Data Data Audit Thread (Contains all System Data)

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Deck Knight

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Release Information

NOTE: This OP is Defunct and used for links, only the Unique Pokemon and CAP Data remains. Refer to the Registration Thread for any updates to this information.

Stat and Rarity List
Attack and Command List
Ability List
Type Bonus List
Item List
Stat Boosters, Status, Natures, Capture Mechanics, and Other Mechanics
Referee Training Grounds is the relocation area for all of the Stat Boosting and Status information.

Unique Pokemon:

Some Pokemon are special cases and must be handled seperately. They are Unown, Smeargle, Shedinja, and Rotom.

Unown:

Unown can use all types of Hidden Power and Struggle. Each instance of Hidden Power is considered a separate move for the purposes of Disable and Imprison. Unown's Hidden Powers take on the elemental attributes of each element rather than just being a simple energy attack, so for example Hidden Power Water douses an opponent, Hidden Power Electric can shock them, etc. Unown only gets the STAB damage boost on Hidden Power Psychic, but it does have -1 Energy Cost for all Hidden Powers. Consider the following effects of Hidden Power to apply when Unown uses them:

Hidden Power Bug: 50% Drain Effect (Leech Life)
Hidden Power Dark: Taunt Effect (Taunt)
Hidden Power Dragon: Roar Effect (Dragon Tail)
Hidden Power Electric: 30% Paralyze (Discharge)
Hidden Power Fighting: Calculates Damage Using Defense (Mystery Sword)
Hidden Power Fire: 30% Burn (Lava Plume)
Hidden Power Flying: High Critical Hit Ratio (Aeroblast/Air Cutter)
Hidden Power Ghost: 10% Special Defense Lower (Shadow Ball)
Hidden Power Grass: 10% Sleep (Spore/Sleep Powder/Grasswhistle)
Hidden Power Ground: 10% Accuracy Lower (Mud Bomb/Mud Slap)
Hidden Power Ice: 10% Freeze (Ice Beam)
Hidden Power Poison: 30% Toxic (Poison Fang)
Hidden Power Psychic: 10% Confusion (Psybeam/Confusion)
Hidden Power Rock: 10% Flinch (Rock Slide)
Hidden Power Steel: 10% Special Attack Lower (Flash Cannon)
Hidden Power Water: 10% Speed Lower (Bubblebeam/Bubble)

Smeargle:

Smeargle can only learn attacks through Sketch. Smeargle has a Rarity Rating of 3, however Smeargle cannot be selected as part of your starting Pokemon. Once you catch a Smeargle, it can Sketch any of your starting Pokemon's starting attacks (Level-up Moves up to Level 25 and your selected Egg and BW TMs). Resultingly when you choose your starting Pokemon and their attacks, please mark them down with an asterisk (*). Smeargle can Sketch any 10 of these moves from your starting Pokemon. Additionally, Smeargle starts with three (3) Permanent Sketch Slots. Any attacks Smeargle Sketches during the course of a battle can be used during that battle, and then Smeargle can permanently learn any of those moves by taking up a Permanent Sketch Slot. Smeargle can apply any of its Move Points to another Permanent Sketch Slot.

Ex:

Code:
Paras(*)         Joltik(*)        Axew(*)
Scratch(*)        String Shot(*)        Scratch(*)
Stun Spore(*)        Leech Life(*)        Leer(*)
Poisonpowder(*)        Spider Web(*)        Assurance(*)
Leech Life(*)        Thunder Wave(*)        Dragon Rage(*)
Fury Cutter(*)        Screech(*)        Dual Chop(*)
Spore(*)        Fury Cutter(*)        Scary Face(*)
Slash(*)        Electric Net(*)        Slash(*)
Agility(*)        Bug Bite(*)        False Swipe(*)
Leech Seed(*)        Gastro Acid(*)        Counter(*)
Pursuit(*)        Disable(*)        Night Slash(*)
Swords Dance(*)        Faint Attack(*)        Reversal(*)
Brick Break(*)        Pursuit(*)        Hone Claws(*)
Dig(*)            Thunderbolt(*)        Rock Tomb(*)
            Energy Ball(*)        Incinerate(*)
            X-Scissor(*)

Smeargle
Sketch
Sketch
Sketch
Spore
Leech Seed
Swords Dance
Spider Web
Bug Bite
Gastro Acid
Faint Attack
Dual Chop
Dragon Rage
Hone Claws
Shedinja:

Shedinja's Wonder Guard ability currently has the effect of reducing any Pokemon that possesses it to a maximum of 60 HP in exchange for only being hit by super-effective and status/stat-down attacks. Shedinja also has other qualities because of in-game precedence. It can pull Level-Up Moves from the lists of both Nincada and Ninjask, in addition to its own Level-Up Movepool.

Rotom:

Rotom can be caught just like any other Pokemon, however its appliance forms are more difficult to access. The arena must be a junkyard or some similar space where such appliances can be found, and then Rotom can possess those appliances. Once Rotom has an appliance form it may discard it at any time and move to another appliance (if it is available) or to no appliance. Phasing into or out of an appliance in battle takes up an action.

CAP Pokemon:

This will be where information on all the CAP Pokemon goes. It will be updated each time a new CAP is released or a change in CAP data occurs.

Here are a few notes regarding the CAP Pokemon:

1. CAP ASB follows CAP canon.

While the 4th Generation CAP Pokemon were outfitted forward with new 5th Generation movepools and Dream World abilities, these moves and abilities are not canon. If there is ever an official change to CAP canon regarding pre-evolutions of 4th Generation CAPs, the CAP ASB will adhere to the canonical standard and remove any non-canonical element.

2. CAP Pokemon from any future projects will be implemented into the ASB and released only after their official release on the CAP 5th Generation Pokemon Online Server.

CAP ASB exists as a fun spin-off of the Create-A-Pokemon project. We actively encourage all participants to join in each project, but please do not attempt to alter any process of a CAP to in some way benefit the ASB League. As such, only after a new CAP is released on the battle server will we begin constructing anything left out of the CAP process like pre-volutions etc.

3. There are otherwise no limits on CAP Pokemon.

Please use and enjoy these project creatures as much or as little as you wish. I have strived to balance the game to the best of my ability and have tried to be considerate to everyone who submitted a concept for a CAP prevolution.

Without further delay, here is the information on each CAP Pokemon. It contains all their relevant battle data and includes a Height and Weight so you can get an idea of how powerfully the Pokemon experiences knockback, etc.

Syclant:
Syclar:


Height: 1'7"
Weight: 44 lbs / 20 kg
Evolution: Syclar --> Level 40 --> Syclant
Type: Ice/Bug
Ice: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.

Abilities:
Compoundeyes: (Innate) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.
Mountaineer: (Innate) This Pokemon is used to scaling and avoiding rocks. It can avoid damage from Stealth Rock when it switches in, and one Rock-type attack per round.
Technician (DW): (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally deal 6 or below base damage to have their base damage multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) damage, and the Energy Cost for mutli-hit attacks is increased by two (2).

Stats: 40 / 76 / 35 / 74 / 34 / 91

HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 91

4th Gen Level-Up Moves:
0 Leer
0 Leech Life
5 Ice Shard
8 Focus Energy
14 Slash
18 Icy Wind
27 X-Scissor
30 Ice Beam
35 Hail
42 Bug Buzz
49 Avalanche
60 Sheer Cold

5th Gen Level-Up Moves:
0 Leer
0 Leech Life
4 Scratch
9 Focus Energy
13 Ice Shard
17 Slash
21 Bug Bite
25 Icicle Spear
29 Hail
33 Icy Wind
37 X-Scissor
41 Avalanche
45 Icicle Crash
49 Bug Buzz
54 Sheer Cold

Egg Moves:
Earth Power
Pin Missile
Superpower
String Shot
Spikes
Tail Glow
Counter
Signal Beam
Silver Wind
Water Pulse

4th Gen Tutor Moves:
Bug Bite
Earth Power
Fury Cutter
Icy Wind
String Shot
Superpower

4th Gen TMs:
TM03 Water Pulse
TM06 Toxic
TM07 Hail
TM10 Hidden Power
TM12 Taunt
TM13 Ice Beam
TM14 Blizzard
TM17 Protect
TM18 Rain Dance
TM21 Frustration
TM27 Return
TM31 Brick Break
TM32 Double Team
TM42 Facade
TM43 Secret Power
TM44 Rest
TM45 Attract
TM54 False Swipe
TM58 Endure
TM62 Silver Wind
TM72 Avalanche
TM75 Swords Dance
TM78 Captivate
TM80 Rock Slide
TM81 X-Scissor
TM82 Sleep Talk
TM83 Natural Gift
TM87 Swagger
TM89 U-Turn
TM90 Substitute
HM01 Cut
HM04 Strength
HM06 Rock Smash

5th Gen TMs:
TM01 Hone Claws
TM06 Toxic
TM07 Hail
TM09 Venoshock
TM10 Hidden Power
TM12 Taunt
TM13 Ice Beam
TM14 Blizzard
TM17 Protect
TM18 Rain Dance
TM21 Frustration
TM22 Solarbeam
TM27 Return
TM28 Dig
TM31 Brick Break
TM32 Double Team
TM40 Aerial Ace
TM42 Facade
TM44 Rest
TM45 Attract
TM48 Round
TM49 Echoed Voice
TM54 False Swipe
TM60 Quash
TM62 Acrobatics
TM72 Avalanche
TM75 Swords Dance
TM76 Struggle Bug
TM79 Frost Breath
TM80 Rock Slide
TM81 X-Scissor
TM87 Swagger
TM89 U-Turn
TM90 Substitute
TM94 Rock Smash
HM01 Cut
HM04 Strength

Syclant:



Height: 5'7"
Weight: 114.4 lbs / 52 kg
Evolution: Syclar --> Level 40 --> Syclant
Type: Ice/Bug
Ice: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.

Abilities:
Compoundeyes: (Innate) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.
Mountaineer: (Innate) This Pokemon is used to scaling and avoiding rocks. It can avoid damage from Stealth Rock when it switches in, and one Rock-type attack per round.
Technician (DW): (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally deal 6 or below base damage to have their base damage multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) damage, and the Energy Cost for mutli-hit attacks is increased by two (2).

Stats: 70 / 116 / 70 / 114 / 64 / 121

HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 4
SpD: Rank 3
Spe: 121

4th Gen Level-Up Moves:
0 Leer
0 Leech Life
5 Ice Shard
8 Focus Energy
14 Slash
18 Icy Wind
27 X-Scissor
30 Ice Punch
35 Hail
42 Bug Buzz
49 Avalanche
60 Sheer Cold

5th Gen Level-Up Moves:
0 Ice Punch
0 Leer
0 Leech Life
4 Scratch
9 Focus Energy
13 Ice Shard
17 Slash
21 Bug Bite
25 Icicle Spear
29 Hail
33 Icy Wind
37 X-Scissor
40 Ice Punch
41 Avalanche
45 Icicle Crash
49 Bug Buzz
54 Sheer Cold

Egg Moves:
Earth Power
Pin Missile
Superpower
String Shot
Spikes
Tail Glow
Counter
Signal Beam
Silver Wind
Water Pulse

4th Gen Tutor Moves:
Bug Bite
Earth Power
Fury Cutter
Ice Punch
Icy Wind
String Shot
Superpower

4th Gen TMs:
TM01 Focus Punch
TM03 Water Pulse
TM06 Toxic
TM07 Hail
TM10 Hidden Power
TM12 Taunt
TM13 Ice Beam
TM14 Blizzard
TM15 Hyper Beam
TM17 Protect
TM18 Rain Dance
TM21 Frustration
TM26 Earthquake
TM27 Return
TM31 Brick Break
TM32 Double Team
TM42 Facade
TM43 Secret Power
TM44 Rest
TM45 Attract
TM52 Focus Blast
TM54 False Swipe
TM56 Fling
TM58 Endure
TM62 Silver Wind
TM68 Giga Impact
TM71 Stone Edge
TM72 Avalanche
TM75 Swords Dance
TM78 Captivate
TM80 Rock Slide
TM81 X-Scissor
TM82 Sleep Talk
TM83 Natural Gift
TM87 Swagger
TM89 U-Turn
TM90 Substitute
HM01 Cut
HM04 Strength
HM06 Rock Smash

5th Gen TMs:
TM01 Hone Claws
TM06 Toxic
TM07 Hail
TM09 Venoshock
TM10 Hidden Power
TM12 Taunt
TM13 Ice Beam
TM14 Blizzard
TM15 Hyper Beam
TM17 Protect
TM18 Rain Dance
TM21 Frustration
TM22 Solarbeam
TM26 Earthquake
TM27 Return
TM28 Dig
TM31 Brick Break
TM32 Double Team
TM40 Aerial Ace
TM42 Facade
TM44 Rest
TM45 Attract
TM48 Round
TM49 Echoed Voice
TM52 Focus Blast
TM54 False Swipe
TM56 Fling
TM60 Quash
TM62 Acrobatics
TM68 Giga Impact
TM71 Stone Edge
TM72 Avalanche
TM75 Swords Dance
TM76 Struggle Bug
TM78 Bulldoze
TM79 Frost Breath
TM80 Rock Slide
TM81 X-Scissor
TM87 Swagger
TM89 U-Turn
TM90 Substitute
TM94 Rock Smash
HM01 Cut
HM04 Strength

Revenankh:
Revenankh:



Height: 6' 0"
Weight: 96.8 lbs / 44 kg
Evolution: Revenankh
Type: Ghost/Fighting
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Abilities:
Shed Skin: (Innate) This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.
Air Lock: (Innate) This Pokemon releases immense barometric pressure, clearing the weather in the arena and preventing the effect of weather moves and abilities from taking place.
Mummy (DW): (Innate) This Pokemon's skin has a lasting curse on it. When strucky by an opponents contact move, the curse transfers, changing the opponent's ability(ies) to Mummy for the next six (6) actions.

