Data Combination Testing Thread

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Deck Knight

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So here's the deal, I've been working hard to codify a combinations system and I need a threat to test a few out and get an opinion on them.

I'm transplanting large parts of this from the State of the Game Thread:

Codifying Combinations Further:

Combinations have always been tricky because much of it is left up to the imagination. Combinations will still be allowed at ref discretion, however the efects of how they work together will be codified below.

Priority of Move 1 vs. Priority of Move 2.

Priority 0 + Priority 0: -2

Priority 3 + Priority 2: 5 (ex. Fake Out + Feint)
Priority 3 + Priority 1: 4 (ex. Fake Out + Bullet Punch)
Priority 2 + Priority 2: 4 (ex. Extremespeed + Feint)
Priority 2 + Priority 1: 3 (ex. Extremespeed + Aqua Jet)
Priority 2 + Priority 0: 1 (ex. Feint + Crunch)
Priority 1 + Priority 1: 2 (ex. Bullet Punch + Mach Punch)
Priority 1 + Priority 0: 1 (ex. Bullet Punch + ThunderPunch)
Priority 1 + Priority -3: -3 (ex. Mach Punch + Focus Punch)
Priority 0 + Priority -1: -3 (ex. Body Slam + Bounce [Hit])
Priority 0 + Priority -2: -4 (ex. Brave Bird + Fly [Hit])
Priority 0 + Priority -3: -5 (ex. ThunderPunch + Focus Punch)
Priority 0 + Priority -4: -6 (ex. Icicle Crash + Avalanche)
Priority 0 + Priority -5: -7 (ex. Metal Burst + Counter)
Priority 0 + Priority -6: -7 (ex. Iron Tail + Dragon Tail)
Priority -1 + Priority 0: -3 (ex. Razor Wind [Hit] + Air Slash)
Priority -1 + Priority -6: -7 (ex. Vital Throw + Circle Throw)
Priority -1 + Priority -2: -5 (ex. Skull Bash [Hit] + Dig [Hit]
Priority -2 + Priority 0: -4 (ex. Dig [Hit] + Crunch)
Priority -2 + Priority -1: -5 (ex. Fly [Hit] + Sky Attack [Hit])
Priority -3 + Priority -3: -7 (ex. Focus Punch + Focus Punch)
Priority -4 + Priority -4: -7 (ex. Avalanche + Avalanche)
Priority -5 + Priority -5: -7 (ex. Mirror Coat + Mirror Coat)

Other Priority Combination notes:

Charge effects always occur during their normal priority, so Focus Punch will always charge before any other action, Sky Attack will still charge at +1, and Razor Wind and Skull Bash will still have their useful effects at +1 Priority.

Evasive Actions are moved down by the same level of priority as a the Hit phase, so Dig + Crunch will have the Evasive action take place at -2 and the Hit take place at -4 (e.g. it can evade Focus Punch and priority combinations that hit -3 priority) Body Slam + Bounce will take evasive action on -2 priority and hit at -3, potentially allowing you to evade a normal Dig, Fly, or 0 + 0 Combination, or worst case scenario evading or damaging vs. a Focus Punch.

So the general rule for most priority at 0 or below is it drops priority 2 levels. Priority above 1 tends to either maintain itself or drop by one stage, depending on the combination. Combinations of multiple low priority moves will drop to the lowest priority stage, -7.

A combination of a Priority greater than or equal to 1 move with a 0 priority move will add Priority to the attack, but will only increase Base Attack Power by half the Priority Move's Base Attack Power attack's amount (e.g. Mach Punch + Fire Punch will have 10 BAP, not 12.) The only other odd priority combination are attacks combined with negative priority moves. The only other thing to take note of is that the function of doubling Base Attack Power applies to the entire combination, not just that element of the move (ex.)Icicle Crash + Avalanche will have 15 Base Attack Power, which will double to 30 BAP if the user is hit.

Combination Effects and Energy Cost:

There are two kinds of combinations. A combination of the same attack, and a combination of different attacks. Combinations of the same attack have multiplicative effects, Combinations of different attacks have additive effects.

Same Attack:
Base Attack Power = BAP * 2.25
Energy Cost = (EC + (EC+4))*2
Effect Chance = Effect Chance * 2
Stat Boosts/Drawbacks = Stat Boosts/Drawbacks * 2
Return Damage = Return Damage^2
Recoil = Recoil * 1.5
Accuracy = (Accuracy^2) + Spe Modifier

Different Attacks:
Base Attack Power = BAP 1 + BAP 2
Energy Cost = (EC 1 + EC 2) * 1.5
Effect Chance = Effect Chance 1 + Effect Chance 2
Stat Boosts/Drops = B/D 1 + B/D 2
Return Damage - Return Damage 1 + Return Damage 2
Recoil = Recoil 1 + Recoil 2 / # Recoil Moves
Accuracy = ((Accuracy 1 + Accuracy 2) / 2) + Spe Modifier

Combining Physical and Special attacks:

Ever though Work Up and Growth were kind of useless? Well, the good news is that as difficult as it is to pull off, you can use both attack types at once in a combination. Here's how to calculate:

Example: Brave Torterra Razor Leaf + Leaf Storm w/ +1 Atk/SpA, in a Double Battle against Starmie and Archeops.

Razor Leaf + Leaf Storm:
Razor Leaf: The Pokemon fires a blast of razor-sharp leaves at its opponent. The extreme sharpness of the leaves make the attack more likely to result in a critical hit. This move targets up to three (3) adjacent opponents in a multi-battle.

Attack Power: 6 | Accuracy: 95% | Energy Cost: 4 | Effect Chance: -- | Typing: Grass | Priority: 0 | CT: Elemental

Leaf Storm: Several parts of the Pokemon's body start to glow as it charges up. The Pokemon then launches a huge cyclone of wind and razor-sharp leaves at the foe. The attack is so exhausting that it lowers the user's Special Attack stat by two (2) stages.

Attack Power: 14 | Accuracy: 90% | Energy Cost: 9 | Effect Chance: -- | Typing: Grass | Priority: 0 | CT: Force


First combine the Base Attack Power of the two attacks, then split it in half. One will calculate using Physical Attack and the other will calculate using Special Attack. Apply STAB before the split. 6 + 14 + 3 = 23, split in half is 11.5. The accuracy if the attack will be 92.5%. In a double battle, Razor Leaf hits all foes, and Leaf Storm lowers Special Attack two stages after use. The Energy cost is (4 + 9 - 1 = 12) * 1.5 = 18.

Physical Calc:
Starmie: (8.625 (11.5 *0.75) + 3 [Star Difference] = 11.625) * 1.5 = 17.4375 + 1.75 = 19.1875
Archeops: (8.625 (11.5 * 0.75) + 3) [Star Difference] = 11.625) * 1 = 11.625 + 1.75 = 13.375

Special Calc:
Starmie (8.625 (11.5 * 0.75) + 0 [Star Difference] * 1.5 = 12.9375 + 1.75 = 14.6875
Archeops (8.625 (11.5*0.75) + 0 [Star Difference] * 1 = 8.625 + 1.75 = 10.375

Total Damage: 34 Starmie, 24 Archeops, 18 Energy, -2 SpA.

Combination Type (CT):

Combination type can alter based on how attacks are used, though most are cut and dried. If wanted, I can try and come up with a list of combination properties. Combination attacks are usually the type of the move with the highest Base Attack Power in the combination.

There are 6 Combination Types, in order of strength:

Set: Typing is such a fixed part of this attack it will override all other types.
Force: Typing defines the attack to such an extent it will override elements.
Elemental: Typing defines the attack as imbued with an elemental property.
Passive: Typing is part of the attack but is not definitive in its use.
Deferring: This attack is easily redefined by the qualities of other attacks
None: This attack summons other attacks and uses their properties, or otherwise cannot be combined.

Set Examples: Fake Out, Feint, Earthquake, Surf

Force Examples: Draco Meteor, Heat Wave, Reversal, Superpower

Elemental Examples: Aqua Tail, Bullet Punch, Energy Ball, Earth Power, Flare Blitz, Flash Cannon, Ice Fang, ThunderPunch, Will-O-Wisp.

Passive Examples: Crunch, Dragon Tail, Iron Tail, Focus Punch, Rock Slide.

Deferring Examples: Dig, Dive, Flail

Example Combinations:

Lets give a few examples. For our first example, lets assume we have an Emboar using Flare Blitz + Superpower.

Flare Blitz + Superpower:

Flare Blitz: The Pokémon becomes engulfed in flames, and charges at the opponent with great force, taking recoil equal to 1/3 of the damage from the attack. It will thaw a frozen opponent, and has a chance to burn the opponent.

Attack Power: 12 | Accuracy: 100% | Energy Cost: 8 | Effect Chance: 10% | Typing: Fire | Priority: 0 | CT: Elemental

Superpower: The Pokemon glows with strength before making a powerful strike. However, it exhausts the Pokemon, lowering its Attack and Defense by one (1) stage each.

Attack Power: 12 | Accuracy: 100% | Energy Cost: 8 | Effect Chance: -- | Typing: Fighting | Priority: 0 | CT: Force


The attacks would combine to have 24 Base Attack Power. The average accuracy of both is 100. Since both moves are priority zero, the attack hits with -2 priority. Both Attacks have the same Base Attack Power, but because Superpower has Force, it overrides Flare Blitz's Elemental, making it a 24 BAP Fighting Attack. Emboar has STAB on Fighting, so the combined cost is (8 + 8 -1 [STAB] = 15) * 1.5 = 22.5 EC. The attack does 25% recoil damage and has a 10% burn chance. Lets roll it against something it hits for Super-effective damage, say an Aggron.

Calc: (12 + 12 + 3 [STAB] - 2 [Star Difference] -1 [Sturdy] = 24) * 2.25(4x Weakness) = 54 Damage, 14 recoil, -1Atk/Def, 23 energy, Burn failed, Crit failed.

Lets try a different combination. Jolly Gyarados using Aqua Tail + Iron Tail vs. Impish Bronzong with Reflect.

Aqua Tail + Iron Tail:
Aqua Tail: The Pokemon surrounds its tail with swirling energized water and smashes it into the opponent.

Attack Power: 9 | Accuracy: 90% | Energy Cost: 7 | Effect Chance: -- | Typing: Water | Priority: 0 | CT: Elemental

Iron Tail: The Pokemon coats its tail in iron and sweeps it into the opponent. It can lower the opponent's defense by one (1) stage.

Attack Power: 10 | Accuracy: 75% | Energy Cost: 7 | Effect Chance: 30% | Typing: Steel | Priority: 0 | CT: Passive


The attacks would combine to have 19 Base Attack Power. The average accuracy is 82.5, and Gyarados' +Speed boost is 10, so the total accuracy is 92.5. Since both moves are priority zero, the attack hits with -2 priority. Iron Tail has more Base Attack Power, but because it is Passive and Aqua Tail is Elemental, the attack is Water-typed and gets STAB. The Energy Cost is thus (7 + 7 - 1 = 13) * 1.5 = 19.5 EC. The attack has a 30% chance to drop the opponent's Defense by one stage.

Calc: [9 + 10 + 3 (STAB) - 5 = 17] * 1 = 17 damage, 20 energy, Def lower fails, crit fails.

One more, just to examine priority:

Lucario with Extremespeed and Bullet Punch vs. Aerodactyl.

Extremespeed + Bullet Punch:
ExtremeSpeed: The Pokemon tackles the opponent with blinding speed. The attack is so blindingly fast it strikes even before other priority attacks. Only Fake Out can strike more quickly.

Attack Power: 8 | Accuracy: 100% | Energy Cost: 6 | Effect Chance: -- | Typing: Normal | Priority: 2 | CT: Passive

Bullet Punch: The Pokemon energizes their fist with a steely glow then delivers a lightning-quick strike on the opponent, outpacing their attack.

Attack Power: 4 | Accuracy: 100% | Energy Cost: 3 | Effect Chance: -- | Typing: Steel | Priority: 1 | CT: Elemental


Because Bullet Punch is a priority attack, its Base Attack Power is halved, giving the combo a Base Attack Power of 10. The average accuracy of both attacks is 100. The total priority of the combination is +3. Extremespeed has more Base Attack Power, but because it is Passive and Bullet Punch is Elemental, the attack becomes Steel-type. The Energy Cost is (6 + 3 - 1 = 8) * 1.5 or 12 EC. Since Aerodactyl has Pressure, this is increased to 14.

Calc: (8 + 2 + 3 (STAB) + 1.5 (Star Difference) = 14.5) * 1.5 = 21.75 (22) damage, 14 energy, crit fails.

Finally, here's a transplant of the Attack List. Start throwing out a few combination ideas and test them against the data to see what you come up with.

Power Ties:

If two attacks combine and their Base Attack Power and Combination Type are the same, use the following rules:

STAB gets preference.
If both moves get STAB, Player chooses.
If neither moves get STAB, the move with the higher initial accuracy is selected as the dominant type.

Attack List:
Absorb: The Pokemon fires a red beam at the opponent that engulfs it and saps its HP back to the user. Half the damage inflicted on the opponent is healed.

Attack Power: 4 | Accuracy: 100% | Energy Cost: 6 | Attack Type: Special| Effect Chance: -- | Typing: Grass | Priority: 0 | CT: Elemental

Acid: The Pokemon fires a spray of corrosive acid that has a chance to lower the opponent’s special defense one (1) stage. This attack bypasses a Steel-type's immunity to Poison-type moves and corrodes it for six (6) actions, removing its immunity to the poison status and allowing Poison-type attacks to strike at neutral power against it. Repeated uses of this move will refresh the action counter for the corrosion effect. This move targets up to three (3) adjacent opponents in a multi-battle.

Attack Power: 4 | Accuracy: 100% | Energy Cost: 2 | Attack Type: Special | Effect Chance: 10% | Typing: Poison | Priority: 0 | CT: Elemental

Acid Armor: The Pokemon melts into a body of water, increasing its defense two (2) stages and dodging physical attacks the action it is used. While all Pokemon with Acid Armor can melt into water (even Slugma and Magcargo), any substance similar to their original body structure can also be used.

Attack Power: -- | Accuracy: -- | Energy Cost: 6 | Attack Type: Other | Effect Chance: -- | Typing: Poison | Priority: 0 | CT: Passive

Acid Spray: The Pokemon funnels high amounts of toxin into one single shot of acid that explodes on contact. It reduces the opponent’s special defense two (2) stages. This attack bypasses a Steel-type's immunity to Poison-type moves and corrodes it for six (6) actions, removing its immunity to the poison status and allowing Poison-type attacks to strike at neutral power against it. Repeated uses of this move will refresh the action counter for the corrosion effect.

Attack Power: 4 | Accuracy: 100% | Energy Cost: 3 | Attack Type: Special | Effect Chance: -- | Typing: Poison | Priority: 0 | CT: Elemental

Acrobatics: The Pokemon lunges toward the opponent with a brutal yet stylish flair. If encumbered by a hold item or other drag, the damage is greatly reduced. This move can hit any single Pokemon on the field, regardless of position.

Attack Power: 11 or 6 | Accuracy: 100% | Energy Cost: 7 | Attack Type: Physical | Effect Chance: -- | Typing: Flying | Priority: 0 | CT: Force

Acupressure: The Pokemon strikes one of its pressure points, raising a random stat by two (2) stages. Subsequent uses of Acupressure will change the boosted stat.

Attack Power: -- | Accuracy: -- | Energy Cost: 6 | Attack Type: Other | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: Elemental

Aerial Ace: The Pokemon senses its target and strikes with impressive speed, negating all attempts to evade. This move can hit any single Pokemon on the field, regardless of position.

Attack Power: 6 | Accuracy: -- | Energy Cost: 4 | Attack Type: Physical | Effect Chance: -- | Typing: Flying | Priority: 0 | CT: Elemental

Aeroblast: The Pokemon gathers energy into a massive wind column and blows it directly at the opponent. The wind shear gives the move a high chance of a critical hit. It can easily blow lighter foes into the surrounding area. This move can hit any single Pokemon on the field, regardless of position.

Attack Power: 10 | Accuracy: 95% | Energy Cost: 7 | Attack Type: Special | Effect Chance: -- | Typing: Flying | Priority: 0 | CT: Elemental

After You: The Pokemon sends an invitation to the target and a quick flash of light. The light energizes the opponent and makes their attack next to hit, regardless of priority.

Attack Power: -- | Accuracy: -- | Energy Cost: 6 | Attack Type: Other | Effect Chance: -- | Typing: Normal | Priority: 0, Adjusts target's priority to +6 | CT: Passive

Agility: The Pokemon focuses to increase its speed two (2) stages, enabling it to maneuver much more swiftly.

Attack Power: -- | Accuracy: -- | Energy Cost: 7 | Attack Type: Other | Effect Chance: -- | Typing: Psychic | Priority: 0 | CT: Passive

Air Cutter: The Pokemon sharply swings its wings/claws creating an area of energized wind shear. The cutting force gives the attack a high critical hit chance. This move targets up to three (3) adjacent opponents in a multi-battle.

Attack Power: 6 | Accuracy: 95% | Energy Cost: 4 | Attack Type: Special | Effect Chance: -- | Typing: Flying | Priority: 0 | CT: Elemental

Air Slash: The Pokemon gathers and energizes a large amount of swirling air and launches it with its wings toward the opponent. The force of this blast can cause the opponent to flinch and blow lighter foes away effortlessly. This move can hit any single Pokemon on the field, regardless of position.

Attack Power: 8 | Accuracy: 95% | Energy Cost: 6 | Attack Type: Special| Effect Chance: 30% | Typing: Flying | Priority: 0 | CT: Elemental

Amnesia: The Pokemon empties its mind of concerns, increasing its special defense by two (2) stages.

Attack Power: -- | Accuracy: -- | Energy Cost: 7 | Attack Type: Other | Effect Chance: -- | Typing: Psychic | Priority: 0 | CT: Passive

AncientPower: The Pokemon summons up an ancient force from the earth that forms into a glowing white ball. Exposure to the ancient forces of the move can raise all of a Pokemon’s stats by one (1) stage.

Attack Power: 6 | Accuracy: 100% | Energy Cost: 4 | Attack Type: Special | Effect Chance: 10% | Typing: Rock | Priority: 0 | CT: Set

Aqua Jet: The Pokemon surrounds itself with a stream of water and launches toward the opponent at blinding speed, outpacing the opponent’s attack.

Attack Power: 4 | Accuracy: 100% | Energy Cost: 3 | Attack Type: Physical | Effect Chance: -- | Typing: Water | Priority: 1 | CT: Elemental

Aqua Ring: The Pokemon surrounds itself in looping rings of water that pulsate with healing energy, restoring 2 HP per action for the next 6 actions. The rings can be dispelled by strong blasts of lightning or wind.

Attack Power: -- | Accuracy: -- | Energy Cost: 9 | Attack Type: Other| Effect Chance: -- | Typing: Water | Priority: 0 | CT: Passive

Aqua Tail: The Pokemon surrounds its tail with swirling energized water and smashes it into the opponent.

Attack Power: 9 | Accuracy: 90% | Energy Cost: 7 | Attack Type: Physical | Effect Chance: -- | Typing: Water | Priority: 0 | CT: Elemental

Arm Thrust: The Pokemon thrusts its straightened arms at the opponent multiple times, throwing them off balance and disrupting opposing attacks that take a while to charge.

Attack Power: 2 per hit | Accuracy: 100% | Energy Cost: 4 | Attack Type: Physical| Effect Chance: -- | Typing: Fighting | Priority: 0 | CT: Passive

Aromatherapy: The Pokemon releases a powerful, zesty, soothing scent into the air around itself and any teammates, purging them of all status conditions, including Burn, Freeze, Paralysis, Poison, and Sleep. This move targets all allied Pokemon in a multi-battle, and also effects Pokemon in their Poke Balls.

Attack Power: -- | Accuracy: -- | Energy Cost: 9 | Attack Type: Other | Effect Chance: -- | Typing: Grass | Priority: 0 | CT: Passive

Assist: The Pokemon summons the aura of an ally, and selects three (3) of that ally's attacks. Each attack has a 1/3rd chance of manifesting, utilizing this Pokemon's type and attributes. If the ally has not yet been revealed, then that ally must be chosen later in the match. Assist cannot be used if the trainer has no allies left.

Assist cannot select Assist, Circle Throw, Copycat, Counter, Destiny Bond, Detect, Dragon Tail, Endure, Feint, Focus Punch, Follow Me, Helping Hand, Me First, Metronome, Mimic, Mirror Coat, Mirror Move, Protect, Quick Guard, Sketch, Sleep Talk, Snatch, Struggle, or Wide Guard.

Assist will incur a consecutive energy cost penalty either if it is used consecutively (even if summoning different potential attacks) or if one of the attacks it summoned is used consecutively.

Attack Power: -- | Accuracy: 100% | Energy Cost: 3 + Energy Cost of summoned move | Attack Type: Other | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: None

Assurance: The Pokemon strikes the opponent with a powerful, vindictive strike. Deals much more damage if the opponent in caught off guard after another attack or other damage-dealing effect.

Attack Power: 5 or 10 if opponent was damaged that action | Accuracy: 100% | Energy Cost: 4 | Attack Type: Physical | Effect Chance: -- | Typing: Dark | Priority: 0 | CT: Force

Astonish: The Pokemon shouts and releases energy shockwaves in a rapid movement. The swift pain and abruptness of the attack can cause the opponent to not act.

Attack Power: 4 | Accuracy: 100% | Energy Cost: 3 | Attack Type: Physical | Effect Chance: 30% | Typing: Ghost | Priority: 0 | CT: Force

Attack Order: The Pokemon summons a group of underling Combee that strike the opponent on all sides with solid waves of energy, damaging them physically. The overwhelming number of assaults give the attack a high critical hit chance.

Attack Power: 9 | Accuracy: 100%| Energy Cost: 7 | Attack Type: Physical | Effect Chance: -- | Typing: Bug | Priority: 0 | CT: Elemental

Attract: The Pokemon flirts with an opponent, releasing pink hearts from its body. It causes opponents of the opposite gender to be infatuated with the Pokemon and reduces their chance of attacking or otherwise using their attacks productively.

Attack Power: -- | Accuracy: 100% | Energy Cost: 6 | Attack Type: Other | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: Passive

Aura Sphere: The Pokemon focuses their chakra into a powerful sphere that tracks the opponents energy when released, making it impossible to miss. This move can hit any single Pokemon on the field, regardless of position.

Attack Power: 9 | Accuracy: -- | Energy Cost: 7 | Attack Type: Special | Effect Chance: -- | Typing: Fighting | Priority: 0 | CT: Passive

Aurora Beam: The Pokemon fires a brightly colored beam of ice energy at the opponent. The chill from the attack has a chance to lower the opponent’s attack one (1) stage.

Attack Power: 7 | Accuracy: 100% | Energy Cost: 5 | Attack Type: Special | Effect Chance: 10% | Typing: Ice | Priority: 0 | CT: Elemental

Autotomize: The Pokemon sets off a metamorphic shift in their body that removes impurities, halving their weight and increasing their speed by two (2) stages.

Attack Power: -- | Accuracy: -- | Energy Cost: 7 | Attack Type: Other | Effect Chance: -- | Typing: Steel | Priority: 0 | CT: Passive

Avalanche: The Pokemon takes a resolute stance and begins summoning glacial pillars. If the Pokemon is damaged by the opponent’s action, the Avalanche user hardens its resolve and strikes with double Base Attack Power.

Attack Power: 6 or 12 | Accuracy: 100% | Energy Cost: 6 | Attack Type: Physical | Effect Chance: -- | Typing: Ice | Priority: -4 | CT: Force
Barrage: The Pokemon launches 2-5 small spheres of energy that explode on contact, throwing the opponent off balance and disrupting attacks that take a while to charge up.

Attack Power: 2 per hit | Accuracy: 85% | Energy Cost: 3 | Attack Type: Physical | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: Deferring

Barrier: The Pokemon erects a sphere of energy around itself, rebuffing any oncoming physical attack. After the initial use, the barrier fades, but its user retains a defense boost for two (2) rounds.

Attack Power: -- | Accuracy: -- | Energy Cost: 7 | Attack Type: Other | Effect Chance: -- | Typing: Psychic | Priority: 0 | CT: Passive

Baton Pass: The Pokemon focuses all of its energies into a white aura that maintains its current state. This energy holds all of the information on the Pokemon’s stat increases and decreases as well as whether it is in a state of confusion or other temporary ailments. If this Pokemon touches a teammate it can pass those bonuses and mental state onto them instantly.

Attack Power: -- | Accuracy: -- | Energy Cost: 10 | Attack Type: Other | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: Passive

Beat Up: The Pokemon summons dark energy from non-KOed teammates, even those with a major status condition, and strikes the opponent once for itself and each ally. This dark energy ignores the opponent’s defensive increases and disrupts attacks that take a while to charge.

Attack Power: 3 for each hit | Accuracy: 100% | Energy Cost: 2 for each hit | Attack Type: Physical | Effect Chance: -- | Typing: Dark | Priority: 0 | CT: Force

Belly Drum: The Pokemon pounds its stomach with fury, whipping it into an intense frenzy. In exchange for 1/2 of its maximum HP, the Pokemon receives a permanent rise to its maximum attack level (+6) for the duration of the battle. This self-damage ignores normal damage caps that round on the user and for the next two rounds on the opponent. The heightened aggressive state makes the Pokemon more difficult to confuse or put to sleep for the next two rounds; however, its own non-damaging moves, including chills, are more likely to falter. Belly Drum cannot be used if the Pokemon is below half of its maximum HP.

Attack Power: -- | Accuracy: -- | Energy Cost: 30 | Attack Type: Other | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: Passive

Bestow: The Pokemon kindly gives its foe or ally a held item. The target will respectfully decline if they are already holding an item.

Attack Power: -- | Accuracy: -- | Energy Cost: 4 | Attack Type: Other | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: Passive

Bide: The Pokemon braces for impact, quickly forming a white aura around itself. For the next two actions, the Pokemon will absorb any attacks against it, adding its suffering into the aura. On the third action, it will release the energy gathered from Bide, doing 1.75 times (1.75x) the damage received during its use. If Protected or Detected against, Bide will still have an energy cost based on the damage the attack would have done. Bide hits Ghost types as well as Pokemon during Bounce, Dig, Dive, Fly, and Shadow Force. If a Pokemon using Bide is put into Sleep status, Bide will dissipate.

Attack Power: Fixed Damage = Damage Taken * 1.75 | Accuracy: -- | Energy Cost: 6 + (Calculated Damage to Opponent/2) | Attack Type: Physical | Effect Chance: -- | Typing: Normal | Priority: 1 (all phases) | CT: None

Bind: The Pokemon wraps themselves around the opponent with their arms, body, or other appendages and locks them into place. During Bind, both Pokemon may still issue attacks; however, any attack using a part of the body implementing the bind will cause it to release. The steady squeezing of a Bind drains the opponents HP at the rate of 2 per action for as long as they are in the bind. The holding effect can last up to four (4) actions before it needs to be refreshed.

Attack Power: 3 + 2 HP drain per action | Accuracy: 85% | Energy Cost: 3 | Attack Type: Physical | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: Deferring

Bite: The Pokemon’s teeth are surrounded with dark energy, and they chomp down hard on an opponent. The dark energy can cause the opponent to flinch in shock.

Attack Power: 6 | Accuracy: 100% | Energy Cost: 4 | Attack Type: Physical | Effect Chance: 30% | Typing: Dark | Priority: 0 | CT: Elemental

Blast Burn: The Pokemon turns red hot and the ground bursts with jets of fire, launching a massive assault of flaming rocks on the opponent. After use, the Pokemon is more sluggish on the next action.

Attack Power: 15 | Accuracy: 90% | Energy Cost: 10 | Attack Type: Special | Effect Chance: -- | Typing: Fire | Priority: 0 | CT: Force

Blaze Kick: The Pokemon surrounds its feet with a gigantic column of flame and launches toward the opponent in a devastating kick. The sheer force gives the attack a high critical hit chance, and the flames can burn the opponent.

Attack Power: 9 | Accuracy: 90%| Energy Cost: 7 | Attack Type: Physical | Effect Chance: 10% | Typing: Fire | Priority: 0 | CT: Elemental

Blizzard: The Pokemon blows a massive chilling wind at the opponent that can affect the entire field. During Hail, this move never fails to blast about the entire arena, even bursting through Protect and similar defenses. It has a chance to freeze opponents solid. This move targets up to three (3) adjacent opponents in a multi-battle.

Attack Power: 12 | Accuracy: 70% | Energy Cost: 8 | Attack Type: Special | Effect Chance: 10% | Typing: Ice | Priority: 0 | CT: Force

Block: [Switch=KO] The Pokemon moves with unnatural speed to block off an opponent’s exit or attempts to gain distance. Block also releases a white energy that encapsulates the opponent, preventing them from getting too much distance. While Blocked, an opponent is more vulnerable to a follow-up attack, especially if they were moving with enhanced speed when Block is performed.
[Switch=OK] The Pokemon moves with an unnatural speed to block any attempt to switch the opposing Pokemon. Block also releases a white energy that encapsulates the opponent. The energy prevents Pokeballs from working on the opponent until they faint. The opponent may not switch that Pokemon in between rounds for the duration of the battle.

Attack Power: -- | Accuracy: --| Energy Cost: 6 | Attack Type: Other | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: Passive

Blue Flare: The Pokemon unleashes a dazzlingly hot flame consisting of blue and white fire. It has a chance to burn the opponent.

Attack Power: 13 | Accuracy: 85% | Energy Cost: 9 | Attack Type: Special | Effect Chance: 20% | Typing: Fire | Priority: 0 | CT: Force

Body Slam: The Pokemon jumps on top of the opponent with great force. The strength of the impact on pinned downed limbs can lead to paralysis.

Attack Power: 9 | Accuracy: 100% | Energy Cost: 7 | Attack Type: Physical | Effect Chance: 30% | Typing: Normal | Priority: 0 | CT: Deferring

Bolt Strike: The Pokemon covers its entire body with electricity and slams into the foe. The electricity has a chance of passing onto the foe upon contact, and thus has a chance of paralyzing it.

Attack Power: 13 | Accuracy: 85% | Energy Cost: 9 | Attack Type: Physical| Effect Chance: 20% | Typing: Electric | Priority: 0 | CT: Force

Bone Club: The Pokemon energizes a club and strikes the opponent with it in a single, powerful stroke. The force of the attack can cause the opponent to flinch in shock.

Attack Power: 7 | Accuracy: 85% | Energy Cost: 5 | Attack Type: Physical | Effect Chance: 10% | Typing: Ground | Priority: 0 | CT: Force

Bone Rush: The Pokemon energizes a club and strikes the opponent multiple times with a spinning motion, disrupting attacks that take a while to charge up.

Attack Power: 3 per hit | Accuracy: 85% | Energy Cost: 6 | Attack Type: Physical | Effect Chance: | Typing: Ground | Priority: 0 | CT: Force

Bonemerang: The Pokemon throws an energized bone that strikes the opponent once, then doubles back and strikes them again before returning to the original user.

Attack Power: 5 per hit | Accuracy: 90% | Energy Cost: 7 | Attack Type: Physical | Effect Chance: -- | Typing: Ground | Priority: 0 | CT: Force

Bounce: The Pokemon leaps above an incoming attack and crashes down on the opponent with immense force. The strength of the impact on pinned limbs can cause paralysis. This move can hit any single Pokemon on the field, regardless of position.

Attack Power: 9 | Accuracy: 85% | Energy Cost: 7 | Attack Type: Physical | Effect Chance: 30% | Typing: Flying | Priority: Evasive Action: 0, Hit: -1 | CT: Force

Brave Bird: The Pokemon spreads its wings and summons a terrible blue energy to strike the foe with a reckless, brutal charge. The Pokemon suffers 1/3rd of the damage it deals to the opponent in recoil. This move can hit any single Pokemon on the field, regardless of position.

Attack Power: 12 | Accuracy: 100% | Energy Cost: 8 | Attack Type: Physical | Effect Chance: -- | Typing: Flying | Priority: 0 | CT: Elemental

Brick Break: The Pokemon’s appendages glow white and it strikes the opponent with precise damaging strikes. The energy radiated from the blow destabilizes Light Screen and Reflect, breaking them upon contact.

