> cool
[01:14] <FMD> For ~90% of the time, Stakeout will have no effect at all. :/
[01:14] <cloudraloo> But the threat of it is what really matters.
[01:14] <cloudraloo> (If gumshoos is any good)
[01:14] <ZthePhone> I'm going to have this really thick dahl for the next three meals, anyone want in? :D
[01:14] <Exclaimer> Idk gumshoos sounds great for punishing switch phases.
[01:15] <@~Its_A_Random> it will be resident rodent so don't expect much
[01:15] <cloudraloo> :(
[01:15] <cloudraloo> !asbstats raticate
[01:15] <ToonDizzy> Rawr
[01:15] <ZthePhone> What was BW's rodent, again?
[01:15] <Exclaimer> ASB Needs Better Diggersbys
[01:16] <Exclaimer> BW got Watchog
[01:16] <FMD> That's the problem. Gomshoos probably won't be able to threaten anything out, so the threat of Stakeout won't really do much.
[01:16] <FMD> Dahl?
[01:16] <@Texas> for asb purposes stakeout will probably have to be restricted specifically to affecting uturn/parting shot/volt switch
[01:16] <@Texas> but then it could be a sufficiently punishing effect
[01:16] <@Texas> doubling bap for instance

[01:16] <Exclaimer> That's not a problem with Stakeout, that's a problem with Gumshoos
[01:16] <ToonDizzy> What about teleport?
[01:16] <@Texas> and baton pass
[01:16] <ZthePhone> !u dahl
[01:16] <FMD> Best rodents are Azumaril and uglybun, but they have Huge Power.
[01:16] <FMD> I guess Gumshoos can hit hard with Stakeout fang moves?
[01:16] <TIBot> Dahl: Being a "Dahl" generally comes from having the last name of "Dahl." When you are in fact a "Dahl," you are more than likely brilliant, gorgeous, and far more charismatic than your fellow peers, not to mention hilarious.
[01:16] <@Texas> teleport etc
[01:16] <@Texas> self switching moves
[01:17] <cloudraloo> I mean, if gumshoos is bad, then there's not much we can do
[01:17] <cloudraloo> aside from super sig item buffs
[01:17] <ZthePhone> I dunno Tex, normal Switch phases probably can be included too.
[01:17] <FMD> They definitely should be.
[01:17] <@Texas> i dont see how that's possible unless we create a new mechanic or do something i dont personally agree with
[01:17] <ZthePhone> Since your average mon will likely beatdown the Gumshoo under normal circumstances.
[01:18] <FMD> How would it not, Texas?
[01:18] <ZthePhone> Something like,
[01:18] <@Texas> let me turn that around
[01:18] <@Texas> what would you propose
[01:18] <@Texas> to affect normal switch phases
[01:19] <ZthePhone> First one or two actions after any switch, Stakeout mon gets doubled BAP.
[01:19] <FMD> 20:10:16 Its_A_Random "Stakeout - Passive | Mold Breaker: No | Attacks have double BAP on a Pokémon that switched in this round. Must be already out to get the benefit."
[01:19] <@Texas> yeah i'm personally opposed to that
[01:19] <ZthePhone> Or what she said he said.
[01:19] <cloudraloo> Would it be too strong if we let it get boosts from counterswitching in?
[01:19] <DeathWriter> FMD up
[01:19] <ZthePhone> I think yes Oora.
[01:20] <Exclaimer> I doubt that it'll make Gumshoos a major contender, because if you just stay in and beat on it, like most mons could definitely do
[01:20] <Exclaimer> It gets stuck with a useless ability
[01:20] <ZthePhone> "Counterswitch ACCEPTED. Gumshoos IN."
[01:20] <ZthePhone> "MUAHAHAHA'
[01:20] <ZthePhone> '
[01:20] <FMD> Other way around.
[01:20] <@Texas> Its_A_Random: it is my opinion that granting doubled BAP to all attacks in the round following a switch phase will be overpowered on any pokemon and simply adding a +3 BAP will be underpowered and consigned to uselessness. My personal proposal is to double the BAP with Gumshoos attacks a Pokemon using or set to use a self-switching move
[01:21] <FMD> Switch in Gumshoos, if counterswitch, then it gets the boost.
[01:21] <cloudraloo> fmd, he's responding to my idea
[01:21] <@Texas> i can't get behind the ability to use a 28 BAP move twice in a round solely for switching
[01:21] <FMD> I assumed you misspoke, Ooraloo. <.<
[01:21] <@~Its_A_Random> it's a first draft at any rate but it will be considered
[01:21] <ZthePhone> Eh, that is kinda iffy, FMD.
[01:21] <@Texas> presuming that the WC corresponds to a 14 BAP giga impact
[01:21] <ZthePhone> Or Tex, instead of a whole round, maybe just 1/2a?
[01:21] <@~Its_A_Random> stakeout was never going to be easy to deal with anyway
[01:22] <FMD> How about +5 BAP?
[01:22] <Exclaimer> Even if it got to do that, I doubt it'll be broken or anything
[01:22] <@Texas> i believe that to be convoluted and potentially underpowered
[01:22] <Exclaimer> Mega Kangaskhan exists and does that way better under any circumstance
[01:22] <@Texas> fmd as i alluded to i dont think flat bap boosts are sufficient
[01:22] <@Texas> i think thedouble BAP needs to be a part of it
[01:22] <@Texas> and i think the best way to do that is to punish the existing self switch mechanic