Stats: 90 / 105 / 90 / 65 / 110 / 65

HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 3
SpD: Rank 4
Spe: 65

4th Gen Level-Up Moves:
0 Wrap
0 Bide
5 Sand Tomb
9 Wring Out
13 Rock Tomb
18 Arm Thrust
23 Mean Look
26 Glare
29 Shadow Punch
33 Revenge
38 Power Whip
44 Hammer Arm
52 Punishment
62 Moonlight

5th Gen Level-Up Moves:
0 Wrap
0 Bide
0 Sand Tomb
6 Wring Out
9 Rock Tomb
14 Arm Thrust
17 Mean Look
22 Glare
25 Shadow Punch
30 Revenge
33 Power Whip
38 Hammer Arm
41 Punishment
46 Moonlight
49 Superpower

Egg Moves:
Shadow Sneak
Curse
Mach Punch
Memento
Destiny Bond
Ominous Wind
Nasty Plot
Force Palm
Counter
Drain Punch
Hex
Wide Guard
Vacuum Wave

4th Gen Tutor Moves:
Ancientpower
Ice Punch
Knock Off
Ominous Wind
Pain Split
Spite
Sucker Punch
Superpower
Trick
Vacuum Wave

4th Gen TMs:
TM01 Focus Punch
TM06 Toxic
TM08 Bulk Up
TM10 Hidden Power
TM11 Sunny Day
TM12 Taunt
TM15 Hyper Beam
TM17 Protect
TM20 Safeguard
TM21 Frustration
TM26 Earthquake
TM27 Return
TM30 Shadow Ball
TM31 Brick Break
TM32 Double Team
TM37 Sandstorm
TM39 Rock Tomb
TM41 Torment
TM42 Facade
TM43 Secret Power
TM44 Rest
TM45 Attract
TM52 Focus Blast
TM56 Fling
TM58 Endure
TM60 Drain Punch
TM63 Embargo
TM68 Giga Impact
TM77 Psych Up
TM78 Captivate
TM80 Rock Slide
TM82 Sleep Talk
TM83 Natural Gift
TM85 Dream Eater
TM87 Swagger
TM90 Substitute
HM04 Strength
HM06 Rock Smash

5th Gen TMs:
TM06 Toxic
TM08 Bulk Up
TM10 Hidden Power
TM11 Sunny Day
TM12 Taunt
TM15 Hyper Beam
TM17 Protect
TM19 Telekinesis
TM20 Safeguard
TM21 Frustration
TM23 Knock Down
TM26 Earthquake
TM27 Return
TM29 Psychic
TM30 Shadow Ball
TM31 Brick Break
TM32 Double Team
TM37 Sandstorm
TM39 Rock Tomb
TM41 Torment
TM42 Facade
TM44 Rest
TM45 Attract
TM47 Low Sweep
TM48 Round
TM49 Echoed Voice
TM52 Focus Blast
TM56 Fling
TM63 Embargo
TM66 Payback
TM67 Retaliate
TM68 Giga Impact
TM77 Psych Up
TM78 Bulldoze
TM80 Rock Slide
TM83 Work Up
TM85 Dream Eater
TM87 Swagger
TM90 Substitute
TM94 Rock Smash
HM04 Strength

Pyroak:
Embirch:


Height: 3’ 3”
Weight: 61.6 lbs / 28 kg
Evolution: Embirch -> Level 21 -> Flarelm -> Level 42 -> Pyroak
Type: Fire/Grass
Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.
Grass: Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming “powder” attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.

Abilities:
Leaf Guard: (Innate) In bright sunlight the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions.
Battle Armor: (Innate) This Pokemon’s thick armor prevents it from taking critical hits.
Chlorophyll (DW): (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.

Stats: 60 / 40 / 55 / 65 / 50 / 50

HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 50

4th Gen Level-Up Moves:
0 Bullet Seed
0 Sweet Scent
5 Growth
9 Ember
13 Leech Seed
17 Flame Wheel
21 Giga Drain
25 Fire Spin
28 Petal Dance
34 Synthesis
37 Lava Plume

5th Gen Level-Up Moves:
0 Pound
0 Sweet Scent
7 Growth
10 Ember
16 Leech Seed
21 Bullet Seed
25 Flame Wheel
28 Energy Ball
34 Incinerate
37 Synthesis
43 Lave Plume
46 Flash Cannon

Egg Moves:
Aromatherapy
Blaze Kick
Counter
Dragonbreath
Grasswhistle
Focus Energy
Psybeam
Revenge
Sand Tomb
Water Sport
Endure
Giga Drain
Iron Tail
Natural Gift
Sleep Talk
Earth Power
Seed Bomb

4th Gen Tutor Moves:
Synthesis
Ancientpower
Earth Power
Heat Wave
Iron Defense
Seed Bomb
Worry Seed
Low Kick
Block
Headbutt

4th Gen TMs:
TM06 Toxic
TM09 Bullet Seed
TM10 Hidden Power
TM11 Sunny Day
TM16 Light Screen
TM17 Protect
TM19 Giga Drain
TM20 Safeguard
TM21 Frustration
TM22 SolarBeam
TM23 Iron Tail
TM27 Return
TM32 Double Team
TM35 Flamethrower
TM38 Fire Blast
TM39 Rock Tomb
TM42 Façade
TM43 Secret Power
TM44 Rest
TM45 Attract
TM50 Overheat
TM53 Energy Ball
TM58 Endure
TM61 Will-o-Wisp
TM70 Flash
TM75 Swords Dance
TM76 Stealth Rock
TM80 Rock Slide
TM82 Sleep Talk
TM83 Natural Gift
TM86 Grass Knot
TM87 Swagger
TM90 Substitute
HM04 Strength
HM06 Rock Smash
HM08 Rock Climb

5th Gen TMs:
TM06 Toxic
TM10 Hidden Power
TM11 Sunny Day
TM16 Light Screen
TM17 Protect
TM21 Frustration
TM22 SolarBeam
TM27 Return
TM31 Brick Break
TM32 Double Team
TM33 Reflect
TM35 Flamethrower
TM38 Fire Blast
TM39 Rock Tomb
TM42 Façade
TM43 Flame Charge
TM44 Rest
TM45 Attract
TM47 Low Sweep
TM48 Round
TM49 Echoed Voice
TM50 Overheat
TM53 Energy Ball
TM56 Fling
TM59 Incinerate
TM61 Will-o-Wisp
TM70 Flash
TM75 Swords Dance
TM80 Rock Slide
TM86 Grass Knot
TM87 Swagger
TM90 Substitute
TM91 Flash Cannon
HM04 Strength

Flarelm:


Height: 5’ 1”
Weight: 123.2 lbs / 56 kg
Evolution: Embirch -> Level 21 -> Flarelm -> Level 42 -> Pyroak
Type: Fire/Grass
Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.
Grass: Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming “powder” attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.

Abilities:
Leaf Guard: (Innate) In bright sunlight the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions.
Battle Armor: (Innate) This Pokemon’s thick armor prevents it from taking critical hits.
Chlorophyll (DW): (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.

Stats: 90 / 55 / 85 / 80 / 70 / 55 Speed

HP: 100
Atk: Rank 2
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 55

4th Gen Level-Up Moves:
0 Bullet Seed
0 Sweet Scent
5 Growth
9 Ember
13 Leech Seed
17 Flame Wheel
21 Giga Drain
28 Fire Spin
32 Petal Dance
39 Synthesis
43 Lava Plume

5th Gen Level-Up Moves:
0 Leaf Blade
0 Pound
0 Sweet Scent
0 Growth
0 Ember
7 Growth
10 Ember
16 Leech Seed
21 Giga Drain
28 Flame Wheel
32 Energy Ball
37 Incinerate
41 Synthesis
50 Lava Plume
54 Flash Cannon

Egg Moves:
Aromatherapy
Blaze Kick
Counter
Dragonbreath
Grasswhistle
Focus Energy
Psybeam
Revenge
Sand Tomb
Water Sport
Endure
Giga Drain
Iron Tail
Natural Gift
Sleep Talk
Earth Power
Seed Bomb

4th Gen Tutor Moves:
Synthesis
Ancientpower
Earth Power
Heat Wave
Iron Defense
Seed Bomb
Worry Seed
Low Kick
Block
Headbutt

4th Gen TMs:
TM06 Toxic
TM09 Bullet Seed
TM10 Hidden Power
TM11 Sunny Day
TM16 Light Screen
TM17 Protect
TM19 Giga Drain
TM20 Safeguard
TM21 Frustration
TM22 SolarBeam
TM23 Iron Tail
TM27 Return
TM32 Double Team
TM35 Flamethrower
TM38 Fire Blast
TM39 Rock Tomb
TM42 Façade
TM43 Secret Power
TM44 Rest
TM45 Attract
TM50 Overheat
TM53 Energy Ball
TM58 Endure
TM61 Will-o-Wisp
TM70 Flash
TM75 Swords Dance
TM76 Stealth Rock
TM80 Rock Slide
TM82 Sleep Talk
TM83 Natural Gift
TM86 Grass Knot
TM87 Swagger
TM90 Substitute
HM04 Strength
HM06 Rock Smash
HM08 Rock Climb

5th Gen TMs:
TM06 Toxic
TM10 Hidden Power
TM11 Sunny Day
TM16 Light Screen
TM17 Protect
TM21 Frustration
TM22 SolarBeam
TM27 Return
TM31 Brick Break
TM32 Double Team
TM33 Reflect
TM35 Flamethrower
TM38 Fire Blast
TM39 Rock Tomb
TM42 Façade
TM43 Flame Charge
TM44 Rest
TM45 Attract
TM47 Low Sweep
TM48 Round
TM49 Echoed Voice
TM50 Overheat
TM53 Energy Ball
TM56 Fling
TM59 Incinerate
TM61 Will-o-Wisp
TM70 Flash
TM75 Swords Dance
TM80 Rock Slide
TM86 Grass Knot
TM87 Swagger
TM90 Substitute
TM91 Flash Cannon
HM04 Strength

Pyroak:


Height: 6’ 9”
Weight: 369.6 lbs / 168 kg
Evolution: Embirch -> Level 21 -> Flarelm -> Level 42 -> Pyroak
Type: Fire/Grass
Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.
Grass: Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming “powder” attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.

Abilities:
Rock Head: (Innate) This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.
Battle Armor: (Innate) This Pokemon’s thick armor prevents it from taking critical hits.
Chlorophyll (DW): (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.