Attack Power: 8 | Accuracy: 100% | Energy Cost: 6 | Attack Type: Physical | Effect Chance: -- | Typing: Fighting | Priority: 0 | CT: Passive

Brine: The Pokemon blasts the opponent with a strong blast of salt water. When the opponent is at or below 1/2 of their maximum HP, the corrosive salt in Brine causes deals more damage by seeping into the opponent’s wounds.

Attack Power: 7 or 13 | Accuracy: 100% | Energy Cost: 8 | Attack Type: Special | Effect Chance: -- | Typing: Water | Priority: 0 | CT: Force

Bubble: The Pokemon shoots a wide spray of bubbles that snap violently on the opponent's joints, sometimes causing the opponent’s Speed to lower one (1) stage. This move targets up to three (3) adjacent opponents in a multi-battle.

Attack Power: 4 | Accuracy: 100% | Energy Cost: 2 | Attack Type: Special | Effect Chance: 10% | Typing: Water | Priority: 0 | CT: Elemental

BubbleBeam: The Pokemon shoots a focused wave of bubbles at the opponent, exploding on contact. It has a chance to lower the opponent's Speed one (1) stage from the shock.

Attack Power: 7 | Accuracy: 100% | Energy Cost: 5 | Attack Type: Special | Effect Chance: 10% | Typing: Water | Priority: 0 | CT: Elemental

Bug Bite: The Pokemon chomps down on the opponent. If there are any berries in the field or on the opponent, it can consume them and receive the benefits of their effect.

Attack Power: 6 | Accuracy: 100% | Energy Cost: 4 | Attack Type: Physical | Effect Chance: -- | Typing: Bug | Priority: 0 | CT: Force

Bug Buzz: The Pokemon emits a concentrated sound vibration by quickly vibrating its wings or arms. The intense noise can damage the target's thought patterns, lowering their Special Defense by one (1) stage.

Attack Power: 9 | Accuracy: 100% | Energy Cost: 6 | Attack Type: Special | Effect Chance: 10% | Typing: Bug | Priority: 0 | CT: Elemental

Bulldoze: The Pokemon jumps and stomps on the ground several times, creating shock waves. The shock waves stun the foe and lower their speed by one stage. Base Attack Power increases by 3 if the foe is using Dig. This move hits all Pokemon except the user.

Attack Power: 6 | Accuracy: 100% | Energy Cost: 5 | Attack Type: Physical | Effect Chance: 100% | Typing: Ground | Priority: 0 | CT: Elemental

Bulk Up: The Pokemon focuses their strength and surrounds themselves with a red aura that pumps up all their muscles. Attack and Defense are each increased one (1) stage.

Attack Power: -- | Accuracy: -- | Energy Cost: 7 | Attack Type: Other | Effect Chance: -- | Typing: Fighting | Priority: 0 | CT: Passive

Bullet Punch: The Pokemon energizes their fist with a steely glow then delivers a lightning-quick strike on the opponent, outpacing their attack.

Attack Power: 4 | Accuracy: 100% | Energy Cost: 3 | Attack Type: Physical | Effect Chance: -- | Typing: Steel | Priority: 1 | CT: Elemental

Bullet Seed: The Pokemon shoots a volley of 2-5 energized seeds at the opponent that explode on contact. It can disrupt an opponent’s move that takes a while to charge up.

Attack Power: 3 per hit | Accuracy: 100% | Energy Cost: 6 | Attack Type: Physical | Effect Chance: -- | Typing: Grass | Priority: 0 | CT: Force
Calm Mind: The Pokemon meditates on its special capabilities, increasing its Special Attack and Special Defense by one (1) stage.

Attack Power: --| Accuracy: -- | Energy Cost: 7 | Attack Type: Other | Effect Chance: -- | Typing: Psychic | Priority: 0 | CT: Passive

Camouflage: The Pokemon changes its body’s makeup to the type of its surroundings. Only a small amount of the terrain is required in order to shift, however the Pokemon must have a decent amount of the terrain substance to use.

Terrain: Type
Building: Normal
Cave: Rock
Desert: Ground
Grass: Grass
Mountain: Rock
Ocean: Water
Pond: Water
Road: Ground
Snow: Ice

Attack Power: -- | Accuracy: -- | Energy Cost: 8 | Attack Type: Other | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: Passive

Captivate: The Pokemon appeals alluringly to Pokemon of the opposite gender, convincing them to come closer to it and reducing its opponent’s Special Attack by two (2) stages. Only works against Pokemon in the same Egg Group.

Attack Power: -- | Accuracy: -- | Energy Cost: 6 | Attack Type: Other | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: Passive

Charge: The Pokemon charges up its electric energy. The buildup of electric power increases the Pokemon’s Special Defense by one (1) stage. The Base Attack Power of all Electric-type attacks is boosted by three (3) when the effects of this move are active. This effect lasts for six (6) actions.

Attack Power: -- | Accuracy: -- | Energy Cost: 8 | Attack Type: Other | Effect Chance: -- | Typing: Electric | Priority: 0 | CT: Passive

Charge Beam: The Pokemon builds up a large amount of electricity in its body, and fires a small beam of it at its opponent. The excess electricity has a high chance of increasing the user’s Special Attack by one (1) stage.

Attack Power: 5 | Accuracy: 90% | Energy Cost: 6 | Attack Type: Special| Effect Chance: 70% | Typing: Electric | Priority: 0 | CT: Force

Charm: The Pokemon appears cute and charming to the opponent, making it less willing to attack it and decreasing its Attack by two (2) stages.

Attack Power: -- | Accuracy: -- | Energy Cost: 6 | Attack Type: Other | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: Passive

Chatter: The Pokemon yells meaningless statements at the opponent loudly. It has a chance to confuse the opponent. This move can hit any single Pokemon on the field, regardless of position.

Attack Power: 6 | Accuracy: 100% | Energy Cost: 4 | Attack Type: Special | Effect Chance: 20% | Typing: Flying | Priority: 0 | CT: Passive

Chip Away: The Pokemon carefully observes the foe, looking for weak spots. When one is found, it attacks. Stat changes do not affect this move.

Attack Power: 7 | Accuracy: 100% | Energy Cost: 5 | Attack Type: Physical | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: Passive

Circle Throw: [Switch=KO]The Pokemon lifts the opponent over its head with a terrifying, powerful throw. Unless the Pokemon has a Substitute active, the shock of the attack resets all of the opponent's stat changes and snaps it out of temporary status as well as other effects like Disable, Magnet Rise, Perish Song, Taunt, Torment, and Smack Down.

[Switch=OK]In a switch battle, the Pokemon is sent back to its trainer's Pokeball at the end of a round. The opponent's Pokemon is switched out at random from their remaining Pokemon, however the trainer that commanded Circle Throw must attack first.

Attack Power: 6 | Accuracy: 90% | Energy Cost: 5 | Attack Type: Physical | Effect Chance: -- | Typing: Fighting | Priority: -6 | CT: Passive

Clamp: The Pokemon closes its shell or mouth on an opponent and squeezes hard. During Clamp, both Pokemon may still issue attacks; however, any attack using a part of the body implementing the clamp will cause it to release. The steady squeezing of the Clamp drains the opponents HP at the rate of 3 per action for as long as they are Clamped. The holding effect can last up to four (4) actions before it needs to be refreshed.

Attack Power: 4 + 3 HP drain per action | Accuracy: 85% | Energy Cost: 4 | Attack Type: Physical | Effect Chance: -- | Typing: Water | Priority: 0 | CT: Force

Clear Smog: The Pokemon expels a thick cloud of translucent, asphyxiating smog from its body towards the target. The smog permeates the area surrounding the opponent, making it incapable of missing. The target takes damage and all of its stat modifications are negated.

Attack Power: 5 | Accuracy: -- | Energy Cost: 4 | Attack Type: Special | Effect Chance: -- | Typing: Poison | Priority: 0 | CT: Elemental

Close Combat: The Pokemon hurls itself viciously at the opponent and strikes them powerfully multiple times while dropping its guard. Successful execution of this move decreases the user’s Defense and Special Defense by one (1) stage.

Attack Power: 12 | Accuracy: 100% | Energy Cost: 8 | Attack Type: Physical | Effect Chance: -- | Typing: Fighting | Priority: 0 | CT: Force

Coil: The Pokemon coils its body around and around tightly, raising its Attack, Defense, and Accuracy by one (1) stage.

Attack Power: -- | Accuracy: -- | Energy Cost: 9 | Attack Type: Other | Effect Chance: -- | Typing: Poison | Priority: 0 | CT: Passive

Comet Punch: The Pokemon punches the opponent repeatedly at lightning-fast speed.

Attack Power: 2 per hit | Accuracy: 85% | Energy Cost: 4 | Attack Type: Physical | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: Deferring

Confuse Ray: The Pokemon shoots out a bright beam of light towards its opponent, causing it to become confused. The light can be spread out, but this will decrease its range.

Attack Power: -- | Accuracy: 100% | Energy Cost: 5 | Attack Type: Other | Effect Chance: -- | Typing: Ghost | Priority: 0 | CT: Passive

Confusion: The Pokemon uses a weak telekinetic force to pick up its opponent or small loose parts of the arena. The nature of the mental strike brings up disorienting memories than can confuse the opponent.

Attack Power: 5 | Accuracy: 100% | Energy Cost: 3 | Attack Type: Special | Effect Chance: 10% | Typing: Psychic | Priority: 0 | CT: Elemental

Constrict: The Pokemon grabs onto its opponent with vines or tentacles and squeezes them. The constriction inhibits the opponent and lowers their Speed stat by one (1) stage.

Attack Power: 4 | Accuracy: 85% | Energy Cost: 3 | Attack Type: | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: Passive

Conversion: The user changes its typing to the same type as a random one of its known moves. This effect lasts for two rounds. Subsequent uses of the move refresh the effect to the same type the Pokemon transformed into the first time.

Attack Power: -- | Accuracy: -- | Energy Cost: 5 | Attack Type: Other | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: Passive

Conversion 2: The user changes its typing to a random type that resists the last attack it was hit with. This effect lasts for two rounds. Subsequent uses of the move refresh the effect to the same type the Pokemon transformed into the first time.

Attack Power: -- | Accuracy: -- | Energy Cost: 5 | Attack Type: Other | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: Passive

Copycat: The Pokemon thinks about the last attack and repeats it exactly, duplicating the attack, but letting you choose a new target for the move. This move will fail if Copycat is the first move used in the battle, the last used move was Copycat, or the attack requires more energy than the user has. Charge-up actions and priority are ignored for a move copied by Copycat; all of its effects execute immediately when Copycat is used. (eg. If Copycat copies Revenge, it executes immediately. Likewise, if it copies Sky Attack, both the charge and the damage happen at once, and thus the move cannot be stopped by multi-hit attacks)

Attack Power: -- | Accuracy: -- | Energy Cost: 2 + Copied Attack | Attack Type: Other | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: None

Cosmic Power: The user calls down a mystical power from heaven to boost its Defense and Special Defense by one (1) stage.

Attack Power: -- | Accuracy: -- | Energy Cost: 7 | Attack Type: Other | Effect Chance: -- | Typing: Psychic | Priority: 0 | CT: Passive

Cotton Guard: The Pokemon gathers cotton around itself to raise its defense by three (3) stages.

Attack Power: -- | Accuracy: -- | Energy Cost: 11 | Attack Type: Other | Effect Chance: -- | Typing: Grass | Priority: 0 | CT: Passive

Cotton Spore: The Pokemon releases balls of cotton that cling to the opponent, triggering various allergic reactions that slow it down and drop its speed by two (2) stages.

Attack Power: -- | Accuracy: -- | Energy Cost: 6 | Attack Type: Other | Effect Chance: -- | Typing: Grass | Priority: 0 | CT: Passive

Counter: The Pokemon prepares itself for a physical assault with a strong brownish-red aura. Damage from a physical attack that hits the aura is absorbed and released back at 1.5 times its original strength. This move can hit any single Pokemon on the field, regardless of position.

Attack Power: -- | Accuracy: 100% | Energy Cost: 6 + (Damage/3) | Attack Type: Physical | Effect Chance: -- | Typing: Fighting | Priority: -5 | CT: Force

Covet: The Pokemon goes into a jealous rage over an opponent’s possession, striking the opponent and stealing their item if it has nothing of its own.

Attack Power: 4 | Accuracy: 100% | Energy Cost: 3 | Attack Type: Physical | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: Passive

Crabhammer: The Pokemon raises its crustacean claw and smashes the opponent with incredible force. The blow is so devastating that it often results in a critical hit.

Attack Power: 9 | Accuracy: 90% | Energy Cost: 7 | Attack Type: Physical | Effect Chance: -- | Typing: Water | Priority: 0 | CT: Force

Cross Chop: The Pokemon crosses its arms and unleashes a devastating energy charged blow. The strike is so powerful that it often results in a critical hit.

Attack Power: 10 | Accuracy: 80% | Energy Cost: 7 | Attack Type: Physical | Effect Chance: -- | Typing: Fighting | Priority: 0 | CT: Passive

Cross Poison: The Pokemon crosses its claws or wings and coats them with a powerful poison. The attack strikes with great force, so it often results in a critical hit. It also has a chance to poison the foe.

Attack Power: 7 | Accuracy: 100% | Energy Cost: 5 | Attack Type: Physical | Effect Chance: 10% | Typing: Poison | Priority: 0 | CT: Passive

Crunch: The Pokemon’s mouth fills with darkened energy and it bears down on the opponent with its teeth/fangs. The dark energy can inflict a lasting wound on the opponent, lowering their defense one (1) stage.

Attack Power: 8 | Accuracy: 100% | Energy Cost: 6 | Attack Type: Physical | Effect Chance: 20% | Typing: Dark | Priority: 0 | CT: Passive

Crush Claw: The Pokemon’s claws glow white with a vicious energy before attacking the opponent with a powerful direct strike. The fearsome energy has a good chance of lowering the opponent’s defense one (1) stage.

Attack Power: 8 | Accuracy: 95% | Energy Cost: 6 | Attack Type: Physical | Effect Chance: 50% | Typing: Normal | Priority: 0 | CT: Passive

Crush Grip: The Pokemon grips the opponent and siphons their own vitality to use against them in a vicious grappling move. The higher the opponent’s HP, the more damage this attack does.

Attack Power: 4 + (Opponent's HP/10) | Accuracy: -- | Energy Cost: 8 | Attack Type: Physical | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: Passive

Curse (Ghost): The Pokemon draws upon an ancient evil, sacrificing 1/2 of its maximum HP to cast a wicked curse on the opponent. While Cursed, the opponent will suffer five (5) HP damage per action. Chills will be half as effective for the target, and if Rest is attempted, the opponent will have restless sleep and gain half its normal health during Rest. Nightmare also deals 2 additional damage per action and removes 1 additional energy per action against an opponent in a Cursed, sleeping state. Curse cannot be used unless the Pokemon is above 1/2 of its maximum HP.

Attack Power: -- | Accuracy: -- | Energy Cost: 27 | Attack Type: Other | Effect Chance: -- | Typing: Ghost | Priority: 0 | CT: Passive

Curse (Non-Ghost): The Pokemon draws strength from negative energy, increasing its Attack and Defense by one (1) stage at the cost of decreasing Speed by one (1) stage.

Attack Power: -- | Accuracy: -- | Energy Cost: 6 | Attack Type: Other | Effect Chance: -- | Typing: Ghost | Priority: 0 | CT: Passive

Cut: The Pokemon cleaves a path through any natural obstruction with a single, powerful slicing motion. It can easily shear grass and split trees in two. It is not effective at clearing rock-based obstructions.

Attack Power: 5 | Accuracy: -- | Energy Cost: 3 | Attack Type: Physical | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: Deferring
Dark Pulse: The Pokemon emits a wave of darkness imbued with horrible thoughts. The thoughts may interrupt the target's thoughts, causing them to flinch. This move can hit any single Pokemon on the field, regardless of position.

Attack Power: 8 | Accuracy: 100% | Energy Cost: 6 | Attack Type: Special | Effect Chance: 20% | Typing: Dark | Priority: 0 | CT: Elemental

Dark Void: The Pokemon creates a void of darkness in a black translucent orb that launches at the an opponent. The void saps the target's willpower, causing it to fall asleep. This move targets up to three (3) adjacent opponents in a multi-battle.

Attack Power: -- | Accuracy: 80% | Energy Cost: 10 | Attack Type: Other | Effect Chance: -- | Typing: Dark | Priority: 0 | CT: Elemental

Defend Order: The Pokemon gathers a swarm of bees around itself in a protective shield, raising its Defense and Special Defense by one (1) stage.

Attack Power: -- | Accuracy: -- | Energy Cost: 7 | Attack Type: Other | Effect Chance: -- | Typing: Bug | Priority: 0 | CT: Passive

Defense Curl: The Pokemon curls up into a ball and tenses its muscles, raising its Defense by one (1) stage. This move locks its changed stat for the round within which it was used.

Attack Power: -- | Accuracy: -- | Energy Cost: 5 | Attack Type: Other | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: Passive

Defog: The Pokemon rapidly flaps or beats its wings or other appendages, creating a large wind that clears away any obscuring field effects. Defog also clears both sides of the field of any laid hazards.

Attack Power: -- | Accuracy: -- | Energy Cost: 7 | Attack Type: Other | Effect Chance: -- | Typing: Flying | Priority: 0 | CT: Passive

Destiny Bond: The Pokemon telepathically joins its soul with the foe's for one (1) round. During this time period, if the foe Knocks Out the Pokemon, the foe takes 30% damage.

Attack Power: -- | Accuracy: -- | Energy Cost: 15 | Attack Type: Other | Effect Chance: -- | Typing: Ghost | Priority: 0 | CT: Passive

Detect: The Pokemon focuses completely on its opponent, anticipating and dodging its next attack. The more powerful the attack it dodges (if the attack would hit), the greater energy Detect takes. This move fails if used on successive actions. In a multi-battle, Detect may be used on an ally, but then has 0 priority.

Attack Power: -- | Accuracy: -- | Energy Cost: 7 + (Damage avoided/3) | Attack Type: Other | Effect Chance: -- | Typing: Fighting | Priority: 4 | CT: Passive

Dig: The Pokemon digs its way under the ground with claws or other appendages, and surfaces beneath its opponent and jumps out of the ground to attack it. The Pokemon may stay underground for an extended length of time, but this costs an additional three (3) energy per action.

Bulldoze, Earth Power, Earthquake, Fissure, and Magnitude can always strike a digging opponent, while other attacks can hit if aimed properly.

Attack Power: 8 | Accuracy: 100% | Energy Cost: 6 | Attack Type: Physical | Effect Chance: -- | Typing: Ground | Priority: Evasion Action: 0 Hit: -2. Hit can be suspended, and Dig will have 0 priority on the action the Pokemon attacks. | CT: Deferring

Disable: The Pokemon focuses on the memory of one of the foe's last three (3) actions, and uses telepathic powers to erase the memory of that attack from the opponent. The opponent is unable to use the selected attack for six (6) actions. If the Pokemon was ordered to use the locked attack in the same round it is Disabled, the move will fail. Disable can affect moves that take effect over multiple turns, such as Bide. Only one move can be Disabled at a time, and if Disable is used again before a previous use of Disable wears off, it fails.

Attack Power: -- | Accuracy: -- | Energy Cost: 7 | Attack Type: Other | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: Passive

Discharge: The Pokemon shoots a wave of dispersing electricity at the opponent. The sheer amount of the electricity gives it a good chance to paralyze the foe. This attack hits all adjacent Pokemon.

Attack Power: 8 | Accuracy: 100% | Energy Cost: 6 | Attack Type: Special | Effect Chance: 30% | Typing: Electric | Priority: 0 | CT: Elemental

Dive: The Pokemon dives underwater and surfaces under the opponent to attack them. The Pokemon may stay underwater for an extended period of time, but this costs an additional three (3) energy per action. This move fails if not used in or near water.

Surf and Whirlpool will both hit during Dive and have double their Base Attack Power. If two opposing Pokemon are both in the Dive state, they will attack each other normally, but will still incur an additional energy cost.

Attack Power: 8 | Accuracy: 100% | Energy Cost: 6 | Attack Type: Physical | Effect Chance: -- | Typing: Water | Priority: Evasive Action: 0, Hit: -2. Hit can be suspended, and Dive will have 0 priority on the action the Pokemon attacks. | CT: Deferring

Dizzy Punch: The Pokemon hits the target with a dizzy, spinning fist. The constant, confusing rotation may confuse the target.

Attack Power: 7 | Accuracy: 100% | Energy Cost: 5 | Attack Type: Physical | Effect Chance: 20% | Typing: Normal | Priority: 0 | CT: Passive

Doom Desire: The Pokemon calls down a rain of energy beams from the sky that fall on the action exactly two (2) rounds after the command is given. The attack uses any stat boosts/drops the Pokemon had at the time the move was initially called.

Attack Power: 14 | Accuracy: 100% | Energy Cost: 10 | Attack Type: Special | Effect Chance: -- | Typing: Steel | Priority: 0 | CT: Passive

Double Hit: The Pokemon strikes the opponent twice with various appendages.

Attack Power: 4 per hit | Accuracy: 90% | Energy Cost: 6 | Attack Type: Physical | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: Passive

Double Kick: The Pokemon kicks the opponent twice.

Attack Power: 3 per hit | Accuracy: 100% | Energy Cost: 4 | Attack Type: Physical | Effect Chance: -- | Typing: Fighting | Priority: 0 | CT: Passive

Double Team: The Pokemon rapidly moves back and forth between several locations, creating several clones. The clones make it harder for the opponent to figure out which Pokemon is the real Pokemon, increasing the user's Evasion by one stage. Double Team dissipates once the real Pokemon is hit with an attack. The Pokemon may create up to four clones; however, this will take extra energy.

Attack Power: -- | Accuracy: -- | Energy Cost: 4 per clone | Attack Type: Other | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: Passive

Double-Edge: The Pokemon slams into the opponent as hard as it possibly can with its entire body. The enormous impact of the move will make the user take 1/3rd of the damage they caused to the opponent as recoil.

Attack Power: 12 | Accuracy: 100% | Energy Cost: 8 | Attack Type: Physical | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: Deferring

Doubleslap: The Pokemon slaps the opponent 2-5 times with their hands or other appendages. It can disrupt an opponent's move that takes a while to charge up.

Attack Power: 2 per hit | Accuracy: 85% | Energy Cost: 4 | Attack Type: Physical | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: Passive

Draco Meteor: The Pokemon roars at the sky, summoning a storm of meteors to strike the foe. Summoning the meteor storm uses up a lot of the Pokemon's energy, decreasing their Special Attack by two (2) stages.

Attack Power: 14 | Accuracy: 90% | Energy Cost: 10 | Attack Type: Special | Effect Chance: -- | Typing: Dragon | Priority: 0 | CT: Force

Dragon Claw: The Pokemon focuses Dragon-type energy into its claws or hands and swipes at the target with them.

Attack Power: 8 | Accuracy: 100% | Energy Cost: 6 | Attack Type: Physical | Effect Chance: -- | Typing: Dragon | Priority: 0 | CT: Elemental

Dragon Dance: The Pokemon performs a fighting dance to stimulate its muscles, raising its Attack and Speed by one (1) stage.

Attack Power: -- | Accuracy: -- | Energy Cost: 7 | Attack Type: Other | Effect Chance: -- | Typing: Dragon | Priority: 0 | CT: Passive

Dragon Pulse: The Pokemon shoots out a shockwave of Dragon energy from its mouth at the opponent. This move can hit any single Pokemon on the field, regardless of position.

Attack Power: 9 | Accuracy: 100% | Energy Cost: 7 | Attack Type: Special | Effect Chance: -- | Typing: Dragon | Priority: 0 | CT: Elemental

Dragon Rage: The Pokemon fires a stream of blue flames at its opponent. This attack will do 10 damage, regardless of any modifiers.

Attack Power: Fixed Damage = 10 | Accuracy: 100% | Energy Cost: 7 | Attack Type: Special | Effect Chance: -- | Typing: Dragon | Priority: 0 | CT: Elemental

Dragon Rush: The Pokemon rushes at the foe while charged with fearsome energy. When the attack hits, the energy may scare the foe and make them flinch.

Attack Power: 10 | Accuracy: 75% | Energy Cost: 7 | Attack Type: Physical | Effect Chance: 20% | Typing: Dragon | Priority: 0 | CT: Elemental

Dragon Tail: [Switch=KO]The Pokemon swings and hits the foe powerfully with a menacing tail. Unless the Pokemon has a Substitute active, the shock of the attack resets all of the opponent's stat changes and snaps it out of temporary status as well as other effects like Disable, Magnet Rise, Perish Song, Taunt, Torment, and Smack Down.

[Switch=OK]In a switch battle, the Pokemon is sent back to its trainer's Pokeball at the end of a round. The opponent's Pokemon is switched out at random from their remaining Pokemon, however the trainer that commanded Dragon Tail must attack first.


Attack Power: 6 | Accuracy: 90% | Energy Cost: 5 | Attack Type: Physical | Effect Chance: -- | Typing: Dragon | Priority: -6 | CT: Passive

Dragonbreath: The Pokemon spews a stream of blue breath at the opponent, which may paralyze them.

Attack Power: 6 | Accuracy: 100% | Energy Cost: 5 | Attack Type: Special | Effect Chance: 30% | Typing: Dragon | Priority: 0 | CT: Elemental

Drain Punch: The Pokemon punches the opponent with all the energy of its punch focused into its hand, which is then used to drain half of the damage caused in HP into the user.

Attack Power: 8 | Accuracy: 100% | Energy Cost: 12 | Attack Type: Physical | Effect Chance: -- | Typing: Fighting | Priority: 0 | CT: Force

Dream Eater: The Pokemon absorbs the energy of a sleeping Pokemon's dreams, waking them up and restoring half of the damage caused to the foe in HP to the user. This move fails if the target is awake.

Attack Power: 10 | Accuracy: 100% | Energy Cost: 12 | Attack Type: Special | Effect Chance: -- | Typing: Psychic | Priority: 0 | CT: Force

Drill Peck: The Pokemon spins rapidly and slams its beak into the opponent while spinning. This move can hit any single Pokemon on the field, regardless of position.

Attack Power: 8 | Accuracy: 100% | Energy Cost: 6 | Attack Type: Physical | Effect Chance: -- | Typing: Flying | Priority: 0 | CT: Elemental

Drill Run: The Pokemon spins rapidly and slams its head or other appendages into the opponent like a drill. Because of the spinning, the attack is more likely to penetrate the opponent's defenses unexpectedly, giving it an increased chance for a critical hit.

Attack Power: 8 | Accuracy: 95% | Energy Cost: 6 | Attack Type: Physical | Effect Chance: -- | Typing: Ground | Priority: 0 | CT: Force

Dual Chop: The Pokemon performs two consecutive chops on the opponent.

Attack Power: 4 per hit | Accuracy: 90% | Energy Cost: 6 | Attack Type: Physical | Effect Chance: -- | Typing: Dragon | Priority: 0 | CT: Elemental

Dynamicpunch: The Pokemon starts randomly punching the air in front of it extremely powerfully and quickly but not very precisely. If the attack hits, the punch will knock the opponent off balance and knock them over, disorienting and confusing them.

Attack Power: 10 | Accuracy: 50% | Energy Cost: 8 | Attack Type: Physical | Effect Chance: -- | Typing: Fighting | Priority: 0 | CT: Set
Earth Power: The Pokemon exudes a golden aura, and the earth on the field cracks open with a golden light. The light erupts violently from the ground, blasting upward and smashing into the opponent. The suddenness of the blast may lower the target’s Special Defense by one (1) stage.

Attack Power: 9 | Accuracy: 100% | Energy Cost: 7 | Attack Type: Special | Effect Chance: 10% | Typing: Ground | Priority: 0 | CT: Elemental

Earthquake: The Pokemon uses it mighty heft or inherent knowledge of tectonic manipulation to trigger an earthquake. The splitting earth and sudden impact causes major internal and external damage to the target. Trainers are encouraged to exercise caution and common sense when using this attack in certain structures. When Earthquake strikes a Pokemon in the middle of Dig, its Base Attack Power is 15 instead of 10. This attack hits all adjacent Pokemon.

Attack Power: 10 | Accuracy: 100% | Energy Cost: 7 | Attack Type: Physical | Effect Chance: -- | Typing: Ground | Priority: 0 | CT: Set

Echoed Voice: The Pokemon puffs itself up and yells with a cry welled up from within itself producing an echo wave. For every attack turn this move is used in succession, the damage increases by 2. Will have no effect on Soundproof Pokemon.

Attack Power: 4 (+2) | Accuracy: 100% | Energy Cost: 3 | Attack Type: Special | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: Passive

Egg Bomb: The Pokemon chucks an energized egg that explodes on contact. The Pokemon can also leave the egg on the ground where it will explode by itself at the beginning of the next round. The blast radius is about 8 feet.

Attack Power: 10 | Accuracy: 75% | Energy Cost: 7 | Attack Type: Physical | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: Passive

Electro Ball: The Pokemon creates a large electrified field around its body and charges at the opponent. It then stops suddenly releasing the ball at full speed.

Attack Power: 6 (target speed > 50% user speed) | Accuracy: 100% | Energy Cost: 9 | Attack Type: Physical | Effect Chance: -- | Typing: Electric | Priority: 0 | CT: Elemental
8 (ts > 33% us)
12 (ts > 25% us)
15 (ts < 25% us)

Electroweb: The Pokemon casts a wide electrified net upon its opponent, shocking them and limiting their movement which causes a one (1) stage drop in Speed. This move targets up to three (3) adjacent opponents in a multi-battle.

Attack Power: 6 | Accuracy: 95% | Energy Cost: 6 | Attack Type: Special | Effect Chance: -- | Typing: Electric | Priority: 0 | CT: Elemental

Embargo: The Pokemon declares a cessation to all use of held items for the next two rounds. They and their teammates, however, are naturally not subject to this embargo.

Attack Power: -- | Accuracy: 100% | Energy Cost: 5 | Attack Type: Other | Effect Chance: -- | Typing: Dark | Priority: 0 | CT: Passive

Ember: The Pokemon throws small flames that have a chance of burning the foe.

Attack Power: 4 | Accuracy: 100% | Energy Cost: 3 | Attack Type: Special | Effect Chance: 10% | Typing: Fire | Priority: 0 | CT: Elemental

Encore: The Pokemon gives its opponent an enthusiastic round of applause. The target is so flattered that it can’t help but repeat its last action for the next two (2) actions. The afflicted Pokemon will not expend extra energy from consecutive attacks while Encore is in effect. Encore fails when used on a target whose Encore ended on the previous action.

Attack Power: -- | Accuracy: 100% | Energy Cost: 10 | Attack Type: Other | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: Passive

Endeavor: The Pokemon recalls the hardships of the match and tries its hardest to pound that experience into its opponent. Will not work if the user has more health than its target. Endeavor can only be used once if Endure was used that round.

Attack Power: Fixed Damage = (target health-user health)/1.75 | Accuracy: 100% | Energy Cost: 6 + Damage/1.75 | Attack Type: Physical | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: Force

Endure: The Pokemon braces itself for impact and will not be KOed by any direct attack, physical or special, for that round. The adrenaline generated by this attack means that the Pokemon will also not faint due to energy exhaustion by attacks used during the round Endure was used in. The Pokemon must still have enough Energy to use Endure, or it will fail. The energy required to tense their muscles mean that a Pokemon cannot use this move two rounds successively. A Pokemon using Endure may still faint due to secondary effects such as poison and burn.

Attack Power: -- | Accuracy: -- | Energy Cost: 15 | Attack Type: Other | Effect Chance: -- | Typing: Normal | Priority: 4 | CT: Passive

Energy Ball: The Pokemon gathers all the surrounding natural energy into a ball of life, firing it at the foe. The Pokemon will have trouble accumulating this energy in an artificial environment, reducing the Attack Power by two (2). The attack can sap the target’s resiliency, reducing their Special Defense by one (1) stage.