[01:23] <FMD> You only said +3 is too weak...
[01:23] <@Texas> once again you look too closely at the detail and not enough at the principle
[01:23] <cloudraloo> uhh, what's the EN split for Dig + Quick Attack
[01:24] <ZthePhone> Back to FMD - our switch phases are kind of muddled. So your counterswitching stuff could open up a can of worms involving say, revisiting trap Abilities.
[01:24] <FMD> Gumshoos really wants Hyper Fang to count as a biting move.
[01:24] <@Texas> +3 was used because it is the current "large" bap boost a la guts, etc
[01:24] <Exclaimer> cloudraloo: a 40/60 split
[01:24] <FMD> +3 is the 50% BAP boost...
[01:24] <cloudraloo> so 60% on evade, 40% on hit
[01:24] <cloudraloo> !asbmove dg
[01:24] <@Texas> the principle being that I do not believe flat BAP boosts to be an effective means to address this
[01:24] <Exclaimer> Other way around
[01:24] <ZthePhone> Yeah, we've never had a doubling BAP except HH.
[01:24] <cloudraloo> !asbmove dig
[01:24] <FMD> But Zt, those are entirely different concepts.
[01:25] <cloudraloo> !asbmove quickattack
[01:25] <@Texas> or a desirable one for that matter
[01:25] <ZthePhone> FMD - so you can probably just chalk that down to me being paranoid v_v
[01:25] <@Texas> as I said, i believe we should remain true to the doubled BAP which will inherently make the ability worthwhile, and limit the situations in which it applies to ones that are competitively viable but not overpowered
[01:26] <@Texas> i.e. targeting the self switching mechanic

[01:26] <FMD> Adaptability is a x2 we have and it's +5 (+3 and +2 together).
[01:26] <@Texas> i think targeting the switch phase mechanic is convoluted, open to abuse, potentially both overpowered and underpowered
[01:26] <@Texas> and not a road we should go down, especially when another viable alternative exist