Stats: 120 / 70 / 105 / 95 / 90 / 60

HP: 120
Atk: Rank 3
Def: Rank 4
SpA: Rank 3
SpD: Rank 3
Spe: 60

4th Gen Level-Up Moves:
0 Wood Hammer
0 Flare Blitz
0 Bullet Seed
0 Sweet Scent
5 Growth
9 Ember
13 Leech Seed
17 Flame Wheel
21 Giga Drain
28 Fire Spin
36 Petal Dance
42 Iron Defense
42 Amnesia
48 Synthesis
54 Lava Plume
60 Zap Cannon

5th Gen Level-Up Moves:
0 Wood Hammer
0 Flare Blitz
0 Heat Wave
0 Pound
0 Sweet Scent
0 Growth
0 Ember
7 Growth
10 Ember
16 Leech Seed
21 Bullet Seed
28 Flame Wheel
34 Energy Ball
37 Incinerate
41 Synthesis
42 Iron Defense
42 Amnesia
47 Lave Plume
56 Flash Cannon
62 Zap Cannon
71 Inferno
77 Petal Dance

Egg Moves:
Aromatherapy
Blaze Kick
Counter
Dragonbreath
Grasswhistle
Focus Energy
Psybeam
Revenge
Sand Tomb
Water Sport
Endure
Giga Drain
Iron Tail
Natural Gift
Sleep Talk
Earth Power
Seed Bomb

4th Gen Tutor Moves:
Synthesis
Ancientpower
Earth Power
Heat Wave
Iron Defense
Seed Bomb
Worry Seed
Low Kick
Block
Headbutt

4th Gen TMs:
TM05 Roar
TM06 Toxic
TM09 Bullet Seed
TM10 Hidden Power
TM11 Sunny Day
TM15 Hyper Beam
TM16 Light Screen
TM17 Protect
TM19 Giga Drain
TM20 Safeguard
TM21 Frustration
TM22 SolarBeam
TM23 Iron Tail
TM26 Earthquake
TM27 Return
TM32 Double Team
TM35 Flamethrower
TM38 Fire Blast
TM39 Rock Tomb
TM42 Façade
TM43 Secret Power
TM44 Rest
TM45 Attract
TM50 Overheat
TM53 Energy Ball
TM58 Endure
TM61 Will-o-Wisp
TM68 Giga Impact
TM70 Flash
TM75 Swords Dance
TM76 Stealth Rock
TM80 Rock Slide
TM82 Sleep Talk
TM83 Natural Gift
TM86 Grass Knot
TM87 Swagger
TM90 Substitute
HM04 Strength
HM06 Rock Smash
HM08 Rock Climb

5th Gen TMs:
TM05 Roar
TM06 Toxic
TM10 Hidden Power
TM11 Sunny Day
TM15 Hyper Beam
TM16 Light Screen
TM17 Protect
TM21 Frustration
TM22 SolarBeam
TM26 Earthquake
TM27 Return
TM31 Brick Break
TM32 Double Team
TM33 Reflect
TM35 Flamethrower
TM38 Fire Blast
TM39 Rock Tomb
TM42 Façade
TM43 Flame Charge
TM44 Rest
TM45 Attract
TM47 Low Sweep
TM48 Round
TM49 Echoed Voice
TM50 Overheat
TM53 Energy Ball
TM56 Fling
TM59 Incinerate
TM61 Will-o-Wisp
TM68 Giga Impact
TM70 Flash
TM75 Swords Dance
TM80 Rock Slide
TM82 Dragon Tail
TM86 Grass Knot
TM87 Swagger
TM90 Substitute
TM91 Flash Cannon
HM04 Strength

Fidgit:
Breezi:


Height: 1’0.
Weight: 6.6 lbs / 3 kg
Evolution: Breezi --> level up /w Iron Ball --> Fidgit
Type: Poison/Flying
Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.
Abilities:
Persistent: (Innate) This Pokemon has a great affinity for odd field effects. When it uses one of these effects it increases their duration. Moves affected are Gravity, Heal Block, Lucky Chant, Magic Room, Safeguard, Trick Room, Tailwind, and Wonder Room by an additional one (1) round or three (3) actions depending on the move.
Vital Spirit: (Innate) This Pokemon has a high vitality and alertness making it immune to sleep induced by other Pokemon. Its normal state of sleeplessness makes it take 1 less damage/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action.
Unburden(DW): (Innate) This Pokemon is incredibly possessive. If it uses or loses an item in battle its rage swells and its speed doubles (x2) until it receives another item.

Stats: 55 / 36 / 49 / 70 / 45 / 85

HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 85

4th Gen Level-Up Moves:
0 Gust
0 Tailwind
5 Encore
9 Rapid Spin
14 Knock Off
19 Copycat
25 Whirlwind
30 Body Slam
35 Sludge Bomb
41 Toxic Spikes
49 Gravity
53 Heal Block
59 Me First
67 Lucky Chant

5th Gen Level-Up Moves:
0 Gust
0 Sand-Attack
0 Tailwind
4 Encore
8 Knock Off
11 Copycat
15 Heal Pulse
18 Whirlwind
22 Razor Wind
25 Entrainment
29 Acrobatics
32 Toxic Spikes
36 Sludge Bomb
39 Gravity
43 Heal Block
46 Air Slash
50 Me First
53 Lucky Chant

Egg Moves:
Disable
Follow Me
Me First
Metronome
Mimic
Sand Tomb
Spikes
Wish
Stealth Rock
Chip Away
Earth Power
Gastro Acid
Quick Guard

4th Gen Tutor Moves:
Block
Earth Power
Gastro Acid
Gravity
Helping Hand
Icy Wind
Knock Off
Ominous Wind
Snore
Swift
Tailwind
Twister

4th Gen TMs:
TM06 Toxic
TM10 Hidden Power
TM11 Sunny Day
TM12 Taunt
TM16 Light Screen
TM17 Protect
TM18 Rain Dance
TM20 Safeguard
TM21 Frustration
TM26 Earthquake
TM27 Return
TM30 Shadow Ball
TM32 Double Team
TM33 Reflect
TM36 Sludge Bomb
TM37 Sandstorm
TM40 Aerial Ace
TM41 Torment
TM42 Facade
TM43 Secret Power
TM44 Rest
TM45 Attract
TM46 Thief
TM48 Skill Swap
TM49 Snatch
TM56 Fling
TM58 Endure
TM76 Stealth Rock
TM77 Psych Up
TM78 Captivate
TM82 Sleep Talk
TM83 Natural Gift
TM84 Poison Jab
TM87 Swagger
TM89 U-turn
TM90 Substitute
TM92 Trick Room

5th Gen TMs:
TM06 Toxic
TM09 Venoshock
TM10 Hidden Power
TM11 Sunny Day
TM12 Taunt
TM16 Light Screen
TM17 Protect
TM18 Rain Dance
TM19 Telekinesis
TM20 Safeguard
TM21 Frustration
TM27 Return
TM30 Shadow Ball
TM32 Double Team
TM33 Reflect
TM34 Sludge Wave
TM36 Sludge Bomb
TM37 Sandstorm
TM40 Aerial Ace
TM41 Torment
TM42 Facade
TM44 Rest
TM45 Attract
TM46 Thief
TM48 Round
TM49 Echoed Voice
TM51 Ally Switch
TM53 Energy Ball
TM62 Acrobatics
TM67 Retaliate
TM76 Struggle Bug
TM89 U-turn
TM90 Substitute
TM92 Trick Room

Fidgit:


Height: 3’ 1”
Weight: 116.6 lbs / 53 kg
Evolution: Breezi --> level up /w Iron Ball --> Fidgit
Type: Poison/Ground
Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.

Abilities:
Persistent: (Innate) This Pokemon has a great affinity for odd field effects. When it uses one of these effects it increases their duration. Moves affected are Gravity, Heal Block, Lucky Chant, Magic Room, Safeguard, Trick Room, Tailwind, and Wonder Room by an additional one (1) round or three (3) actions depending on the move.
Vital Spirit: (Innate) This Pokemon has a high vitality and alertness making it immune to sleep induced by other Pokemon. Its normal state of sleeplessness makes it take 1 less damage/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action.
Prankster (DW): (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.

Stats: 95 / 76 / 109 / 90 / 80 / 105

HP: 100
Atk: Rank 3
Def: Rank 4
SpA: Rank 3
SpD: Rank 3
Spe: 105

4th Gen Level-Up Moves:
0 Gust
0 Tailwind
0 Comet Punch
0 Helping Hand
5 Encore
9 Rapid Spin
14 Knock Off
19 Copycat
25 Whirlwind
30 Body Slam
35 Sludge Bomb
41 Toxic Spikes
49 Gravity
53 Heal Block
59 Earth Power
67 Lucky Chant

5th Gen Level-Up Moves:
0 Magic Room
0 Wonder Room
0 Rapid Spin
0 Sand-Attack
0 Encore
0 Knock Off
4 Encore
8 Knock Off
11 Copycat
15 Heal Pulse
18 Helping Hand
22 Comet Punch
25 Entrainment
29 Body Slam
32 Toxic Spikes
36 Sludge Bomb
39 Gravity
43 Heal Block
46 Earth Power
50 Lucky Chant
53 Wide Guard

Egg Moves:
Disable
Follow Me
Me First
Metronome
Mimic
Sand Tomb
Spikes
Wish
Stealth Rock
Chip Away
Earth Power
Gastro Acid
Quick Guard

4th Gen Tutor Moves:
Block
Earth Power
Gastro Acid
Gravity
Helping Hand
Icy Wind
Knock Off
Ominous Wind
Snore
Swift
Tailwind
Twister

4th Gen TMs:
TM06 Toxic
TM10 Hidden Power
TM11 Sunny Day
TM12 Taunt
TM15 Hyper Beam
TM16 Light Screen
TM17 Protect
TM18 Rain Dance
TM20 Safeguard
TM21 Frustration
TM26 Earthquake
TM27 Return
TM30 Shadow Ball
TM32 Double Team
TM33 Reflect
TM36 Sludge Bomb
TM37 Sandstorm
TM39 Rock Tomb
TM40 Aerial Ace
TM41 Torment
TM42 Facade
TM43 Secret Power
TM44 Rest
TM45 Attract
TM46 Thief
TM48 Skill Swap
TM49 Snatch
TM56 Fling
TM58 Endure
TM68 Giga Impact
TM71 Stone Edge
TM76 Stealth Rock
TM77 Psych Up
TM78 Captivate
TM80 Rock Slide
TM82 Sleep Talk
TM83 Natural Gift
TM84 Poison Jab
TM87 Swagger
TM89 U-turn
TM90 Substitute
TM92 Trick Room
HM06 Rock Smash
HM08 Rock Climb

5th Gen TMs:
TM06 Toxic
TM09 Venoshock
TM10 Hidden Power
TM11 Sunny Day
TM12 Taunt
TM15 Hyper Beam
TM16 Light Screen
TM17 Protect
TM18 Rain Dance
TM19 Telekinesis
TM20 Safeguard
TM21 Frustration
TM23 Knock Down
TM26 Earthquake
TM27 Return
TM28 Dig
TM30 Shadow Ball
TM32 Double Team
TM33 Reflect
TM34 Sludge Wave
TM36 Sludge Bomb
TM37 Sandstorm
TM39 Rock Tomb
TM40 Aerial Ace
TM41 Torment
TM42 Facade
TM44 Rest
TM45 Attract
TM46 Thief
TM47 Low Sweep
TM48 Round
TM49 Echoed Voice
TM51 Ally Switch
TM53 Energy Ball
TM56 Fling
TM60 Quash
TM62 Acrobatics
TM67 Retaliate
TM68 Giga Impact
TM71 Stone Edge
TM76 Struggle Bug
TM78 Bulldoze
TM80 Rock Slide
TM84 Poison Jab
TM87 Swagger
TM89 U-turn
TM90 Substitute
TM92 Trick Room
TM94 Rock Smash
HM04 Strength

Stratagem:
Rebble:


Height: 1’0”
Weight: 33 lbs / 15 kg
Evolution: Rebble -> Level 32 -> Bolderdash -> Level –Up at Electric Rock Cave -> Stratagem
Type: Rock
Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.

Abilities:
Levitate: (Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Bulldoze, and Magnitude. Other Ground moves can still hit.
Technician: (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally deal 6 or below base damage to have their base damage multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) damage, and the Energy Cost for multi-hit attacks is increased by two (2).
Mold Breaker (DW): (Innate) Whenever this Pokemon attacks, it emits an invisible, blindingly quick pulse preceding the attack that disables the opponents natural abilities (e.g. Levitators plummet towards the ground before Earthquake hits, Volt Absorb will not absorb electric attacks, Clear Body does not prevent stat-drops, etc.)