Attack Power: 8 | Accuracy: 100% | Energy Cost: 6 | Attack Type: Special| Effect Chance: 10% | Typing: Grass | Priority: 0 | CT: Elemental

Entrainment: The Pokemon charms the opponent, changing all of their abilities to match the abilities the user has for six (6) actions.

Attack Power: -- | Accuracy: -- | Energy Cost: 8 | Attack Type: Other | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: Passive

Eruption: The Pokemon draws from its fire source and releases it in a massive fiery explosion. Its power depends on the vitality left in the Pokemon. This move targets up to three (3) adjacent opponents in a multi-battle.

Attack Power: 15 x HP Percentage | Accuracy: 100% | Energy Cost: 8 | Attack Type: Special | Effect Chance: -- | Typing: Fire | Priority: 0 | CT: Force

Explosion: The Pokemon mechanically, through the mixing of noxious gases, or simply by release of pent up pressure, creates a massive explosion, fainting itself and causing massive damage to the opponent. This attack hits all adjacent Pokemon.

Attack Power: 25 (user faints) | Accuracy: 100% | Energy Cost: 20 | Attack Type: Physical | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: Force

Extrasensory: The Pokemon attacks with a strange force that seems to have been directed from behind the target’s head, knocking them down. The surprise of the attack may cause the victim to flinch for an action. Will never flinch a Pokemon with multiple heads or eyes behind its head.

Attack Power: 8 | Accuracy: 100% | Energy Cost: 6 | Attack Type: Special | Effect Chance: 10% | Typing: Psychic | Priority: 0 | CT: Elemental

ExtremeSpeed: The Pokemon tackles the opponent with blinding speed. The attack is so blindingly fast it strikes even before other priority attacks. Only Fake Out can strike more quickly.

Attack Power: 8 | Accuracy: 100% | Energy Cost: 6 | Attack Type: Physical | Effect Chance: -- | Typing: Normal | Priority: 2 | CT: Passive
Facade: The Pokémon is engulfed in an aura that increases intensity under status. The user then tackles the opponent.

Attack Power: 7, 14 if under status | Accuracy: 100% | Energy Cost: 5, 8 if under status | Attack Type: Physical | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: Set

Faint Attack: The Pokémon fades into the shadows and senses the opponent’s energy, striking them once it finds their location. The attack has perfect timing and cannot miss.

Attack Power: 6 | Accuracy: -- | Energy Cost: 4 | Attack Type: Physical| Effect Chance: -- | Typing: Dark | Priority: 0 | CT: Passive

Fake Out: The Pokémon strikes the opponent with immense swiftness using their hands/paws, creating a shockwave of air that pushes the opponent back, causing them to flinch. After its initial use, Fake Out fails to flinch the same Pokemon twice, but can still be used in succession. Fake Out is the fastest priority attack, beating out even ExtremeSpeed.

Attack Power: 4 | Accuracy: 100% | Energy Cost: 4 | Attack Type: Physical | Effect Chance: -- | Typing: Normal | Priority: 3 | CT: Set

Fake Tears: The Pokémon cries loudly, unnerving the opponent and causing its Special Defense to drop two (2) stages for two rounds.

Attack Power: -- | Accuracy: 100% | Energy Cost: 6 | Attack Type: Other | Effect Chance: -- | Typing: Dark | Priority: 0 | CT: Passive

False Swipe: The Pokémon slashes its claws together in a controlled way that will not let the opponent faint.

Attack Power: 4 | Accuracy: 100% | Energy Cost: 2 | Attack Type: Physical | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: Deferring

Featherdance: The Pokémon shoots a slew of feathers at the opponent, causing them to become tired, and their attack to drop two stages (2).

Attack Power: -- | Accuracy: 100% | Energy Cost: 6 | Attack Type: Other | Effect Chance: -- | Typing: Flying | Priority: 0 | CT: Passive

Feint: The Pokémon surrounds itself with a faint aura and slams into the opponent with great speed. The energy wavelength of the attack ruptures the protective effects of Detect, Protect, Wide Guard, and Quick Guard for the rest of the action on the opponent or the opponent's team in the case of Wide and Quick Guard.

Attack Power: 4 | Accuracy: 100% | Energy Cost: 2 | Attack Type: Physical | Effect Chance: -- | Typing: Normal | Priority: 2 | CT: Set

Fiery Dance: The Pokémon dances in a cloak of flames. The attack has a chance of raising the user’s special attack one (1) stage.

Attack Power: 8 | Accuracy: 100% | Energy Cost: 6 | Attack Type: Special | Effect Chance: 50% | Typing: Fire | Priority: 0 | CT: Elemental

Final Gambit: The Pokemon forms all of its remaining life energy into a ball, which it launches at the opponent. The user faints if this attack succeeds.

Attack Power: Fixed Damage = Remaining HP (Max 30) | Accuracy: 100% | Energy Cost: 20 | Attack Type: Special | Effect Chance: -- | Typing: Fighting | Priority: 0 | CT: Set

Fire Blast: The Pokémon summons a massive blast of fire that takes the shape of the Kanji. It has a chance to burn the opponent.

Attack Power: 12 | Accuracy: 85% | Energy Cost: 8 | Attack Type: Special | Effect Chance: 10% | Typing: Fire | Priority: 0 | CT: Elemental

Fire Fang: The Pokémon’s mouth ignites in flames as it bites the opponent. Has a chance to burn and/or flinch the target.

Attack Power: 7 | Accuracy: 95% | Energy Cost: 5 | Attack Type: Physical | Effect Chance: 10% flinch, 10% burn | Typing: Fire | Priority: 0 | CT: Elemental

Fire Pledge: A mystical power causes fire to spread across the battlefield. When it precedes Grass Pledge, the move bursts out, covering the opposing field in burning leaves that deal 2 HP per action for six (6) actions. When it follows Water Pledge, a rainbow shimmers down on the arena, increasing the effect chance of any attacks used by 30% for six (6) actions.

Attack Power: 5 | Accuracy: 100% | Energy Cost: 3 | Attack Type: Special | Effect Chance: -- | Typing: Fire | Priority: 0 | CT: Set

Fire Punch: The Pokémon’s fist becomes surrounded by flames as it punches the foe. It has a chance to burn.

Attack Power: 8 | Accuracy: 100% | Energy Cost: 6 | Attack Type: Physical | Effect Chance: 10 | Typing: Fire | Priority: 0 | CT: Elemental

Fire Spin: The Pokémon shoots a spiraling stream of flames from its mouth or arm cannons, trapping the opponent in a swirling cage of flames. During Fire Spin, both Pokemon can still issue attacks; however, any further breath or cannon attacks issued from the same source will release Fire Spin. The opponent will suffer more intense damage if it tries to break out of the flames with normal attacks. The holding effect can last up to four (4) actions before it needs to be refreshed.

Attack Power: 4 + 2 HP drain per action | Accuracy: 85% | Energy Cost: 4 | Attack Type: Special | Effect Chance: -- | Typing: Fire | Priority: 0 | CT: Elemental

Fissure: The Pokémon uses brute force and/or an energy beam to open a fissure in the ground right under the opponent, dashing them against the cracks and shifts in the earth. The move is slow, but extremely powerful and alters the battlefield, allowing either Pokemon to be pushed into the chasm later. It can only be used on hard earth.

Attack Power: 25 | Accuracy: 30% | Energy Cost: 14 | Attack Type: Physical | Effect Chance: -- | Typing: Ground | Priority: 0 | CT: Set

Flail: The Pokémon flails around, striking the foe as it does so. It becomes more powerful the lower the user’s health is, but also consumes more energy. Consecutive uses increase the energy consumed.

Attack Power: 69-100% of Max HP 4| Accuracy: 100% | Energy Cost: 3 | Attack Type: Physical | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: Deferring
36-68% Max HP: 6 | Energy Cost: 4
21-35% Max HP: 8 | Energy Cost: 6
11-20% Max HP: 10 | Energy Cost: 7
5-10% Max HP: 15 | Energy Cost: 10
1-4% Max HP: 20 | Energy Cost: 13

Flame Burst: The Pokémon shoots out a massive burst of fire that leaves embers on the ground around the foe. It also damages any opponents nearby the target.

Attack Power: 7 | Accuracy: 100% | Energy Cost: 6 | Attack Type: Special | Effect Chance: -- | Typing: Fire | Priority: 0 | CT: Elemental

Flame Charge: The Pokemon intensifies their internal or external fire supply to charge at their opponent with unnatural speed and searing heat. The attack provides a one (1) stage boost to speed.

Attack Power: 5 | Accuracy: 100% | Energy Cost: 4 | Attack Type: Physical | Effect Chance: -- | Typing: Fire | Priority: 0 | CT: Elemental

Flame Wheel: The Pokémon ignites into flames, and spins through the air to tackle the foe. It will thaw itself out of ice or melt the ice of a frozen opponent, and has a chance to burn.

Attack Power: 6 | Accuracy: 100% | Energy Cost: 4 | Attack Type: Physical | Effect Chance: 10% | Typing: Fire | Priority: 0 | CT: Elemental

Flamethrower: The Pokémon emits a stream of flames from its mouth. It has a chance to burn.

Attack Power: 10 | Accuracy: 100% | Energy Cost: 7 | Attack Type: Special | Effect Chance: 10% | Typing: Fire | Priority: 0 | CT: Elemental

Flare Blitz: The Pokémon becomes engulfed in flames, and charges at the opponent with great force, taking recoil equal to 1/3 of the damage from the attack. It will thaw a frozen opponent, and has a chance to burn the opponent.

Attack Power: 12 | Accuracy: 100% | Energy Cost: 8 | Attack Type: Physical | Effect Chance: 10% | Typing: Fire | Priority: 0 | CT: Elemental

Flash: The Pokémon emits a bright light, momentarily blinding anything that looks at it. The temporary blindness reduces the opponent’s accuracy by one (1) stage. The attack also illuminates dark arenas for three (3) rounds. This move locks its changed stat for the round within which it was used.

Attack Power: -- | Accuracy: 100% | Energy Cost: 4 + Value of Locked-In Stage (If Negative) | Attack Type: Other | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: Passive

Flash Cannon: The Pokémon charges energy, and unleashes a beam of silver light. It has a chance of lowering the targets special defense by one (1) stage.

Attack Power: 8 | Accuracy: 100% | Energy Cost: 6 | Attack Type: Special | Effect Chance: 10% | Typing: Steel | Priority: 0 | CT: Elemental

Flatter: The Pokémon makes a series of flattering comments and gestures to the opponent. It will raise the target’s Special Attack by two (2) stages for two rounds, but confuses the target.

Attack Power: -- | Accuracy: 100% | Energy Cost: 4 | Attack Type: Other | Effect Chance: -- | Typing: Dark | Priority: 0 | CT: Passive

Fling: The Pokémon surrounds its hands/claws in a dark aura and throws any object in its possession. The amount of damage done depends upon the item thrown.

Attack Power: 4 + Variable Amount | Accuracy: 100% | Energy Cost: Damage/2 | Attack Type: Physical | Effect Chance: -- | Typing: Dark | Priority: 0 | CT: Set

Fly: The Pokémon flies up high, and strikes down in a tackle. While in the air the Pokemon can evade almost any attack, and can remain airborne, delaying the strike of the attack at the cost of 3 energy per action. This move can hit any single Pokemon on the field, regardless of position.

Gust, Hurricane, Sky Uppercut, Smack Down, Thunder, Twister, and Whirlwind can all hit a flying opponent.

Attack Power: 9 | Accuracy: 95% | Energy Cost: 6 | Attack Type: Physical | Effect Chance: -- | Typing: Flying | Priority: Evasive Action: 0, Hit: -2. Hit can be suspended, and Fly will have 0 priority on the turn the Pokemon attacks. | CT: Deferring

Focus Blast: The Pokémon puts its hands together, charges a ball of energy, and fires it at the foe. It has a chance to lower the target’s Special Defense one (1) stage.

Attack Power: 12 | Accuracy: 70% | Energy Cost: 8 | Attack Type: Special | Effect Chance: 10% | Typing: Fighting | Priority: 0 | CT: Force

Focus Energy: The Pokémon charges an aura that guides the user to an opponent’s weak point, making critical hits more likely for the next six (6) actions.

Attack Power: -- | Accuracy: -- | Energy Cost: 5 | Attack Type: Other | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: Passive

Focus Punch: The Pokémon’s fist glows white, gathering a massive amount of energy. While charging, the Pokemon must maintain absolute focus, or else the attack will fail.

Attack Power: 15 | Accuracy: 100% | Energy Cost: 9 | Attack Type: Physical | Effect Chance: -- | Typing: Fighting | Priority: Charge: 6, Attack: -3. | CT: Passive

Follow Me: The Pokémon creates a distraction, forcing all opponents to target the user with their attacks instead of their intended targets.

Attack Power: -- | Accuracy: 100% | Energy Cost: 5 | Attack Type: Other | Effect Chance: -- | Typing: Normal | Priority: 3 | CT: Passive

Force Palm: The Pokémon charges ki energy on its palm that it uses to strike the opponent. Upon impact, the energy has a chance to paralyze the opponent’s muscles.

Attack Power: 6 | Accuracy: 100% | Energy Cost: 5 | Attack Type: Physical | Effect Chance: 30% | Typing: Fighting | Priority: 0 | CT: Force

Foresight: The Pokémon's eyes emit a red scanning beam that reveals illusions. This allows the user to hit Ghost-types with Normal- and Fighting-type moves, and enables the Pokemon to hit the target through all evasive maneuvers, evasion boosts, and the user's own accuracy drops. This effect lasts for six (6) actions, but only against the target of the move.

Attack Power: -- | Accuracy: -- | Energy Cost: 6 | Attack Type: Other | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: Passive

Foul Play: The Pokemon surrounds itself and the opponent with a dark aura, and launches a vicious attack that factor’s the opponent’s attack Rank against their defense Rank.

Attack Power: 10 | Accuracy: 100% | Energy Cost: 7 | Attack Type: Physical | Effect Chance: -- | Typing: Dark | Priority: 0 | CT: Set

Freeze Shock: The Pokémon takes an action to charge a massive amount of electricity around its frozen body until it turns to a flashing white, then unleashes it in a devastating attack. It has a chance to paralyze the opponent.

Attack Power: 14 | Accuracy: 90% | Energy Cost: 9 | Attack Type: Physical | Effect Chance: 30% | Typing: Ice | Priority: Charge:1, Hit: -1 | CT: Set

Frenzy Plant: The Pokémon slams into the ground, causing a slew of vines to rise up and strike the opponent. The Pokemon is more sluggish after using the attack.

Attack Power: 15 | Accuracy: 90% | Energy Cost: 10 | Attack Type: Special | Effect Chance: -- | Typing: Grass | Priority: 0 | CT: Set

Frost Breath: The Pokémon blows a frosty gust of wind at the opponent’s weak spots, causing a critical hit every time.

Attack Power: 4 | Accuracy: 90% | Energy Cost: 4 | Attack Type: Special | Effect Chance: -- | Typing: Ice | Priority: 0 | CT: Set

Frustration: The Pokémon goes into a rage, directing its hatred and violence at the opponent. Its Base Attack Power rises by two (2) if the target has more HP than the user.

Attack Power: 8 | Accuracy: 100% | Energy Cost: 7 | Attack Type: Physical | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: Passive

Fury Attack: The Pokémon unleashes a flurry of quick strikes with its beak or horn, throwing the opponent off balance. It can disrupt an opponent’s move that takes a while to charge up.

Attack Power: 2 per hit | Accuracy: 85% | Energy Cost: 4 | Attack Type: Physical | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: Deferring

Fury Cutter: The Pokémon repeatedly slashes the foe, with every consecutive slash increasing damage by three (3) and Energy Cost by one (1). If Fury Cutter misses or is blocked (but is still used consecutively), its number of Consecutive Uses decreases by one (1) (e.g. if it is blocked after 3 consecutive uses, the next attack will calculate damage based on 2 Consecutive uses). Fury Cutter does not incur the normal Consecutive Attacks penalty.

Attack Power: 4 + (Consecutive Uses * 3) (Max 22)| Accuracy: 95% | Energy Cost: 4 + 1 per Consecutive Use | Attack Type: Physical | Effect Chance: -- | Typing: Bug | Priority: 0 | CT: Elemental

Fury Swipes: The Pokémon slashes the foe several times, throwing them off balance. It can disrupt an opponent’s move that takes a while to charge up.

Attack Power: 2 per hit |Accuracy: 80% | Energy Cost: 4 | Attack Type: Physical | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: Deferring

Fusion Bolt: The Pokemon unleashes a massive vortex of electricity from its slashing claws that crashes into the opponent. If combined with Cross Flame, it increases damage by 5.

Attack Power: 10 | Accuracy: 100% | Energy Cost: 7 | Attack Type: Physical | Effect Chance: -- | Typing: Electric | Priority: 0 | CT: Set

Fusion Flare: The Pokemon unleashes a massive vortex of flame from its mouth that crashes into the opponent. If combined with Cross Thunder, its damage increases by 5.

Attack Power: 10 | Accuracy: 100% | Energy Cost: 7 | Attack Type: Special | Effect Chance: -- | Typing: Fire | Priority: 0 | CT: Set

Future Sight: The Pokémon uses its mind to summon a delayed telekinetic attack. The attack uses any stat boosts/drops the Pokemon had at the time the move was initially called. The attack strikes after the end of next round.

Attack Power: 10 | Accuracy: 100% | Energy Cost: 7 | Attack Type: Special | Effect Chance: -- | Typing: Psychic | Priority: 0 | CT: Passive
Gastro Acid: The Pokemon hurls up its stomach acid onto the foe, drenching it. Its digestive enzymes break down the victim’s use of their ability. This effect lasts for the opponent's next six (6) actions.

Attack Power: -- | Accuracy: 100% | Energy Cost: 6 | Attack Type: Other | Effect Chance: -- | Typing: Poison | Priority: 0 | CT: Passive

Gear Grind: The Pokemon flies towards the opponent, hitting twice with rapidly spinning gears. Energy cost is decreased to 6 if Gear Change is in effect.

Attack Power: 5 (2) | Accuracy: 85% | Energy Cost: 8 | Attack Type: Physical | Effect Chance: -- | Typing: Steel | Priority: 0 | CT: Passive

Giga Drain: The Pokemon fires a red beam at the opponent that engulfs it and saps its HP back to the user. Half the damage inflicted on the opponent is healed.

Attack Power: 8 | Accuracy: 100% | Energy Cost: 12 | Attack Type: Special | Effect Chance: -- | Typing: Grass | Priority: 0 | CT: Set

Giga Impact: The Pokemon delivers an incredible blow, powerful beyond its usual ability. The impact may send lighter Pokemon flying. The Pokemon will be more sluggish if it attempts to attack on its next action.

Attack Power: 15 | Accuracy: 90% | Energy Cost: 10 | Attack Type: Physical | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: Set

Glaciate: The Pokémon fires off a beam of cold air that chills the opponent, causing their speed to be reduced by one (1) stage. This move targets up to three (3) adjacent opponents in a multi-battle.

Attack Power: 7 | Accuracy: 95% | Energy Cost: 5 | Attack Type: Special | Effect Chance: 100% | Typing: Ice | Priority: 0 | CT: Set

Glare: The Pokemon locks eyes with its opponent with a look that paralyzes with an intense fear. The victim will retain this fear for a limited amount of time (or until healed of paralysis), causing them to move with extreme hesitation, occasionally locking up again. The effects of this move can be avoided if the victim makes a deliberate attempt to look away or close their eyes.

Attack Power: -- | Accuracy: 90% | Energy Cost: 6 | Attack Type: Other | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: Passive

Grass Knot: The Pokemon’s eyes glow with a green aura, briefly controlling the grass and underbrush in an area. They then rope the opponent around their ankle and pull, sending the opponent crashing to the ground. A heavier Pokemon will take more damage than a light one. A Grass-type Pokemon may use their own vine, root, or leafy appendage to use this move, but any other type will have to rely on any available plant-life. If there is none available, this move is unusable.

Attack Power: 0.1 - 22 lb. 4 | Accuracy: 100% | Energy Cost: 6 | Attack Type: Special | Effect Chance: -- | Typing: Grass | Priority: 0 | CT: Force
22.1 - 55 lb. 5
55.1 - 110 lb. 6
110.1 - 220 lb. 8
220.1 - 440 lb. 10
440.1 lb. or more 12

Grass Pledge: The Pokemon creates a large column of grass and foliage with a mystical power, which can be directed at an opponent. When it precedes Water Pledge, the arena underneath the opponent descends into a murky swamp, lowering all opponent’s speed by one (1) stage for six (6) actions. When it follows Fire Pledge, the move bursts out, covering the opposing field in burning leaves that deal 2 HP per action for six (6) actions.

Attack Power: 5 | Accuracy: 100% | Energy Cost: 3 | Attack Type: Special | Effect Chance: -- | Typing: Grass | Priority: 0 | CT: Set

Grasswhistle: The Pokemon folds a leaf or large blade of grass and blows into it like a primitive flute. The soothing song affects both allies and opponents, lulling them into slumber. If the music is interrupted, the effect will fail, though the longer any Pokemon listens to the song, the more relaxed they will become. Even if the music does not put them to sleep, the move can be used to calm down a user of such rage-based moves like Outrage, Thrash, and Uproar.

Attack Power: -- | Accuracy: 55% | Energy Cost: 5 | Attack Type: Other | Effect Chance: -- | Typing: Grass | Priority: 0 | CT: Passive

Gravity: The Pokemon greatly increases the gravity in the arena for four (4) rounds. Any airborne or levitating Pokemon are pulled earthbound and moves that require flight or jumping cannot be performed (Bounce, Fly, Hi Jump Kick, Jump Kick, Magnet Rise, Sky Drop, Splash). Furthermore, all Pokemon move with much greater difficulty, though their relative speeds remain consistent. Each Pokemon's Evasion drops. increasing the relative accuracy of attacks by 67% (x1.67). If another Gravity is used, the effect is nullified.

Attack Power: -- | Accuracy: -- | Energy Cost: 10 | Attack Type: Other | Effect Chance: -- | Typing: Psychic | Priority: 0 | CT: Passive

Growl: The Pokemon emits a low growl, endearingly or threateningly depending on the user. Upon hearing this growl, the opponent is more hesitant to apply full force, lowering its Attack by one (1) stage. This move targets up to three (3) adjacent opponents in a multi-battle. This move locks its changed stat for the round within which it was used.

Attack Power: -- | Accuracy: 100% | Energy Cost: 4 | Attack Type: Other | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: Passive

Growth: The Pokemon concentrates on directing nutrients and vitamins to specific areas in its body or plant, increasing Attack and Special Attack by one (1) stage for two rounds. If a Grass-type uses this move in intense sunlight, both stats will be boosted by two (2) stages, and Energy Cost will be increased by 2.

Attack Power: -- | Accuracy: -- | Energy Cost: 7 | Attack Type: Other | Effect Chance: -- | Typing: Grass | Priority: 0 | CT: Passive

Grudge: The Pokemon prepares a curse. If KOed during that round Grudge is in effect, the curse is enacted. The move that was used to KO the user of Grudge will not be usable for the rest of the match, even if the Pokemon is switched out.

Attack Power: -- | Accuracy: -- | Energy Cost: 8 | Attack Type: Other | Effect Chance: -- | Typing: Ghost | Priority: 0 | CT: Passive

Guard Split: A psychic link is formed between the user and target Pokemon, evening out their attributes. For the next two rounds, both Pokemon share the averages of their Defense and Special Defense ratings. Subsequent uses will reverse the effect. The energy cost of the attack depends on the total change differential from both Pokemon (e.g. the average of Rank 1 and Rank 5 is Rank 3, and therefore the differential costs 4 energy. If the differential average is less than one, stats are unaffected, but 1 energy is consumed). Any changes that result in ties will bias the split to the Pokemon with the higher original stat.

Attack Power: -- | Accuracy: -- | Energy Cost: 5 + Differential | Attack Type: Other | Effect Chance: -- | Typing: Psychic | Priority: 0 | CT: Passive

Guard Swap: The Pokemon mentally swaps defensive boosts with the opponent. Their Defense and Special Defense stats are now swapped for two rounds, taking into account any previous stat changes.

Attack Power: -- | Accuracy: -- | Energy Cost: 5 | Attack Type: Other | Effect Chance: -- | Typing: Psychic | Priority: 0 | CT: Passive

Guillotine: The Pokemon funnels a massive, unstable amount of energy into its pincers and goes for the opponent’s weak point. The energy is difficult to control and thus the attack is incredibly inaccurate; however, if it strikes it deals intense damage.

Attack Power: 25 | Accuracy: 30% | Energy Cost: 16 | Attack Type: Physical | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: Passive

Gunk Shot: The Pokemon spews a disgusting mass of poison at their opponent at high velocity. The move has a chance of poisoning. If the user is a Poison-type, the poisoning will be the potent Toxic-like variety.

Attack Power: 12 | Accuracy: 70% | Energy Cost: 8 | Attack Type: Physical | Effect Chance: 30% | Typing: Poison | Priority: 0 | CT: Force

Gust: The Pokemon creates a small but vicious whirlwind, usually by flapping its wings, that can toss lighter Pokemon around. It can be used to clear the air of smogs, smokes, and powders. If Gust is used against a Pokemon in the first stage of Fly or Bounce, Gust's Base Attack Power increases from 4 to 8. This move can hit any single Pokemon on the field, regardless of position.

Attack Power: 4 or 8 | Accuracy: 100% | Energy Cost: 3 | Attack Type: Special | Effect Chance: -- | Typing: Flying | Priority: 0 | CT: Elemental

Gyro Ball: The Pokemon starts rotating extremely fast, creating a dense center of gravity, before tackling their opponent.

Attack Power: 5 + ((enemy speed-user speed / 10 ) Max: 15 | Accuracy: 100% | Energy Cost: 7 | Attack Type: Physical | Effect Chance: -- | Typing: Steel | Priority: 0 | CT: Elemental
Hail: The Pokemon calls in a hail storm that lasts for four (4) rounds. The hail causes two (2) damage per action to all Pokemon except Ice-types. Hail activates the abilities Snow Cloak and Ice Body, as well as increasing Blizzard’s accuracy to 100% and letting it have an additional 30% chance to bypass Protect.

Attack Power: -- | Accuracy: -- | Energy Cost: 10 | Attack Type: Other | Effect Chance: -- | Typing: Ice | Priority: 0 | CT: Passive

Hammer Arm: The Pokemon’s arm glows a bright white and it slams into the opponent with great force. The opponent can be sent flying back if Hammer Arm hits directly or can make an impression in the ground if it tries to block the attack. This move lowers the user’s speed by one (1) stage.

Attack Power: 10 | Accuracy: 90% | Energy Cost: 7 | Attack Type: Physical | Effect Chance: -- | Typing: Fighting | Priority: 0 | CT: Force

Harden: The Pokemon hardens its exterior, glowing brightly and lessening the damage from the opponent’s physical moves. Harden boosts the user’s defense by one (1) stage, and if Harden is used first it causes 10% recoil damage on an opponent that strikes it with a contact attack that action. This move locks its changed stat for the round within which it was used.

Attack Power: -- | Accuracy: -- | Energy Cost: 5 | Attack Type: Other | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: Passive

Haze: The Pokemon open its mouth and releases a thick, black smoke. The smoke resets the stats levels to zero (0), and reduces the accuracy of struck Pokemon by the equivalent of one (1) stage, though it only lasts until the end of the round in which it was used. This move strikes all Pokemon on the field, including the user.

Attack Power: -- | Accuracy: -- | Energy Cost: 6 | Attack Type: Other | Effect Chance: -- | Typing: Ice | Priority: 0 | CT: Passive

Head Charge: The Pokemon prepares its defense shortly before rushing into a headlong charge, dealing massive damage but taking 25% damage in recoil.

Attack Power: 12 | Accuracy: 100% | Energy Cost: 9 | Attack Type: Physical | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: Passive

Head Smash: The Pokemon becomes surrounded by a blue-white aura and launches itself at the opponent, head first. This attack does massive damage to the opponent while doing half the damage to the user.

Attack Power: 15 | Accuracy: 80% | Energy Cost: 9 | Attack Type: Physical | Effect Chance: -- | Typing: Rock | Priority: 0 | CT: Force

Headbutt: The Pokemon slams its head into the opponent, doing damage. This attack has a chance to flinch the opponent.

Attack Power: 7 | Accuracy: 100% | Energy Cost: 5 | Attack Type: Physical | Effect Chance: 30% | Typing: Normal | Priority: 0 | CT: Passive

Heal Bell: The Pokemon glows dimly and releases blue energy waves. The energy is released with a bell-like noise. The energy waves heals all Pokemon on the side of the user of all status conditions, including Burn, Freeze, Paralysis, Poison, and Sleep. This move targets all allied Pokemon in a multi-battle, and also effects Pokemon in their Poke Balls.

Attack Power: -- | Accuracy: -- | Energy Cost: 9 | Attack Type: Other | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: Passive

Heal Block: The Pokemon creates an invisible aura around any opponents, negating healing from moves, abilities, and items. This includes the healing effects of Ingrain, Aqua Ring, Moonlight, Morning Sun, Roost, Recover, Heal Order, Rest, Softboiled, Wish, Milk Drink, Slack Off, and Synthesis. The moves Absorb, Mega Drain, Giga Drain, Leech Life, Dream Eater, Drain Punch and Leech Seed will still do damage, but they will not recover any health for the user. The abilities Water Absorb and Volt Absorb are also negated and Pokemon with those abilities take damage from attacks they would have otherwise absorbed. Leftovers and Black Sludge will not restore health. This effect lasts for four (4) rounds. This move targets all opponents in a multi-battle.

Attack Power: -- | Accuracy: -- | Energy Cost: 10 | Attack Type: Other | Effect Chance: -- | Typing: Psychic | Priority: 0 | CT: Passive

Heal Order: The Pokemon calls in its hive to heal 20 HP.

Attack Power: -- | Accuracy: -- | Energy Cost: (Maximum HP/10) + 2 | Attack Type: Other | Effect Chance: -- | Typing: Bug | Priority: 0 | CT: Passive

Heal Pulse: The Pokemon releases a wave of energy that restores 20 HP to a target Pokemon on the field. The Pokemon cannot target itself with this move. This move can hit any single Pokemon on the field, regardless of position.

Attack Power: -- | Accuracy: -- | Energy Cost: 14 | Attack Type: Other | Effect Chance: -- | Typing: Psychic | Priority: 0 | CT: Passive

Healing Wish: The Pokemon funnels all of its energy into a pink glowing orb, launches it at an ally, and faints. The pink orb infuses itself into the ally, restoring 20 HP and curing all status ailments. In a switch battle, this can be applied to the Pokemon that switches in after the user of Healing Wish.

Attack Power: -- | Accuracy: -- | Energy Cost: 22 | Attack Type: Other | Effect Chance: -- | Typing: Psychic | Priority: 0 | CT: Passive

Heart Stamp: The Pokemon forms a heart-shaped pink cloud around itself and rams itself into the opponent, doing damage. The heart hits with such explosive force it can cause the opponent to flinch.

Attack Power: 6 | Accuracy: 100% | Energy Cost: 4 | Attack Type: Physical | Effect Chance: 30% | Typing: Psychic | Priority: 0 | CT: Elemental

Heart Swap: The Pokemon produces a pink energy and two balls of energy emerge from the user’s and the opponent’s bodies. The two balls of energy are filled with the Pokemons’ stat increases and decreases. The balls of energy go to the opposite users. The user’s ball of energy goes to the opponent and vice-versa.

Attack Power: -- | Accuracy: -- | Energy Cost: 8 | Attack Type: Other | Effect Chance: -- | Typing: Psychic | Priority: 0 | CT: Passive

Heat Crash: The Pokemon leaps into the air, covers itself with a ball of fire, then somersaults and lands on the opponent. Heat Stamp does damage based on the user’s and the target’s weights.