[01:26] <FMD> A pursuit-esque boost will be a complete reversal of what the ability does.
[01:26] <@Texas> that being targeting the self switch mechanic
[01:27] <@~Its_A_Random> stakeout will not be the only controversial ability for implementation
[01:27] <@~Its_A_Random> Disguise - Passive | Mold Breaker: Yes | Summons a disguise on send-out. Blocks all attacks. Fades if hit by a damaging move. If hit by multi-hit with disguise up, absorbs one hit of a multi-hit move.
[01:27] <@~Its_A_Random> thoughts?
[01:27] <ZthePhone> So, a clash of principles..?
[01:27] <FMD> Okay, how do you target U-Turn without it being the same as Pursuit's effect?
[01:27] <@Texas> My personal proposal is to double the BAP with Gumshoos attacks a Pokemon using or set to use a self-switching move
[01:27] <FMD> I'm fine with that, IAR.
[01:27] <@Texas> i dont particularly care if it is or isnt the same as pursuit's effect
[01:28] <@Texas> that is not a relevant concern
[01:28] <@Texas> seems reasonable IAR
[01:28] <ZthePhone> IAR - so basically a 1HP Sub with extra benefits?
[01:28] <FMD> But it's not what the ability does at all.
[01:28] <@Texas> possibly overpowered
[01:28] <@~Its_A_Random> basically ZthePhone
[01:28] <Exclaimer> !asbstats diggersby
[01:29] <@Texas> perhaps this is a concept unfamiliar to you, but there is a line that we must straddle between staying true to original game mechanics and compromising on mechanics so that we can create effects that are both competitively balanced and competitively viable
[01:29] <@Texas> i have stated my opposition to your proposal on those bases
[01:29] <ZthePhone> I like it. I'd maybe word to explicitly give it a regular 5 HP Sub, just for kicks.
[01:29] <FMD> Stakeout has absolutely no effect on the Pokemon that's switching out. You're trying to make it have an effect on ONLY the Pokemon switching out.
[01:29] <%Rainman> Yea uhh I'd personally it be balanced rather than true to ingame
[01:30] <ZthePhone> Why not both, is what I'd ask.
[01:30] <Exclaimer> I prefer balance but I don't see Gumshoos as being overpowered with that ability, even with Strong Jaws included
[01:30] <@Texas> FMD we do not have an equal representation to the in0game switching mechanic that Stakeout targets
[01:30] <@Texas> we must inherently compromise on the mechanical implementation
[01:30] <Exclaimer> Unless it gets boosts similar stats to Sableye or Diggersby where it gets multiple boosts to multiple stats via Rare Candy
[01:30] <FMD> A +5 after something switches in is powerful, not broken, fits in-game, and I see no problem with it.
[01:31] <@Texas> You may not
[01:31] <@Texas> I've said all that needs to be said about my position for the time being
[01:31] <@Texas> And it seems that you have done similarly
[01:32] <FMD> Does anybody other than Texas think that +5 for a round under or over powered? :/
[01:32] <@~Its_A_Random> wimp out will be tricky
[01:33] <@~Its_A_Random> esp since switch = ko exists
[01:33] <DeathWriter> it could work the same way as dragon tail and similar moves in switch ko
[01:33] <DeathWriter> maybe idk
[01:33] <ZthePhone> Free Protect or something?
[01:33] <FMD> I say it gets Escape Button's effect of dodging one move.
[01:33] <Exclaimer> FMD, you're up vs DeathWriter still btw
[01:34] <FMD> @asbitem Escape Button
[01:34] <+ASBot> Item not found.
[01:34] <FMD> Ugh... what's the name?
[01:34] <DeathWriter> @asbitem Eject Button
[01:34] <+ASBot> Eject Button | Item Type: Consumable | Cost: 6 CC | Affected Pokemon: All | Max Uses Per Match: Once | Trigger: Commanded - [Upon being hit by *insert move* or *insert opponent* or Any Move THEN Activate Eject Button, Effect 1 or 2] | Nat. Gift Type: N/A | Nat. Gift BAP: N/A
[01:34] <+ASBot> After being struck by an opposing Pokemon's attack, during that action, this may be activated by the player without using an action. To activate it use the trigger syntax or anything similar, without it taking a sub slot. The player can specify an attack, an opponent or make it activate after any attack. When activated, this item is consumed and the activating Pokemon may do any one of the following:
[01:34] <+ASBot> 1: Be guaranteed a successful dodge against the opposing Pokemon's next action
[01:34] <+ASBot> 2: Switch out at the end of the round to another of the player's Pokemon of their choosing (Cannot be chosen if Switch=KO or the player has no other available Pokemon)
[01:34] <DeathWriter> that?
[01:35] <ZthePhone> Well, looks good enough.
[01:35] Matezoide (uid155551@synIRC-924C5ACA.brockwell.irccloud.com) joined #capasb.
[01:35] <Matezoide> Yo Its_A_Random
[01:35] <@~Its_A_Random> Going to make dancer a toggle ability as a fail safe for being en drained into an en ko
[01:35] <@~Its_A_Random> hey
[01:35] <Matezoide> Was Ash-Greninja officially confirmed?
[01:35] <Matezoide> Or you put that in just in case?
[01:36] <ZthePhone> Dogfish-Emolga YEEEAAAH
[01:36] <FMD> Seems fair, IAR.
[01:36] <Matezoide> Also yeah, toggle for dancer sounds good
[01:36] <@~Its_A_Random> Matezoide: just in case
[01:37] FMD (Mibbit@F52852D4.826D74C9.DBCFBE7F.IP) left irc: Quit: Brb.
[01:37] <Matezoide> Alright, makes sense
[01:38] <Matezoide> Any other ability you guys are trying to think how to implement? Wimp Out seems annoying
[01:38] <@Texas> quick question for you guys
[01:38] <cloudraloo> i hope we get a special huge power clone
[01:38] <cloudraloo> and give it to stunfisk
[01:38] <@Texas> can anyone think of an ability that adds between 15 and 22.5 damage across three actions
[01:39] <ZthePhone> Anger Point.
[01:39] <Matezoide> Adaptability on a x4 weak mon
[01:39] <cloudraloo> everstone protean
[01:39] <Matezoide> Zt dont be silly Anger Point is 36 :^]
[01:39] <@Texas> keep going
[01:39] <Matezoide> Parental Bond?
[01:40] <cloudraloo> huge power
[01:40] <Matezoide> Pure Power
[01:40] <@Texas> ideally ignore things that depend on ranks
[01:40] <cloudraloo> mate power
[01:40] <@Texas> those arent accurate depictions for this purpose
[01:40] <Matezoide> Fair enough
[01:40] <@Texas> pure damage increases
[01:40] <@Texas> whether through bap boosts or otheriwse
[01:40] <@Texas> rank boosts over average are acceptable
[01:40] <Exclaimer> Texas, does Protean not count for your descriptions
[01:40] <@Texas> type coverage acceptable only up to SE
[01:41] <@Texas> protean will serve
[01:41] <Matezoide> Mold Breaker with OHKO moves against Sturdy mons?
[01:41] <ZthePhone> LO SF
[01:41] <Exclaimer> it'll give 13.5 extra damage only actually
[01:41] <Matezoide> Obvious stretch though
[01:41] FMD (Mibbit@F52852D4.826D74C9.DBCFBE7F.IP) joined #capasb.
[01:41] <@Texas> Anger Point after a crit, Adaptability on a 4x weak mon, Parental Bond, Life Orb Sheer Force
[01:42] <@Texas> the current list of moves that give between 15 and 22.5 extra damage across 3 actions
[01:42] <Exclaimer> Oh across three actions
[01:42] <Exclaimer> Protean can work
[01:42] <@Texas> all extremely strong yeah?
[01:42] <FMD> I miss anything?
[01:42] <Matezoide> Rivalry on x4 weak mons i guess?
[01:42] <@Texas> now consider +5 BAP for the first three actions after a switch
[01:42] <@Texas> same power level