Stats: 30 / 40 / 35 / 80 / 40 / 90

HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 90

4th Gen Level-Up Moves:
0 Tackle
4 Defense Curl
8 Rollout
11 Rock Blast
15 Disable
18 Acupressure
22 Mud Shot
25 Power Gem
29 Double-Edge
32 Metal Sound
36 Paleo Wave
39 Head Smash

5th Gen Level-Up Moves:
0 Tackle
4 Defense Curl
8 Rollout
11 Rock Blast
15 Disable
18 Acupressure
22 Mud Shot
25 Power Gem
29 Double-Edge
32 Metal Sound
36 Paleo Wave
39 Rock Polish
43 Ancientpower
46 Earth Power
50 Head Smash

Egg Moves:
None

4th Gen Tutor Moves:
AncientPower
Earth Power
Headbutt
Heat Wave
Mud-Slap
Ominous Wind
Rollout
Snore
Swift
Trick
Vacuum Wave

4th Gen TMs:
TM04 Calm Mind
TM06 Toxic
TM10 Hidden Power
TM11 Sunny Day
TM17 Protect
TM18 Rain Dance
TM19 Giga Drain
TM21 Frustration
TM26 Earthquake
TM27 Return
TM30 Shadow Ball
TM32 Double Team
TM35 Flamethrower
TM37 Sandstorm
TM38 Fire Blast
TM39 Rock Tomb
TM40 Aerial Ace
TM42 Facade
TM43 Secret Power
TM44 Rest
TM53 Energy Ball
TM54 False Swipe
TM58 Endure
TM63 Embargo
TM64 Explosion
TM69 Rock Polish
TM70 Flash
TM71 Stone Edge
TM76 Stealth Rock
TM80 Rock Slide
TM82 Sleep Talk
TM83 Natural Gift
TM90 Substitute
HM01 Cut
HM06 Rock Smash
HM08 Rock Climb

5th Gen TMs:
TM01 Hone Claws
TM04 Calm Mind
TM06 Toxic
TM10 Hidden Power
TM11 Sunny Day
TM17 Protect
TM18 Rain Dance
TM21 Frustration
TM23 Knock Down
TM26 Earthquake
TM27 Return
TM30 Shadow Ball
TM32 Double Team
TM35 Flamethrower
TM37 Sandstorm
TM38 Fire Blast
TM39 Rock Tomb
TM40 Aerial Ace
TM42 Facade
TM44 Rest
TM48 Round
TM49 Echoed Voice
TM53 Energy Ball
TM54 False Swipe
TM58 Endure
TM62 Acrobatics
TM63 Embargo
TM64 Explosion
TM69 Rock Polish
TM70 Flash
TM71 Stone Edge
TM72 Volt Switch
TM76 Stealth Rock
TM80 Rock Slide
TM87 Swagger
TM90 Substitute
TM91 Flash Cannon
TM94 Rock Smash
HM01 Cut


Bolderdash:


Height: 1’6”
Weight: 66 lbs / 30 kg
Evolution: Rebble -> Level 32 -> Bolderdash -> Level –Up at Electric Rock Cave -> Stratagem
Type: Rock
Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.

Abilities:
Levitate: (Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Bulldoze, and Magnitude. Other Ground moves can still hit.
Technician: (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally deal 6 or below base damage to have their base damage multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) damage, and the Energy Cost for multi-hit attacks is increased by two (2).
Mold Breaker (DW): (Innate) Whenever this Pokemon attacks, it emits an invisible, blindingly quick pulse preceding the attack that disables the opponents natural abilities (e.g. Levitators plummet towards the ground before Earthquake hits, Volt Absorb will not absorb electric attacks, Clear Body does not prevent stat-drops, etc.)

Stats: 60 / 50 / 50 / 100 / 55 / 110

HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 4
SpD: Rank 2
Spe: 110

4th Gen Level-Up Moves:
0 Tackle
4 Defense Curl
8 Rollout
11 Rock Blast
15 Disable
18 Acupressure
22 Mud Shot
27 Power Gem
31 Double-Edge
36 Metal Sound
42 Paleo Wave
47 Head Smash

5th Gen Level-Up Moves:
0 Vacuum Wave
0 Tackle
0 Defense Curl
0 Rollout
0 Rock Blast
4 Defense Curl
8 Rollout
11 Rock Blast
15 Disable
18 Acupressure
22 Mud Shot
27 Power Gem
31 Double-Edge
36 Metal Sound
42 Paleo Wave
47 Rock Polish
53 Ancientpower
58 Earth Power
64 Head Smash

Egg Moves:
None

4th Gen Tutor Moves:
AncientPower
Earth Power
Headbutt
Heat Wave
Mud-Slap
Ominous Wind
Rollout
Snore
Swift
Trick
Vacuum Wave

4th Gen TMs:
TM04 Calm Mind
TM06 Toxic
TM10 Hidden Power
TM11 Sunny Day
TM15 Hyper Beam
TM17 Protect
TM18 Rain Dance
TM19 Giga Drain
TM21 Frustration
TM26 Earthquake
TM27 Return
TM30 Shadow Ball
TM32 Double Team
TM35 Flamethrower
TM37 Sandstorm
TM38 Fire Blast
TM39 Rock Tomb
TM40 Aerial Ace
TM42 Facade
TM43 Secret Power
TM44 Rest
TM53 Energy Ball
TM54 False Swipe
TM58 Endure
TM63 Embargo
TM64 Explosion
TM68 Giga Impact
TM69 Rock Polish
TM70 Flash
TM71 Stone Edge
TM76 Stealth Rock
TM80 Rock Slide
TM82 Sleep Talk
TM83 Natural Gift
TM90 Substitute
HM01 Cut
HM06 Rock Smash
HM08 Rock Climb

5th Gen TMs:
TM01 Hone Claws
TM04 Calm Mind
TM06 Toxic
TM10 Hidden Power
TM11 Sunny Day
TM15 Hyper Beam
TM17 Protect
TM18 Rain Dance
TM21 Frustration
TM23 Knock Down
TM26 Earthquake
TM27 Return
TM30 Shadow Ball
TM32 Double Team
TM35 Flamethrower
TM37 Sandstorm
TM38 Fire Blast
TM39 Rock Tomb
TM40 Aerial Ace
TM42 Facade
TM44 Rest
TM48 Round
TM49 Echoed Voice
TM53 Energy Ball
TM54 False Swipe
TM58 Endure
TM62 Acrobatics
TM63 Embargo
TM64 Explosion
TM68 Giga Impact
TM69 Rock Polish
TM70 Flash
TM71 Stone Edge
TM72 Volt Switch
TM76 Stealth Rock
TM80 Rock Slide
TM87 Swagger
TM90 Substitute
TM91 Flash Cannon
TM94 Rock Smash
HM01 Cut

Stratagem:


Height: 2’ 11”
Weight: 99 lbs / 45 kg
Evolution: Rebble -> Level 32 -> Bolderdash -> Level–Up at Electric Rock Cave -> Stratagem
Type: Rock
Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.

Abilities:
Levitate: (Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Bulldoze, and Magnitude. Other Ground moves can still hit.
Technician: (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally deal 6 or below base damage to have their base damage multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) damage, and the Energy Cost for multi-hit attacks is increased by two (2).
Mold Breaker (DW): (Innate) Whenever this Pokemon attacks, it emits an invisible, blindingly quick pulse preceding the attack that disables the opponents natural abilities (e.g. Levitators plummet towards the ground before Earthquake hits, Volt Absorb will not absorb electric attacks, Clear Body does not prevent stat-drops, etc.)

Stats: 90 / 60 / 65 / 120 / 70 / 130

HP: 100
Atk: Rank 2
Def: Rank 3
SpA: Rank 5
SpD: Rank 3
Spe: 130

4th Gen Level-Up Moves:
0 Weather Ball
0 Tackle
0 Defense Curl
0 Rollout
5 Defense Curl
8 Rollout
15 Rock Blast
17 Disable
20 Acupressure
25 Mud Shot
29 Power Gem
32 Double-Edge
37 Metal Sound
42 Paleo Wave
50 Head Smash

5th Gen Level-Up Moves:
0 Giga Drain
0 Weather Ball
0 Tackle
0 Defense Curl
0 Rollout
0 Rock Blast
4 Defense Curl
8 Rollout
11 Rock Blast
15 Disable
18 Magnet Rise
22 Mud Shot
27 Power Gem
31 Double-Edge
36 Metal Sound
42 Paleo Wave
47 Rock Polish
53 Ancientpower
58 Earth Power
64 Head Smash
69 Electro Ball

Egg Moves:
None

4th Gen Tutor Moves:
AncientPower
Earth Power
Headbutt
Heat Wave
Mud-Slap
Ominous Wind
Rollout
Snore
Swift
Trick
Vacuum Wave

4th Gen TMs:
TM04 Calm Mind
TM06 Toxic
TM10 Hidden Power
TM11 Sunny Day
TM15 Hyper Beam
TM17 Protect
TM18 Rain Dance
TM19 Giga Drain
TM21 Frustration
TM26 Earthquake
TM27 Return
TM30 Shadow Ball
TM32 Double Team
TM35 Flamethrower
TM37 Sandstorm
TM38 Fire Blast
TM39 Rock Tomb
TM40 Aerial Ace
TM42 Facade
TM43 Secret Power
TM44 Rest
TM53 Energy Ball
TM54 False Swipe
TM58 Endure
TM63 Embargo
TM64 Explosion
TM68 Giga Impact
TM69 Rock Polish
TM70 Flash
TM71 Stone Edge
TM76 Stealth Rock
TM80 Rock Slide
TM82 Sleep Talk
TM83 Natural Gift
TM90 Substitute
HM01 Cut
HM06 Rock Smash
HM08 Rock Climb

5th Gen TMs:
TM01 Hone Claws
TM04 Calm Mind
TM06 Toxic
TM10 Hidden Power
TM11 Sunny Day
TM15 Hyper Beam
TM17 Protect
TM18 Rain Dance
TM21 Frustration
TM23 Knock Down
TM26 Earthquake
TM27 Return
TM30 Shadow Ball
TM32 Double Team
TM35 Flamethrower
TM37 Sandstorm
TM38 Fire Blast
TM39 Rock Tomb
TM40 Aerial Ace
TM42 Facade
TM44 Rest
TM48 Round
TM49 Echoed Voice
TM53 Energy Ball
TM54 False Swipe
TM58 Endure
TM62 Acrobatics
TM63 Embargo
TM64 Explosion
TM68 Giga Impact
TM69 Rock Polish
TM70 Flash
TM71 Stone Edge
TM72 Volt Switch
TM76 Stealth Rock
TM80 Rock Slide
TM87 Swagger
TM90 Substitute
TM91 Flash Cannon
TM94 Rock Smash
HM01 Cut

Arghonaut:
Privatyke:


Height: 3’ 6”
Weight: 121 lbs / 55 kg
Evolution: Privatke -> Level 32 -> Arghonaut
Type: Water/Fighting
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Abilities:
Unaware: (Innate) When this Pokemon is released, a light aura enshrouds the opponent, nullifying all stat boosts or reductions other than Speed, it remains while this Pokemon is active.
Klutz (DW): (Can be Disabled) The Pokemon moves in a rare style of battling that uses an unpredictable, clumsy looking manner. The accuracy of its attacks are increased by 10% (flat). While engaging in this style it cannot use a hold item, however an item is necessary to pull it off.