Attack Power: Target’s Weight: Lower or Equal to 20% of User’s 12 | Accuracy: 100% | Energy Cost: 10 | Attack Type: Physical | Effect Chance: -- | Typing: Fire | Priority: 0 | CT: Set
Greater than 20%, less than or Equal to 25% of User’s 10
Greater than 25%, less than or Equal to 33.3% of User’s 8
Greater than 33.3%, less than 50% of User’s 6
Greater than 50% of User’s 4

Heat Wave: The Pokemon releases a wave of fire from its mouth or wings towards the opponent. A Pokemon struck by this attack has a chance to be burned. This move targets up to three (3) adjacent opponents in a multi-battle.

Attack Power: 10 | Accuracy: 90% | Energy Cost: 7 | Attack Type: Special | Effect Chance: 10% | Typing: Fire | Priority: 0 | CT: Force

Heavy Slam: The Pokemon jumps into the air and then smashes into the opponent with great force.

Attack Power: Target’s Weight: Lower or Equal to 20% of User’s 12 | Accuracy: 100% | Energy Cost: 10 | Attack Type: Physical | Effect Chance: -- | Typing: Steel | Priority: 0 | CT: Set
Greater than 20%, less than or Equal to 25% of User’s 10
Greater than 25%, less than or Equal to 33.3% of User’s 8
Greater than 33.3%, less than 50% of User’s 6
Greater than 50% of User’s 4

Helping Hand: The Pokemon releases a bolt of blue energy, increasing the Base Attack Power of another ally’s move in the same action by six (6).

Attack Power: -- | Accuracy: -- | Energy Cost: 7 | Attack Type: Other | Effect Chance: -- | Typing: Normal | Priority: 5 | CT: Passive

Hex: The Pokemon summons a pitch black horror that opens its eye piercingly at their opponent, overtaking their body and sending shock waves through it. The pain is exacerbated (Base Attack Power doubled) if the opponent is suffering a major status condition (Poison, Paralysis, Burn, Freeze, Sleep).

Attack Power: 5 or 10 | Accuracy: 100 | Energy Cost: 7 | Attack Type: Special | Effect Chance: -- | Typing: Ghost | Priority: 0 | CT: Elemental

Hi Jump Kick: The Pokemon leaps into the air and smashes its foot into the target. If the move misses, the user takes damage equal to 50% of what the attack would have done.

Attack Power: 13 | Accuracy: 90% | Energy Cost: 8 | Attack Type: Physical | Effect Chance: -- | Typing: Fighting | Priority: 0 | CT: Passive

Hidden Power: The Pokemon lets out white rings that swirl around the user and then are fired at the opponent. Hidden Power can be any type of the player’s choosing; however, once Hidden Power’s type is chosen it can never be changed. The player can also choose the attack power. Hidden Power's Energy Cost is equal to Base Attack Power minus two (2).

Attack Power: 4-7 | Accuracy: 100% | Energy Cost: Attack Power - 2 | Attack Type: Other | Effect Chance: -- | Typing: Chosen | Priority: 0 | CT: Set

Hone Claws: The Pokemon sharpens its claws or nails to raise the Attack and Accuracy of its attacks by one (1) stage.

Attack Power: -- | Accuracy: -- | Energy Cost: 6 | Attack Type: Other | Effect Chance: -- | Typing: Dark | Priority: 0 | CT: Passive

Horn Attack: The Pokemon’s horn(s) or tusks glow white and it rams the opponent with them.

Attack Power: 7 | Accuracy: 100% | Energy Cost: 5 | Attack Type: Physical | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: Passive

Horn Drill: The Pokemon’s horn begins to spin extremely quickly, like a drill. Then the user rams into the target with its “drill” in the abdomen. The drill can obliterate rocks and punch through steel. If Horn Drill hits, the target takes massive damage and may occasionally become light-headed from internal damage, interrupting or lengthening concentration for moves.

Attack Power: 25 | Accuracy: 30% | Energy Cost: 16 | Attack Type: Physical | Effect Chance: 100% | Typing: Normal | Priority: 0 | CT: Passive

Horn Leech: The Pokemon surrounds its antlers with a dark red energy and jabs them into the opponent violently, sapping them on contact. Half of the damage inflicted is healed.

Attack Power: 8 | Accuracy: 100% | Energy Cost: 8 | Attack Type: Physical | Effect Chance: -- | Typing: Grass | Priority: 0 | CT: Set

Howl: The Pokemon lets out a spine-tingling howl, raising its attack by one (1) stage. If Howl is used in a combination, any stat-changes affected by the combination double. This move locks its changed stat for the round within which it was used.

Attack Power: -- | Accuracy: -- | Energy Cost: 5 | Attack Type: Other | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: Passive

Hurricane: The Pokemon generates a violent, withering hurricane with a wind so fierce it jams out sound. The lost of hearing and intense physical pressure have a chance to confuse the opponent. The attack has perfect accuracy during rain and a 30% chance to break through Protect. This move can hit any single Pokemon on the field, regardless of position.

Attack Power: 12 | Accuracy: 70% | Energy Cost: 8 | Attack Type: Special | Effect Chance: 30% | Typing: Flying | Priority: 0 | CT: Force

Hydro Cannon: The Pokemon lets out several powerful orbs of water at an extremely high speed, causing the orbs to crash into the opponent. These orbs are powerful to destroy rocks and create indents in steel. However, the user is more sluggish after using this attack.

Attack Power: 15 | Accuracy: 90% | Energy Cost: 10 | Attack Type: Special | Effect Chance: -- | Typing: Water | Priority: 0 | CT: Set

Hydro Pump: The Pokemon releases a powerful blast of water from its mouth or other logical sources at the target.

Attack Power: 12 | Accuracy: 80% | Energy Cost: 8 | Attack Type: Special | Effect Chance: -- | Typing: Water | Priority: 0 | CT: Elemental

Hyper Beam: The Pokemon releases a powerful beam of white energy at the opponent, doing great damage. Hyper Beam is so powerful it can destroy rocks and put dents in steel. However, after using Hyper Beam, the user is sluggish.

Attack Power: 15 | Accuracy: 90% | Energy Cost: 10 | Attack Type: Special | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: Set

Hyper Fang: The Pokemon bites down on the opponent with great force. This move has a chance to flinch the opponent.

Attack Power: 8 | Accuracy: 90% | Energy Cost: 6 | Attack Type: Physical | Effect Chance: 10% | Typing: Normal | Priority: 0 | CT: Passive

Hyper Voice: The Pokemon lets out a powerful shout with such a high frequency that it damages the opponent. This move targets up to three (3) adjacent opponents in a multi-battle.

Attack Power: 9 | Accuracy: 100% | Energy Cost: 7 | Attack Type: Special | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: Passive

Hypnosis: The Pokemon glares at the opponent, releasing mystical energy from its eyes and causes the opponent to fall into a deep sleep. Eye contact is required.

Attack Power: -- | Accuracy: 60% | Energy Cost: 7 | Attack Type: Other | Effect Chance: -- | Typing: Psychic | Priority: 0 | CT: Passive
Ice Ball: The Pokemon encases itself in a ball of ice, and repeatedly rams itself into the foe, adding three (3) more Base Attack Power and costing one (1) more energy each time. The initial Attack Power is raised to 8 if the user used Defense Curl earlier in the match. Ice Ball can be used up to 5 times before it resets to its original Base Attack Power. If Ice Ball misses, is disengaged, or is blocked, both its Base Attack Power and Energy Cost reset to the original level. Ice Ball does not incur the normal Consecutive Attacks penalty.


Attack Power: 4 | Accuracy: 90% | Energy Cost: 5 + 1 each Consecutive Use | Attack Type: Physical | Effect Chance: -- | Typing: Ice | Priority: 0 | CT: Set

Ice Beam: The Pokemon opens its mouth wide, unleashing a bright azure beam so cold that it can freeze the opponent solid.

Attack Power: 10 | Accuracy: 100% | Energy Cost: 7 | Attack Type: Special | Effect Chance: 10% | Typing: Ice | Priority: 0 | CT: Elemental

Ice Burn: The Pokemon uses an action to charge a massive amount of crackling ice energy before releasing it in an incredible attack. The frozen energy is so cold and unstable that rather than being able to freeze the target, it has a chance to burn instead.

Attack Power: 14 | Accuracy: 90% | Energy Cost: 9 | Attack Type: Special | Effect Chance: 30% | Typing: Ice | Priority: Charge: 1, Attack: -1 | CT: Set

Ice Fang: The Pokemon's jaw and teeth get coated in sharp and jagged ice as it chomps down on the opponent. It has a chance of both flinching and freezing, checked separately for each.

Attack Power: 7 | Accuracy: 95% | Energy Cost: 5 | Attack Type: Physical | Effect Chance: 10% freeze/flinch | Typing: Ice | Priority: 0 | CT: Elemental

Ice Punch: The Pokemon's fist flies towards the opponent, while being coated in layers of ice cold enough to freeze the opponent solid.

Attack Power: 8 | Accuracy: 100% | Energy Cost: 6 | Attack Type: Physical | Effect Chance: 10% | Typing: Ice | Priority: 0 | CT: Elemental

Ice Shard: The Pokemon forms a large chunk of ice, then fires it at the opponent at blinding speed.

Attack Power: 4 | Accuracy: 100% | Energy Cost: 3 | Attack Type: Physical | Effect Chance: -- | Typing: Ice | Priority: 1 | CT: Elemental

Icicle Crash: The Pokemon generates a giant icicle and jumps on the opponent with it, impaling the opponent. The forceful blow can cause the opponent to flinch.

Attack Power: 9 | Accuracy: 90% | Energy Cost: 6 | Attack Type: Physical | Effect Chance: 30% | Typing: Ice | Priority: 0 | CT: Elemental

Icicle Spear: The Pokemon launches 2-5 long, thin icicles in quick succession. It can disrupt an opponent’s move that takes a while to charge up.

Attack Power: 3 per hit | Accuracy: 100% | Energy Cost: 6 | Attack Type: Physical | Effect Chance: -- | Typing: Ice | Priority: 0 | CT: Force

Icy Wind: The Pokemon blows a wide blast of cold air, impeding the opponent and lowering their speed by one (1) stage. This move targets up to three (3) adjacent opponents in a multi-battle.

Attack Power: 6 | Accuracy: 95% | Energy Cost: 5 | Attack Type: Special | Effect Chance: 100% | Typing: Ice | Priority: 0 | CT: Elemental

Imprison: The Pokemon binds itself mentally to the opponent momentarily, sealing off three moves shared between the two Pokemon for six (6) actions. The opponent may not use those sealed moves; however, the user of Imprison can.

Attack Power: -- | Accuracy: -- | Energy Cost: 8 | Attack Type: Other | Effect Chance: -- | Typing: Psychic | Priority: 0 | CT: Passive

Incinerate: The Pokemon blasts the opponent with an arc of flame concentrated on the opponent's berry, burning it and making it useless. This move targets up to three (3) adjacent opponents in a multi-battle.

Attack Power: 4 | Accuracy: 100% | Energy Cost: 3 | Attack Type: Special | Effect Chance: -- | Typing: Fire | Priority: 0 | CT: Force

Inferno: The Pokemon focuses an intensely hot ball of flames that it fires at the opponent. The ball is incredibly unstable though and does not fly on a straight trajectory. If it strikes the opponent, they will suffer a horrendous burn.

Attack Power: 10 | Accuracy: 50% | Energy Cost: 7 | Attack Type: Special | Effect Chance: -- | Typing: Fire | Priority: 0 | CT: Set

Ingrain: The Pokemon grows roots that burrow down into the ground, restoring 3 HP per action for 2 rounds but also making it immobile and unable to attack opponents with melee moves outside its immediate range. It can be dismissed at any time, canceling both effects.

Attack Power: -- | Accuracy: -- | Energy Cost: 9 | Attack Type: Other | Effect Chance: -- | Typing: Grass | Priority: 0 | CT:

Iron Defense: The Pokemon infuses its skin with iron, boosting its defense by two (2) stages and preventing knockback when used. If Iron Defense is used first and an opponent strikes with a contact attack that action, they will receive 25% recoil damage. Iron Defense will remove the corrosive effects of Acid and Acid Spray on Steel-types.

Attack Power: -- | Accuracy: -- | Energy Cost: 7 | Attack Type: Other | Effect Chance: -- | Typing: Steel | Priority: 0 | CT: Passive

Iron Head: The Pokemon covers its head in iron and headbutts the opponent. It strikes with enough force to cause the opponent to flinch.

Attack Power: 8 | Accuracy: 100% | Energy Cost: 6 | Attack Type: Physical | Effect Chance: 30% | Typing: Steel | Priority: 0 | CT: Elemental

Iron Tail: The Pokemon coats its tail in iron and sweeps it into the opponent. It can lower the opponent's defense by one (1) stage.

Attack Power: 10 | Accuracy: 75% | Energy Cost: 7 | Attack Type: Physical | Effect Chance: 30% | Typing: Steel | Priority: 0 | CT: Passive
Judgment: The Pokemon brings down wrathful light on the opponent. The type of the attack corresponds to the type of the held plate.

Attack Power: 10 | Accuracy: 100% | Energy Cost: 7 | Attack Type: Special | Effect Chance: -- | Typing: Depends | Priority: 0 | CT: Set

Jump Kick: The Pokemon attacks the opponent with a flying kick, foot outstretched. If the move misses, the attacking Pokemon takes recoil equal to 50% of the damage that would have been incurred.

Attack Power: 10 | Accuracy: 95% | Energy Cost: 7 | Attack Type: Physical | Effect Chance: -- | Typing: Fighting | Priority: 0 | CT: Passive
Karate Chop: The user chops at the foe, aiming for a pressure point or vulnerable area. Because it targets vulnerable areas, this move is more likely to result in a critical hit.

Attack Power: 5 | Accuracy: 100% | Energy Cost: 3 | Attack Type: Physical | Effect Chance: -- | Typing: Fighting | Priority: 0 | CT: Passive

Kinesis: The Pokemon employs Psychic powers to distort the target's sense of reality, making it more difficult for the opponent to focus on its attacks and lowering their accuracy by one (1) stage. This move locks its changed stat for the round within which it was used.

Attack Power: -- | Accuracy: 80% | Energy Cost: 4 + Value of Locked-In Stage (If Negative) | Attack Type: Other | Effect Chance: -- | Typing: Psychic | Priority: 0 | CT: Passive

Knock Off: The Pokemon strikes at any item held by the opponent, knocking it away. The opponent loses all benefits of its held item. This move's effect will not activate if the target has the abilities Multitype or Sticky Hold, or is holding the item Griseous Orb, Lightning Cassette, Aqua Cassette, Freeze Cassette, or Blaze Cassette.

Attack Power: 4 | Accuracy: 100% | Energy Cost: 3 | Attack Type: Physical | Effect Chance: -- | Typing: Dark | Priority: 0 | CT: Passive
Last Resort: The Pokemon recalls all of the attacks it has used, and uses that battle experience to strike with a powerful attack. The attack does one (1) damage for each unique move the Pokemon has used in battle. It takes the same mental energy to prepare the attack regardless of how many attacks the Pokemon has to mill over.

Attack Power: 1 * unique attacks used | Accuracy: 100% | Energy Cost: 9 | Attack Type: Physical | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: Set

Lava Plume: The Pokemon creates an explosion around it, causing smoke and fire to hit everything in the field. The smoke blinds all affected Pokemon and the fire has a chance of burning them. This move hits all Pokemon except the user.

Attack Power: 8 | Accuracy: 100% | Energy Cost: 6 | Attack Type: Special | Effect Chance: 30% | Typing: Fire | Priority: 0 | CT: Elemental

Leaf Blade: Any leaf-like structure on the Pokemon's body starts to glow green. The Pokemon then slashes the foe with such ferociousness that it may cause a critical hit.

Attack Power: 9 | Accuracy: 100% | Energy Cost: 7 | Attack Type: Physical | Effect Chance: -- | Typing: Grass | Priority: 0 | CT: Elemental

Leaf Storm: Several parts of the Pokemon's body start to glow as it charges up. The Pokemon then launches a huge cyclone of wind and razor-sharp leaves at the foe. The attack is so exhausting that it lowers the user's Special Attack stat by two (2) stages.

Attack Power: 14 | Accuracy: 90% | Energy Cost: 9 | Attack Type: Special | Effect Chance: -- | Typing: Grass | Priority: 0 | CT: Elemental

Leaf Tornado: The Pokemon catches its opponent in a whirlwind of grass, obscuring their vision for that action. There is a 30% chance that some of the grit may get into the victim’s eyes, lowering their accuracy by one stage.

Attack Power: 7 | Accuracy: 90% | Energy Cost: 5 | Attack Type: Special | Effect Chance: 30% | Typing: Grass | Priority: 0 | CT: Elemental

Leech Life: The Pokemon sneaks up on the foe, bites them, and drinks their blood. The attack heals 1/2 of the damage inflicted.

Attack Power: 6 | Accuracy: 100% | Energy Cost: 9 | Attack Type: Physical | Effect Chance: -- | Typing: Bug | Priority: 0 | CT: Set

Leech Seed: The Pokemon shoots out several seeds that, upon contact, sprouts into vines and wraps around the foe. The vines turn red and saps 1/30th (0.033x) (rounded) of the opponent's Max HP per action and lasts for six (6) actions. Leech Seed still heals if the original attacker is switched out or faints, provided there is a Pokemon to replace it in the same slot. Leech Seed stops healing when the foe either faints or switches out, or if there is no Pokemon to replace the original user's slot.

Attack Power: -- | Accuracy: 90% | Energy Cost: 10 | Attack Type: Other | Effect Chance: -- | Typing: Grass | Priority: 0 | CT: Passive

Leer: The Pokemon's eyes glow red and the foe shakes with fear, lowering the foe's defense by one (1) stage. If Leer is used in a combination, and stat-changes affected by the combination double, but the combination can only hit one foe. This move targets up to three (3) adjacent opponents in a multi-battle. This move locks its changed stat for the round within which it was used.

Attack Power: -- | Accuracy: 100% | Energy Cost: 4 | Attack Type: Other | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: Passive

Lick: The Pokemon wraps its long tongue around the foe and licks it. The foe finds this extremely uncomfortable can be paralyzed through the ordeal.

Attack Power: 4 | Accuracy: 100% | Energy Cost: 3 | Attack Type: Physical | Effect Chance: 30% | Typing: Ghost | Priority: 0 | CT: Force

Light Screen: The Pokemon summons either a golden box to protect itself or golden erect walls to protect it and its teammates. The walls reduce the power of special attacks by 5. The effect lasts for six (6) actions after use. This move targets up to three (3) allied Pokemon in a multi-battle and maintains its effect on a Pokemon's position even if it is switched for another Pokemon.

Attack Power: -- | Accuracy: -- | Energy Cost: 8 | Attack Type: Other | Effect Chance: -- | Typing: Psychic | Priority: 0 | CT: Passive

Lock-On: The Pokemon's eyes glow red and shoots a red ring that surrounds and tracks with the opponent. Any attack used during the next action will automatically be re-directed to the ring, ensuring a hit.

Attack Power: -- | Accuracy: -- | Energy Cost: 6 | Attack Type: Other | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: Passive

Lovely Kiss: The Pokemon's lips glow pink and blows a kiss at the foe. If the kiss hits, the foe falls asleep. The accuracy for this move is increased to 90% if Attract or Sweet Kiss was used previously.

Attack Power: -- | Accuracy: 75% | Energy Cost: 6 | Attack Type: Other | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: Passive

Low Kick: The Pokemon kicks the foe at the knees or legs, tripping them with a heavy impact. The damage is more intense if the foe is very heavy.

Attack Power: 0.1 - 22 lb. 4| Accuracy: 100% | Energy Cost: 5 | Attack Type: Physical | Effect Chance: -- | Typing: Fighting | Priority: 0 | CT: Set
22.1 - 55 lb. 5
55.1 - 110 lb. 6
110.1 - 220 lb. 8
220.1 - 440 lb. 10
440.1 lb. or more 12

Low Sweep: The Pokemon strikes at the opponent’s ankles with a sweeping motion, knocking them down and lowering their speed by one (1) stage.

Attack Power: 6 | Accuracy: 100% | Energy Cost: 4 | Attack Type: Physical | Effect Chance: -- | Typing: Fighting | Priority: 0 | CT: Passive

Lucky Chant: The Pokemon starts to murmur ancient words. While doing this, pink tentacles sprout from its body and wrap the foe. The tentacles prevent the foe from landing a critical hit. The duration of this effect is six (6) actions. This move targets up to three (3) allied Pokemon in a multi-battle and maintains its effect on a Pokemon's position even if it is switched for another Pokemon.

Attack Power: -- | Accuracy: -- | Energy Cost: 10 | Attack Type: Other | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: Passive

Lunar Dance: The user glows white with the power of the moon and starts preforming an ancient dance. The user suddenly faints, and the next Pokemon to switch in will be surrounded in a white aura and have its HP and Energy restored by 25%.

Attack Power: -- | Accuracy: -- | Energy Cost: 15 | Attack Type: Other | Effect Chance: -- | Typing: Psychic | Priority: 0 | CT: Passive

Luster Purge: The Pokemon creates a purple ball of aura at the front of its mouth. The ball then turns into a beam of energy, which has a chance of reducing the foe's Special Defense stat by one (1) stage.

Attack Power: 7 | Accuracy: 100% | Energy Cost: 5 | Attack Type: Special | Effect Chance: 50% | Typing: Psychic | Priority: 0 | CT: Set
Mach Punch: The Pokémon throws a weak punch at a blinding speed, hitting before the opponent can react.

Attack Power: 4 | Accuracy: 100% | Energy Cost: 3 | Attack Type: Physical | Effect Chance: -- | Typing: Fighting | Priority: 1 | CT: Passive

Magic Coat: The Pokémon quickly creates a barrier of magic that reflects status moves, non-damaging stat-dropping moves, effects like Taunt and Torment, and entry hazards back at the opponent.

Attack Power: -- | Accuracy: -- | Energy Cost: 10 | Attack Type: Other | Effect Chance: -- | Typing: Psychic | Priority: 4 | CT: Passive

Magic Room: The Pokémon creates a strange atmosphere that renders the effects of hold items useless for four (4) rounds. Magic Room is negated if it is used again before it runs out.

Attack Power: -- | Accuracy: -- | Energy Cost: 10 | Attack Type: Other | Effect Chance: -- | Typing: Psychic | Priority: -7 | CT: Passive

Magical Leaf: The Pokémon spins around and releases glowing light green leaves from its body. The leaves track the opponent, ignoring Evasion and Accuracy changes.

Attack Power: 6 | Accuracy: -- | Energy Cost: 5 | Attack Type: Special | Effect Chance: -- | Typing: Grass | Priority: 0 | CT: Elemental

Magma Storm: The Pokémon unleashes a massive searing blast of spiraling red-orange flames at the opponent that swirl wildly after the initial impact to trap them. During Magma Storm, both Pokemon can still issue attacks; however, any further breath or cannon attacks issued from the same source will release Magma Storm. The opponent will suffer more intense damage if it tries to break out of the flames with normal attacks. The holding effect can last up to four (4) actions before it needs to be refreshed.

Attack Power: 12 + 2 HP drain per action | Accuracy: 75% | Energy Cost: 10 | Attack Type: Special | Effect Chance: -- | Typing: Fire | Priority: 0 | CT: Set

Magnet Bomb: The Pokémon creates a silver orb in front of it, and then fires the orb at the opponent. The orb tracks the opponent and explodes on impact, ignoring Evasion and Accuracy changes.

Attack Power: 6 | Accuracy: -- | Energy Cost: 4 | Attack Type: Physical | Effect Chance: -- | Typing: Steel | Priority: 0 | CT: Elemental

Magnet Rise: The Pokémon uses electromagnetism to levitate up into the air. Its body turns golden, and Bulldoze, Dig, Earthquake, Fissure, and Magnitude cannot affect the Pokémon for the next six (6) actions. Earth Power's effectiveness is reduced by 3 BAP.

Attack Power: -- | Accuracy: -- | Energy Cost: 6 | Attack Type: Other | Effect Chance: -- | Typing: Electric | Priority: 0 | CT: Passive

Magnitude: The Pokémon, with a brown aura surrounding it, jumps into the air and lands with a huge stomp, creating an earthquake with a variable size. Magnitude's base Attack Power increases by five (5) if it hits an opponent using Dig. This attack hits all adjacent Pokemon.

Attack Power: 4 – 5% | Accuracy: 100 | Energy Cost: 6 | Attack Type: Physical | Effect Chance: -- | Typing: Ground | Priority: 0 | CT: Set
: 5 – 10%
: 6 – 20%
: 7 – 30%
: 9 – 20%
: 11 – 10%
: 15 – 5%

Me First: The Pokémon senses the opponents attack and mimics what the opponent opponent would’ve used at an amplified power. The Power and Energy Cost are both amplified. The attack fails if the opponent attacks before the user of Me First.

Attack Power: BAP of copied move + 3 | Accuracy: -- | Energy Cost: EC of copied move + 2 | Attack Type: Other | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: None

Mean Look: The Pokémon shoots a dark, arresting glare at the opponent. Eyes appear around the opponent, making it unable to flee.

Attack Power: -- | Accuracy: -- | Energy Cost: 6 | Attack Type: Other | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: Passive

Meditate: The Pokémon sits on the ground and meditates. When the meditation is complete, the Pokémon’s outline glows white, and its Attack is raised by one (1) stage. Meditate can be combined with mental and ki-based attacks, and if combined will ensure the effect of the attack takes place. This move locks its changed stat for the round within which it was used.

Attack Power: -- | Accuracy: -- | Energy Cost: 5 | Attack Type: Other | Effect Chance: -- | Typing: Psychic | Priority: 0 | CT: Passive

Mega Drain: The Pokémon shoots a green beam of energy at the opponent; when hit by the beam, the opponent’s outline turns red, and the Pokémon’s outline turns white as energy is transferred from the opponent to the Pokémon. The amount healed is half the damage dealt.

Attack Power: 6 | Accuracy: 100% | Energy Cost: 9 | Attack Type: Special | Effect Chance: -- | Typing: Grass | Priority: 0 | CT: Force

Mega Kick: The Pokémon's foot glows with a brilliant white light, and it kicks the opponent with great power.

Attack Power: 12 | Accuracy: 75% | Energy Cost: 8 | Attack Type: Physical | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: Deferring

Mega Punch: The Pokémon’s fist becomes surrounded by a white glow, and it punches the opponent with great force.

Attack Power: 8 | Accuracy: 85% | Energy Cost: 6 | Attack Type: Physical | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: Deferring

Megahorn: The Pokémon’s horn glows with a white sheen and rams it straight into the opponent.

Attack Power: 12 | Accuracy: 85% | Energy Cost: 8 | Attack Type: Physical: | Effect Chance: -- | Typing: Bug | Priority: 0 | CT: Force

Memento: The Pokémon leaves an imprint on the target that repeatedly reminds them that they will eventually faint. The Pokémon faints, and the opponent will suffer from a 2-stage Attack and Special Attack drop (Switch = OK: until the opponent switches out; Switch = KO: until the opponent faints).

Attack Power: -- | Accuracy: 100% | Energy Cost: -- | Attack Type: Other | Effect Chance: -- | Typing: Dark | Priority: 0 | CT: Passive

Metal Burst: The Pokémon’s body glows white as a silvery orb appears and grows bigger in front of it. The orb absorbs all damage taken, then is fired at the opponent, dealing 1.25x the damage absorbed.

Attack Power: -- | Accuracy: 100% | Energy Cost: 6 + (Damage/3) | Attack Type: Physical | Effect Chance: -- | Typing: Steel | Priority: 0 | CT: Passive

Metal Claw: The Pokémon’s hands glow white and become as sturdy as Steel. It then slashes at the opponent with arms crossed. There is a chance the Pokemon's claws may maintain the toughness of steel and raise Attack by one (1) stage.

Attack Power: 5 | Accuracy: 95% | Energy Cost: 4 | Attack Type: Physical | Effect Chance: 10% | Typing: Steel | Priority: 0 | CT: Elemental

Metal Sound: The Pokémon releases light blue sound waves with the sound of ringing metal. All Pokémon that hear it suffer a 2-stage Special Defense drop for one round.

Attack Power: -- | Accuracy: 85 | Energy Cost: 6 | Attack Type: Other | Effect Chance: -- | Typing: Steel | Priority: 0 | CT: Passive

Meteor Mash: The Pokémon glows white, then punches the opponent with a cosmically powered fist. Upon contact, star-shaped particles fly out. There is a chance the Pokemon maintains some of the mystic power, raising its Attack by one (1) stage.

Attack Power: 10 | Accuracy: 85% | Energy Cost: 7 | Attack Type: Physical | Effect Chance: 20% | Typing: Steel | Priority: 0 | CT: Force

Metronome: The Pokémon waves its arms back and forth until they glow white, stimulating its brain into using a random move. The User selects 10 moves, each of which has a 10% chance of occurring.

Metronome cannot select a move the user already knows.

Metronome can only select a maximum of one move from any type.

Metronome cannot select Assist, Copycat, Counter, Covet, Destiny Bond, Detect, Endure, Feint, Focus Punch, Follow Me, Helping Hand, Me First, Metronome, Mimic, Mirror Coat, Mirror Move, Protect, Quick Guard, Sketch, Sleep Talk, Snatch, Struggle, or Wide Guard.

Metronome will incur a consecutive energy cost penalty either if it is used consecutively (even if summoning different potential attacks) or if one of the attacks it summoned is used consecutively.

Attack Power: -- | Accuracy: -- | Energy Cost 7 + Energy Cost of summoned move | Attack Type: Other | Effect Chance: -- | Typing: Depends | Priority: 0 | CT: None

Milk Drink: The Pokémon allows the target to drink milk from its udders. The nutrients in its milk heal 20 HP.

Attack Power: -- | Accuracy: -- | Energy Cost: (MaxHP / 10) + 2 | Attack Type: Other | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: Passive

Mimic: The Pokémon flashes white, gold, or purple, then instantly copies a single move of choice from the last three (3) moves used by the target. This move can be used for the remainder of the battle until switched out. Only one move can be copied by Mimic at a time, and if Mimic is used again after it has already been used successfully, the first move copied by Mimic is forgotten and is replaced by the newly copied move.

Attack Power: -- | Accuracy: -- | Energy Cost: 5 | Attack Type: Other | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: Passive

Mind Reader: The Pokémon uses its mind to sense the movements and thoughts of its opponent. Any move the Pokémon makes on its next action will not miss the target, providing that the target is the subject of Mind Reader.

Attack Power: -- | Accuracy: -- | Energy Cost: 6 | Attack Type: Other | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: Passive

Minimize: The Pokémon compresses its body to reduce its size, boosting its Evasion by two (2) stages for the duration of the time the Pokemon is active. The Pokemon will revert to normal size if it is switched or forced back into its Pokeball. The Pokemon cannot use Minimize if the effect is already active.

Attack Power: -- | Accuracy: -- | Energy Cost: 12 | Attack Type: Other | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: Passive

Miracle Eye: The Pokémon's eyes glow, and they peer at the opponent as if looking through a spyglass. This reveals all illusions and disrupts the power of Dark-types to ward off psychic control. This allows the user to hit Dark-types with Psychic-type moves, and enables the Pokemon to hit the target through all evasive maneuvers, evasion boosts, and the user's own accuracy drops. This effect lasts for six (6) actions, but only against the target of the move.

Attack Power: -- | Accuracy: -- | Energy Cost: 6 | Attack Type: Other | Effect Chance: -- | Typing: Psychic | Priority: 0 | CT: Passive

Mirror Coat: The Pokémon becomes covered in a glowing, reflective aura that reflects special attacks back at the opponent. The damage dealt is equivalent to 1.5x the special damage taken. This move can hit any single Pokemon on the field, regardless of position.

Attack Power: -- | Accuracy: 100% | Energy Cost: 6 + (Damage/3) | Attack Type: Special | Effect Chance: -- | Typing: Psychic | Priority: -5 | CT: Set

Mirror Move: The Pokemon thinks about an attack used by the target within the last three (3) actions and repeats it exactly, duplicating the attack. It will have the same target as the move that it is copying.

Mirror Move cannot select Assist, Copycat, Counter, Feint, Focus Punch, Helping Hand, Magic Coat, Me First, Metronome, Mimic, Mirror Coat, Mirror Move, Nature Power, Perish Song, Sketch, Sleep Talk, Snatch, Struggle, and Transform.