[01:42] <ZthePhone> Most of them extremely situational too, Tex.
[01:42] <@Texas> precisely
[01:43] <ZthePhone> With exception of Protean.
[01:43] <Exclaimer> And parental bond and sheer force
[01:43] <@~Its_A_Random> !asbility swift swim
[01:43] <ZthePhone> Parental Bond at least has an inherent cost.
[01:43] <Matezoide> Yeah only Parental Bond isnt really situational, but thats a Mega
[01:43] <DeathWriter> mega launcher with the appropriate move against 4x weak?
[01:43] <FMD> I say we match Adaptability's +5 (because it's a modifier to STAB, I'm including the +3 with the +2 for +5).
[01:43] <Matezoide> Oh Technician as well, Tex
[01:43] <@Texas> tech caps at 13.5 no?
[01:44] <@Texas> 6*`1.5 for a 3 BAP boost, 4.5 per at 2x SE
[01:44] <ZthePhone> But you've made your point.
[01:44] <FMD> Multi-hit moves, +5 each use, +15 over 3 attacks.
[01:44] <Matezoide> Multi-hit moves though, but i guess it would need Skill Link with it
[01:44] <Matezoide> What ability is this about?
[01:45] <Matezoide> Gumshoe?
[01:45] <@Texas> i was illustrating the power level of stakeout when a +5 modifier is used
[01:45] <ZthePhone> Yup Mate.
[01:45] <cloudraloo> Can't we just make stakeout work like parental bond?
[01:45] <ZthePhone> Yeah Tex, but it is easily scalable. That is my counter.
[01:45] <@~Its_A_Random> I've added ability list for now, no changes to stakeout at the present moment since I am more concerned with getting things up for now though that does not mean I have ignored this convo
[01:45] <FMD> Powerful, yes, but anything switching in on something with it will always be the best Pokemon left to deal with it.
[01:46] <@Texas> 1.5x BAP for the round? worth consideration
[01:46] <FMD> I'd be okay with x1.5 for a round.
[01:46] <ZthePhone> If +5 BAP for 3a is unacceptable, we can just as easily scale it to 2a duration. Not super-convoluted at all.
[01:47] <@Texas> i'm pretty fundamentally opposed to having the ability work for 2a as opposed to a rounds duration
[01:47] <@~Its_A_Random> !asbmove absorb
[01:47] <Matezoide> Eh, i guess it would depend on Gumshoe's power as well
[01:47] <Matezoide> As for that point, i would agree with Texas
[01:47] <@Texas> its not consistent with how we have the system set up
[01:47] <Matezoide> 2 actions is just...
[01:47] <Matezoide> Clunky.
[01:47] <FMD> I assume Gumshoos will have pretty decent coverage.
[01:47] <@Texas> at the moment i'd say there's three viable proposals
[01:48] <@Texas> the +5 Bap for the first round post switch, the 1.5x BAP for the first round post switch, and my double BAP when attacking an enemy using a self-switching move