Stats: 90 / 70 / 75 / 30 / 50 / 35

HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 2
SpD: Rank 2
Spe: 35

4th Gen Level-Up Moves:
0 Bubble
7 Smokescreen
10 Yawn
16 Wrap
21 Arm Thrust
27 Aqua Jet
32 Mach Punch
36 Taunt
41 Revenge
47 Thief
55 Submission
60 Punishment
67 Focus Punch

5th Gen Level-Up Moves:
0 Bubble
7 Smokescreen
10 Yawn
16 Wrap
21 Arm Thrust
27 BubbleBeam
32 Slash
36 Brine
41 Helping Hand
47 Hydro Pump
55 Wring Out
60 Overhead Throw
67 Focus Punch

Egg Moves:
Soak
Bulk Up
Cross Chop
Headbutt
Octazooka
Recover
Scary Face
Wide Guard
Quick Guard
Sand Attack
Ice Punch
Drain Punch

4th Gen Tutor Moves:
Dive
Gunk Shot
Headbutt
Ice Punch
Icy Wind
Knock Off
Low Kick
Snore
Superpower
Vacuum Wave

4th Gen TMs:
TM01 Focus Punch
TM03 Water Pulse
TM06 Toxic
TM07 Hail
TM10 Hidden Power
TM 12 Taunt
TM13 Ice Beam
TM14 Blizzard
TM17 Protect
TM18 Rain Dance
TM21 Frustration
TM26 Earthquake
TM27 Return
TM31 Brick Break
TM32 Double Team
TM36 Sludge Bomb
TM39 Rock Tomb
TM41 Torment
TM42 Facade
TM43 Secret Power
TM44 Rest
TM45 Attract
TM46 Thief
TM49 Snatch
TM52 Focus Blast
TM55 Brine
TM56 Fling
TM58 Endure
TM60 Drain Punch
TM63 Embargo
TM78 Captivate
TM80 Rock Slide
TM82 Sleep Talk
TM83 Natural Gift
TM87 Swagger
TM90 Substitute
HM01 Cut
HM03 Surf
HM04 Strength
HM05 Whirlpool
HM06 Rock Smash
HM08 Waterfall

5th Gen TMs:
TM06 Toxic
TM07 Hail
TM10 Hidden Power
TM12 Taunt
TM13 Ice Beam
TM14 Blizzard
TM15 Hyper Beam
TM17 Protect
TM18 Rain Dance
TM21 Frustration
TM23 Knock Down
TM26 Earthquake
TM27 Return
TM31 Brick Break
TM32 Double Team
TM34 Sludge Wave
TM36 Sludge Bomb
TM39 Rock Tomb
TM41 Torment
TM42 Facade
TM44 Rest
TM45 Attract
TM46 Thief
TM47 Low Sweep
TM48 Round
TM49 Echoed Voice
TM52 Focus Blast
TM55 Scald
TM56 Fling
TM60 Quash
TM63 Embargo
TM78 Bulldoze
TM80 Rock Slide
TM83 Work Up
TM84 Poison Jab
TM87 Swagger
TM90 Substitute
TM94 Rock Smash
HM01 Cut
HM03 Surf
HM04 Strength
HM05 Waterfall
HM06 Dive

Arghonaut:


Height: 5’ 6”
Weight: 332.2 lbs / 151 kg
Evolution: Pryvatke -> Level 32 -> Arghonaut
Type: Water/Fighting
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Abilities:
Unaware: (Innate) When this Pokemon is released, a light aura enshrouds the opponent, nullifying all stat boosts or reductions other than Speed, it remains while this Pokemon is active.
Iron Fist (DW): (Innate) The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks effected: Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, Dynamicpunch, Fire Punch, Focus Punch, Hammer Arm, Ice Punch, Mach Punch, Mega Punch, Meteor Mash, Shadow Punch, Sky Uppercut, Thunderpunch)

Stats: 105 / 110 / 95 / 70 / 100 / 75

HP: 110
Atk: Rank 4
Def: Rank 3
SpA: Rank 3
SpD: Rank 4
Spe: 75

4th Gen Level-Up Moves:
0 Bubble
0 Yawn
0 Wrap
7 Smokescreen
10 Yawn
16 Wrap
21 Arm Thrust
27 Aqua Jet
32 Mach Punch
36 Taunt
41 Revenge
47 Thief
55 Submission
60 Punishment
67 Focus Punch

5th Gen Level-Up Moves:
0 Cross Chop
0 Yawn
0 Bubble
0 Smokescreen
0 Constrict
7 Smokescreen
10 Constrict
16 Aqua Jet
21 Wrap
27 BubbleBeam
32 Revenge
37 Taunt
44 Submission
48 Thief
55 Brine
60 Punishment
67 Wring Out

Egg Moves:
Soak
Bulk Up
Cross Chop
Headbutt
Octazooka
Recover
Scary Face
Wide Guard
Quick Guard
Sand Attack
Ice Punch
Drain Punch

4th Gen Tutor Moves:
Dive
Gunk Shot
Headbutt
Ice Punch
Icy Wind
Knock Off
Low Kick
Snore
Superpower
Vacuum Wave

4th Gen TMs:
TM01 Focus Punch
TM03 Water Pulse
TM05 Roar
TM06 Toxic
TM07 Hail
TM10 Hidden Power
TM12 Taunt
TM13 Ice Beam
TM14 Blizzard
TM15 Hyper Beam
TM17 Protect
TM18 Rain Dance
TM21 Frustration
TM26 Earthquake
TM27 Return
TM31 Brick Break
TM32 Double Team
TM36 Sludge Bomb
TM39 Rock Tomb
TM41 Torment
TM42 Facade
TM43 Secret Power
TM44 Rest
TM45 Attract
TM46 Thief
TM49 Snatch
TM52 Focus Blast
TM55 Brine
TM56 Fling
TM58 Endure
TM60 Drain Punch
TM63 Embargo
TM68 Giga Impact
TM71 Stone Edge
TM78 Captivate
TM80 Rock Slide
TM82 Sleep Talk
TM83 Natural Gift
TM87 Swagger
TM90 Substitute
HM01 Cut
HM03 Surf
HM04 Strength
HM05 Whirlpool
HM06 Rock Smash
HM08 Waterfall

5th Gen TMs:
TM05 Roar
TM06 Toxic
TM07 Hail
TM10 Hidden Power
TM12 Taunt
TM13 Ice Beam
TM14 Blizzard
TM15 Hyper Beam
TM17 Protect
TM18 Rain Dance
TM21 Frustration
TM23 Knock Down
TM26 Earthquake
TM27 Return
TM31 Brick Break
TM32 Double Team
TM34 Sludge Wave
TM36 Sludge Bomb
TM39 Rock Tomb
TM41 Torment
TM42 Facade
TM44 Rest
TM45 Attract
TM46 Thief
TM47 Low Sweep
TM48 Round
TM49 Echoed Voice
TM52 Focus Blast
TM55 Scald
TM56 Fling
TM60 Quash
TM63 Embargo
TM68 Giga Impact
TM71 Stone Edge
TM78 Bulldoze
TM80 Rock Slide
TM83 Work Up
TM84 Poison Jab
TM87 Swagger
TM90 Substitute
TM94 Rock Smash
HM01: Cut
HM03: Surf
HM04: Strength
HM05: Waterfall
HM06: Dive

Kitsunoh:
Nohface:


Height: 1’4”
Weight: 66 lbs / 30 kg
Evolution: Nohface -> Level-Up with Curse -> Kitsunoh
Type: Steel/Ghost
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.

Abilities:
Levitate: (Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Bulldoze, and Magnitude. Other Ground moves can still hit.
Levitate (DW): (Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Bulldoze, and Magnitude. Other Ground moves can still hit.

Stats: 80 / 53 / 85 / 25 / 80 / 10

HP: 100
Atk: Rank 2
Def: Rank 3
SpA: Rank 1
SpD: Rank 3
Spe: 10

4th Gen Level-Up Moves:
0 Scratch
0 Iron Defense
6 Lick
10 Odor Sleuth
14 Faint Attack
18 Shadow Sneak
22 Curse
27 Copycat
31 Memento
35 Fake Out
40 Iron Head
44 Revenge
49 ShadowStrike
55 Perish Song

5th Gen Level-Up Moves:
0 Tackle
0 Iron Defense
6 Lick
10 Leer
14 Faint Attack
18 Shadow Sneak
22 Curse
27 Copycat
31 Metal Burst
35 Memento
40 Scary Face
44 Fake Out
49 Iron Head
55 Revenge
61 ShadowStrike
67 Perish Song

Egg Moves:
FeatherDance
Metal Sound
Curse
Flail
Psycho Shift
Yawn
Meteor Mash
Foul Play
Hex
Iron Tail

4th Gen Tutor Moves:
Endeavor
Fury Cutter
Headbutt
Icy Wind
Iron Defense
Iron Head
Knock Off
Last Resort
Magic Coat
Ominous Wind
Pain Split
Role Play
Snore
Spite
Super Fang
Trick

4th Gen TMs:
TM05 Roar
TM06 Toxic
TM10 Hidden Power
TM11 Sunny Day
TM12 Taunt
TM17 Protect
TM18 Rain Dance
TM20 Safeguard
TM21 Frustration
TM27 Return
TM28 Dig
TM30 Shadow Ball
TM32 Double Team
TM41 Torment
TM42 Facade
TM43 Secret Power
TM44 Rest
TM45 Attract
TM46 Thief
TM49 Snatch
TM61 Will-O-Wisp
TM63 Embargo
TM66 Payback
TM70 Flash
TM77 Psych Up
TM78 Captivate
TM79 Dark Pulse
TM82 Sleep Talk
TM83 Natural Gift
TM85 Dream Eater
TM87 Swagger
TM90 Substitute
TM91 Flash Cannon
TM92 Trick Room

5th Gen TMs:
TM05 Roar
TM06 Toxic
TM10 Hidden Power
TM11 Sunny Day
TM12 Taunt
TM17 Protect
TM18 Rain Dance
TM20 Safeguard
TM21 Frustration
TM27 Return
TM28 Dig
TM29 Psychic
TM30 Shadow Ball
TM32 Double Team
TM41 Torment
TM42 Facade
TM44 Rest
TM45 Attract
TM46 Thief
TM48 Round
TM49 Echoed Voice
TM53 Energy Ball
TM61 Will-o-Wisp
TM63 Embargo
TM66 Payback
TM67 Retaliate
TM70 Flash
TM74 Gyro Ball
TM77 Psych Up
TM80 Rock Slide
TM83 Natural Gift
TM85 Dream Eater
TM87 Swagger
TM90 Substitute
TM91 Flash Cannon
TM92 Trick Room
TM94 Rock Smash
TM95 Snarl
HM01 Cut
HM05 Defog

Kitsunoh:


Height: 3’7”
Weight: 112.2 lbs / 51 kg
Evolution: Nohface -> Level-Up with Curse -> Kitsunoh
Type: Steel/Ghost
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.

Abilities:
Frisk: (Can be Activated) The Pokemon charges the opponent with the intent to knock off their item. If Frisk is successful and the Pokemon with Frisk is not holding an item, they will pick that item up.
Limber: (Innate) This Pokemon’s body is well trained and immune to paralysis.
Cursed Body (DW): (Innate) When this Pokemon is struck by an opponent's attack that makes contact, there is a 30% chance that attack will be disabled. Only one of the opponent's attacks can be disabled at a time due to Cursed Body.

Stats: 80 / 103 / 85 / 55 / 80 / 110

HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 2
SpD: Rank 3
Spe: 110

4th Gen Level-Up Moves:
0 Scratch
0 Tail Whip
6 Lick
10 Odor Sleuth
14 Faint Attack
18 Shadow Sneak
22 Copycat
27 Metal Claw
31 Memento
35 Fake Out
40 Shadow Claw
44 Revenge
49 ShadowStrike
55 Perish Song

5th Gen Level-Up Moves:
0 Ice Fang
0 Thunder Fang
0 Tail Whip
0 Scratch
0 Iron Defense
0 Lick
6 Lick
10 Odor Sleuth
14 Faint Attack
18 Shadow Sneak
22 Curse
27 Copycat
31 Metal Claw
35 Memento
40 Fake Out
44 Shadow Claw
49 Iron Head
55 Revenge
61 ShadowStrike
67 Perish Song

Egg Moves:
FeatherDance
Metal Sound
Curse
Flail
Psycho Shift
Yawn
Meteor Mash
Foul Play
Hex
Iron Tail

4th Gen Tutor Moves:
Endeavor
Fury Cutter
Headbutt
Ice Punch
Icy Wind
Iron Defense
Iron Head
Knock Off
Last Resort
Low Kick
Magic Coat
Ominous Wind
Pain Split
Snore
Spite
Sucker Punch
Super Fang
Superpower
ThunderPunch
Trick