Attack Power: -- | Accuracy: -- | Energy Cost: 2 + Copied Attack | Attack Type: Other | Effect Chance: -- | Typing: Depends | Priority: 0 | CT: None

Mirror Shot: The Pokémon shoots a blinding green beam of energy from its polished body. The blinding beam has a chance to decrease the target’s Accuracy by one (1) stage.

Attack Power: 7 | Accuracy: 85% | Energy Cost: 5 | Attack Type: Special | Effect Chance: 30% | Typing: Steel | Priority: 0 | CT: Elemental

Mist: The Pokémon opens its mouth and a cloud of thick, white mist comes out and lasts for six (6) actions. All direct stat-modifiers targeted at the user will fail during the duration of this effect. Indirect stat-modifiers such as Mud-Slap will not be affected. This move targets up to three (3) allied Pokemon in a multi-battle and maintains its effect on a Pokemon's position even if it is switched for another Pokemon.

Attack Power: -- | Accuracy: -- | Energy Cost: 7 | Attack Type: Other | Effect Chance: -- | Typing: Ice | Priority: 0 | CT: Passive

Mist Ball: The Pokémon envelops the opponent with a mist-like flurry of down. The attack has a large chance to lower the opponents Special Attack by one (1) stage.

Attack Power: 7 | Accuracy: 100% | Energy Cost: 6 | Attack Type: Special | Effect Chance: 50% | Typing: Psychic | Priority: 0 | CT: Set

Moonlight: The Pokémon absorbs moonlight to restore health. If the moon is not out, Moonlight heals half its normal value. Moonlight restores 35 HP in strong moonlight, 25 HP in normal weather, and 15 HP in other weather or a poorly lit indoors arena.

Attack Power: -- | Accuracy: -- | Energy Cost: 6 + (Max HP / 10) | Attack Type: Other | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: Passive

Morning Sun: The Pokémon looks up to the sun to restore health. If the sun is not out, Morning Sun heals half its normal value. Morning Sun restores 35 HP of maximum health in strong sunlight, 25 HP in normal weather, and 15 HP in other weather or a poorly lit indoors arena.

Attack Power: -- | Accuracy: -- | Energy Cost: 6 + (Max HP / 10) | Attack Type: Other | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: Passive

Mud Bomb: The Pokémon opens its mouth and shoots hard-packed mud balls at the opponent. The attack has a good chance to lower the foe’s Accuracy by one (1) stage.

Attack Power: 7 | Accuracy: 85% | Energy Cost: 6 | Attack Type: Special | Effect Chance: 30% | Typing: Ground | Priority: 0 | CT: Force

Mud Shot: The Pokémon shoots light blue energy balls from its mouth towards the opponent. Upon contact, the energy balls turn into mud and slow the opponent, reducing their Speed by one (1) stage.

Attack Power: 6 | Accuracy: 95% | Energy Cost: 4 | Attack Type: Special | Effect Chance: -- | Typing: Ground | Priority: 0 | CT: Elemental

Mud Sport: The Pokemon flings a special mud around the battlefield that adheres to the skin of all Pokemon on the field and acts like a partial Ground-type. The final damage of Electric-type attacks is reduced by 50% (0.5x) for six (6) actions.

Attack Power: -- | Accuracy: -- | Energy Cost: 5 | Attack Type: Other | Effect Chance: -- | Typing: Ground | Priority: 0 | CT: Passive

Muddy Water: The Pokémon attacks by releasing spiraling brown water from its body that can blind the opponent's eyes with mud. There is a good chance to lower the target’s Accuracy by one (1) stage. This move targets up to three (3) adjacent opponents in a multi-battle.

Attack Power: 10 | Accuracy: 85% | Energy Cost: 7 | Attack Type: Special | Effect Chance: 30% | Typing: Water | Priority: 0 | CT: Elemental

Mud-Slap: The Pokémon turns around and kicks up clumps of mud at the opponents eyes, reducing their Accuracy by one (1) stage. The added energy cost for each locked-in stage only occurs when the stage boost for accuracy on the struck foe is negative.

Attack Power: 4 | Accuracy: 100% | Energy Cost: 3 + Value of Accuracy Stage (If Negative) | Attack Type: Special | Effect Chance: -- | Typing: Ground | Priority: 0 | CT: Force
Nasty Plot: The Pokemon thinks cruel thoughts about their opponent, stimulating their brain and raising their Special Attack by two (2) stages. The move will always fail if the user is infatuated with their opponent.

Attack Power: -- | Accuracy: -- | Energy Cost: 7 | Attack Type: Other | Effect Chance: -- | Typing: Dark | Priority: 0 | CT: Passive

Natural Gift: The Pokemon taps into the latent energy of its held berry, releasing it in a sharp beam that strikes the opponent for physical damage. The type and power of the attack depend on the berry. Natural Gift may be used eight (8) times before the Pokemon's Berry is entirely consumed.

Attack Power: Varies | Accuracy: -- | Energy Cost: 6 | Attack Type: Physical | Effect Chance: -- | Typing: Depends | Priority: 0 | CT: Set

Nature Power: The Pokemon draws upon the natural elements present to use an attack it couldn’t normally use. A dirt terrain or sandy environment will produce Earthquake. An artificial environment with no natural elements will produce Tri Attack. Rocky terrain, a cave, or mountainous area will produce Rock Slide. A mostly grassy arena or field will produce Seed Bomb. A watery environment will produce Hydro Pump. A prevalence of snow will produce Blizzard.

Attack Power: Called Attack | Accuracy: -- | Energy Cost: Called Attack + 2 | Attack Type: Other | Effect Chance: -- | Typing: Depends | Priority: 0 | CT: None

Needle Arm: The Pokemon swings their thorny arms in an attempt to smack their opponent. There is a chance some thorns will stick to the Pokemon resulting in them using the next turn removing the source of pain.

Attack Power: 6 | Accuracy: 100% | Energy Cost: 4 | Attack Type: Physical | Effect Chance: 30% | Typing: Grass | Priority: 0 | CT: Elemental

Night Daze: The Pokemon releases a quick medium range burst of dark matter. The attack has a chance of dimming the victim’s eyesight, lowering their accuracy by one (1) stage The chance for the lower accuracy is doubled if the user is in a dark shadowy area or if the lighting is already poor.

Attack Power: 9 | Accuracy: 95% | Energy Cost: 7 | Attack Type: Special | Effect Chance: 40% | Typing: Dark | Priority: 0 | CT: Set

Night Shade: The Pokemon fires a shadowy beam that envelops the opponent causing them to have violent hallucinations. This attack always causes ten (10) HP Damage, regardless of stats, typing, STAB, or any other effects.

Attack Power: Fixed Damage = 10 | Accuracy: 100% | Energy Cost: 7 | Attack Type: Special | Effect Chance: -- | Typing: Ghost | Priority: 0 | CT: Set

Night Slash: The Pokemon slashes with a malevolent energy aiming for sensitive spot. Has a high critical hit rate.

Attack Power: 7 | Accuracy: 100% | Energy Cost: 5 | Attack Type: Physical: | Effect Chance: -- | Typing: Dark | Priority: 0 | CT: Elemental

Nightmare: The Pokemon induces frightening nightmares into a sleeping Pokemon’s dreams that deal four (4) damage per action and remove two (2) energy per action until the Pokemon wakes up. Because of the intense nature of the dreams, a Pokemon experiencing a Nightmare will have the Base Attack Power of Snore doubled and its Sleep Talk has +3 priority.

Attack Power: -- | Accuracy: 100% | Energy Cost: 6 | Attack Type: Other | Effect Chance: -- | Typing: Ghost | Priority: 0 | CT: Passive
Octazooka: The Pokemon fires a shot of inky black water at the opponent. The ink can blind an opponent if it gets in their eyes, lowering their accuracy by one (1) stage.

Attack Power: 7 | Accuracy: 85% | Energy Cost: 5 | Attack Type: Special | Effect Chance: 50% | Typing: Water | Priority: 0 | CT: Elemental

Odor Sleuth: The Pokemon uses its sense of smell to discern the scent and energy signature of the Pokemon. This allows the user to hit Ghost-types with Normal- and Fighting-type moves, and enables the Pokemon to hit the target through all evasive maneuvers, evasion boosts, and the user's own accuracy drops. This effect lasts for six (6) actions, but only against the target of the move.

Attack Power: -- | Accuracy: -- | Energy Cost: 6 | Attack Type: Other | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: Passive

Ominous Wind: The Pokemon fires a ghostly purple wind at its opponent. The strange properties of the wind may raise all of the Pokemon's stats by one (1) stage.

Attack Power: 6 | Accuracy: 100% | Energy Cost: 5 | Attack Type: Special | Effect Chance: 10% | Typing: Ghost | Priority: 0 | CT: Set

Outrage: The Pokemon goes on a rampage, attacking randomly and repeatedly with powerful physical blows. This will last until three actions have elapsed or until the Outrage user is hit with an attack with a Base Attack Power greater than 12, which is sufficient force to knock the Outrage user out of its battle rage. After the move ends, the user becomes confused as a result of exhaustion. When using Outrage, a Pokemon does not incur the consecutive attack energy cost penalty. This move attacks an enemy Pokemon at random.

Attack Power: 12 | Accuracy: 100% | Energy Cost: 8 | Attack Type: Physical | Effect Chance: -- | Typing: Dragon | Priority: 0 | CT: Force

Overheat: The Pokemon fires an extremely powerful stream of fire at its opponent. Once the attack is complete, the user has expended nearly all of their Fire energy, lowering their Special Attack by 2 stages.

Attack Power: 14 | Accuracy: 90% | Energy Cost: 10 | Attack Type: Special | Effect Chance: -- | Typing: Fire | Priority: 0 | CT: Force
Pain Split: The Pokemon links itself telepathically with the opponent and summons out their vitality. Strong vitality glow brightly while weak vitality glow faintly. The brilliance from the Pokemon increases or diminishes until the two auras are the same strength. The Pokemon can only restore HP up to its maximum with Pain Split.

Attack Power: -- | Accuracy: -- | Energy Cost: 6 + (Opponents HP - User's HP) / 3 | Attack Type: Other | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: Passive

Paleo Wave: The Pokemon fires a beam of ancient energy that can disrupt the opponent's offensive power, lowering their Attack by one (1) stage.

Attack Power: 9 | Accuracy: 100% | Energy Cost: 7 | Attack Type: Special | Effect Chance: 20% | Typing: Rock | Priority: 0 | CT: Elemental

Pay Day: The Pokemon summons energy packets and throws them at the opponent. The energy turn into coins after impact. Unfortunately, they have no monetary value.

Attack Power: 4 | Accuracy: 100% | Energy Cost: 2 | Attack Type: Physical: | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: Passive

Payback: The Pokemon strikes the opponent vengefully. If the target Pokemon acts before the user, the Base Attack Power of the move increases from 5 to 10.

Attack Power: 5 | Accuracy: 100% | Energy Cost: 7 | Attack Type: Physical | Effect Chance: -- | Typing: Dark | Priority: 0 | CT: Set

Peck: The Pokemon pecks the foe hard with a beak or horn. This move can hit any single Pokemon on the field, regardless of position.

Attack Power: 4 | Accuracy: 100% | Energy Cost: 2 | Attack Type: Physical | Effect Chance: -- | Typing: Flying | Priority: 0 | CT: Elemental

Perish Song: The Pokemon lets out a horrible shriek that envelops the entire field. At the end of three (3) rounds, any Pokemon that hears Perish Song will faint. The haunting shriek can even echo through caves and other places. The effect is removed on that Pokemon if the Pokemon switches. This move strikes all Pokemon on the field, including the user.

Attack Power: -- | Accuracy: -- | Energy Cost: 15 | Attack Type: Other | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: Passive

Petal Dance: The Pokemon dances wildly, summoning up a massive storm of leaves to strike the opponent. This will last until three (3) actions have elapsed or until the Petal Dance user is hit with an attack with a power higher than 12, which is sufficient force to knocker the Petal Dance user out of its battle rage. After the move ends, the user becomes confused as a result of exhaustion. When using Petal Dance, a Pokemon does not incur the consecutive attack energy cost penalty. This move attacks an adjacent enemy Pokemon at random.

Attack Power: 12 | Accuracy: 100% | Energy Cost: 8 | Attack Type: Special | Effect Chance: -- | Typing: Grass | Priority: 0 | CT: Force

Pin Missile: The Pokemon fires 2-5 sharp pins at the opponent. It can disrupt an opponent's move that takes a while to charge up.

Attack Power: 2 per hit | Accuracy: 85% | Energy Cost: 4 | Attack Type: Physical | Effect Chance: -- | Typing: Bug | Priority: 0 | CT: Elemental

Pluck: The Pokemon attacks sharply and plucks an opponent’s held Berry, consuming it in the process. This move can hit any single Pokemon on the field, regardless of position.

Attack Power: 6 | Accuracy: 100% | Energy Cost: 5 | Attack Type: Physical | Effect Chance: -- | Typing: Flying | Priority: 0 | CT: Set

Poison Fang: The Pokemon coats its fangs in a severely Toxic poison and chomps down on the foe, injecting it directly into their bloodstream. The poison will not effect the user should the attack be deflected or blocked.

Attack Power: 5 | Accuracy: 100% | Energy Cost: 4 | Attack Type: Physical | Effect Chance: 30% | Typing: Poison | Priority: 0 | CT: Elemental

Poison Gas: The Pokemon expels a poisonous gas that envelops the field, obscuring vision and poisoning Pokemon that inhale it. It will not poison the original user.

Attack Power: -- | Accuracy: 80% | Energy Cost: 7 | Attack Type: Other | Effect Chance: -- | Typing: Poison | Priority: 0 | CT: Passive

Poison Jab: The Pokemon extends a fist, horn, or other appendage coated in poison and strikes the opponent hard.

Attack Power: 8 | Accuracy: 100% | Energy Cost: 6 | Attack Type: Physical | Effect Chance: 30% | Typing: Poison | Priority: 0 | CT: Elemental

Poison Sting: The Pokemon fires a volley of poisonous needles that inject the foe with poison. A stinger may also be used to deliver for a more pinpoint attack.

Attack Power: 4 | Accuracy: 100% | Energy Cost: 3 | Attack Type: Physical | Effect Chance: 30% | Typing: Poison | Priority: 0 | CT: Elemental

Poison Tail: The Pokemon swipes its sharp, bladed tail coated with poison. The sharpness of the attack gives it a high critical-hit ratio.

Attack Power: 5 | Accuracy: 100% | Energy Cost: 4 | Attack Type: Physical | Effect Chance: 10% | Typing: Poison | Priority: 0 | CT: Passive

PoisonPowder: The Pokemon unleashes poisonous spores onto the field that poison any Pokemon that inhales them.

Attack Power: -- | Accuracy: 75% | Energy Cost: 7 | Attack Type: Other | Effect Chance: -- | Typing: Poison | Priority: 0 | CT: Passive

Pound: The Pokemon strikes the opponent hard with an appendage.

Attack Power: 4 | Accuracy: 100% | Energy Cost: 2 | Attack Type: Physical | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: Deferring

Powder Snow: The Pokemon unleashes a small flurry of snow across the field. It can Freeze opponents. This move targets up to three (3) adjacent opponents in a multi-battle.

Attack Power: 4 | Accuracy: 100% | Energy Cost: 3 | Attack Type: Special | Effect Chance: 10% | Typing: Ice | Priority: 0 | CT: Force

Power Gem: The Pokemon's gem lights up and it fires a beam of ancient energy at the opponent.

Attack Power: 7 | Accuracy: 100% | Energy Cost: 5 | Attack Type: Special | Effect Chance: -- | Typing: Rock | Priority: 0 | CT: Force

Power Split: The Pokemon psychically links up with the opponent and splits its innate genetic data in two, equalizing the Attack Rank and Special Attack Rank of the two Pokemon for six (6) actions. If the value of the summed whole is odd, the Pokemon with the higher initial attack keeps a higher value (e.g. Shuckle uses Power Share on Sandslash [Rank 1 + Rank 4 = Rank 5], Sandslash becomes [Rank 3] and Shuckle becomes [Rank 2])

Attack Power: -- | Accuracy: -- | Energy Cost: 7 | Attack Type: Other | Effect Chance: -- | Typing: Psychic | Priority: 0 | CT: Passive

Power Swap: The Pokemon psychically links up to the opponent and swaps its aggressive mental states. The stat changes on Attack and Special Attack are exchanged.

Attack Power: -- | Accuracy: -- | Energy Cost: 7 | Attack Type: Other | Effect Chance: -- | Typing: Psychic | Priority: 0 | CT: Passive

Power Trick: The Pokemon alters their internal physical nature, swapping their Base Attack and Base Defense for six (6) actions.

Attack Power: -- | Accuracy: -- | Energy Cost: 5 + (Higher Stat - Lower Stat) | Attack Type: Other | Effect Chance: -- | Typing: Psychic | Priority: 0 | CT: Pssive

Power Whip: The Pokemon extends their vines or other long appendage and crack them at the opponent with extreme force.

Attack Power: 12 | Accuracy: 85% | Energy Cost: 8 | Attack Type: Physical | Effect Chance: -- | Typing: Grass | Priority: 0 | CT: Force

Present: The Pokemon launches a sphere at the opponent that has a randomized effect:
Damage with 12 BAP: 10%
Damage with 8 BAP: 30%
Damage with 4 BAP: 40%
Heal with 6 BAP: 20%

Attack Power: Varies | Accuracy: 90% | Energy Cost: 5 | Attack Type: Physical | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: Passive

Protect: The Pokemon erects a barrier that Protects them from every direct and indirect attack. Only field attacks can bypass Protect. When struck by a powerful attack, the Pokemon releases a lot of energy to prevent damage. This move fails if used on successive actions. In a multi-battle, Protect may be used on an ally, but then has 0 priority.

Attack Power: -- | Accuracy: -- | Energy Cost: 7 + (Damage Blocked/3) | Attack Type: Other | Effect Chance: -- | Typing: Normal | Priority: 4 | CT: Passive

Psybeam: The Pokemon fires a shifting beam of mental energy at the opponent. The disorienting waves can confuse the opponent.

Attack Power: 7 | Accuracy: 100% | Energy Cost: 5 | Attack Type: Special | Effect Chance: 10% | Typing: Psychic | Priority: 0 | CT: Elemental

Psych Up: The Pokemon watches the opponent and alters its mental state to mimic the opponent, copying their stat changes.

Attack Power: -- | Accuracy: -- | Energy Cost: 7 | Attack Type: Other | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: Passive

Psychic: The Pokemon surrounds the opponent in a blue aura of Psychic energy and flings them into the ground or other objects. The mental stress inflicted by the pain can reduce their Special Defense by one (1) stage.

Attack Power: 9 | Accuracy: 100% | Energy Cost: 7 | Attack Type: Special | Effect Chance: 10% | Typing: Psychic | Priority: 0 | CT: Elemental

Psycho Boost: The Pokemon unleashes a massive blast of Psychic energy that hits the opponent with devastating force. The mental stress causes the user's Special Attack to drop two (2) stages.

Attack Power: 14 | Accuracy: -- | Energy Cost: 10 | Attack Type: Special | Effect Chance: -- | Typing: Psychic | Priority: 0 | CT: Set

Psycho Cut: The Pokemon uses its mental energy to form a sharp, slicing wind. The shear of the attack gives it a high critical hit ratio.

Attack Power: 7 | Accuracy: 100% | Energy Cost: 5 | Attack Type: Physical | Effect Chance: -- | Typing: Psychic | Priority: 0 | CT: Elemental

Psycho Shift: The Pokemon uses the power of suggestion to psychically transfer its status ailments to the opponent. If the opponent is already affected by that status ailment, the user retains the ailment. If a target's physical structure or ability would prevent it from being affected by that ailment, the user retains the ailment.

Attack Power: -- | Accuracy: -- | Energy Cost: 7 | Attack Type: Other | Effect Chance: -- | Typing: Psychic | Priority: 0 | CT: Passive

Psyshock: The Pokemon materializes its brain waves and sends them crashing into the opponent, hitting their Defense instead of their Special Defense.

Attack Power: 8 | Accuracy: 100% | Energy Cost: 6 | Attack Type: Special | Effect Chance: -- | Typing: Psychic | Priority: 0 | CT: Set

Psystrike: The Pokemon focuses its Psychic energy on the battlefield and lifts massive chunks out of the arena. It then sends these objects crashing into the opponent with immense force, hitting the opponent's Defense instead of their Special Defense.

Attack Power: 10 | Accuracy: 100% | Energy Cost: 7 | Attack Type: Special | Effect Chance: -- | Typing: Psychic | Priority: 0 | CT: Set

Psywave: The Pokemon fires a strange telekinetic wave that deals 10 points of damage regardless of modifiers.

Attack Power: Fixed Damage = 10 | Accuracy: -- | Energy Cost: 7 | Attack Type: Special | Effect Chance: -- | Typing: Psychic | Priority: 0 | CT: Set

Punishment: The Pokemon glares at the opponent, jealous of their stat boosts, and smashes into them with an aura of darkness. The Base Attack Power of the Attack increases by 2 for each stage boost the opponent possesses.

Attack Power: 6 + 2 for each stage boost (Max: 20) | Accuracy: -- | Energy Cost: 8 | Attack Type: Physical | Effect Chance: -- | Typing: Dark | Priority: 0 | CT: Force

Pursuit: The Pokemon chases the opponent down, never failing to catch them before they retreat or escape a trapping effect. If used on an opposing Pokemon ordered to Dig, Dive, Fly, Teleport, U-turn, Volt Change, or any similar evasive Attack or Command, Base Attack Power increased from 4 to 8.

Attack Power: 4 | Accuracy: 100% | Energy Cost: 4 | Attack Type: Physical | Effect Chance: -- | Typing: Dark | Priority: 0 | CT: Force
Quash: The Pokemon holds the opponent in a strong dark aura, delaying its action until all other Pokemon have attacked.

Attack Power: -- | Accuracy: 100% | Energy Cost: 5 | Attack Type: Other | Effect Chance: -- | Typing: Dark | Priority: 0 | CT: Passive

Quick Attack: The Pokemon moves at extraordinary speed, striking the opponent before they can move.

Attack Power: 4 | Accuracy: 100% | Energy Cost: 3 | Attack Type: Physical | Effect Chance: -- | Typing: Normal | Priority: 1 | CT: Deferring

Quick Guard: With blinding speed the Pokemon puts up a barrier around itself and any teammates. The barrier causes all increased-priority attacks to fail when used against the Pokemon's team, with the exception of those given priority by Prankster, Light Metal, or Float Stone. This move fails if used on successive actions. This move targets all allied Pokemon in a multi-battle.

Attack Power: -- | Accuracy: 100% | Energy Cost: 6 | Attack Type: Other | Effect Chance: -- | Typing: Fighting | Priority: 3 | CT: Passive

Quiver Dance: The Pokemon begins an ancient dance, fluttering its wings and releasing an energized power that surrounds the Pokemon. Until the end of the next round, the Pokemon’s Special Attack, Special Defense, and Speed are all increased one (1) stage.

Attack Power: -- | Accuracy: -- | Energy Cost: 9 | Attack Type: Other | Effect Chance: -- | Typing: Bug | Priority: 0 | CT: Passive
Rage: The user becomes extremely angry and begins attacking the foe with thrashing swipes and blows. If the user is attacked while this move is in use, they become even more angry and their attack increases by one (1) stage.

Attack Power: 4 | Accuracy: 100% | Energy Cost: 3 | Attack Type: Physical | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: Deferring

Rage Powder: The Pokemon unleashes a noxious powder that enrages all opponents, taking over their senses and forcing them to target the user with their attacks instead of their intended targets.

Attack Power: -- | Accuracy: 100% | Energy Cost: 5 | Attack Type: Other | Effect Chance: -- | Typing: Bug | Priority: 3 | CT: Passive

Rain Dance: The Pokemon summons rainclouds to the sky, causing it to rain in the arena. If a Pokemon uses a Water-type attack in the rain, it will go through and pick up some of the rain, increasing its Base Attack Power by three (3). If a Pokemon uses a Fire-type attack in the rain, some of it will be put out by the rain, reducing its Base Attack Power by three (3). During Rain Dance, Thunder has 100% accuracy and a 30% chance to bypass Protect. The rain lasts for four (4) rounds. This move will fail if the arena is indoors.

Attack Power: -- | Accuracy: -- | Energy Cost: 10 | Attack Type: Other | Effect Chance: -- | Typing: Water | Priority: 0 | CT: Passive

Rapid Spin: The Pokemon spins extremely quickly in place, generating a pulse of air that frees the Pokemon from any grasp the opponent has on it and physically knocking away Leech Seed, Spikes, Toxic Spikes, and Stealth Rock that are on its side of the arena.

Attack Power: 4 | Accuracy: 100% | Energy Cost: 3 | Attack Type: Physical | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: Passive

Razor Leaf: The Pokemon fires a blast of razor-sharp leaves at its opponent. The extreme sharpness of the leaves make the attack more likely to result in a critical hit. This move targets up to three (3) adjacent opponents in a multi-battle.

Attack Power: 6 | Accuracy: 95% | Energy Cost: 4 | Attack Type: Physical | Effect Chance: -- | Typing: Grass | Priority: 0 | CT: Elemental

Razor Shell: The Pokemon slashes at its opponent with its sharpened shell. The piercing properties of the shell may lower the opponent's Defense by one (1) stage.

Attack Power: 8 | Accuracy: 95% | Energy Cost: 6 | Attack Type: Physical | Effect Chance: 50% | Typing: Water | Priority: 0 | CT: Elemental

Razor Wind: The Pokemon immediately summons a whirlwind around it and unleashes it on the opponent at the end of its action. The whirlwind can break any trapping moves, and deflect or nullify any attacks with 4 or less initial Base Attack Power (e.g. before ability effects). The sharpness of the wind blade makes the attack more likely to result in a critical hit. This move targets up to three (3) adjacent opponents in a multi-battle.

Attack Power: 8 | Accuracy: 100% | Energy Cost: 6 | Attack Type: Special | Effect Chance: -- | Typing: Normal | Priority: Defensive Whirlwind: 1, Hit: -1 | CT: Passive

Recover: The Pokemon focuses mental energy into their wounds, restoring 20 HP.

Attack Power: -- | Accuracy: -- | Energy Cost: (Maximum HP/10) +2 | Attack Type: Other | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: Passive

Recycle: The Pokemon puts leftover scraps of their last used item back together and restore it with a white energy pulse, allowing them to hold it again. Some items cannot be recycled.

Attack Power: -- | Accuracy: -- | Energy Cost: 7 | Attack Type: Other | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: Passive

Reflect: The Pokemon summons either a golden box to protect itself or golden erect walls to protect it and its teammates. The walls reduce the power of physical attacks by 5. The effect lasts for six (6) actions after use. This move targets up to three (3) allied Pokemon in a multi-battle and maintains its effect on a Pokemon's position even if it is switched for another Pokemon.

Attack Power: -- | Accuracy: -- | Energy Cost: 8 | Attack Type: Other | Effect Chance: -- | Typing: Psychic | Priority: 0 | CT: Passive

Reflect Type: The Pokémon reflects the target’s type like a mirror and becomes that type for six (6) actions.

Attack Power: -- | Accuracy: -- | Energy Cost: 5 | Attack Type: Other | Effect Chance: -- | Typing: Psychic | Priority: 0 | CT: Passive

Refresh: The Pokemon uses healing energy to purge its body of sickness and disease, curing poison, burn, and paralysis.

Attack Power: -- | Accuracy: -- | Energy Cost: 8 | Attack Type: Other | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: Passive

Relic Song: The Pokemon sings a haunting hymn that has a chance to put the opponent to sleep. It can unlock the powers of Meloetta to transform between its Voice Form and Step Form. This move targets up to three (3) adjacent opponents in a multi-battle.

Attack Power: 8 | Accuracy: 100% | Energy Cost: 6 | Attack Type: Special | Effect Chance: 10% | Typing: Normal | Priority: 0 | CT: Set

Rest: The Pokemon takes a soothing nap, eliminating all negative status and restoring 12 HP per action up to a total of three (3) actions. Rest will cure any new status received on an action it is still resting. A strong blow (more than 12 initial Base Attack Power) can interrupt Rest, waking the user up.

Attack Power: -- | Accuracy: -- | Energy Cost: 15 | Attack Type: Other | Effect Chance: -- | Typing: Psychic | Priority: 0 | CT: Passive

Retaliate: The Pokemon surrounds itself with righteous energy and slams into the foe. If a Pokemon on the user's team fainted last round, the energy increases, boosting the Base Attack Power to 14.

Attack Power: 7 | Accuracy: 100% | Energy Cost: 8 | Attack Type: Physical | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: Passive

Return: The Pokemon fills its mind with loving thoughts of its trainer and rams the foe. The move's base attack power increases by two (2) if the target has less HP than the user.

Attack Power: 8 | Accuracy: 100% | Energy Cost: 7 | Attack Type: Physical | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: Passive

Revenge: The Pokemon waits for its opponent to attack it and slams into it. The move's power is increased to 12 if the Pokemon was damaged this action.

Attack Power: 6 | Accuracy: 100% | Energy Cost: 8 | Attack Type: Physical | Effect Chance: -- | Typing: Fighting | Priority: -4 | CT: Passive

Reversal: The Pokemon strikes the opponent desperately, with increasing force as the user loses health.

Attack Power: 69-100% of Max HP 4| Accuracy: 100% | Energy Cost: 3 | Attack Type: Physical | Effect Chance: -- | Typing: Fighting | Priority: 0 | CT: Set
36-68% Max HP: 6 | Energy Cost: 4
21-35% Max HP: 8 | Energy Cost: 6
11-20% Max HP: 10 | Energy Cost: 7
5-10% Max HP: 15 | Energy Cost: 10
1-4% Max HP: 20 | Energy Cost: 13

Roar: [Switch=KO]The Pokemon takes air into its lungs and roars at the foe with all its might, terrifying it. The shock of the attack resets all of the opponent's stat changes and snaps it out of confusion and attract. Other effects like Disable, Magnet Rise, Perish Song, Taunt, Torment, Smack Down, and Substitute are also removed.
[Switch=OK]The Pokemon takes air into its lungs and roars at the foe with all its might, terrifying it. The Pokemon is sent back to its trainer's Pokeball at the end of a round. The opponent's Pokemon is switched out at random from their remaining Pokemon, however the trainer that commanded Roar must attack first.

Attack Power: -- | Accuracy: -- | Energy Cost: 7 | Attack Type: Other | Effect Chance: -- | Typing: Normal | Priority: -6 | CT: Passive

Roar of Time: The Pokemon roars so loudly that time is distorted around the target, sucking a lot of its vitality into the time rift. The effort required to create the time rift is so huge that afterward the user is sluggish.

Attack Power: 15 | Accuracy: 90% | Energy Cost: 10 | Attack Type: Special | Effect Chance: -- | Typing: Dragon | Priority: 0 | CT: Set

Rock Blast: The Pokemon launches 2-5 boulders at the opponent. It can disrupt attacks that take a while to charge.

Attack Power: 3 per hit | Accuracy: 90% | Energy Cost: 6 | Attack Type: Physical | Effect Chance: -- | Typing: Rock | Priority: 0 | CT: Set

Rock Climb: The Pokemon's claws grow massive with a white energy, allowing them to effortlessly scale mountains. They charge the foe at an intense speed. The force of the impact can confuse the foe.

Attack Power: 9 | Accuracy: 85% | Energy Cost: 7 | Attack Type: Physical | Effect Chance: 20% | Typing: Normal | Priority: 0 | CT: Passive

Rock Polish: The Pokemon focuses energy around its body, glowing red or white. The energy allows much freer movement, increasing the user's Speed by two (2) stages.

Attack Power: -- | Accuracy: -- | Energy Cost: 7 | Attack Type: Other | Effect Chance: -- | Typing: Rock | Priority: 0 | CT: Deferring

Rock Slide: The Pokemon summons a wide swath of boulders from the ground to fall on the foe. The suddenness of the impact can cause the opponent to flinch. This move targets up to three (3) adjacent opponents in a multi-battle.