[01:48] <Matezoide> We could leave those three proposals and have a vote once we have more information on the pokemon that get these moves, i believe
[01:49] <Matezoide> It is good to have a general idea at this moment, but we can have a final decision once we know more
[01:49] <FMD> We have like 4 months to decide, so there's no rush.
[01:49] <@Texas> indeed
[01:50] <@Texas> similarly though, there's no need to decide on one outcome and leave it to sit and become familiar for four months
[01:50] <@Texas> as was a possible outcome had the original proposal not been challenged
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus
Okay should be all done for now. Any input on existing topics? Any input on abilities (Stakeout in particular as per the above post)? Anything you want to bring up? Use this thread for S&M topics and anything controversial enough (probably Stakeout) will probably be spawned off into a discussion thread for Council resolution if necessary. Also note that ability/move descriptions are bare-bones and will be fleshed out at a later date. I came up with the ability / move effects based on what we know of them ingame and that they are initial drafts and hence, are not final.

Remember: The sooner we resolve things that need to be resolved, the less work we need to do come release.
 
These all look solid, IAR. I fully believe we should wait on Stakeout until we have more information about Gumshoos, as the proposals all seem solid in their own right.


However, theres something that is bugging me about Wimp Out.


The current description implies it will automatically force the pokemon to switch out, but that just seems to have the potential to be way too punishing for it's user. Match up control is an extremely important aspect of ASB, and completely forcing a pokemon to leave the field, even if the user does not want it, is in my opnion, way too big of a disvantage, not to mention the sheer frustation factor.

We changed other abilites for being potentially punishing for it's users, such as the likes of Drought, Drizzle and even the unreleased Dancer. As Wimp Out is not supposed to be a purely harmful ability (Such as Truant), should we allow the user to decide wether he wants to switch or not?

Now, obviously, we have very little information on Wimpod, therefore i believe we should wait before reaching a decision. Wimp Out is just weird in that it has the potential to be awful or game-breaking, depending on the mechanics, but i believe some consideration is necessary.

No real idea on how to make it work in Switch = KO either. A free dodge? Should it bypass Aerial Ace and friends? Should it dodge automatically or the user has to specify an action? Something simpler, but completely unrelated that makes flavor sense?


This is really the only other ability that seems worth taking a look. I did consider bringing up Disguise, but it is extremely vulnerable to the ever common multi-hit moves, Mold Breaker and seems to be Mimmikyu's only ability.
 
Last edited:

JJayyFeather

Drifting~
is a Forum Moderatoris a Community Contributor
Moderator
My current reservation is with Innards Out. Seems a bit more like an Aftermath clone than anything, so maybe make it an Aftermath clone in ASB as well?
 