4th Gen TMs:
TM05 Roar
TM06 Toxic
TM10 Hidden Power
TM11 Sunny Day
TM12 Taunt
TM15 Hyper Beam
TM17 Protect
TM18 Rain Dance
TM20 Safeguard
TM21 Frustration
TM23 Iron Tail
TM26 Earthquake
TM27 Return
TM28 Dig
TM30 Shadow Ball
TM32 Double Team
TM41 Torment
TM42 Facade
TM43 Secret Power
TM44 Rest
TM45 Attract
TM46 Thief
TM49 Snatch
TM54 False Swipe
TM56 Fling
TM61 Will-O-Wisp
TM63 Embargo
TM65 Shadow Claw
TM66 Payback
TM68 Giga Impact
TM70 Flash
TM77 Psych Up
TM78 Captivate
TM79 Dark Pulse
TM82 Sleep Talk
TM83 Natural Gift
TM85 Dream Eater
TM87 Swagger
TM89 U-turn
TM90 Substitute
TM91 Flash Cannon
TM92 Trick Room
HM01 Cut
HM05 Defog

5th Gen TMs:
TM01 Hone Claws
TM05 Roar
TM06 Toxic
TM10 Hidden Power
TM11 Sunny Day
TM12 Taunt
TM15 Hyper Beam
TM17 Protect
TM18 Rain Dance
TM20 Safeguard
TM21 Frustration
TM26 Earthquake
TM27 Return
TM28 Dig
TM29 Psychic
TM30 Shadow Ball
TM31 Brick Break
TM32 Double Team
TM40 Aerial Ace
TM41 Torment
TM42 Facade
TM44 Rest
TM45 Attract
TM46 Thief
TM48 Round
TM49 Echoed Voice
TM53 Energy Ball
TM54 False Swipe
TM56 Fling
TM61 Will-o-Wisp
TM63 Embargo
TM65 Shadow Claw
TM66 Payback
TM67 Retaliate
TM68 Giga Impact
TM70 Flash
TM74 Gyro Ball
TM77 Psych Up
TM80 Rock Slide
TM85 Dream Eater
TM87 Swagger
TM89 U-Turn
TM90 Substitute
TM91 Flash Cannon
TM92 Trick Room
TM94 Rock Smash
HM01 Cut
HM03 Surf
HM04 Strength

Cyclohm:
Monohm:



Height: 2' 4"
Weight: 41.8 lbs / 19 kg
Evolution: Monohm --Level 22--> Duclohm --Level 33--> Cyclohm
Type: Electric/Dragon
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.

Abilities:
Shield Dust: (Innate) This pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.)
Static: (Innate) This pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this pokemon.
Sheer Force (DW): (Can be Enabled) This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.

Stats: 48 / 50 / 68 / 62 / 40 / 60

HP: 90
Atk: Rank 2
Def: Rank 3
SpA: Rank 3
SpD: Rank 2
Spe: 60

4th Gen Level-Up Moves:
0 Tackle
0 Growl
7 Dragon Rage
11 Charge
15 Thundershock
19 Rain Dance
25 Sonicboom
29 Discharge
33 Slack Off
37 Thrash
42 Zap Cannon

5th Gen Level-Up Moves:
0 Tackle
0 Growl
5 Leer
9 Thundershock
13 Charge
17 Rain Dance
21 Twister
25 Spark
29 Discharge
33 Sonicboom
37 Slack Off
41 Hyper Beam
50 Zap Cannon
59 Hurricane

Egg Moves:
DragonBreath
Heal Bell
Hydro Pump
Mud-Slap
Power Gem
Dragon Dance
Dragon Rush
Shock Wave
Magnet Rise
Signal Beam
Thrash
Water Pulse

4th Gen Tutor Moves:
Draco Meteor
Headbutt
Mud-Slap
Outrage
Signal Beam
Snore
Swift
Twister

4th Gen TMs:
TM02 Dragon Claw
TM03 Water Pulse
TM05 Roar
TM06 Toxic
TM10 Hidden Power
TM12 Taunt
TM15 Hyper Beam
TM16 Light Screen
TM17 Protect
TM18 Rain Dance
TM21 Frustration
TM24 Thunderbolt
TM25 Thunder
TM27 Return
TM32 Double Team
TM34 Shock Wave
TM35 Flamethrower
TM38 Fire Blast
TM40 Aerial Ace
TM41 Torment
TM42 Facade
TM43 Secret Power
TM44 Rest
TM45 Attract
TM57 Charge Beam
TM58 Endure
TM59 Dragon Pulse
TM70 Flash
TM73 Thunder Wave
TM78 Captivate
TM82 Sleep Talk
TM83 Natural Gift
TM90 Substitute
TM92 Trick Room
HM03 Surf
HM04 Strength
HM07 Waterfall

5th Gen TMs:
TM01 Hone Claws
TM02 Dragon Claw
TM05 Roar
TM06 Toxic
TM10 Hidden Power
TM12 Taunt
TM15 Hyper Beam
TM16 Light Screen
TM17 Protect
TM18 Rain Dance
TM21 Frustration
TM24 Thunderbolt
TM25 Thunder
TM27 Return
TM32 Double Team
TM35 Flamethrower
TM38 Fire Blast
TM40 Aerial Ace
TM41 Torment
TM42 Facade
TM44 Rest
TM45 Attract
TM48 Round
TM49 Echoed Voice
TM57 Charge Beam
TM59 Incinerate
TM70 Flash
TM72 Volt Switch
TM73 Thunder Wave
TM82 Dragon Tail
TM90 Substitute
TM92 Trick Room
TM93 Wild Charge
HM03 Surf
HM04 Strength
HM05 Waterfall

Duclohm:



Height: 3'4"
Weight: 86.8 lbs / 39 kg
Evolution: Monohm --Level 22--> Duclohm --Level 33--> Cyclohm
Type: Electric/Dragon
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.

Abilities:
Shield Dust: (Innate) This pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.)
Static: (Innate) This pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this pokemon.
Sheer Force (DW): (Can be Enabled) This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.

Stats: 78 / 55 / 88 / 82 / 55 / 60

HP: 100
Atk: Rank 2
Def: Rank 3
SpA: Rank 3
SpD: Rank 2
Spe: 60

4th Gen Level-Up Moves:
0 Tackle
0 Growl
7 Dragon Rage
11 Charge
15 Thundershock
19 Rain Dance
22 Double Hit
29 Sonicboom
35 Discharge
39 Slack Off
44 Thrash
53 Zap Cannon

5th Gen Level-Up Moves:
0 Double Hit
0 Tackle
0 Growl
5 Leer
9 Thundershock
13 Charge
17 Rain Dance
21 Twister
22 Double Hit
26 Spark
30 Discharge
34 Sonicboom
38 Slack Off
43 Hyper Beam
51 Zap Cannon
60 Hurricane

Egg Moves:
DragonBreath
Heal Bell
Hydro Pump
Mud-Slap
Power Gem
Dragon Dance
Dragon Rush
Shock Wave
Magnet Rise
Signal Beam
Thrash
Water Pulse

4th Gen Tutor Moves:
Draco Meteor
Headbutt
Mud-Slap
Outrage
Signal Beam
Snore
Swift
Twister

4th Gen TMs:
TM02 Dragon Claw
TM03 Water Pulse
TM05 Roar
TM06 Toxic
TM10 Hidden Power
TM12 Taunt
TM15 Hyper Beam
TM16 Light Screen
TM17 Protect
TM18 Rain Dance
TM21 Frustration
TM24 Thunderbolt
TM25 Thunder
TM27 Return
TM32 Double Team
TM34 Shock Wave
TM35 Flamethrower
TM38 Fire Blast
TM40 Aerial Ace
TM41 Torment
TM42 Facade
TM43 Secret Power
TM44 Rest
TM45 Attract
TM57 Charge Beam
TM58 Endure
TM59 Dragon Pulse
TM70 Flash
TM73 Thunder Wave
TM78 Captivate
TM82 Sleep Talk
TM83 Natural Gift
TM90 Substitute
TM92 Trick Room
HM03 Surf
HM04 Strength
HM07 Waterfall

5th Gen TMs:
TM01 Hone Claws
TM02 Dragon Claw
TM05 Roar
TM06 Toxic
TM10 Hidden Power
TM12 Taunt
TM15 Hyper Beam
TM16 Light Screen
TM17 Protect
TM18 Rain Dance
TM21 Frustration
TM24 Thunderbolt
TM25 Thunder
TM27 Return
TM32 Double Team
TM35 Flamethrower
TM38 Fire Blast
TM40 Aerial Ace
TM41 Torment
TM42 Facade
TM44 Rest
TM45 Attract
TM48 Round
TM49 Echoed Voice
TM57 Charge Beam
TM59 Incinerate
TM70 Flash
TM72 Volt Switch
TM73 Thunder Wave
TM82 Dragon Tail
TM90 Substitute
TM92 Trick Room
TM93 Wild Charge
HM03 Surf
HM04 Strength
HM05 Waterfall

Cyclohm:



Height: 5'4"
Weight: 129.8 kbs / 59 kg.
Evolution: Monohm --Level 22--> Duclohm --Level 33--> Cyclohm
Type: Electric/Dragon
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfact accuracy and 30% chance of Protect breaking Thunder during Rain.
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.

Abilities:
Shield Dust: (Innate) This pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.)
Static: (Innate) This pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this pokemon.
Sheer Force (DW): (Can be Enabled) This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.

Stats: 108 / 60 / 118 / 112 / 70 / 80

HP: 110
Atk: Rank 2
Def: Rank 4
SpA: Rank 4
SpD: Rank 3
Spe: 80

4th Gen Level-Up Moves
0 Whirlwind
0 Bide
0 Tackle
0 Growl
7 Dragon Rage
11 Charge
15 Thundershock
19 Rain Dance
22 Double Hit
29 Sonicboom
33 Tri Attack
37 Discharge
42 Slack Off
50 Thrash
59 Zap Cannon

5th Gen Level-Up Moves:
0 Weather Ball
0 Whirlwind
0 Bide
0 Tackle
0 Growl
5 Leer
9 Thundershock
13 Charge
17 Rain Dance
21 Twister
26 Spark
30 Discharge
33 Tri Attack
36 Sonicboom
40 Slack Off
45 Hyper Beam
53 Zap Cannon
62 Hurricane

Egg Moves:
DragonBreath
Heal Bell
Hydro Pump
Mud-Slap
Power Gem
Dragon Dance
Dragon Rush
Shock Wave
Magnet Rise
Signal Beam
Thrash
Water Pulse

4th Gen Tutor Moves:
Draco Meteor
Headbutt
Mud-Slap
Outrage
Signal Beam
Snore
Swift
Twister

4th Gen TMs:
TM02 Dragon Claw
TM03 Water Pulse
TM05 Roar
TM06 Toxic
TM07 Hail
TM10 Hidden Power
TM11 Sunny Day
TM12 Taunt
TM13 Ice Beam
TM14 Blizzard
TM15 Hyper Beam
TM16 Light Screen
TM17 Protect
TM18 Rain Dance
TM21 Frustration
TM24 Thunderbolt
TM25 Thunder
TM26 Earthquake
TM27 Return
TM32 Double Team
TM34 Shock Wave
TM35 Flamethrower
TM37 Sandstorm
TM38 Fire Blast
TM40 Aerial Ace
TM41 Torment
TM42 Facade
TM43 Secret Power
TM44 Rest
TM45 Attract
TM57 Charge Beam
TM58 Endure
TM59 Dragon Pulse
TM68 Giga Impact
TM70 Flash
TM73 Thunder Wave
TM78 Captivate
TM82 Sleep Talk
TM83 Natural Gift
TM90 Substitute
TM92 Trick Room
HM03 Surf
HM04 Strength
HM07 Waterfall

5th Gen TMs:
TM01 Hone Claws
TM02 Dragon Claw
TM05 Roar
TM06 Toxic
TM07 Hail
TM10 Hidden Power
TM11 Sunny Day
TM12 Taunt
TM13 Ice Beam
TM14 Blizzard
TM15 Hyper Beam
TM16 Light Screen
TM17 Protect
TM18 Rain Dance
TM21 Frustration
TM24 Thunderbolt
TM25 Thunder
TM26 Earthquake
TM27 Return
TM32 Double Team
TM35 Flamethrower
TM37 Sandstorm
TM38 Fire Blast
TM40 Aerial Ace
TM41 Torment
TM42 Facade
TM44 Rest
TM45 Attract
TM48 Round
TM49 Echoed Voice
TM57 Charge Beam
TM59 Incinerate
TM68 Giga Impact
TM70 Flash
TM72 Volt Switch
TM73 Thunder Wave
TM78 Bulldoze
TM82 Dragon Tail
TM90 Substitute
TM92 Trick Room
TM93 Wild Charge
HM03 Surf
HM04 Strength
HM05 Waterfall

Colossoil:
Colosshale:



Height: 6' 11"
Weight: 1205.6 lbs / 548 kg
Evolution: Colosshale -> Level-Up with Dig -> Colossoil
Type: Dark/Water
Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Ice Moves have Energy Cost reduced by one (1).