Rock Slide can target up to three adjacent opponents in a multiple battle.

Attack Power: 8 | Accuracy: 90% | Energy Cost: 6 | Attack Type: Physical | Effect Chance: 30% | Typing: Rock | Priority: 0 | CT: Passive

Rock Smash: The Pokemon smashes the ground or a free-standing boulder near the opponent, shattering it to pieces. The quick impact of the rocks can lower the opponent's Defense by one (1) stage.

Attack Power: 4 | Accuracy: -- | Energy Cost: 3 | Attack Type: Physical | Effect Chance: 50% | Typing: Fighting | Priority: 0 | CT: Passive

Rock Throw: The Pokemon pounds the ground with great force and throws rocks at the opponent.

Attack Power: 5 | Accuracy: 90% | Energy Cost: 3 | Attack Type: Physical | Effect Chance: -- | Typing: Rock | Priority: 0 | CT: Elemental

Rock Tomb: The Pokemon drops rocks on the foe to trap them. The rocks attempt to pin the foe, reducing their Speed by one (1) stage as they try to escape.

Attack Power: 5 | Accuracy: 80% | Energy Cost: 4 | Attack Type: Physical | Effect Chance: -- | Typing: Rock | Priority: 0 | CT: Elemental

Rock Wrecker: The Pokemon generates a massive ball of energy that surrounds dense rocks and launches it at the opponent at intense speed. The attack requires so much energy that the Pokemon is sluggish afterward.

Attack Power: 15 | Accuracy: 90% | Energy Cost: 10 | Attack Type: Physical | Effect Chance: -- | Typing: Rock | Priority: 0 | CT: Set

Role Play: The Pokemon mimics the foes abilities, copying them for six (6) actions.

Attack Power: -- | Accuracy: -- | Energy Cost: 7 | Attack Type: Other | Effect Chance: -- | Typing: Psychic | Priority: 0 | CT: Passive

Rolling Kick: The Pokemon kicks with a sharp rolling action. The movement is so swift and powerful it can cause the opponent to flinch.

Attack Power: 6 | Accuracy: 85% | Energy Cost: 5 | Attack Type: Physical | Effect Chance: 30% | Typing: Fighting | Priority: 0 | CT: Passive

Rollout: The Pokemon rolls into a tight ball and repeatedly rams itself into the foe, adding three (3) more Base Attack Power and costing one (1) more energy each time. The initial Attack Power is raised to 8 if the Pokemon used Defense Curl earlier in the match. Rollout can be used up to 5 times before it resets to its original Base Attack Power. If Rollout misses, is disengaged, or is blocked, both its Base Attack Power and Energy Cost reset to the original level. Rollout does not incur the normal Consecutive Attacks penalty.

Attack Power: 4 | Accuracy: 90% | Energy Cost: 5 + 1 each Consecutive Use | Attack Type: Physical | Effect Chance: -- | Typing: Rock | Priority: 0 | CT: Set

Roost: The Pokemon's wings grow heavy and are surrounded by a white energy. The Pokemon grounds itself and recovers 20 HP, and loses all weaknesses, resistances, and immunities associated with the Flying type for the remainder of that action.

Attack Power: -- | Accuracy: -- | Energy Cost: (Maximum HP/10) + 2 | Attack Type: Other | Effect Chance: -- | Typing: Flying | Priority: 0 | CT: Passive

Round: The Pokemon raises its voice. If another Pokemon joins in the same action, the power of both attacks doubles. Additional attacks stay at the boosted power that action.

Attack Power: 6 | Accuracy: 100% | Energy Cost: 8 | Attack Type: Special | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: Passive
Sacred Fire: The Pokemon releases an immensely powerful sacred flame from its body to scorch the opponent. The intense heat often burns the opponent.

Attack Power: 10 | Accuracy: 95% | Energy Cost: 8 | Attack Type: Physical | Effect Chance: 50% | Typing: Fire | Priority: 0 | CT: Set

Sacred Sword: The Pokemon creates a sword made of its fighting spirit and slams into the foe with it. The mystical properties of the sword ignore all boosts to the opponent's Defense and evasion stats.

Attack Power: 9 | Accuracy: 100% | Energy Cost: 7 | Attack Type: Physical | Effect Chance: -- | Typing: Fighting | Priority: 0 | CT: Set

Safeguard: The Pokemon coats itself and its team in a green veil that makes it immune to any status effects. The veil will dissipate if the user switches out. This effect lasts for four (4) rounds. This move targets up to three (3) allied Pokemon in a multi-battle and maintains its effect on a Pokemon's position even if it is switched for another Pokemon.

Attack Power: -- | Accuracy: -- | Energy Cost: 10 | Attack Type: Other | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: Passive

Sand Tomb: The Pokemon creates a small, whirling sandstorm that engulfs the opponent and sweeps them into it, trapping them. During Sand Tomb, both Pokemon may still issue attacks; however, the Sand Tomb user must maintain their focus or the Sand Tomb will collapse. The steady sinking and whirling of a Sand Tomb drains the opponents HP at the rate of 2 per action for as long as Sand Tomb is in effect. The holding effect can last up to four (4) actions before it needs to be refreshed.

Attack Power: 4 + 2 HP drain per action | Accuracy: 85% | Energy Cost: 4 | Attack Type: Physical | Effect Chance: -- | Typing: Ground | Priority: 0 | CT: Elemental

Sand-Attack: The Pokemon kicks sand or gravel into its target's face, obscuring its vision and lowering their accuracy by one (1) stage. This move locks its changed stat for the round within which it was used.

Attack Power: -- | Accuracy: 100% | Energy Cost: 4 + Value of Locked-In Stage (If Negative) | Attack Type: Other | Effect Chance: -- | Typing: Ground | Priority: 0 | CT: Force

Sandstorm: The Pokemon kicks up large quantities of sand or gravel, creating a huge sandstorm that lasts for four (4) rounds. The flying gravel and rocks will damage Pokemon that do not have hard bodies (Rock-, Ground-, and Steel-types) by two (2) damage per action. Special attacks targeted at Rock-types during Sandstorm are reduced by two (2) Base Attack Power. Sandstorm also activates Sand Rush, Sand Power, and Sand Veil.

Attack Power: -- | Accuracy: -- | Energy Cost: 10 | Attack Type: Other | Effect Chance: -- | Typing: Rock | Priority: 0 | CT: Passive

Scald: The Pokemon heats up its internal water source and fires a spray of scalding hot water that can burn the opponent.

Attack Power: 8 | Accuracy: 100% | Energy Cost: 6 | Attack Type: Special | Effect Chance: 30% | Typing: Water | Priority: 0 | CT: Elemental

Scary Face: The Pokemon makes an intimidating face at its opponent, scaring it slightly and make it hesitant to attack, lowering their speed by two (2) stages.

Attack Power: -- | Accuracy: 90% | Energy Cost: 6 | Attack Type: Other | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: Passive

Scratch: The Pokemon rakes its claws or talons across its opponent's body.

Attack Power: 4 | Accuracy: 100% | Energy Cost: 2 | Attack Type: Physical | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: Deferring

Screech: The Pokemon screeches harshly at its opponent. The pitch of the screech is so high that it breaks down parts of the opponent's body, lowering their Defense by two (2) stages. The drops will raise by one (1) stage toward 0 at the end of the next rounds (unless made on the first action, then it drops to one (1) after the round Screech was performed). This move will fail if the opponent cannot hear the screech.

Attack Power: -- | Accuracy: 85% | Energy Cost: 6 | Attack Type: Other | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: Passive

Searing Shot: The Pokemon blasts out jets of fire that surround the opponent in a huge ball of flame. The strong flames can burn the target. This attack hits all adjacent Pokemon.

Attack Power: 10 | Accuracy: 100% | Energy Cost: 7 | Attack Type: Special | Effect Chance: 30% | Typing: Fire | Priority: 0 | CT: Set

Secret Power: The Pokemon draws power from the environment into a ball of energy and launches it at its opponent. Depending on what environment the move is used in a different side effect may occur. If the move is used indoors or a stadium, the move can paralyze. If the move is used in a forest or other grassy area, the scent of plants may put the opponent to sleep. If used in or around water, the corrosive salt may lower the opponent's attack by one (1) stage. If used in a marsh or bog, the sticky mud may stick to the opponent and lower its speed by one (1) stage. If used on a beach, cave, or mountain area, the heavy rocks may cause the opponent to flinch. If used in snow, the freezing ice and snow may freeze the target.

Attack Power: 7 | Accuracy: 100% | Energy Cost: 5 | Attack Type: Physical | Effect Chance: 30% | Typing: Normal | Priority: 0 | CT: Passive

Secret Sword: The Pokemon calls upon an ethereal sword, which slashes the opponent. This move uses the Pokemon's special attack, but the opponent's physical defense.

Attack Power: 9 | Accuracy: 100% | Energy Cost: 6 | Attack Type: Special | Effect Chance: -- | Typing: Fighting | Priority: 0 | CT: Set

Seed Bomb: The Pokemon hurls several large seeds at their opponent like baseballs that explode on contact. Grass-type Pokemon can produce their own seeds with their bodies, but non-Grass types require an external source of seeds or other grassy material or else the attack will fail.

Attack Power: 8 | Accuracy: 100% | Energy Cost: 5 | Attack Type: Physical | Effect Chance: -- | Typing: Grass | Priority: 0 | CT: Elemental

Seed Flare: The Pokemon releases a large shockwave of natural energy from its body. The calming nature of the energy may slow down the opponent's mind, lowering their Special Defense by two (2) stages until the end of the next round.

Attack Power: 12 | Accuracy: 85% | Energy Cost: 10 | Attack Type: Special | Effect Chance: 40% | Typing: Grass | Priority: 0 | CT: Set

Seismic Toss: The Pokemon lifts its opponent over its head and brutally hurls it to the ground. This move will fail if the Pokemon is physically incapable of picking up its opponent. This attack always causes ten (10) HP Damage, regardless of stats, typing, STAB, or any other effects. However, if the toss is performed and the opposing Pokemon is flung into an object or to the ground from a considerable height, more damage can occur.

Attack Power: Fixed Damage = 10 | Accuracy: 100% | Energy Cost: 7 | Attack Type: Physical | Effect Chance: -- | Typing: Fighting | Priority: 0 | CT: Set

Selfdestruct: The Pokemon focuses all of its energy and blows up, creating a huge explosion. This attack causes the user to faint. This move cannot be used unless the user has 15 or more energy. This attack hits all adjacent Pokemon.

Attack Power: 20 (User faints) | Accuracy: 100% | Energy Cost: 15 | Attack Type: Physical | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: Set

Shadow Ball: The Pokemon creates a ball out of shadows and hurls it at its opponent. The shadows may penetrate the opponent's mind and lower their Special Defense by one (1) stage until the end of the next round.

Attack Power: 8 | Accuracy: 100% | Energy Cost: 6 | Attack Type: Special | Effect Chance: 20% | Typing: Ghost | Priority: 0 | CT: Elemental

Shadow Claw: The Pokemon forms shadows around its hand into an extremely sharp claw and slashes at the opponent with it. The extreme sharpness of the claw makes the attack more likely to result in a critical hit.

Attack Power: 7 | Accuracy: 100% | Energy Cost: 5 | Attack Type: Physical | Effect Chance: -- | Typing: Ghost | Priority: 0 | CT: Elemental

Shadow Force: The Pokemon glows with a menacing aura and uses the power of shadows to vanish from the physical world, evading all attacks. When it returns he Pokemon reappears close to its opponent and rams into the opponent a massive shadowy aura. The frightening energy bypasses Protect and Detect.

Attack Power: 12 | Accuracy: 100% | Energy Cost: 10 | Attack Type: Physical | Effect Chance: -- | Typing: Ghost | Priority: Evasive Action: 1, Hit: -1. | CT: Set

Shadow Punch: The Pokemon envelops its fist in shadows and punches at the opponent. If the initial strike misses the opponent, the shadows will track them back for a few seconds.

Attack Power: 6 | Accuracy: -- | Energy Cost: 4 | Attack Type: Physical | Effect Chance: -- | Typing: Ghost | Priority: 0 | CT: Elemental

Shadow Sneak: The Pokemon animates its shadow to stretch over to the opponent. It then enters the shadow and exits it right next to an opponent while attacking them. The suddenness of the strike causes this move to usually go before other attacks.

Attack Power: 4 | Accuracy: 100% | Energy Cost: 3 | Attack Type: Physical | Effect Chance: -- | Typing: Ghost | Priority: 1 | CT: Elemental

ShadowStrike: The Pokemon unleashes a fiendish claw that can shock the opponent, giving a good chance to lower their Defense by one (1) stage.

Attack Power: 8 | Accuracy: 95% | Energy Cost: 6 | Attack Type: Physical | Effect Chance: 50% | Typing: Ghost | Priority: 0 | CT: Elemental

Sharpen: The Pokemon sharpen the angles of its body to simulate it, raising its Attack by one (1) stage. If used in a combination, the attack will always result in a critical hit. This move locks its changed stat for the round within which it was used.

Attack Power: -- | Accuracy: -- | Energy Cost: 5 | Attack Type: Other | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: Passive

Sheer Cold: The Pokemon surrounds its opponent with a frigid aura that slowly drops to absolute zero. The immense drop in temperature takes a long time to complete and can be disrupted if the Pokemon does not maintain complete focus. The move cannot be used in places with powerful local heat sources like a volcanic tunnel or a power plant's turbine room.

Attack Power: 25 | Accuracy: 30% | Energy Cost: 18 | Attack Type: Special | Effect Chance: -- | Typing: Ice | Priority: 0 | CT: Set

Shell Smash: The Pokemon breaks its shell in half, greatly increasing its mobility and offensive ability at the cost of its defenses. This enables it to move more freely, raising its Attack, Special Attack, and Speed by two (2) stages each. However, as the shell is broken the Pokemon's Defense and Special Defense decrease by one (1) stage. These boosts and drops for the duration of the time the Pokemon is active. The Pokemon will revert to normal if it is switched or forced back into its Pokeball. The Pokemon cannot use Shell Smash if the effect is already active.

Attack Power: -- | Accuracy: -- | Energy Cost: 20 | Attack Type: Other | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: Passive

Shift Gear: The Pokemon restructures their gear arrangement to make the mechanism more efficient, raising their speed by two levels and attack by one level. Subsequent uses will increase speed by one level. After six (6) actions, the gears lock back to their previous positions.

Attack Power: -- | Accuracy: -- | Energy Cost: 7 | Attack Type: Other | Effect Chance: -- | Typing: Steel | Priority: 0 | CT: Passive

Shock Wave: The Pokemon fires a quick jolt of electricity at its opponent. The electricity homes in on the opponent for a few second before dissipating.

Attack Power: 6 | Accuracy: -- | Energy Cost: 4 | Attack Type: Special | Effect Chance: -- | Typing: Electric | Priority: 0 | CT: Elemental

Side Change: The Pokemon uses telekinetic powers to switch places with one of its allies. This move fails outside of Double and Triple battles.

Attack Power:-- | Accuracy: -- | Energy Cost: 6 | Attack Type: Other | Effect Chance: -- | Typing: Psychic | Priority: 1 | CT: Passive

Signal Beam: The Pokemon shoots a beam at its opponent made of scrambled signals. The signals may scramble an opponent's ability to concentrate, confusing it.

Attack Power: 8 | Accuracy: 100% | Energy Cost: 6 | Attack Type: Special | Effect Chance: 10% | Typing: Bug | Priority: 0 | CT: Elemental

Silver Wind: The Pokemon fires a gust of wind at its foe. The odd properties of the wind may increase all of the Pokemon's stats by one stage.

Attack Power: 6 | Accuracy: 100% | Energy Cost: 4 | Attack Type: Special | Effect Chance: 10% | Typing: Bug | Priority: 0 | CT: Set

Simple Beam: The Pokemon fires a beam made up of mental signals containing the ability Simple, changing the target's ability(ies) to Simple for the next six (6) actions.

Attack Power: -- | Accuracy: 100% | Energy Cost: 6 | Attack Type: Other | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: Passive

Sing: The Pokemon sings a calming lullaby to its opponent. The lullaby calms the opponent down to the point where they fall asleep. Sing will not work if the opponent cannot hear it.

Attack Power: -- | Accuracy: 55% | Energy Cost: 6 | Attack Type: Other | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: Passive

Sketch: The Pokemon copies down the last move the opponent used, learning the move permanently. Up to 3 moves Sketched in a match will be learned permanently (the trainer chooses at the end of a match), all other Sketched moves will be forgotten.

Attack Power: -- | Accuracy: -- | Energy Cost: 6 | Attack Type: Other | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: Passive

Skill Swap: The Pokemon fires up to three beams of essence that connect with the target(s). When the beam strikes the opponent, it transfers one of the user's ability to the target and absorbs the target's ability. When multiple targets are selected, abilities must go between the initiating Pokemon before they can be transferred to another Pokemon. When a Pokemon affected is switched out, it reverts back to its normal abilities.

Attack Power: -- | Accuracy: -- | Energy Cost: 7 per swap | Attack Type: Other | Effect Chance: -- | Typing: Psychic | Priority: 0 | CT: Passive

Skull Bash: The Pokemon toughens up it skull, increasing its Defense by one (1) stage, then headbutts the foe with its thickened skull. Because of the time to charge, this attack will move second against any normal Attacks or Commands.

Attack Power: 10 | Accuracy: 100% | Energy Cost: 8 | Attack Type: Physical | Effect Chance: -- | Typing: Normal | Priority: Defense Raise: 1, Hit: -1 | CT: Passive

Sky Attack: The Pokemon flies up into the air and gathers its strength, then flies down at an incredible speed and slams into the foe. The speed and power of the attack may knock the opponent off balance, causing it to flinch next action. If the flinch chance activates at the third action, there is no flinch. This move can hit any single Pokemon on the field, regardless of position.

Attack Power: 14 | Accuracy: 90% | Energy Cost: 10 | Attack Type: Physical | Effect Chance: 30% | Typing: Flying | Priority: Charge: 1, Hit: -1 (Checks flinch for next action) | CT: Force

Sky Drop: The Pokémon grabs the opponent in its talons, and drops them from a great height. While in midair, the opponent cannot use non-attacking moves. This move can hit any single Pokemon on the field, regardless of position.

Attack Power: 6 + Fall Damage | Accuracy: 100% | Energy Cost: 5 | Attack Type: Physical | Effect Chance: -- | Typing: Flying | Priority: Lifting Opponent: 0, Dropping Opponent: -1 | CT: Force

Sky Uppercut: The Pokemon leaps into the air and uppercuts the opponent. As the attack is performed while jumping it can hit opponents that are flying or otherwise in the air.

Attack Power: 9 | Accuracy: 90% | Energy Cost: 6 | Attack Type: Physical | Effect Chance: -- | Typing: Fighting | Priority: 0 | CT: Passive

Slack Off: The Pokemon goes to sleep and rests its body, restoring 20 HP.

Attack Power: -- | Accuracy: -- | Energy Cost: (Maximum HP/10) + 2 | Attack Type: Other | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: Passive

Slam: The Pokemon slams into the opponent with their tail or other appendages.

Attack Power: 8 | Accuracy: 75% | Energy Cost: 5 | Attack Type: Physical | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: Passive

Slash: The Pokemon slashes at its opponent with sharp claws. Because of the sharpness of the claws, this attack is likely to result in a critical hit.

Attack Power: 7 | Accuracy: 100% | Energy Cost: 5 | Attack Type: Physical | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: Passive

Sleep Powder: The Pokemon sprays a powder on its opponent that calms its nerves, putting it to sleep.

Attack Power: -- | Accuracy: 75% | Energy Cost: 7 | Attack Type: Other | Effect Chance: -- | Typing: Grass | Priority: 0 | CT: Passive

Sleep Talk: The Pokemon mumbles one of 4 of its own selected attacks in its Sleep. Each has a 25% chance of manifesting. All attacks selected will have their regular properties, and any damaging attacks called will be used as direct attacks.

Sleep Talk will incur a consecutive energy cost penalty either if it is used consecutively (even if summoning different potential attacks) or if one of the attacks it summoned is used consecutively.

Sleep Talk move will not select Assist, Bide, Copycat, Focus Punch, Me First, Metronome, Mirror Move, Sleep Talk, or Uproar.

Attack Power: -- | Accuracy: -- | Energy Cost: 3 + Called Attack | Attack Type: Other | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: None

Sludge: The Pokemon fires a large mass of sludge at its opponent. The toxic sludge may poison the target.

Attack Power: 7 | Accuracy: 100% | Energy Cost: 5 | Attack Type: Special | Effect Chance: 30% | Typing: Poison | Priority: 0 | CT: Elemental

Sludge Bomb: The Pokemon shoots several concentrated balls of sludge at its opponent. The toxic sludge may poison the opponent.

Attack Power: 9 | Accuracy: 100% | Energy Cost: 7 | Attack Type: Special | Effect Chance: 30% | Typing: Poison | Priority: 0 | CT: Elemental

Sludge Wave: The Pokemon shoots a wave of slime across the field at its opponent. The toxic slime may poison the target. This attack hits all adjacent Pokemon.

Attack Power: 10 | Accuracy: 100% | Energy Cost: 7 | Attack Type: Special | Effect Chance: 10% | Typing: Poison | Priority: 0 | CT: Force

Smack Down: The Pokemon hurls an energized rock or other natural materials at its opponent. The energized field disrupts an opponent's flight or levitating capabilities and they come crashing to the ground for six (6) actions. They will be unable to fly or evade Ground-type attacks until the effect wears off. With some effort they can use electromagnetic or ballast capabilities to hover and move; however, they will be stuck low enough to the ground to be effected until Smack Down's effect wears off. Smack Down's effect does not apply to the opponent if it is behind a Substitute or if it is using Roost on the turn that Smack Down is used.

Attack Power: 5 | Accuracy: 100% | Energy Cost: 4 | Attack Type: Physical | Effect Chance: -- | Typing: Rock | Priority: 0 | CT: Set

Smellingsalt: The Pokemon attacks its opponent while giving off a strong scent. If the opponent is paralyzed the scent will shock its nerves, which doubles the power of the attack but also snaps the opponent out of the paralysis.

Attack Power: 6 or 12 if target is paralyzed | Accuracy: 100% | Energy Cost: 5 | Attack Type: Physical | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: Passive

Smog: The user releases a cloud of poisonous smog from its body. The toxic smog may poison the opponent.

Attack Power: 4 | Accuracy: 70% | Energy Cost: 3 | Attack Type: Special | Effect Chance: 40% | Typing: Poison | Priority: 0 | CT: Elemental

SmokeScreen: The Pokemon releases a cloud of smoke onto the opponent's side of the field, obscuring vision and lowering their accuracy by one (1) stage. This move targets up to three (3) adjacent opponents in a multi-battle. This move locks its changed stat for the round within which it was used.

Attack Power: -- | Accuracy: 100% | Energy Cost: 4 + Value of Locked-In Stage (If Negative) | Attack Type: Other | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: Passive

Snarl: The Pokemon releases a piercing bark the emits dark waves. The waves scramble the opponent’s concentration, lowering their Special Attack one (1) stage until the end of the next round. This move targets up to three (3) adjacent opponents in a multi-battle.

Attack Power: 6 | Accuracy: 95% | Energy Cost: 5 | Attack Type: Special | Effect Chance: -- | Typing: Dark | Priority: 0 | CT: Elemental

Snatch: The Pokemon distracts their opponent at a crucial moment, stealing the effect of any healing, stat boosting, or supportive move.

Attack Power: -- | Accuracy: 100% | Energy Cost: 8 | Attack Type: Other | Effect Chance: -- | Typing: Dark | Priority: 4 | CT: Passive

Snore: The sleeping Pokemon snores loud enough to cause mild internal damage to the listening opponent. The harsh noise may cause the listener to flinch, losing an attack turn. Snore is avoidable by Pokemon with the Soundproof ability, by Pokemon a good distance away, above, or below, or if directed by their trainer to cover their ears.

Attack Power: 4 | Accuracy: 100% | Energy Cost: 3 | Attack Type: Special | Effect Chance: 30% | Typing: Normal | Priority: 0 | CT: Passive

Soak: The Pokemon grabs the opponent and plunges them into a pool of water along with a catalyst, submerging them for so long that they become a Water-type. The effect lasts for six (6) actions after the initial use.

Attack Power: -- | Accuracy: -- | Energy Cost: 8 | Attack Type: Other | Effect Chance: -- | Typing: Water | Priority: 0 | CT: Set

Softboiled: The Pokemon heats its own egg, producing a broth that is absorbed it into its body, healing 20 HP. If the Pokemon does not have an egg of their own, they create an egg shaped ball of energy to absorb.

Attack Power: -- | Accuracy: -- | Energy Cost: (Maximum HP/10) + 2 | Attack Type: Other | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: Passive

SolarBeam: The Pokemon spends time absorbing sunlight, before firing a colossal beam of solar energy at their opponent. Because of the time required to charge the attack, without strong sunlight the attack will be used last during among actions with the same priority. If Sunny Day is active, the attack will occur at a normal priority level. If it is raining, hailing, sandstorming, foggy or if there is anything else obstructing direct sunlight, the base Attack Power of SolarBeam will be cut in half. If the Pokemon are inside a structure where no sun reaches at all, the attack cannot be used.

Attack Power: 12 | Accuracy: 100% | Energy Cost: 8 | Attack Type: Special | Effect Chance: -- | Typing: Grass | Priority: Charge: 1, Hit: -1. (All Priority 0 in Sun) | CT: Elemental

Sonicboom: The Pokemon slices the air before it, creating a shock wave projectile. The trainer can direct the Pokemon to create a slow but long-lingering wave, a fast but quickly dissipating one, or an in-between option. This attack always causes ten (10) HP Damage, regardless of stats, typing, STAB, or any other effects.

Attack Power: Fixed Damage = 10 | Accuracy: 90% | Energy Cost: 7 | Attack Type: Special | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: Passive

Spatial Rend: The Pokemon distorts an area of space along with the Pokemon occupying it. Has a higher rate for critical hits.

Attack Power: 10 | Accuracy: 95% | Energy Cost: 7 | Attack Type: Special | Effect Chance: -- | Typing: Dragon | Priority: 0 | CT: Set

Spark: The Pokemon tackles their opponent while electrically charged. The surge may leave the victim paralyzed.

Attack Power: 7 | Accuracy: 100% | Energy Cost: 5 | Attack Type: Physical | Effect Chance: 30% | Typing: Electric | Priority: 0 | CT: Elemental

Spider Web: [Switch=KO] The Pokemon spins a web in its general vicinity that it can hang on any objects on the field, or lay on the ground. If its opponent is close, they risk getting caught in the web immediately. A Pokemon stuck in the web will be unable to move around for six (6) actions, though they are still free to launch certain special attacks, attempt to cut the web with an Attack, or do anything that doesn’t require movement. Opposing Bug Pokemon stay stuck in the web for three (3) actions, but spider-like Pokemon can navigate across the web freely. Multiple Webs can even be strewn together. Fire attacks will burn down the webbing. [Switch=OK] In switch battles, the sticky web generates a white aura that prevents any Pokemon stuck in the web from being switched out.

Attack Power: -- | Accuracy: -- | Energy Cost: 10 | Attack Type: Other | Effect Chance: -- | Typing: Bug | Priority: 0 | CT: Passive

Spike Cannon: The Pokemon fires multiple spikes, throwing the opponent off balance and disrupting attacks that take a while to charge up.

Attack Power: 2 per hit | Accuracy: 100% | Energy Cost: 4 | Attack Type: Physical | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: Deferring

Spikes: The Pokemon spreads spikes and barbs that absorb into the ground. Each time a new Pokemon is switched in, they receive damage from the Spikes. Up to 3 layers of Spikes may be placed on the field. Each additional layer adds to the damage dealt. Flying-type Pokemon and Pokemon with the Levitate trait dodge Spikes. Rapid Spin will remove all Spikes from the field.

Attack Power: 10/15/20 | Accuracy: -- | Energy Cost: 7 | Attack Type: Other| Effect Chance: -- | Typing: Ground | Priority: 0 | CT: Set

Spit Up: The Pokemon ejects its stored foodstuffs as raw bile-like energy. The damage from this attack is dependent on the number of times the Pokemon has Stockpiled. Once the Pokemon has spit up, it loses its defense bonuses instantly.

Attack Power: 10/20/30 | Accuracy: 100% | Energy Cost: 15 | Attack Type: Special | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: Passive

Spite: The Pokemon places a spiteful curse on one of the attacks an opponent used within the last six (6) actions. The Energy Cost of that attack increases by four (4) for the next six (6) actions. Up to three of an opponents attacks may be affected by Spite at a time.

Attack Power: -- | Accuracy: 100% | Energy Cost: 6 | Attack Type: Other | Effect Chance: -- | Typing: Ghost | Priority: 0 | CT: Passive

Splash: The Pokemon flops around strongly eliciting a perception of overconfidence (or stupidity) from the trainer. While odd-looking, Splash can be used as form of propulsion. Splash can allow a Pokemon to jump quite high.

Attack Power: -- | Accuracy: -- | Energy Cost: 3 | Attack Type: Other | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: Deferring

Spore: The Pokemon releases a burst of potent spores into the air. Any Pokemon that breathes in the spores falls asleep instantly.

Attack Power: -- | Accuracy: 100% | Energy Cost: 8 | Attack Type: Other | Effect Chance: -- | Typing: Grass | Priority: 0 | CT: Set

Stealth Rock: The Pokemon thrusts rocks at the opponent that split apart and set themselves at the corners of the field. Each time a Pokemon switches in, the rocks will become active and smash the opponent from all sides before setting down in their corners again. Rapid Spin or Defog will disperse the rocks immediately. Multiple layers of Stealth Rock cannot be laid.

Attack Power: 6-4x resists Rock | Accuracy: 100% | Energy Cost: 12 | Attack Type: Other | Effect Chance: -- | Typing: Rock | Priority: 0 | CT: Set
9-2x resists Rock
12-neutral to Rock
15-2x weak to Rock
18-4x weak to Rock

Steamroller: The Pokemon steamrolls the opposing Pokemon by rolling into a ball and thrusting itself toward the opponent. If the opponent has used Minimize beforehand, this move’s base Attack Power is 13 instead of 7. This move can flinch the opponent.

Attack Power: 7 or 13 if opponent is Minimized | Accuracy: 100% | Energy Cost: 5 | Attack Type: Physical | Effect Chance: 30% | Typing: Bug | Priority: 0 | CT: Elemental

Steel Wing: The Pokemon tenses its wing muscles until they become as hard as steel, even the feathers become momentarily rigid. The Pokemon then attempts to ram the opponent with their steely hard wings. There is a chance some of its feathers may retain that toughness, increasing the Pokemon’s defense by one (1) stage.

Attack Power: 7 | Accuracy: 90% | Energy Cost: 5 | Attack Type: Physical | Effect Chance: 10% | Typing: Steel | Priority: 0 | CT: Elemental

Stockpile: The Pokemon begins to store previously reserved food matter into vital parts of its body, increasing its Defense and Special Defense by one (1) stage. Each use raises the Pokemon's Stockpile count by one (1), and that counter goes down naturally by one (1) every other round as the Stockpile is cycled back into the Pokemon's body, or is removed completely when Swallow or Spit Up are used. Can be used a maximum of three (3) times.

Attack Power: -- | Accuracy: -- | Energy Cost: 8 | Attack Type: Other | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: Passive

Stomp: The Pokemon stomps down hard with its foot or equivalent. If its opponent is much taller than the user can raise its leg, the Pokemon aims for a vulnerable area like toes or a tail. If the opponent has used Minimize beforehand, this move’s base Attack Power is 13 instead of 7. May cause the victim to flinch in pain.

Attack Power: 7 or 13 if target is minimized | Accuracy: 100% | Energy Cost: 5 | Attack Type: Physical | Effect Chance: 30% | Typing: Normal | Priority: 0 | CT: Passive

Stone Edge: The Pokemon thrusts the pointed edge of a stone or stony appendage at their opponent. The rigid edges provide a good possibility of inflicting a critical hit.