More thoughts later (especially about my snowy baby Alolan Ninetales ^_^) but I would argue for a modified Dancer based on the irc logs. Rather than (or in addition to) making it a Toggle ability, I'd suggest simply having Oricorio use the move that it's copying but without spending energy or using an action. That way the only drawback of the ability (having to spend extra EN) is bypassed.
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus
These all look solid, IAR. I fully believe we should wait on Stakeout until we have more information about Gumshoos, as the proposals all seem solid in their own right.


However, theres something that is bugging me about Wimp Out.


The current description implies it will automatically force the pokemon to switch out, but that just seems to have the potential to be way too punishing for it's user. Match up control is an extremely important aspect of ASB, and completely forcing a pokemon to leave the field, even if the user does not want it, is in my opnion, way too big of a disvantage, not to mention the sheer frustation factor.

We changed other abilites for being potentially punishing for it's users, such as the likes of Drought, Drizzle and even the unreleased Dancer. As Wimp Out is not supposed to be a purely harmful ability (Such as Truant), should we allow the user to decide wether he wants to switch or not?

Now, obviously, we have very little information on Wimpod, therefore i believe we should wait before reaching a decision. Wimp Out is just weird in that it has the potential to be awful or game-breaking, depending on the mechanics, but i believe some consideration is necessary.

No real idea on how to make it work in Switch = KO either. A free dodge? Should it bypass Aerial Ace and friends? Should it dodge automatically or the user has to specify an action? Something simpler, but completely unrelated that makes flavor sense?


This is really the only other ability that seems worth taking a look. I did consider bringing up Disguise, but it is extremely vulnerable to the ever common multi-hit moves, Mold Breaker and seems to be Mimmikyu's only ability.
While it is okay to wait, we should not leave too much work to do after the games are released. After all, I know all too well how bad an idea it is to leave a university assignment to the last minute. :Þ

Dodge effect for Switch = KO a la Eject Button for Wimpod was suggested in the Stakeout discussion. Making switching out in Switch = OK optional is a reasonable idea. Wimp Out is weird.

My current reservation is with Innards Out. Seems a bit more like an Aftermath clone than anything, so maybe make it an Aftermath clone in ASB as well?
Innards Out differs from Aftermath in that apparently it triggers when it is KO'd by a direct attack as opposed to being KO'd by a contact move, making it much less useless (though we don't know if indirect damage triggers it, probably not). We also have no idea if Pyukumuku—the only one confirmed with this ability—gets Self-Destruct or Explosion at the moment so to turn it into a copy of ASB Aftermath is not a very good idea.

More thoughts later (especially about my snowy baby Alolan Ninetales ^_^) but I would argue for a modified Dancer based on the irc logs. Rather than (or in addition to) making it a Toggle ability, I'd suggest simply having Oricorio use the move that it's copying but without spending energy or using an action. That way the only drawback of the ability (having to spend extra EN) is bypassed.
Is also a solid suggestion to deal with ability exploitation. Might be more viable as well. Will consider it.
 
My current reservation is with Innards Out. Seems a bit more like an Aftermath clone than anything, so maybe make it an Aftermath clone in ASB as well?
Agreeing with IAR that this is contingent on whether Pyumuku even gets Explosion/Self Destruct in the first place. Moreover, since Innards Out deals damage based on the user's HP rather than a fixed percentage like Aftermath, I think we could mirror in-game. Maybe do something like "when KO'd, deals damage equals to 50/75% of its HP at the time of the attack".

Wrt Alolan forms, I assume they'll be treated like separate species. If that is the case, will Gen 1 mons lose access to past-gen moves? My concern is that some of these mons (think Raichu and Ninetales) depend on things like old events and Gen 1 moves to try and stay viable. I'd argue for giving Alolan forms some way to access these moves but I could be the minority here.

Finally, for the DAT. Not sure how it works so I might be speaking gibberish but maybe make a separate sheet for new features (AKA "Items (Held, Gen 7)", "Moves (Gen 7)", etc.) and merge them back with the main sheets once they're done and we transition to Gen 7?
 