Abilities:
Rebound: (Innate) When this Pokemon is released into battle, it senses the hazards the opponent has laid on the field and thrusts them to the other side of the arena where they will affect the opponent's Pokemon. The Pokemon does not suffer the effects of these hazards when it switches in.
Storm Drain: (Innate) This Pokemon lures all water attacks to itself, altering their course away from partner Pokemon. It absorbs the water and increases its Special Attack by one (1) stage. This boost is maintained at the end of each round.
Flare Boost (DW): (Innate) This Pokemon's Body can harness the heat from a burn into internal energy, fueling its mental capabilities. When Burned, the Pokemon's special attacks do two (2) more damage.

Stats: 83 / 42 / 52 / 71 / 62 / 85

HP: 100
Atk: Rank 2
Def: Rank 2
SpA: Rank 3
SpD: Rank 3
Spe: 85

4th Gen Level-Up Moves:
0 Leer
0 Tackle
6 Mud Shot
11 Bubblebeam
17 Rapid Spin
22 Mud Bomb
29 Pursuit
35 Dark Pulse
41 Dig
45 Body Slam
48 Stockpile
48 Swallow
48 Spit Up
55 Muddy Water

5th Gen Level-Up Moves:
0 Leer
0 Tackle
4 Mud Shot
9 Rapid Spin
13 Bubblebeam
21 Mud Bomb
25 Pursuit
29 Body Slam
33 Dark Pulse
37 Stockpile
37 Swallow
37 Spit Up
41 Dig
45 Crunch
49 Muddy Water

Egg Moves:
Double-Edge
Encore
Fake Out
Fire Fang
Fissure
Flail
Horn Drill
Sand Tomb
Screech
Sucker Punch
Thunder Fang
Aqua Tail
Bite
Dive
Earth Power
Magnitude
Water Spout

4th Gen Tutor Moves:
AncientPower
Aqua Tail
Bounce
Dive
Earth Power
Knock Off
Rollout
Snore
Sucker Punch

4th Gen TMs:
TM05 Roar
TM06 Toxic
TM10 Hidden Power
TM11 Sunny Day
TM12 Taunt
TM17 Protect
TM18 Rain Dance
TM21 Frustration
TM23 Iron Tail
TM26 Earthquake
TM27 Return
TM32 Double Team
TM42 Facade
TM43 Secret Power
TM44 Rest
TM45 Attract
TM49 Snatch
TM58 Endure
TM63 Embargo
TM66 Payback
TM78 Captivate
TM79 Dark Pulse
TM80 Rock Slide
TM82 Sleep Talk
TM83 Natural Gift
TM87 Swagger
TM89 U-turn
TM90 Substitute
HM04 Strength
HM06 Rock Smash

5th Gen TMs:
TM05 Roar
TM06 Toxic
TM09 Venoshock
TM10 Hidden Power
TM11 Sunny Day
TM12 Taunt
TM17 Protect
TM18 Rain Dance
TM21 Frustration
TM26 Earthquake
TM27 Return
TM32 Double Team
TM34 Sludge Wave
TM36 Sludge Bomb
TM41 Torment
TM42 Facade
TM44 Rest
TM45 Attract
TM46 Thief
TM48 Round
TM49 Echoed Voice
TM60 Quash
TM63 Embargo
TM66 Payback
TM67 Retaliate
TM78 Bulldoze
TM80 Rock Slide
TM87 Swagger
TM89 U-turn
TM90 Substitute
TM94 Rock Smash
TM95 Snarl
HM04 Strength

Colossoil:



Height: 8' 8"
Weight: 1504.8 lbs / 684 kg
Evolution: Colosshale -> Level-Up with Dig -> Colossoil
Type: Dark/Ground
Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.

Abilities:
Rebound: (Innate) When this Pokemon is released into battle, it senses the hazards the opponent has laid on the field and thrusts them to the other side of the arena where they will affect the opponent's Pokemon. The Pokemon does not suffer the effects of these hazards when it switches in.
Guts: (Innate) This Pokemon is tenacious and will work ever harder when under a status condition, raising the base attack power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.
Pressure (DW): (Innate) This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.

Stats: 133 / 122 / 72 / 71 / 72 / 95

HP: 120
Atk: Rank 5
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 95

4th Gen Level-Up Moves:
0 Leer
0 Peck
6 Horn Attack
11 Bite
17 Rapid Spin
22 Body Slam
29 Pursuit
35 Bounce
42 Magnitude
48 Stockpile
48 Swallow
48 Spit Up
55 Crunch
63 Megahorn
70 Horn Drill

5th Gen Level-Up Moves:
0 Leer
0 Peck
4 Horn Attack
9 Bite
13 Rapid Spin
21 Magnitude
25 Pursuit
29 Body Slam
33 Bounce
37 Stockpile
37 Swallow
37 Spit Up
41 Horn Drill
45 Crunch
49 Megahorn

Egg Moves:
Double-Edge
Encore
Fake Out
Fire Fang
Fissure
Flail
Horn Drill
Sand Tomb
Screech
Sucker Punch
Thunder Fang
Aqua Tail
Bite
Dive
Earth Power
Magnitude
Water Spout

4th Gen Tutors:
AncientPower
Aqua Tail
Body Slam
Bounce
Dive
Earth Power
Knock Off
Rollout
Snore
Sucker Punch
Superpower

4th Gen TMs:
TM05 Roar
TM06 Toxic
TM10 Hidden Power
TM11 Sunny Day
TM12 Taunt
TM15 Hyper Beam
TM17 Protect
TM18 Rain Dance
TM21 Frustration
TM23 Iron Tail
TM26 Earthquake
TM27 Return
TM31 Brick Break
TM32 Double Team
TM37 Sandstorm
TM42 Facade
TM43 Secret Power
TM44 Rest
TM45 Attract
TM49 Snatch
TM58 Endure
TM63 Embargo
TM66 Payback
TM68 Giga Impact
TM71 Stone Edge
TM78 Captivate
TM79 Dark Pulse
TM80 Rock Slide
TM82 Sleep Talk
TM83 Natural Gift
TM87 Swagger
TM89 U-turn
TM90 Substitute
HM04 Strength
HM06 Rock Smash

5th Gen TMs:
TM05 Roar
TM06 Toxic
TM09 Venoshock
TM10 Hidden Power
TM11 Sunny Day
TM12 Taunt
TM17 Protect
TM18 Rain Dance
TM21 Frustration
TM23 Knock Down
TM26 Earthquake
TM27 Return
TM28 Dig
TM31 Brick Break
TM32 Double Team
TM34 Sludge Wave
TM36 Sludge Bomb
TM37 Sandstorm
TM39 Rock Tomb
TM41 Torment
TM42 Facade
TM44 Rest
TM45 Attract
TM46 Thief
TM48 Round
TM49 Echoed Voice
TM60 Quash
TM63 Embargo
TM66 Payback
TM67 Retaliate
TM71 Stone Edge
TM78 Bulldoze
TM80 Rock Slide
TM82 Dragon Tail
TM84 Poison Jab
TM87 Swagger
TM89 U-turn
TM90 Substitute
TM94 Rock Smash
TM95 Snarl
HM04 Strength

Krillowatt:
Plicowatt:



Height: 0’ 3”
Weight: 0.22 lbs / 0.1 kg
Evolution: Plicowatt -> Level-Up at Sazanami Bay at Night -> Krillowatt
Type: Electric / Water
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Abilities:
Trace: (Can be Activated) This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced.
Magic Guard: (Innate) This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it.
Shed Skin (DW): (Innate) This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.

Stats: 21 / 29 / 13 / 28 / 14 / 95

HP: 80
Atk: Rank 2
Def: Rank 1
SpA: Rank 2
SpD: Rank 1
Spe: 95

4th Gen Level-Up Moves:
0 Bubble
0 Charge
0 Tackle
10 Thundershock
25 Detect
50 Zap Cannon

5th Gen Level-Up Moves:
0 Bubble
0 Charge
0 Tackle
10 Thundershock
25 Detect
50 Zap Cannon

Egg Moves:
Counter
Follow Me
Me First
Metronome
Mind Reader
Mirror Coat
Sheer Cold
Muddy Water
Shock Wave
Signal Beam
Whirlpool

4th Gen Tutor Moves:
Dive
Helping Hand
Icy Wind
Signal Beam
Swift

4th Gen TMs:
TM03 Water Pulse
TM06 Toxic
TM07 Hail
TM10 Hidden Power
TM13 Ice Beam
TM17 Protect
TM18 Rain Dance
TM21 Frustration
TM24 Thunderbolt
TM27 Return
TM32 Double Team
TM34 Shock Wave
TM43 Secret Power
TM44 Rest
TM45 Attract
TM58 Endure
TM67 Recycle
TM70 Flash
TM72 Thunder Wave
TM78 Captivate
TM82 Sleep Talk
TM83 Natural Gift
TM90 Substitute
HM05 Whirlpool

5th Gen TMs:
TM03 Water Pulse
TM06 Toxic
TM07 Hail
TM10 Hidden Power
TM13 Ice Beam
TM17 Protect
TM18 Rain Dance
TM21 Frustration
TM24 Thunderbolt
TM27 Return
TM32 Double Team
TM44 Rest
TM45 Attract
TM48 Round
TM55 Scald
TM70 Flash
TM72 Thunder Wave
TM73 Volt Switch
TM90 Substitute
TM93 Wild Charge
HM06 Dive

Krillowatt:


Height: 2’ 4”
Weight: 23.4 lbs / 10.6 kg
Evolution: Plicowatt -> Level-Up at Sazanami Bay at Night -> Krillowatt
Type: Electric/Water
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Abilities:
Trace: (Can be Activated) This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced.
Magic Guard: (Innate) This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it.
Shell Armor (DW): (Innate) This Pokemon’s thick, bony outer shell prevents it from taking critical hits.

Stats: 151 / 84 / 73 / 83 / 74 / 105

HP: 125
Atk: Rank 3
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 105

4th Gen Level-Up Moves:
0 Ice Shard
0 Bubble
0 Charge
5 Thundershock
11 Confuse Ray
17 Imprison
24 Mirror Coat
28 BubbleBeam
33 Counter
39 Copycat
46 Heart Swap
51 Discharge
57 Guillotine
63 Thunder
68 Muddy Water

5th Gen Level-Up Moves:
0 Ice Shard
0 Bubble
0 Charge
0 Thundershock
5 Thundershock
11 Confuse Ray
17 Aqua Jet
20 Mirror Coat
20 Counter
25 Imprison
28 Bubblebeam
33 Volt Switch
39 Copycat
46 Heart Swap
51 Discharge
57 Guillotine
63 Thunder
68 Hydro Pump

Egg Moves:
Counter
Follow Me
Me First
Metronome
Mind Reader
Mirror Coat
Sheer Cold
Muddy Water
Shock Wave
Signal Beam
Whirlpool

4th Gen Tutor Moves:
Dive
Earth Power
Fury Cutter
Helping Hand
Ice Punch
Icy Wind
Low Kick
Signal Beam
Swift
ThunderPunch

4th Gen TMs:
TM03 Water Pulse
TM06 Toxic
TM07 Hail
TM10 Hidden Power
TM13 Ice Beam
TM14 Blizzard
TM15 Hyper Beam
TM17 Protect
TM18 Rain Dance
TM21 Frustration
TM24 Thunderbolt
TM25 Thunder
TM26 Earthquake
TM27 Return
TM32 Double Team
TM34 Shock Wave
TM41 Torment
TM42 Facade
TM43 Secret Power
TM44 Rest
TM45 Attract
TM56 Fling
TM58 Endure
TM66 Payback
TM67 Recycle
TM68 Giga Impact
TM70 Flash
TM73 Thunder Wave
TM78 Captivate
TM82 Sleep Talk
TM83 Natural Gift
TM90 Substitute

5th Gen TMs:
TM01 Hone Claws
TM06 Toxic
TM07 Hail
TM10 Hidden Power
TM13 Ice Beam
TM14 Blizzard
TM15 Hyper Beam
TM17 Protect
TM18 Rain Dance
TM20 Safeguard
TM21 Frustration
TM24 Thunderbolt
TM25 Thunder
TM26 Earthquake
TM27 Return
TM32 Double Team
TM41 Torment
TM44 Rest
TM45 Attract
TM47 Low Sweep
TM48 Round
TM49 Echoed Voice
TM55 Scald
TM56 Fling
TM66 Payback
TM68 Giga Impact
TM70 Flash
TM72 Thunder Wave
TM73 Volt Switch
TM78 Bulldoze
TM90 Substitute
TM93 Wild Charge
TM94 Rock Smash
HM01 Cut
HM03 Surf
HM05 Waterfall
HM06 Dive

Voodoom:
Voodoll:



Height: 3’3”
Weight: 55 lbs / 25 kg
Evolution: Voodoll -> Level-Up with Charge -> Voodoom
Type: Normal/Dark
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.