Attack Power: 10 | Accuracy: 80% | Energy Cost: 7 | Attack Type: Physical | Effect Chance: -- | Typing: Rock | Priority: 0 | CT: Elemental

Stored Power: The Pokemon focuses on its raised attributes while creating a large energy ball, which it then launches at the opponent. The more positive stage boosts the Pokemon has, the more powerful the attack is.

Attack Power: 2 + 2 for each stage boost | Accuracy: 100% | Energy Cost: 7 | Attack Type: Special | Effect Chance: -- | Typing: Psychic | Priority: 0 | CT: Set

Storm Throw: The Pokémon tosses the opponent in a swift, violent throw. Unless the opponent has Battle Armor, Shell Armor, or is under the effects of Lucky Chant, this move will always result in a Critical Hit.

Attack Power: 4 | Accuracy: 100% | Energy Cost: 4 | Attack Type: Physical | Effect Chance: -- | Typing: Fighting | Priority: 0 | CT: Set

Strength: The Pokemon summons its strength to ram their foe with a powerful barge that can push away a foe of any weight. Can also be used to move around heavy objects on the field.

Attack Power: 8 | Accuracy: 100% | Energy Cost: 6 | Attack Type: Physical | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: Deferring

String Shot: The Pokemon spits a sticky silk at their opponent, tangling them up and lowering their speed by one (1) stage. This move targets up to three (3) adjacent opponents in a multi-battle. This move locks its changed stat for the round within which it was used.

Attack Power: -- | Accuracy: 95% | Energy Cost: 5 | Attack Type: Other | Effect Chance: -- | Typing: Bug | Priority: 0 | CT: Passive

Struggle: The Pokemon struggles desperately in an attempt to do some damage to its foe, taking 40% of the damage done in recoil to itself in the process. Struggle can be ordered at any time; however, it tends to unnerve the Pokemon when used. Struggle is a typeless attack, hitting all opponents for neutral damage. Struggle can hit Ghosts.

Attack Power: 5 | Accuracy: 100% | Energy Cost: 5 | Attack Type: Physical | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: Passive

Struggle Bug: The Pokemon emits a weak vibrational signal on a unique wavelength. The wave disrupts the mental focus of opponents, causing their Special Attack to drop one (1) stage. This move targets all opponents in a multi-battle.

Attack Power: 4 | Accuracy: 100% | Energy Cost: 3 | Attack Type: Special | Effect Chance: -- | Typing: Bug | Priority: 0 | CT: Elemental

Stun Spore: The Pokemon releases tiny yellow spores onto the opponent. If they make contact, the opponent becomes paralyzed.

Attack Power: -- | Accuracy: 75% | Energy Cost: 7 | Attack Type: Other | Effect Chance: -- | Typing: Grass | Priority: 0 | CT: Passive

Submission: The Pokemon recklessly barges into the opponent, forcing them into an awkward position. It suffers recoil equal to 25% of the damage done.

Attack Power: 8 | Accuracy: 80% | Energy Cost: 6 | Attack Type: Physical | Effect Chance: -- | Typing: Fighting | Priority: 0 | CT: Passive

Substitute: The Pokemon siphons 15, 20, or 25 HP of its life force and creates a Substitute. The Substitute can absorb damage and status attacks for the user. When Substitute is constructed, status effects and secondary effects cannot be inflicted. Taunt and Torment ignore this, however. When Substitute is constructed, status effects and secondary effects cannot be inflicted. Substitute will block all stat-lowering attacks and other new effects except for Attract, Curse, Destiny Bond, Encore, Grudge, Perish Song, Psych Up, Roar, Taunt and Whirlwind. While a Substitute is up, an opposing Pokemon will not take recoil damage from an attack with recoil, or take damage from Life Orb recoil.

Attack Power: -- | Accuracy: -- | Energy Cost: 12 (15 HP), 18 (20 HP), 24 (25 HP)| Attack Type: Other | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: Passive

Sucker Punch: The Pokemon 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.

Attack Power: 8 | Accuracy: 100% | Energy Cost: 6 | Attack Type: Physical: | Effect Chance: -- | Typing: Dark | Priority: 1 | CT: Set

Sunny Day: The Pokemon calls upon the sun to shine very brightly by sending a red beam into the sky that clears the sky of clouds and intensifies the sunlight. For four (4) rounds, bright sunlight is in effect. In Moonlight the red beam greatly amplifies the moonlight's intensity, creating the same effect. If a Pokemon uses a Fire-type attack in the sun it will pick up additional heat, increasing its Base Attack Power by three (3) okemon cannot be frozen during Sunny Day. If a Pokemon uses a Water-type attack in the sun much of it will evaporate, reducing its Base Attack Power by three (3). Sunny Day lasts for four (4) rounds and activates Solar Power, Chlorophyll, and Leaf Guard. This move will fail if the arena is indoors.

Attack Power: -- | Accuracy: -- | Energy Cost: 10 | Attack Type: Other | Effect Chance: -- | Typing: Fire | Priority: 0 | CT: Passive

Super Fang: The Pokemon's fangs glow bright white as they strike the opponent. The bite taps into the opponent's vitality, using its own strength against them.

Attack Power: Fixed Damage = (Opponent's Current HP / 5) | Accuracy: 90% | Energy Cost: (Damage / 2) + 3 | Attack Type: Physical | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: Set

Superpower: The Pokemon glows with strength before making a powerful strike. However, it exhausts the Pokemon, lowering its Attack and Defense by one (1) stage each.

Attack Power: 12 | Accuracy: 100% | Energy Cost: 8 | Attack Type: Physical | Effect Chance: -- | Typing: Fighting | Priority: 0 | CT: Force

Supersonic: The Pokemon sends out a supersonic screech, confusing the Pokemon that hears it. Supersonic can drown out other sound attacks without an accuracy check.

Attack Power: -- | Accuracy: 55% | Energy Cost: 4 | Attack Type: Other | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: Passive

Surf: The Pokemon summons a huge wave and rides it, crashing it down on the opponent. When Surf strikes a Pokemon in the middle of a Dive, it's Base Attack Power is 15 instead of 10. A water source such as a lake or ocean is necessary. This attack hits all adjacent Pokemon.

Attack Power: 10 | Accuracy: 100% | Energy Cost: 7 | Attack Type: Special | Effect Chance: -- | Typing: Water | Priority: 0 | CT: Set

Swagger: The Pokemon intimidatingly taunts the opponent, increasing their Attack by two (2) stages but confusing them as well.

Attack Power: -- | Accuracy: 90% | Energy Cost: 7 | Attack Type: Other | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: Passive

Swallow: The Pokemon uses up the energy it stored with stockpile to heal itself, recovering 10% HP (flat) after one (1) stockpile, 20% HP (flat) after two (2) stockpiles, and 30% (flat) after three (3) stockpiles. This move fails if the Pokemon has not used stockpile earlier in the round.

Attack Power: -- | Accuracy: -- | Energy Cost: (Maximum HP/10) + 5 | Attack Type: Other | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: Passive

Sweet Kiss: The Pokemon goes up to the opponent and gives it a smooch, confusing the opponent.

Attack Power: -- | Accuracy: 75% | Energy Cost: 5 | Attack Type: Other | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: Passive

Sweet Scent: The Pokemon sends an attractive scent into the air, lowering the opponent's evasion one (1) stage. This move does nothing if the opponent can not smell it. This move targets up to three (3) adjacent opponents in a multi-battle.

Attack Power: -- | Accuracy: 100% | Energy Cost: 4 | Attack Type: Other | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: Passive

Swift: The Pokemon shoots out star-shaped rays that home in on the opponent. This move will never miss by means of accuracy or evasion, but can be blocked by solid objects. This move targets up to three (3) adjacent opponents in a multi-battle.

Attack Power: 6 | Accuracy: -- | Energy Cost: 4 | Attack Type: Special | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: Passive

Switcheroo: The Pokemon sneaks up to the opponent and quickly switches the held items before it's noticed. This move does not work if the opponent has Sticky Hold or Multitype.

Attack Power: -- | Accuracy: 100% | Energy Cost: 7 | Attack Type: Other | Effect Chance: -- | Typing: Dark | Priority: 0 | CT: Passive

Swords Dance: The Pokemon performs a graceful, spinning dance of sorts, increasing their fighting prowess by boosting Attack two (2) stages. The spinning action can deflect some attacks, though some damage will still be taken.

Attack Power: -- | Accuracy: -- | Energy Cost: 7 | Attack Type: Other | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: Passive

Synchronoise: The Pokemon sends out a psychic pulse of a certain frequency, damaging all other Pokemon that share any types with the Pokemon. This move hits all Pokemon except the user.

Attack Power: 7 | Accuracy: 100% | Energy Cost: 5 | Attack Type: Special | Effect Chance: -- | Typing: Psychic | Priority: 0 | CT: Set

Synthesis: The Pokemon basks itself in the light, restoring 30 HP in strong sunlight, 20 HP in normal weather or a well lit indoors arena, or 10 HP in other weather or a poorly lit indoors arena.

Attack Power: -- | Accuracy: -- | Energy Cost: (Maximum HP/10) + 5 | Attack Type: Other | Effect Chance: -- | Typing: Grass | Priority: 0 | CT: Passive
Tackle: The Pokemon tackles the opponent with a bit of force.

Attack Power: 5 | Accuracy: 100% | Energy Cost: 3 | Attack Type: Physical | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: Deferring

Tail Glow: The Pokemon’s appendages glow a bright yellow and in a specific pattern to focus the user’s mind. This boosts the user’s Special Attack by three (3) stages.

Attack Power: -- | Accuracy: -- | Energy Cost: 11 | Attack Type: Other | Effect Chance: -- | Typing: Bug | Priority: 0 | CT: Passive

Tail Slap: The Pokemon slaps the foe 2-5 times with its tail. It can disrupt an opponent’s move that takes a while to charge up.

Attack Power: 3 per hit | Accuracy: 85% | Energy Cost: 6 | Attack Type: Physical | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: Set

Tail Whip: The Pokemon wags its tail cutely, causing the opponent to contemplate how cute it looks and lower its guard slightly, lowering its defense by one (1) stage. If Tail Whip is added to a combination, that combination will have 25% more Base Attack Power, but will only be able to affect one foe. This move targets up to three (3) adjacent opponents in a multi-battle. This move locks its changed stat for the round within which it was used.

Attack Power: -- | Accuracy: 100% | Energy Cost: 4 | Attack Type: Other | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: Passive

Tailwind: The Pokemon summons a strong wind that favors them over the opponent, doubling (2x) its team's Speed for six (6) actions. This move targets up to three (3) allied Pokemon in a multi-battle and maintains its effect on a Pokemon's position even if it is switched for another Pokemon.

Attack Power: -- | Accuracy: -- | Energy Cost: 10 | Attack Type: Other | Effect Chance: -- | Typing: Flying | Priority: 0 | CT: Passive

Take Down: The Pokemon charges at the opponent with high speed, dealing damage to them and 25% recoil to itself.

Attack Power: 9 | Accuracy: 85% | Energy Cost: 7 | Attack Type: Physical | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: Passive

Taunt: The Pokemon taunts and sneers at the opponent, enraging the opponent and making them only capable of using attacking moves for the following 6 (six) actions. If the Pokemon is unable to witness the Taunt, like if it is asleep, the move fails; a Pokemon being ordered to look away does not make it fail.

Attack Power: -- | Accuracy: 100% | Energy Cost: 10 | Attack Type Other: | Effect Chance: -- | Typing: Dark | Priority: 0 | CT: Passive

Techno Blast: The Pokemon releases a damaging sound wave in a specific direction. The type of this sound wave depends on the type of cassette the user is holding. If the user is not holding a cassette, the type is Normal.

Attack Power: 9 | Accuracy: 100% | Energy Cost: 7 | Attack Type: Special | Effect Chance: -- | Typing: Depends | Priority: 0 | CT: Set

Teeter Dance: The Pokemon starts dancing a popular, captivating underground dance that includes spinning. The Pokemon spins so quickly it leaves an afterimage. This attack hits all adjacent Pokemon.

Attack Power: -- | Accuracy: 100% | Energy Cost: 5 | Attack Type: Other | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: Passive

Telekinesis: The Pokemon releases a psychic wave of such strength that it keeps the target in place for a duration of six (6) actions. The target is lifted into the air, making it immune to Ground-type moves and making all other moves, except for the high-powered OHKO moves, hit. Telekinesis must be maintained while attacking, if disrupted it will dissipate.

Attack Power: -- | Accuracy: -- | Energy Cost: 7 | Attack Type: Other | Effect Chance: -- | Typing: Psychic | Priority: 0 | CT: Passive

Teleport: The Pokemon glows white and then disappears, reappearing in another location several seconds later. The longer the Teleport Range, the greater the energy used. In a switch battle, the Pokemon can also Teleport back to its Pokeball, evading damage for the rest of the round.

Attack Power: -- | Accuracy: -- | Energy Cost: 4 + 1 for each meter of distance | Attack Type: Other | Effect Chance: -- | Typing: Psychic | Priority: 0 | CT: Passive

Thief: The Pokemon races towards the opponent and deals light damage, distracting the opponent while the user steals the opponent’s item. Thief will not steal an item if the user is already holding one; however, it will deal damage.

Attack Power: 4 | Accuracy: 100% | Energy Cost: 4 | Attack Type: Physical | Effect Chance: 100% | Typing: Dark | Priority: 0 | CT: Passive

Thrash: The Pokemon goes into a fury where it repeatedly batters the opponent with its feet, hands, or body. This fury lasts for three (3) actions and the user can not use any other move during the duration of Thrash. After Thrash, the Pokemon is confused from the exhaustion. When using Thrash, a Pokemon does not incur the consecutive attack energy cost penalty. This move attacks an enemy Pokemon at random.

Attack Power: 12 | Accuracy: 100% | Energy Cost: 8 | Attack Type: Physical | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: Set

Thunder: The Pokemon fires a massive beam of electricity towards the opponent’s general direction. During the effect of the move Rain Dance or the ability Drizzle, Thunder has 100% accuracy. During the effect of the move Sunny Day or the ability Drought, Thunder has 50% accuracy. Regardless of the current weather, Thunder has a chance to paralyze the opponent.

Attack Power: 12 | Accuracy: 70% | Energy Cost: 8 | Attack Type: Special | Effect Chance: 30% | Typing: Electric | Priority: 0 | CT: Elemental

Thunder Fang: The Pokemon’s fangs glow yellow and sparks fly off them. Then the user bites down on the opponent. Thunder Fang has a chance to paralyze or flinch the opponent.

Attack Power: 7 | Accuracy: 95% | Energy Cost: 6 | Attack Type: Physical | Effect Chance: 10% | Typing: Electric | Priority: 0 | CT: Elemental

Thunder Wave: The Pokemon releases blue sparks that target the opponent’s muscle nerves, making them have a chance not to respond to any commands, effectively paralyzing them. Pokemon with a Ground typing or the abilities Lightningrod, Limber, Motor Drive, or Volt Absorb are immune to Thunder Wave.

Attack Power: -- | Accuracy: 100% | Energy Cost: 7 | Attack Type: Other | Effect Chance: -- | Typing: Electric | Priority: 0 | CT: Elemental

Thunderbolt: The Pokemon releases a yellow bolt of electricity towards the opponent. Thunderbolt has a chance to paralyze the opponent.

Attack Power: 10 | Accuracy: 100% | Energy Cost: 7 | Attack Type: Special| Effect Chance: 10% | Typing: Electric | Priority: 0 | CT: Elemental

ThunderPunch: The Pokemon’s fist glows yellow and sparks come off of it, then the user punches the opponent.

Attack Power: 8 | Accuracy: 100% | Energy Cost: 6 | Attack Type: Physical | Effect Chance: 10% | Typing: Electric | Priority: 0 | CT: Elemental

ThunderShock: The Pokemon glows yellow and releases a small lightning bolt at the opponent.

Attack Power: 4 | Accuracy: 100% | Energy Cost: 3 | Attack Type: Special | Effect Chance: 10% | Typing: Electric | Priority: 0 | CT: Elemental

Tickle: The Pokemon tickles the opponent, lowering their Attack and Defense by one (1) stage.

Attack Power: -- | Accuracy: 100% | Energy Cost: 6 | Attack Type: Other | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: Passive

Torment: The Pokemon imbues itself with dark energy and torments the foe, preventing the opponent from using using the same attack twice in a row or from using any move during any given round that it used in the round prior for six (6) actions.

Attack Power: -- | Accuracy: 100% | Energy Cost: 10 | Attack Type: Other | Effect Chance: -- | Typing: Dark | Priority: 0 | CT: Passive

Toxic: The Pokemon lets out a dark purple gas at the opponent. The gas enters the opponent’s body through the pores and poisons the opponent. Over time the Toxic damage will gradually increase each round from 1 HP per action to 5 HP per action. Toxic damage resets if the Pokemon switches out.

Attack Power: -- | Accuracy: 90% | Energy Cost: 7 | Attack Type: Other | Effect Chance: -- | Typing: Poison | Priority: 0 | CT: Elemental

Toxic Spikes: The Pokemon lays down a layer of spikes that inflict varying degrees of Poison status. One (1) layer of Toxic Spikes inflicts Poison, and two (2) layers of Toxic Spikes inflict bad poison. Pokemon with the Levitate trait or those that are Flying-, Steel-, and Poison-type are immune to the effects of Toxic Spikes. Pokemon that would be affected by Toxic Spikes, but are Poison-type, absorb Toxic Spikes, removing them from their side of the arena. Rapid Spin will remove all Toxic Spikes from the field.

Attack Power: -- | Accuracy: -- | Energy Cost: 7 | Attack Type: Other | Effect Chance: -- | Typing: Poison | Priority: 0 | CT: Set

Transform: The Pokemon glows multi-colored before transforming into the opponent. Transform copies the opponents typing, moves, current stats apart from HP, and current stat stages.

Attack Power: -- | Accuracy: 100% | Energy Cost: 5 | Attack Type: Other | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: Passive

Tri Attack: The Pokemon creates a triangle out of white energy. The user then shoots the triangle at the opponent. Each of the points of the triangle are imbued with the elemental energies of Fire, Electric and Ice. This gives Tri Attack a total of a 20% chance to inflict burn, freeze or paralysis; with a 6.67% chance for each.

Attack Power: 8 | Accuracy: 100% | Energy Cost: 7 | Attack Type: Special | Effect Chance: 20% | Typing: Normal | Priority: 0 | CT: Set

Trick: The Pokemon glows white and the item it is holding is switched with the item the opponent is holding.

Attack Power: -- | Accuracy: 100% | Energy Cost: 7 | Attack Type: Other | Effect Chance: -- | Typing: Psychic | Priority: 0 | CT: Passive

Trick Room: The Pokemon’s eyes glow red and it creates a multicolored wall, ceiling and floor. Then, the room turns invisible, only briefly flashing when a Pokemon is sent out to show that it is still in effect. Inside the room, the Pokemon with the lower speed moves first. Trick Room lasts for four (4) rounds. If another Trick Room is used while Trick Room is in effect, the field reverts to normal.

Attack Power: -- | Accuracy: -- | Energy Cost: 10 | Attack Type: Other | Effect Chance: -- | Typing: Psychic | Priority: -7 | CT: Passive

Triple Kick: The Pokemon quickly kicks at the opponent three (3) times using a special technique.

Attack Power: 2 per hit | Accuracy: 90% | Energy Cost: 4 | Attack Type: Physical | Effect Chance: -- | Typing: Fighting | Priority: 0 | CT: Passive

Trump Card: The Pokemon smiles deviously and strikes the opponent. Trump Card's Base Attack Power increased by 3 each time it is used, up to a maximum Base Attack Power of 20.

Attack Power: 5 (Max 20) | Accuracy: 100% | Energy Cost: 8 | Attack Type: Special | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: Passive

Twineedle: The Pokemon stabs the opponent twice with poisoned stingers. This attack has a chance to poison the target.

Attack Power: 3 per hit | Accuracy: 100% | Energy Cost: 4 | Attack Type: Physical | Effect Chance: 20% | Typing: Bug | Priority: 0 | CT: Force

Twister: The Pokemon creates a twister and sends it towards the opponent, damaging them. Twister's strong winds can scare the opponent, causing them to flinch. If Twister is used against a Pokemon in the first stage of Fly or Bounce, Twister's Base Attack Power increases from 4 to 8. This move targets up to three (3) adjacent opponents in a multi-battle.

Attack Power: 4 or 8 | Accuracy: 100% | Energy Cost: 3 | Attack Type: Special | Effect Chance: 20% | Typing: Dragon | Priority: 0 | CT: Force
Uproar: The Pokemon uses great blasts of sound while enraged to damage the opponent, preventing all Pokemon in the arena from sleeping until it dissipates. Uproar lasts for three (3) actions, and all Pokemon will wake up and be immune to Sleep while Uproar is being used. Uproar does not suffer from the consecutive attacks penalty. This move attacks an enemy Pokemon at random.

Attack Power: 9 | Accuracy: 100% | Energy Cost: 6 | Attack Type: Special | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: Passive

U-turn: [Switch=KO] The Pokemon strikes the opponent before dashing off in a different direction, outpacing even trapping abilities.If the attack succeeds, U-turn will reset the Pokemon’s positive and negative stat boosts, temporary status, and other effects like Disable, Magnet Rise, Perish Song Taunt, Torment, Smack Down, and Substitute.
[Switch=OK] The Pokemon strikes the opponent before dashing off back to its trainer, outpacing even trapping abilities. At the end of the round, the Pokemon will return to its Pokeball, getting rid of any stat-boosts and status afflictions. The Pokemon is then forced to switch. The trainer will issue their attacks first next round.

Attack Power: 7 | Accuracy: 100% | Energy Cost: 5 | Attack Type: Physical | Effect Chance: -- | Typing: Bug | Priority: 0 | CT: Set
Vacuum Wave: The Pokemon strikes before the opponent, whirling a limb to cause a vacuum to fly towards the opposing Pokemon.

Attack Power: 4 | Accuracy: 100% | Energy Cost: 3 | Attack Type: Special | Effect Chance: -- | Typing: Fighting | Priority: 1 | CT: Elemental

Venoshock: The Pokemon rains down drops of poison on the foe to inflict damage. It has a catalyst that increases Base Attack Power from 7 to 13 if an opponent is poisoned.

Attack Power: 7 or 13 | Accuracy: 100% | Energy Cost: 8 | Attack Type: Special | Effect Chance: -- | Typing: Poison | Priority: 0 | CT: Set

V-Create: The Pokemon engulfs itself in flames and charges toward the opponent, inflicting massive damage. The Pokemon's Defense, Special Defense and Speed are lowered as a result of this ferocious attack.

Attack Power: 18 | Accuracy: 95% | Energy Cost: 12 | Attack Type: Physical | Effect Chance: -- | Typing: Fire | Priority: 0 | CT: Set

ViceGrip: The Pokemon uses large pinsirs to grab and crush the opponent. ViceGrip can hold the opposing Pokemon in place for a short time.

Attack Power: 6 | Accuracy: 100% | Energy Cost: 4 | Attack Type: Physical | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: Passive

Vine Whip: The Pokemon whips the opponent with long, slender vines. Vine Whip can also be used to ensnare an opponent briefly.

Attack Power: 4 | Accuracy: 100% | Energy Cost: 3 | Attack Type: Physical | Effect Chance: -- | Typing: Grass | Priority: 0 | CT: Elemental

Vital Throw: The Pokemon waits for the opponent to attack before picking them up and throwing them away. If the user moves last, then this attack is guaranteed to hit.

Attack Power: 7 | Accuracy: 100% | Energy Cost: 5 | Attack Type: Physical | Effect Chance: -- | Typing: Fighting | Priority: -1 | CT: Passive

Volt Switch: [Switch=KO] The Pokemon strikes the opponent with electricity before dashing off in a different direction, outpacing even trapping abilities. If the attack succeeds, Volt Switch will reset the Pokemon’s positive and negative stat changes, temporary status, and other effects like Disable, Magnet Rise, Perish Song Taunt, Torment, Smack Down, and Substitute.
[Switch=OK] The Pokemon strikes the opponent with electricity before dashing off back to its trainer, outpacing even trapping abilities. At the end of the round, the Pokemon will return to its Pokeball, getting rid of any stat-boosts and status afflictions. The Pokemon is then forced to switch. The trainer will issue their attacks first next round.

Attack Power: 7 | Accuracy: 100% | Energy Cost: 5 | Attack Type: Special | Effect Chance: -- | Typing: Electric | Priority: 0 | CT: Set

Volt Tackle: The Pokemon engulfs itself in electricity and slams into the foe. As a result of this attack, the user takes 1/3 of the damage that it dealt to the opponent.

Attack Power: 12 | Accuracy: 100% | Energy Cost: 8 | Attack Type: Physical | Effect Chance: -- | Typing: Electric | Priority: 0 | CT: Elemental
Wake-Up Slap: The Pokemon slaps the opponent violently, both inflicting damage and healing the foe from sleep. Its power is doubled if used on a sleeping foe.

Attack Power: 6 or 12 if opponent is asleep | Accuracy: 100% | Energy Cost: 5 | Attack Type: Physical | Effect Chance: -- | Typing: Fighting | Priority: 0 | CT: Passive

Water Gun: The Pokemon sprays a jet of water at the foe, drenching them. The drenching effect lasts until the end of the round in which Water Gun is used. When drenched, the opponent is 2x weaker to Electric-type attacks than they normally are.

Attack Power: 4 | Accuracy: 100% | Energy Cost: 3 | Attack Type: Special | Effect Chance: -- | Typing: Water | Priority: 0 | CT: Elemental

Water Pledge: A mystical power causes water to spread across the battlefield. When it precedes Fire Pledge, a Rainbow shimmers down on the arena, increasing the effect chance of any attacks used by 30% for six (6) actions. When it follows Grass Pledge, the arena underneath the opponent descends into a murky swamp, lowering all opponent’s speed by one (1) stage for six (6) actions.

Attack Power: 5 | Accuracy: 100% | Energy Cost: 4 | Attack Type: Special | Effect Chance: -- | Typing: Water | Priority: 0 | CT: Set

Water Pulse: The Pokemon fires a ring of water at the foe to inflict damage. Due to the force of the water, this attack has a chance to confuse the opponent. This move can hit any single Pokemon on the field, regardless of position.

Attack Power: 6 | Accuracy: 100% | Energy Cost: 5 | Attack Type: Special | Effect Chance: 20% | Typing: Water | Priority: 0 | CT: Elemental

Water Sport: The Pokemon sprays water across the arena to lower the effect of Fire-type moves. The final damage of Fire-type attacks is reduced by 50% (0.5x) for six (6) actions.

Attack Power: -- | Accuracy: -- | Energy Cost: 5 | Attack Type: Other | Effect Chance: -- | Typing: Water | Priority: 0 | CT: Passive

Water Spout: The Pokemon lets loose a massive spout of water to attack the opponent. Its power depends on the amount of vitality left in the Pokemon. This move targets up to three (3) adjacent opponents in a multi-battle.

Attack Power: 15 * HP Percentage | Accuracy: 100% | Energy Cost: 8 | Attack Type: Special | Effect Chance: -- | Typing: Water | Priority: 0 | CT: Set

Waterfall: The Pokemon propels itself towards, and strikes, the opponent using water. Due to the impact of this attack, it has a chance to flinch.

Attack Power: 8 | Accuracy: 100% | Energy Cost: 6 | Attack Type: Physical | Effect Chance: 20% | Typing: Water | Priority: 0 | CT: Elemental

Weather Ball: The Pokemon gathers a ball of weather energy and fires it at the opponent. Its power doubles if Sunny, Rainy, Hail or Sandstorm conditions are in effect. It also changes type to match the weather.

Attack Power: 5 | Accuracy: 100% | Energy Cost: 7 | Attack Type: Special | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: Set

Whirlpool: The Pokemon traps the opponent in a swirling tornado of water. During Whirlpool, both trainers may still issue attacks; however, the whirlpool user must still maintain their focus or the whirlpool will collapse. The violent rotation and force of whirlpool drains the opponent of 2 HP per action as long as Whirlpool is in effect. The holding effect can last up to four (4) actions before it needs to be refreshed.

Attack Power: 4 + 2 HP drain per action | Accuracy: 100% | Energy Cost: 5 | Attack Type: Special | Effect Chance: -- | Typing: Water | Priority: 0 | CT: Elemental

Whirlwind: [Switch=KO] The Pokemon launches a wind of amazing and terrifying force, causing the opponent to lose all sense of its physical and mental state, resetting its stat changes and effects like confusion. Other effects like Disable, Magnet Rise, Perish Song, Taunt, Torment, Smack Down, and Substitute are also removed. The wind can blow lighter Pokemon away into objects on the field.
[Switch=OK] The Pokemon launches a wind of amazing and terrifying force, scaring the opponent back into their Pokeball at the end of the round. The opponent's Pokemon is switched out at random from their remaining Pokemon, however the trainer that commanded Whirlwind must attack first.

Attack Power: -- | Accuracy: 100% | Energy Cost: 7 | Attack Type: Other | Effect Chance: -- | Typing: Normal | Priority: -6 | CT: Passive

Wide Guard: The Pokemon dashes in front of its allies and releases a pulse that expands horizontally and vertically (but not forward) at amazing speed. The pulse blocks all moves that can hit multiple Pokemon, even in single battles. This move fails if used on successive actions. This move targets all allied Pokemon in a multi-battle.

Attack Power: -- | Accuracy: 100% | Energy Cost: 7 | Attack Type: Other | Effect Chance: -- | Typing: Rock | Priority: 3 | CT: Passive

Wild Charge: The Pokemon charges its body with large amounts of electricity and recklessly tackles the opponent. It suffers recoil equal to 25% of the damage done.

Attack Power: 9 | Accuracy: 100% | Energy Cost: 7 | Attack Type: Physical | Effect Chance: -- | Typing: Electric | Priority: 0 | CT: Elemental

Will-O-Wisp: The Pokemon creates a blue-white ghostly flame that floats into the opponent, searing them with internal burns. Although it does no damage, it always burns the foe.

Attack Power: -- | Accuracy: 75% | Energy Cost: 7 | Attack Type: Other | Effect Chance: -- | Typing: Fire | Priority: 0 | CT: Elemental

Wing Attack: The Pokemon charges its wings with energy and strikes the opponent. This move can hit any single Pokemon on the field, regardless of position.

Attack Power: 6 | Accuracy: 100% | Energy Cost: 4 | Attack Type: Physical | Effect Chance: -- | Typing: Flying | Priority: 0 | CT: Passive

Wish: The Pokemon funnels its energy into a small white sphere that is released into the sky. At the end of the next round, a large, energized sphere plummets from the sky onto the Pokemon, restoring 20 HP. If the Pokemon is KOed or switched, its replacement receives the boon.

Attack Power: -- | Accuracy: -- | Energy Cost: 17 | Attack Type: Other | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: Passive

Withdraw: The Pokemon withdraws into its shell, which glows a bright crimson, increasing its defense one (1) stage. This move locks its changed stat for the round within which it was used.

Attack Power: -- | Accuracy: -- | Energy Cost: 5 | Attack Type: Other | Effect Chance: -- | Typing: Water | Priority: 0 | CT: Passive

Wonder Room: The Pokemon releases a purple wave that surrounds the entire arena. While in effect, the Defense Rank and Special Defense Rank of Pokemon on the field are switched. This effect lasts for four (4) rounds. If Wonder Room is used again, the effect is negated.

Attack Power: -- | Accuracy: -- | Energy Cost: 10 | Attack Type: Other | Effect Chance: -- | Typing: Psychic | Priority: -7 | CT: Passive

Wood Hammer: The Pokemon energizes one of its limbs with dangerously unstable natural energy and recklessly charges the opponent. The Pokemon receives 33% of the damage dealt in recoil.

Attack Power: 12 | Accuracy: 100% | Energy Cost: 8 | Attack Type: Physical | Effect Chance: -- | Typing: Grass | Priority: 0 | CT: Elemental

Worry Seed: The Pokemon generates and fires a small seed at the impact. Upon contact it explodes, releasing a nervous gas that overrides the opponents natural genetic structure. The opponent's abilities will be changed to Insomnia for the next six (6) actions.