While it is okay to wait, we should not leave too much work to do after the games are released. After all, I know all too well how bad an idea it is to leave a university assignment to the last minute. :Þ

Dodge effect for Switch = KO a la Eject Button for Wimpod was suggested in the Stakeout discussion. Making switching out in Switch = OK optional is a reasonable idea.
Haha, fair enough. I guess i am being too cautious.

Something i just thought of for Wimp Out: If making the ability optional turns out to be considered too powerful, we could add an energy cost to have it trigger.

I feel this could be a reasonable option, simply because of how destructive an automatic Wimp Out could be.

Basically....

Wimp Out is weird.

Is also a solid suggestion to deal with ability exploitation. Might be more viable as well. Will consider it.
Regarding Dancer, a % EN cost could be a good middle ground.

Take Speed Boost, for instance. Because it's energy cost is 2% of the mon's energy, the ability has never really been a problem, despite being permanently active. Giving Dancer a similar mechanic, but leave it active, can solve the problem of potentially punishing the pokemon while being permanent.



Completely agree on Innards Out. The big reason Aftermatch was changed is because the other effect is terrible.

We havent really decided on the damage yet, but keeping it's in-game function would be for the best.


Wrt Alolan forms, I assume they'll be treated like separate species. If that is the case, will Gen 1 mons lose access to past-gen moves? My concern is that some of these mons (think Raichu and Ninetales) depend on things like old events and Gen 1 moves to try and stay viable. I'd argue for giving Alolan forms some way to access these moves but I could be the minority here.
Alola forms seem like the elephant in the room here, and i am legitimately unsure on how to handle past gen moves.

For full lines, maybe have the Alola mons have access to only the generic moves that every gen 1 mon could learn, as well as events and Anime/Manga?

If we do get cases that are evolution-only, like Alola Exeggutor, just let them have every move it's pre-evo could learn, like we do for Sylveon.


ps: I am still mad the super cool whale is just an ability rather than the fish's evolution.
 
Last edited:
Note: I know IAR hasnt updated the thread yet to account for the most recent stuff, but as my activity is going to take a significant hit in the future, i decided to post about this extremely....unique ability.


So, what is the plan on implementing Receiver on ASB?


"Why, just copy in-game!"

Sure, thats an option, but the ability is literally worthless in Singles, which is a massive handcap in ASB. Sure, Passimian might receive a Hidden Ability, but i still think the ability should be useful in Singles, as it would be quite a simple change.



"What about other Doubles-only abilites?"

The only fully evolved pokemon in the game with the Doubles/Trips-Only Friend Guard is Vivilon, who has two more extremely powerful abilites. Florges, assuming Passimian does receive an extra ability, is the best comparasion we have, but i really dont see how we could implement that in Singles (As nice as that would be).




"Ok, whats the idea on Receiver for Singles?"

For those that do not know how it works in-game, heres how it works:

When Passimian's ally is knocked out, he receives their ability.

So this is actually pretty simple for ASB. Simply have Receiver trigger when Passimian is sent out as a replacement for a knocked out ally, replacing Passimian's abilites with the ones his ally had.


Now, there are other things worth consideration for the ability itself, as well. Should we a cap on how many abilites Receiver can give? Should Receiver, when triggering, remove all of the user's original abilites (So we dont get Skill Swap shenanigans getting like 6 abilites on a single mon)? Tracer is temporary, should Receiver be temp as well? Etc...


As an unrelated issue, Wishiwashi's School Form has been bugging me a bit.

Unlike other abilites, School Form is only obtained once Wishi reaches a certain level. Should we give it some sort of requirement in ASB, or allow fresh Wishi to have it?



Does anyone have any thoughts to share on these? This one might be annoying, so the sooner we can get some discussion and ideas in, the better.
 
Last edited:

ZhengTann

Nargacuga
is a Forum Moderator Alumnus
Chiming on on just the post above:

- I like Mate's idea for Reciever. Maybe make it something like Trace, where it can only be activated if Passimian is sent in after an ally is KO'ed, and it can obtain one, just one, Ability of the KO'ed ally. With a permanent duration to compensate for less choices compared to Trace, and activation by choice so you wouldn't auto-inherit Slaking's Truant, for example.

- If Wishiwashi does get School Forme by leveling up, we could simply implement the Evolution/Ability Counter system. Maybe?
 
Definetly agree on Receiver only triggering by choice, although i am not sure if only one ability, even if perma, would be too good.

Maybe we should wait to see on how many, and what, abilites Passimian will have? If he were to only have Receive, i really dont like the idea of having him limited to a single one, even if permanent, when most pokemon in ASB have 3.

I actually think that having up to 3 abilites for 6 actions would be more interesting than 1 permanently (Or until he switches out). It might be better to wait until we have more info on the pokemon before deciding/voting the final details, assuming everyone is fine with the general idea (ie, it triggers when he replaces an ally)?


For Wishiwashi, that idea makes sense, but i am not sure if theres a real point to that. Forcing people to spend counters just to unlock the ability might not be a good choice, even if it matches in-game, simply because that could come across as unecessary extra work.
If we were to go on that route though, should regular Wishiwashi count for LC matches? What about Hall Ranks? Should it have separate ranks for when it doesnt have School Form?
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus
Progress: Done most data for all the new Gen 7 Pokémon and Alolan Forms. Need to fill in blanks and finish up data for the new Formes for existing Pokémon and deal with changes to existing Pokémon. Once that is done, it will be on to abilities. I will sleep before I resume progress.

If someone wants to make my life easier, they can find the real world size and weights for each of the Pokémon that hasn't had their SC/WC filled in yet. Don't convert to metric if in imperial and don't convert to ASB classes because I need to verify at any rate. Other stats can wait.
 

Toon

NOT A BUNNY!
is a Forum Moderator Alumnus
Nihilego 3'11" and 122.4 lbs

Buzzwole 7'10" and 735.5 lbs

Pheromosa 5'11" and 55.1 lbs

Xurkitree 12'06" and 220.5 lbs

Celesteela 30'02" and 2204.4 lbs

Kartana 1'00" and 0.2 lbs

Guzzlord 18'01" and 1957.7 lbs

Necrozma 7'20" and 507.1 lbs

Marshadow 2'04" and 48.9 lbs
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus
Today's Progress: Pokémon almost done. Missing a lot of heights for size classes, some evolution methods which will become clear soon enough, and CHP's. Note to do some random buffs for specific sig items, especially Solar/Lunar Ray. Did a preliminary list of new abilities as well as the nerfed abilities. These abilities are not final and are open to change. Started getting to work on new moves. Note Z-BAP. Done new moves on this list up to Pollen Puff. Moves are also subject to change. Going to sleep before doing more.
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus
Today's Progress: Got through the Moves section basically. Got through all the new moves, all the updated moves that I can see, and all of the Z-Moves and decided with Z-Moves what to do. The type-based Z-Moves have BAP/EN and Physical/Special based off the linked move and Signatures have a specific move to link with. Z-BAP will needed to be added to the Moves section. Also gave a look at status Z-Moves. There is some balancing to be done (looking at Guardian of Alola in particular) and I mostly need to add CT's for new moves. Otherwise, moves is basically done save flavour and I should get a start on items tomorrow.
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus
Today's Progress: Minor alterations with Pokémon/Moves/Abilities, finished up a preliminary list of new items with some signatures to work on and maybe a few Pokémon-specific Z-Crystals to buff because they may end up being inferior to generic Type-specific Z-Crystals. Also wrote up some mechanics on Z-Moves in the OP. If you have any questions regarding Z-Moves or anything else or maybe some balance issues to bring up, please post ITT and let me know.
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus
ARAQUANID IS GOOD GUYS WE HAVE A GEN VII MON THAT MIGHT ACTUALLY MAKE A SPLASH IN THE ASB METAGAME

It's been confirmed in-game that Water Bubble doubles the BAP of Water-type attacks. This includes Hydro Vortex. I'm not joking. Rediamond / Pallas Athena finally has the Camerupt nuke he desperately wanted. At least until people complain that Water Bubble Araquanid is too strong. I put the double BAP in its description at any rate and we will see how it goes first.

Anyway yesterday was mostly updating as new mechanics get found. Still need to do sig item updates and CAP Movepool updates (aka needless strongmon buffs).
 

Geodude6

Look at my shiny CT!
yeah Water Bubble is going to be too strong. Maybe make it give +3 BAP instead since I think that's what we do for other doubling effects?
 

Users Who Are Viewing This Thread (Users: 1, Guests: 0)

Top