Attack Power: -- | Accuracy: -- | Energy Cost: 8 | Attack Type: Other | Effect Chance: -- | Typing: Grass | Priority: 0 | CT: Passive

Work Up: The Pokemon thinks happy thoughts about the battle to raise its Special Attack and Attack by one (1) stage.

Attack Power: -- | Accuracy: -- | Energy Cost: 7 | Attack Type: Other | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: Passive

Wrap: The Pokemon wraps themselves around the opponent with their arms, body, or other appendages and locks them into place. During Wrap, both Pokemon may still issue attacks; however, any attack using a part of the body implementing the bind will cause it to release. The steady squeezing of a Bind drains the opponents HP at the rate of 2 per action for as long as they are in the bind. The holding effect can last up to four (4) actions before it needs to be refreshed.

Attack Power: 3 + 2 HP drain per action | Accuracy: 90% | Energy Cost: 3 | Attack Type: Physical | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: Deferring

Wring Out: The Pokemon wraps themselves around the opponent and taps into the opponents vitality reserves, forcing them against the opponent. The higher the opponent's HP, the more damage Wring Out does.

Attack Power: 4 + (Opponent's HP/10) | Accuracy: 100% | Energy Cost: 9 | Attack Type: Special | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: Passive
X-Scissor: The Pokemon holds up its hands or hand-like appendages, which begin to glow with a white light. It then slashes diagonally downward at its foe with them.

Attack Power: 8 | Accuracy: 100% | Energy Cost: 6 | Attack Type: Physical | Effect Chance: -- | Typing: Bug | Priority: 0 | CT: Elemental
Yawn: The Pokemon yawns loudly, forcing the opponent to think of sleeping and making them drowsy. Yawn is an end-of-action effect that will occur regardless of the speed of the Pokemon. It ticks down from two (2), so if used on the first action the opposing Pokemon will fall asleep at the end of the next action. This move will fail if the opponent cannot hear the user.

Attack Power: -- | Accuracy: 100% | Energy Cost: 7 | Attack Type: Other | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: Passive
Zap Cannon: The Pokemon charges a large ball of concentrated electricity, and fires it at the foe. As the ball moves slowly it is easy to evade. If the attack hits, the extreme concentration of the electricity will paralyze the foe.

Attack Power: 12 | Accuracy: 50% | Energy Cost: 9 | Attack Type: Special | Effect Chance: -- | Typing: Electric | Priority: 0 | CT: Set

Zen Headbutt: The Pokemon focuses all of its willpower to its head, and rams the foe head-on. The focused willpower may disrupt the opponent's own will, causing it to flinch.

Attack Power: 8 | Accuracy: 90% | Energy Cost: 6 | Attack Type: Physical | Effect Chance: 20% | Typing: Psychic | Priority: 0 | CT: Elemental
 

Deck Knight

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Placeholder for my own testing because the OP was big enough.

Gust + Twister:

Gust: The Pokemon creates a small but vicious whirlwind, usually by flapping its wings, that can toss lighter Pokemon around. It can be used to clear the air of smogs, smokes, and powders. If Gust is used against a Pokemon in the first stage of Fly or Bounce, Gust's Base Attack Power increases from 4 to 8. This move can hit any single Pokemon on the field, regardless of position.

Attack Power: 4 or 8 | Accuracy: 100% | Energy Cost: 3 | Attack Type: Special | Effect Chance: -- | Typing: Flying | Priority: 0 | CT: Elemental

Twister: The Pokemon creates a twister and sends it towards the opponent, damaging them. Twister's strong winds can scare the opponent, causing them to flinch. If Twister is used against a Pokemon in the first stage of Fly or Bounce, Twister's Base Attack Power increases from 4 to 8. This move targets up to three (3) adjacent opponents in a multi-battle.

Attack Power: 4 or 8 | Accuracy: 100% | Energy Cost: 3 | Attack Type: Special | Effect Chance: 20% | Typing: Dragon | Priority: 0 | CT: Force


The combination will have 8 Base Attack Power (16 Against a Flying target), 9 Energy Cost, 100 Accuracy, -2 Priority, Dragon Typing, and a 20% flinch chance on slower mons in the -2 bracket or lower priority tiers.

Razor Wind + Gust:

Razor Wind: The Pokemon immediately summons a whirlwind around it and unleashes it on the opponent at the end of its action. The whirlwind can break any trapping moves, and deflect or nullify any attacks with 4 or less initial Base Attack Power (e.g. before ability effects). The sharpness of the wind blade makes the attack more likely to result in a critical hit. This move targets up to three (3) adjacent opponents in a multi-battle.

Attack Power: 8 | Accuracy: 100% | Energy Cost: 6 | Attack Type: Special | Effect Chance: -- | Typing: Normal | Priority: Defensive Whirlwind: 1, Hit: -1 | CT: Passive

Gust: The Pokemon creates a small but vicious whirlwind, usually by flapping its wings, that can toss lighter Pokemon around. It can be used to clear the air of smogs, smokes, and powders. If Gust is used against a Pokemon in the first stage of Fly or Bounce, Gust's Base Attack Power increases from 4 to 8. This move can hit any single Pokemon on the field, regardless of position.

Attack Power: 4 or 8 | Accuracy: 100% | Energy Cost: 3 | Attack Type: Special | Effect Chance: -- | Typing: Flying | Priority: 0 | CT: Elemental


The Defensive Whirlwind will take place at Priority 1, The Hit at -3, The Base Attack Power will be 12 (24 against a Flying target), 14 Energy Cost, 100 Accuracy, Flying typing.

Subbing out Twister over Gust will make it Dragon Typing and have a 20% flinch chance on slower targets using -3 priority attacks and lower brackets.

Head Smash + Head Smash:

Head Smash: The Pokemon becomes surrounded by a blue-white aura and launches itself at the opponent, head first. This attack does massive damage to the opponent while doing half the damage to the user.

Attack Power: 15 | Accuracy: 80% | Energy Cost: 9 | Attack Type: Physical | Effect Chance: -- | Typing: Rock | Priority: 0 | CT: Force


Priority -2, 33.75 BAP, 44 Energy Cost, 64 Accuracy, 75% Recoil, Rock typing.

Iron Tail + Dragon Tail
Iron Tail: The Pokemon coats its tail in iron and sweeps it into the opponent. It can lower the opponent's defense by one (1) stage.

Attack Power: 10 | Accuracy: 75% | Energy Cost: 7 | Attack Type: Physical | Effect Chance: 30% | Typing: Steel | Priority: 0 | CT: Passive

Dragon Tail: [Switch=KO]The Pokemon swings and hits the foe powerfully with a menacing tail. Unless the Pokemon has a Substitute active, the shock of the attack resets all of the opponent's stat changes and snaps it out of temporary status as well as other effects like Disable, Magnet Rise, Perish Song, Taunt, Torment, and Smack Down.

[Switch=OK]In a switch battle, the Pokemon is sent back to its trainer's Pokeball at the end of a round. The opponent's Pokemon is switched out at random from their remaining Pokemon, however the trainer that commanded Dragon Tail must attack first.

Attack Power: 6 | Accuracy: 90% | Energy Cost: 5 | Attack Type: Physical | Effect Chance: -- | Typing: Dragon | Priority: -6 | CT: Passive


Priority -7, 16 BAP, 12 Energy Cost, 82.5% Accuracy, Resets stats, then rolls for a defense drop, Steel typing.

Air Slash + Heat Wave:
Air Slash: The Pokemon gathers and energizes a large amount of swirling air and launches it with its wings toward the opponent. The force of this blast can cause the opponent to flinch and blow lighter foes away effortlessly. This move can hit any single Pokemon on the field, regardless of position.

Attack Power: 8 | Accuracy: 95% | Energy Cost: 6 | Attack Type: Special| Effect Chance: 30% | Typing: Flying | Priority: 0 | CT: Elemental

Heat Wave: The Pokemon releases a wave of fire from its mouth or wings towards the opponent. A Pokemon struck by this attack has a chance to be burned. This move targets up to three (3) adjacent opponents in a multi-battle.

Attack Power: 10 | Accuracy: 90% | Energy Cost: 7 | Attack Type: Special | Effect Chance: 10% | Typing: Fire | Priority: 0 | CT: Force


Priority -2, 18 BAP, 13 Energy Cost, 92.5% Accuracy, Hits all foes, 10% Burn, 30% Flinch, Fire typing.

Payback + Dynamicpunch:
Payback: The Pokemon strikes the opponent vengefully. If the target Pokemon acts before the user, the Base Attack Power of the move increases from 5 to 10.

Attack Power: 5 or 10 | Accuracy: 100% | Energy Cost: 7 | Attack Type: Physical | Effect Chance: -- | Typing: Dark | Priority: 0 | CT: Set

Dynamicpunch: The Pokemon starts randomly punching the air in front of it extremely powerfully and quickly but not very precisely. If the attack hits, the punch will knock the opponent off balance and knock them over, disorienting and confusing them.

Attack Power: 10 | Accuracy: 50% | Energy Cost: 8 | Attack Type: Physical | Effect Chance: -- | Typing: Fighting | Priority: 0 | CT: Set[/B]


Priority -2, 15 or 30 BAP, 15 Energy Cost, 75% Accuracy, 100% Confusion Chance. If attacking first, Fighting dominates, if attacking second, Non-Fighting types will use Dark type, Fighting-types will have fighting dominate.

Iron Head + Zen Headbutt:
Iron Head: The Pokemon covers its head in iron and headbutts the opponent. It strikes with enough force to cause the opponent to flinch.

Attack Power: 8 | Accuracy: 100% | Energy Cost: 6 | Attack Type: Physical | Effect Chance: 30% | Typing: Steel | Priority: 0 | CT: Elemental

Zen Headbutt: The Pokemon focuses all of its willpower to its head, and rams the foe head-on. The focused willpower may disrupt the opponent's own will, causing it to flinch.

Attack Power: 8 | Accuracy: 90% | Energy Cost: 6 | Attack Type: Physical | Effect Chance: 20% | Typing: Psychic | Priority: 0 | CT: Elemental


Priority -2, 16 BAP, 12 Energy Cost, 95% Accuracy, 50% flinch chance. Steel dominates unless the Pokemon has Psychic STAB.
 
I'm a bit confused about your Payback+DynamicPunch combo. You said it has 15 or 30 BAP, but wouldn't it be 15 or 20 BAP since Payback, if going last, has 10 BP while DynamicPunch has 10 BP and 10+10=20? EDIT: Never mind, I see why it's like that now.

Drain Punch + DynamicPunch

Drain Punch: The Pokemon punches the opponent with all the energy of its punch focused into its hand, which is then used to drain half of the damage caused in HP into the user.

Attack Power: 8 | Accuracy: 100% | Energy Cost: 12 | Attack Type: Physical | Effect Chance: -- | Typing: Fighting | Priority: 0 | CT: Force

Dynamicpunch: The Pokemon starts randomly punching the air in front of it extremely powerfully and quickly but not very precisely. If the attack hits, the punch will knock the opponent off balance and knock them over, disorienting and confusing them.

Attack Power: 10 | Accuracy: 50% | Energy Cost: 8 | Attack Type: Physical | Effect Chance: -- | Typing: Fighting | Priority: 0 | CT: Set


So, priority is -2, BP is 18, energy cost is 30, accuracy is 75%, typing is fighting, effect is 100% confusion chance and absorb half the damage done. Is that right?

Focus Punch + Focus Punch

Focus Punch: The Pokémon’s fist glows white, gathering a massive amount of energy. While charging, the Pokemon must maintain absolute focus, or else the attack will fail.

Attack Power: 15 | Accuracy: 100% | Energy Cost: 9 | Attack Type: Physical | Effect Chance: -- | Typing: Fighting | Priority: Charge: 6, Attack: -3. | CT: Passive


So, BAP is 33.75, energy cost is 44, accuracy is 100%, typing is still fighting, charge priority is +6, attack priority is -7 and the combo still fails if I get attacked in that action.
 

Engineer Pikachu

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What happens when you attempt to combine two moves that have an identical CT? I realize that Iron Head + Zen Headbutt is Steel unless you're Psychic, but what defines that? And would Zen Headbutt + Iron Head be Psychic unless you're Steel? Didn't see that xD

And I'm assuming that you still can't combine moves that make no sense combined, like Dark Pulse + Sky Uppercut? edit@Tort: It's pretty easy to twist any combination of two moves together into something that kind of makes sense, but it still doesn't make too much sense.

Close Combat + Leaf Blade
Close Combat: The Pokemon hurls itself viciously at the opponent and strikes them powerfully multiple times while dropping its guard. Successful execution of this move decreases the user’s Defense and Special Defense by one (1) stage.

Attack Power: 12 | Accuracy: 100% | Energy Cost: 8 | Attack Type: Physical | Effect Chance: -- | Typing: Fighting | Priority: 0 | CT: Force

Leaf Blade: Any leaf-like structure on the Pokemon's body starts to glow green. The Pokemon then slashes the foe with such ferociousness that it may cause a critical hit.

Attack Power: 9 | Accuracy: 100% | Energy Cost: 7 | Attack Type: Physical | Effect Chance: -- | Typing: Grass | Priority: 0 | CT: Elemental

Priority -2, 21 BAP, 21 energy (STAB), 100% Accuracy, High CH Ratio, -1 Def and SpD if successful, Fighting type.

Frost Breath + Ice Beam
Frost Breath: The Pokémon blows a frosty gust of wind at the opponent’s weak spots, causing a critical hit every time.

Attack Power: 4 | Accuracy: 90% | Energy Cost: 4 | Attack Type: Special | Effect Chance: -- | Typing: Ice | Priority: 0 | CT: Set

Ice Beam: The Pokemon opens its mouth wide, unleashing a bright azure beam so cold that it can freeze the opponent solid.

Attack Power: 10 | Accuracy: 100% | Energy Cost: 7 | Attack Type: Special | Effect Chance: 10% | Typing: Ice | Priority: 0 | CT: Elemental

Priority -2, 14 BAP, 17 energy (14 with STAB), 95% Accuracy, 100% Critical Hit, 10% Freeze, Ice type.

Hypnosis + Dream Eater
Dream Eater: The Pokemon absorbs the energy of a sleeping Pokemon's dreams, waking them up and restoring half of the damage caused to the foe in HP to the user. This move fails if the target is awake.

Attack Power: 10 | Accuracy: 100% | Energy Cost: 12 | Attack Type: Special | Effect Chance: -- | Typing: Psychic | Priority: 0 | CT: Force

Hypnosis: The Pokemon glares at the opponent, releasing mystical energy from its eyes and causes the opponent to fall into a deep sleep. Eye contact is required.

Attack Power: -- | Accuracy: 60% | Energy Cost: 7 | Attack Type: Other | Effect Chance: -- | Typing: Psychic | Priority: 0 | CT: Passive

Priority -2, 12 BAP, 29 energy (25 with STAB), 80% Accuracy, causes Sleep, half damage inflicted is healed, Psychic type.

Flamethrower + Heat Wave
Flamethrower: The Pokémon emits a stream of flames from its mouth. It has a chance to burn.

Attack Power: 10 | Accuracy: 100% | Energy Cost: 7 | Attack Type: Special | Effect Chance: 10% | Typing: Fire | Priority: 0 | CT: Elemental

Heat Wave: The Pokemon releases a wave of fire from its mouth or wings towards the opponent. A Pokemon struck by this attack has a chance to be burned. This move targets up to three (3) adjacent opponents in a multi-battle.

Attack Power: 10 | Accuracy: 90% | Energy Cost: 7 | Attack Type: Special | Effect Chance: 10% | Typing: Fire | Priority: 0 | CT: Force

Priority -2, 20 BAP, 21 energy (18 with STAB), 95% Accuracy, 20% Burn, hits up to three adjacent opponents, Fire type.
 
What happens when you attempt to combine two moves that have an identical CT? I realize that Iron Head + Zen Headbutt is Steel unless you're Psychic, but what defines that? And would Zen Headbutt + Iron Head be Psychic unless you're Steel?
STAB gets preference.
If both moves get STAB, Player chooses.
If neither moves get STAB, the move with the higher initial accuracy is selected as the dominant type.
In the Zen Headbutt + Iron Head scenario, Iron Head is the more accurate move so a mon would need STAB on Zen Headbutt for Zen Headbutt's typing to take precedence. A steel/psychic type like Metagross can pick and choose.
 
If two attacks combine and their Base Attack Power and Combination Type are the same, use the following rules:

STAB gets preference.
If both moves get STAB, Player chooses.
If neither moves get STAB, the move with the higher initial accuracy is selected as the dominant type.
Alotugh I disagree, sometimes (or actually most times), you don't need your STAB for a combo, you need an attack that is SE againt the opponent, but the ones you have are not that powerful, so you use a combo to do more damage, i think the typing should be up to the players chose if they are from the same CT, since if your STAB is week against your opponent (or even useless) then you will have a lot more problems and combos would be almost useless (since then you would have an alreay good SE move)

PS: What's Return Damage?
 
And I'm assuming that you still can't combine moves that make no sense combined, like Dark Pulse + Sky Uppercut?
I DEFY YE!

Dark Pulse: The Pokemon emits a wave of darkness imbued with horrible thoughts. The thoughts may interrupt the target's thoughts, causing them to flinch. This move can hit any single Pokemon on the field, regardless of position.

Attack Power: 8 | Accuracy: 100% | Energy Cost: 6 | Attack Type: Special | Effect Chance: 20% | Typing: Dark | Priority: 0 | CT: Elemental

Sky Uppercut: The Pokemon leaps into the air and uppercuts the opponent. As the attack is performed while jumping it can hit opponents that are flying or otherwise in the air.

Attack Power: 9 | Accuracy: 90% | Energy Cost: 6 | Attack Type: Physical | Effect Chance: -- | Typing: Fighting | Priority: 0 | CT: Passive


By channeling Dark Pulse's morbid power into a jumping uppercut, it becomes a Dark-type combo able to hit pokemon in the middle of Bounce or fly.

Priority -2, 17 BAP, 18 Energy Cost, 95% Accuracy, able to hit Pokemon in the middle of Bounce or Fly, Dark typing. Mixed damage.
 
I DEFY YE!

Dark Pulse: The Pokemon emits a wave of darkness imbued with horrible thoughts. The thoughts may interrupt the target's thoughts, causing them to flinch. This move can hit any single Pokemon on the field, regardless of position.

Attack Power: 8 | Accuracy: 100% | Energy Cost: 6 | Attack Type: Special | Effect Chance: 20% | Typing: Dark | Priority: 0 | CT: Elemental

Sky Uppercut: The Pokemon leaps into the air and uppercuts the opponent. As the attack is performed while jumping it can hit opponents that are flying or otherwise in the air.

Attack Power: 9 | Accuracy: 90% | Energy Cost: 6 | Attack Type: Physical | Effect Chance: -- | Typing: Fighting | Priority: 0 | CT: Passive


By channeling Dark Pulse's morbid power into a jumping uppercut, it becomes a Dark-type combo able to hit pokemon in the middle of Bounce or fly.

Priority -2, 17 BAP, 18 Energy Cost, 95% Accuracy, able to hit Pokemon in the middle of Bounce or Fly, Dark typing. Mixed damage.
I seriously think that there should be a limit, if you want that kind of hit that much you could use Sucker Punch or Payback, since i can't really see a lot of sense in that combination, since by that logic, i could channel my Icy energy (Ice Beam) to create a more powerful Ice Punch
 

Deck Knight

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Alotugh I disagree, sometimes (or actually most times), you don't need your STAB for a combo, you need an attack that is SE againt the opponent, but the ones you have are not that powerful, so you use a combo to do more damage, i think the typing should be up to the players chose if they are from the same CT, since if your STAB is week against your opponent (or even useless) then you will have a lot more problems and combos would be almost useless (since then you would have an alreay good SE move)

PS: What's Return Damage?
Return Damage is Counter/Mirror Coat/Metal Burst.

Most Pokemon have a wide enough movepool to play around types anyway. If you wanted say a Psychic type attack you could combine Zen Headbutt with Headbutt and you'd and 1 less BAP and Psychic typing for example.

Combos still have to make sense, so 90% of the time you'll only be able to combine a physical attack with another physical attack or a special attack with another special attack. Dark Pulse + Sky Uppercut probably won't work, but Payback + Sky Uppercut will.
 

Deck Knight

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So; am I to understand triple combinations are illegal; or just really difficult to codify?
I'd probably say that Triple Combinations are right out, it's tough enough to get a handle on with two moves at once, and honestly shoving 3 actions into one attack just doesn't seem plausible in real life.

In any case I'm also looking for feedback on some of the rules. The Payback/Avalance one is huge because they make for the strongest combinations.

I'm also wondering how lenient I should be on defensive combinations. Should something like Protect + Recover even work, for example? Defensive moves are a lot harder to pidgeonhole in that regard.
 

jas61292

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Accuracy = ((Accuracy 1 + Accuracy 2) / 2) + Spe Modifier
OK, in general that makes sense. But what happens when one move has perfect (--) Accuracy (Say, trying to have a Dusknoir combine Shadow Punch and Dynamicpunch)? Does it guarantee a hit? Or does it just calculate like a 100% accurate move?
 
Protect + Recover, no, you have to focus to either protect yourself or to recover yourself, but something like Protect + Safeguard would be really plausible since they are both protective shields

Defensive combinatios should be possible if you can plausibly focus yourself in doing both things, you could use Arm Troust + Bullet Punch to increase the protection on your hands and be so fast that you could stop (or even return) all the projectiles, and even other contact moves and beam

Combining tree moves would be logical for things like sazandora (one from each head) or fidgit (per hand), but would require the attacks to be really similar and the rest would be the entire round

I don't really like the avalanche and payback combinatios, the reason is that they already have -1 pryority so moving after the foe is hardly an issue, and (especially payback) are so "wide" they could be easily combined with almost every physical move (and many times do double SE damage), too powerful
 
If you were doing a double battle or had Embirch, you could use Leaf Storm, and then light the leaves on fire with Flamethrower.

You could combine Fire Spin and Leaf Tornado in Doubles to trap a pokemon while lowering its accuracy.
 

Deck Knight

Blast Off At The Speed Of Light! That's Right!
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If you were doing a double battle or had Embirch, you could use Leaf Storm, and then light the leaves on fire with Flamethrower.

You could combine Fire Spin and Leaf Tornado in Doubles to trap a pokemon while lowering its accuracy.
How about combining something like Focus Punch with one of the elemental punches?

You could get a Focus Ice Punch!
The purpose of the thread is to go through the process like I did. Post the moves from the Attack List, and then combine them with the results. Remember, combinations have only one type, and the reason this thread exists is to make sure the system is robust enough that a given combination *should* result in that type. Follow the examples in the OP and my second post.
 
The purpose of the thread is to go through the process like I did. Post the moves from the Attack List, and then combine them with the results. Remember, combinations have only one type, and the reason this thread exists is to make sure the system is robust enough that a given combination *should* result in that type. Follow the examples in the OP and my second post.
Ok...

Ice Punch: The Pokemon's fist flies towards the opponent, while being coated in layers of ice cold enough to freeze the opponent solid.

Attack Power: 8 | Accuracy: 100% | Energy Cost: 6 | Attack Type: Physical | Effect Chance: 10% | Typing: Ice | Priority: 0 | CT: Elemental

Focus Punch: The Pokémon’s fist glows white, gathering a massive amount of energy. While charging, the Pokemon must maintain absolute focus, or else the attack will fail.

Attack Power: 15 | Accuracy: 100% | Energy Cost: 9 | Attack Type: Physical | Effect Chance: -- | Typing: Fighting | Priority: Charge: 6, Attack: -3. | CT: Passive

Focus Ice Punch (combo move): The Pokemon's fist begins to freeze over, while gathering a massive amount of cold energy. While charging, the Pokemon must maintain absolute focus, or the attack will fail. This attack may freeze the opponent.
Attack Power: 23 | Accuracy: 100% | Energy Cost: 23 | Attack Type: Physical | Effect Chance: 10 | Typing: Ice | Priority: Charge: 6, Attack: -5 |

You can do the same thing with any of the other elemental punches and Focus Punch.
 
Shiny Skarm your first idea is good but your second two are hardly viable in my opinion, if I was reffing I'd put them both down as invalid combo's.
 
Blizzard: The Pokemon blows a massive chilling wind at the opponent that can affect the entire field. During Hail, this move never fails to blast about the entire arena, even bursting through Protect and similar defenses. It has a chance to freeze opponents solid. This move targets up to three (3) adjacent opponents in a multi-battle.

Attack Power: 12 | Accuracy: 70% | Energy Cost: 8 | Attack Type: Special | Effect Chance: 10% | Typing: Ice | Priority: 0 | CT: Force

Whirlpool: The Pokemon traps the opponent in a swirling tornado of water. During Whirlpool, both trainers may still issue attacks; however, the whirlpool user must still maintain their focus or the whirlpool will collapse. The violent rotation and force of whirlpool drains the opponent of 2 HP per action as long as Whirlpool is in effect. The holding effect can last up to four (4) actions before it needs to be refreshed.

Attack Power: 4 + 2 HP drain per action | Accuracy: 100% | Energy Cost: 5 | Attack Type: Special | Effect Chance: -- | Typing: Water | Priority: 0 | CT: Elemental

Arctic Whirlpool: The Pokemon launches a Whirlpool with ice chunks from a chilling Blizzard inside at up to three adjacent opponents, extended by Blizzard's wide range into a swirling icestorm. It has the trapping properties of a Whirlpool-except more difficult for Water-types to escape from-and the potent freezing properties of a Blizzard. If used in a Hailstorm, it will be powerful enough to never miss as it sucks up all foes on the field.

Do not use when Flora is reffing, as she considers Blizzard to work like Thunder (from the sky) rather than a breath-style mechanism as is depicted in the anime. Note that this demands Ice-type STAB to maintain the trapping effect during recharge due to the focus requirements.

Attack Power: 16 (12 against multiple targets)+2 HP drain per action | Accuracy: 85% (cannot miss in hail) | Energy Cost: 18 | Attack Type: Special | Effect chance: 10% | Typing: Ice | Priority: -2 | CT: Already a combo.
 
I'm curious about multi-hit moves. Would the base power per hit be added to the base power of the second move? Like this:

Comet Punch+Fire Punch
Comet Punch: The Pokemon punches the opponent repeatedly at lightning-fast speed.

Attack Power: 2 per hit | Accuracy: 85% | Energy Cost: 4 | Attack Type: Physical | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: Deferring


Fire Punch: The Pokémon’s fist becomes surrounded by flames as it punches the foe. It has a chance to burn.

Attack Power: 8 | Accuracy: 100% | Energy Cost: 6 | Attack Type: Physical | Effect Chance: 10 | Typing: Fire | Priority: 0 | CT: Elemental


So the resulting attack would be:
Attack Power: 10 per hit | Accuracy: 93% | Energy Cost: 15 | Attack Type: Physical | Effect Chance: 10 Burn | Type: Fire | Priority: -2
 
I think that it would just be added to the overall Base Power after u figured out how many times it hits, instead of adding to each hit.
 
PoisonPowder: The Pokemon unleashes poisonous spores onto the field that poison any Pokemon that inhales them.

Attack Power: -- | Accuracy: 75% | Energy Cost: 7 | Attack Type: Other | Effect Chance: -- | Typing: Poison | Priority: 0 | CT: Passive

Seed Bomb: The Pokemon hurls several large seeds at their opponent like baseballs that explode on contact. Grass-type Pokemon can produce their own seeds with their bodies, but non-Grass types require an external source of seeds or other grassy material or else the attack will fail.

Attack Power: 8 | Accuracy: 100% | Energy Cost: 5 | Attack Type: Physical | Effect Chance: -- | Typing: Grass | Priority: 0 | CT: Elemental

Even I don't know if this should work-basically it turns Seed Bomb into a poisoned seed bomb.

Combo stats (poisons):
Attack Power: 8 | Accuracy: 87.5% | Energy Cost: 18 | Attack Type: Physical | Effect Chance: 100% | Typing: Grass | Priority: 0 | CT: Already a combo.


Heat Wave: The Pokemon releases a wave of fire from its mouth or wings towards the opponent. A Pokemon struck by this attack has a chance to be burned. This move targets up to three (3) adjacent opponents in a multi-battle.

Attack Power: 10 | Accuracy: 90% | Energy Cost: 7 | Attack Type: Special | Effect Chance: 10% | Typing: Fire | Priority: 0 | CT: Force

Base Attack Power = 22.5
Energy Cost = 36
Effect Chance = 20
Accuracy = 81 + Spe Modifier
 
I JUST NOTICED SOMETHING!!

Zap Cannon: The Pokemon charges a large ball of concentrated electricity, and fires it at the foe. As the ball moves slowly it is easy to evade. If the attack hits, the extreme concentration of the electricity will paralyze the foe.

Attack Power: 12 | Accuracy: 50% | Energy Cost: 9 | Attack Type: Special | Effect Chance: -- | Typing: Electric | Priority: 0 | CT: Set

Aura Sphere: The Pokemon focuses their chakra into a powerful sphere that tracks the opponents energy when released, making it impossible to miss. This move can hit any single Pokemon on the field, regardless of position.

Attack Power: 9 | Accuracy: -- | Energy Cost: 7 | Attack Type: Special | Effect Chance: -- | Typing: Fighting | Priority: 0 | CT: Passive

ZC+AU=Electric
BP=21
EC=24
Always hits.
Always gives 25% paralysis.

tl;dr GET A TOGEKISS NAOOO.

EDIT: @ Tort, iirc P0+P1 makes the P1 attack have half power, so WC+AJ=11 BAP, not 13, because AJ only adds 2, not 4.
 
Time for more fun with Krillowatt. As for the above...I already planned to after seeing Kaxtar's, but this is a nice added incentive.

Aqua Jet (primary damage): The Pokemon surrounds itself with a stream of water and launches toward the opponent at blinding speed, outpacing the opponent’s attack.

Attack Power: 4 | Accuracy: 100% | Energy Cost: 3 | Attack Type: Physical | Effect Chance: -- | Typing: Water | Priority: 1 | CT: Elemental

Toxic: The Pokemon lets out a dark purple gas at the opponent. The gas enters the opponent’s body through the pores and poisons the opponent. Over time the Toxic damage will gradually increase each round from 1 HP per action to 5 HP per action. Toxic damage resets if the Pokemon switches out.

Attack Power: -- | Accuracy: 90% | Energy Cost: 7 | Attack Type: Other | Effect Chance: -- | Typing: Poison | Priority: 0 | CT: Elemental

Tainted Aqua Jet: The Pokemon dissolves Toxic's gas into a stream of water that they surround themselves with (but usually are careful to keep away from themselves.) They then launch towards the foe with blinding speed, outpacing the opponent and delivering a direct dose of Toxic water that seeps into their skin, badly poisoning them.

Attack Power: 4 | Accuracy: 95% | Energy Cost: 15 | Attack Type: Physical | Effect Chance: 100% | Typing: Water | Priority: 1 | CT: Combo

Wild Charge: The Pokemon charges its body with large amounts of electricity and recklessly tackles the opponent. It suffers recoil equal to 25% of the damage done.

Attack Power: 9 (primary damage) | Accuracy: 100% | Energy Cost: 7 | Attack Type: Physical | Effect Chance: -- | Typing: Electric | Priority: 0 | CT: Elemental

Aqua Jet: The Pokemon surrounds itself with a stream of water and launches toward the opponent at blinding speed, outpacing the opponent’s attack.

Attack Power: 4 | Accuracy: 100% | Energy Cost: 3 | Attack Type: Physical | Effect Chance: -- | Typing: Water | Priority: 1 | CT: Elemental

Wild Shock Jet: The Pokemon charges itself with electricity and surrounds itself with water, before charging the foe with blinding speed. When it hits, the user sends their charge through the water straight to the opponent. The raw power of this attack induces 25% recoil.

Attack Power: 11 | Accuracy: 100% | Energy Cost: 15 | Attack Type: Physical | Effect Chance: -- | Typing: Electric | Priority: 1 | CT: Combo
 
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