Abilities:
Insomnia: (Innate) This Pokemon is immune to sleep induced by other Pokemon. It's normal state of sleeplessness makes it take 1 less damage/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action.
Normalize: (Can be Disabled) This Pokemon has mastered Normal-type attacks and can change any attack type to have a Normal energy signature. All attacks used by the Pokemon are considered Normal-type attacks, although they retain the same status-enducing and other properties. The Pokemon's Normal-type attacks have four (4) more Base Attack Power.
Cursed Body (DW): (Innate) When This Pokemon is struck by an opponents attack that makes contact, there is a 30% chance that attack will be disabled. Only one of the opponent's attacks can be disabled at a time due to Cursed Body.

Stats: 60 / 55 / 50 / 65 / 50 / 70

HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 70

4th Gen Level-Up Moves:
0 Astonish
0 Copycat
7 Pain Split
11 Spite
15 Grudge
19 Charge
20 Follow Me
25 Pin Missile
30 Faint Attack
35 Frustration
40 Acupressure
45 Dark Pulse
50 Substitute
55 Beat Up

5th Gen Level-Up Moves:
0 Astonish
0 Copycat
0 Mimic
7 Pain Split
11 Spite
15 Grudge
19 Charge
20 Follow Me
25 Pin Missile
30 Faint Attack
35 Frustration
40 Acupressure
45 Dark Pulse
50 Substitute
55 Beat Up

Egg Moves:
Baton Pass
Imprison
Mach Punch
Memento
Perish Song
Pursuit
Smellingsalt
Screech
Trickery
Counter
Psycho Cut
Focus Punch
Snatch
Shock Wave

4th Gen Tutor Moves:
Ice Punch
Knock Off
Low Kick
Magic Coat
Nightmare
Pain Split
Snore
Spite
Uproar
Vacuum Wave

4th Gen TMs:
TM01 Focus Punch
TM06 Toxic
TM10 Hidden Power
TM11 Sunny Day
TM12 Taunt
TM17 Protect
TM21 Frustration
TM27 Return
TM29 Psychic
TM31 Brick Break
TM32 Double Team
TM34 Shock Wave
TM41 Torment
TM42 Facade
TM43 Secret Power
TM44 Rest
TM45 Attract
TM46 Thief
TM49 Snatch
TM56 Fling
TM58 Endure
TM66 Payback
TM73 Thunder Wave
TM78 Captivate
TM79 Dark Pulse
TM82 Sleep Talk
TM83 Natural Gift
TM87 Swagger
TM90 Substitute
HM04 Strength
HM06 Rock Smash

5th Gen TMs:
TM06 Toxic
TM10 Hidden Power
TM11 Sunny Day
TM12 Taunt
TM17 Protect
TM21 Frustration
TM27 Return
TM29 Psychic
TM31 Brick Break
TM32 Double Team
TM41 Torment
TM42 Facade
TM44 Rest
TM45 Attract
TM46 Thief
TM47 Low Sweep
TM48 Round
TM56 Fling
TM66 Payback
TM67 Retaliate
TM73 Thunder Wave
TM80 Rock Slide
TM83 Work Up
TM85 Dream Eater
TM87 Swagger
TM90 Substitute
TM94 Rock Smash
HM04 Strength

Voodooom:

Height: 6’ 6”
Weight: 166.1 lbs 75.5 kg
Evolution: Voodoll --> Level Up w/ Charge --> Voodoom
Type: Fighting / Dark
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.

Abilities:
Volt Absorb: (Innate) This Pokemon absorbs all electrical attacks and instead of taking damage, recover HP. Thunder Wave has no effect on the Pokemon.
Lightning Rod: (Innate) These Pokemon naturally attract electricity to themselves and away from partners in double battles. When struck with an Electric attack, they tranfer the energy into their body, using it to increase their Special Attack by one (1) stage. This boost is maintained at the end of each round.
Motor Drive (DW): (Innate) This Pokemon nullifies any electrical attack damage and converts the energy from any electrical attack (inc. Thunder Wave) into an energy source that allows it to boost its speed by one (1) level. This boost is maintained at the end of each round.

Stats: 90 / 85 / 80 / 105 / 80 / 110

HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 4
SpD: Rank 3
Spe: 110

4th Gen Level-Up Moves:
0 Night Slash
0 Revenge
0 Wrap
0 Astonish
0 Copycat
7 Pain Split
11 Spite
15 Grudge
19 Charge
20 Follow Me
25 Pin Missile
30 Faint Attack
35 Close Combat
40 Acupressure
45 Aura Sphere
50 Substitute
55 Beat Up

5th Gen Level-Up Moves:
0 Revenge
0 Night Slash
0 Wrap
0 Astonish
0 Copycat
0 Mimic
7 Pain Split
11 Spite
15 Grudge
19 Charge
20 Follow Me
25 Pin Missile
30 Faint Attack
35 Close Combat
40 Acupressure
45 Aura Sphere
50 Substitute
55 Beat Up

Egg Moves:
Baton Pass
Imprison
Mach Punch
Memento
Perish Song
Pursuit
Smellingsalt
Screech
Trickery
Counter
Psycho Cut
Focus Punch
Snatch
Shock Wave

4th Gen Tutor Moves:
Ice Punch
Knock Off
Low Kick
Magic Coat
Nightmare
Pain Split
Snore
Spite
Uproar
Vacuum Wave

4th Gen TMs:
TM01 Focus Punch
TM06 Toxic
TM08 Bulk Up
TM10 Hidden Power
TM11 Sunny Day
TM12 Taunt
TM15 Hyper Beam
TM17 Protect
TM21 Frustration
TM26 Earthquake
TM27 Return
TM29 Psychic
TM31 Brick Break
TM32 Double Team
TM34 Shock Wave
TM41 Torment
TM42 Facade
TM43 Secret Power
TM44 Rest
TM45 Attract
TM46 Thief
TM49 Snatch
TM52 Focus Blast
TM56 Fling
TM58 Endure
TM60 Drain Punch
TM66 Payback
TM68 Giga Impact
TM73 Thunder Wave
TM75 Stone Edge
TM78 Captivate
TM79 Dark Pulse
TM80 Rock Slide
TM82 Sleep Talk
TM83 Natural Gift
TM85 Dream Eater
TM87 Swagger
TM90 Substitute
HM04 Strength
HM06 Rock Smash

5th Gen TMs:
TM06 Toxic
TM08 Bulk Up
TM10 Hidden Power
TM11 Sunny Day
TM15 Hyper Beam
TM12 Taunt
TM17 Protect
TM21 Frustration
TM26 Earthquake
TM27 Return
TM29 Psychic
TM31 Brick Break
TM32 Double Team
TM41 Torment
TM42 Facade
TM44 Rest
TM45 Attract
TM46 Thief
TM47 Low Sweep
TM48 Round
TM49 Echoed Voice
TM52 Focus Blast
TM56 Fling
TM66 Payback
TM67 Retaliate
TM68 Giga Impact
TM71 Stone Edge
TM73 Thunder Wave
TM80 Rock Slide
TM83 Work Up
TM85 Dream Eater
TM87 Swagger
TM90 Substitute
TM93 Wild Charge
TM94 Rock Smash
HM04 Strength

Tomohawk:
Scratchet:


Height: 1' 08" / 0.5m
Weight: 44.0lbs / 20.0kg
Evolution: Scratchet -> Level 23 -> Tomohawk
Type: Normal/Fighting
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Abilities:
Scrappy: (Innate) This Pokemon’s Normal and Fighting attacks carry a special signature that can damage Ghosts, even if they have phased out.
Prankster: (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
Vital Spirit (DW): (Innate) This Pokemon has a high vitality and alertness making it immune to sleep induced by other Pokemon. Its normal state of sleeplessness makes it take 1 less damage/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action.

Stats: 55 HP / 85 Atk / 80 Def / 20 SpA / 70 SpD / 40 Spe

HP: 90
Atk: Rank 3
Def: Rank 3
SpA: Rank 1
SpD: Rank 3
Spe: 40

5th Gen Level-Up Moves:
00 Fury Swipes
09 Harden
13 Focus Energy
18 Rock Smash
23 Roar
27 Work Up
32 Submission
36 Hyper Voice
40 Bulk Up
45 Superpower
49 Taunt
53 Rest
57 Retaliate

Egg Moves:
Baton Pass
Confuse Ray
Focus Energy
Haze
Memento
Nature Power
Rapid Spin
Roost
Stealth Rock
Yawn

5th Gen TMs:
TM05 Roar
TM06 Toxic
TM08 Bulk Up
TM10 Hidden Power
TM11 Sunny Day
TM12 Taunt
TM17 Protect
TM18 Rain Dance
TM20 Safeguard
TM21 Frustration
TM27 Return
TM31 Brick Break
TM32 Double Team
TM33 Reflect
TM39 Rock Tomb
TM40 Aerial Ace
TM42 Facade
TM44 Rest
TM45 Attract
TM46 Thief
TM48 Round
TM49 Echoed Voice
TM52 Focus Blast
TM54 False Swipe
TM56 Fling
TM60 Quash
TM67 Retaliate
TM70 Flash
TM78 Bulldoze
TM80 Rock Slide
TM83 Work Up
TM86 Grass Knot
TM87 Swagger
TM90 Substitute
TM94 Rock Smash
HM04 Strength

Tomohawk:

Height: 4' 2'' / 1.27 m
Weight: 82 lbs / 37.2 kg
Evolution: Scratchet -> Level 23 -> Tomohawk
Type: Flying/Fighting
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Abilities:
Intimidate: (Can be Activated) When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing thier Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again.
Prankster: (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
Justified (DW): (Innate) This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.

Stats: 105 HP/60 Atk/90 Def/115 SpA/80 SpD/85 Spe

HP: 110
Atk: Rank 2
Def: Rank 3
SpA: Rank 4
SpD: Rank 3
Spe: 85

5th Gen Level-Up Moves:
00 Sunny Day
00 Aura Sphere
00 Fury Swipes
00 Harden
08 Fury Swipes
13 Harden
17 Aerial Ace
20 Morning Sun
23 Whirlwind
29 Rain Dance
33 Earth Power
37 Air Slash
42 Submission
45 Heat Wave
49 Hyper Voice
50 Sky Drop
51 Superpower
53 Rest
55 Hurricane
60 Healing Wish

Egg Moves:
Baton Pass
Confuse Ray
Focus Energy
Haze
Memento
Nature Power
Rapid Spin
Roost
Stealth Rock
Yawn

5th Gen TMs:
05 Roar
06 Toxic
08 Bulk Up
10 Hidden Power
11 Sunny Day
12 Taunt
15 Hyper Beam
17 Protect
18 Rain Dance
20 Safeguard
21 Frustration
22 SolarBeam
26 Earthquake
27 Return
31 Brick Break
32 Double Team
33 Reflect
39 Rock Tomb
40 Aerial Ace
42 Facade
44 Rest
45 Attract
46 Thief
48 Round
49 Echoed Voice
52 Focus Blast
54 False Swipe
56 Fling
58 Sky Drop
59 Incinerate
60 Quash
62 Acrobatics
67 Retaliate
68 Giga Impact
70 Flash
78 Bulldoze
80 Rock Slide
83 Work Up
86 Grass Knot
87 Swagger
90 Substitute
94 Rock Smash
H2 Fly
H4 Strength

CAP Level-Up to 25 Moves:

A Consolidation of the CAP Level-up moves for easy pulling into a registration or claim post:

Syclar:
Leer
Leech Life
Scratch
Focus Energy
Ice Shard
Slash
Icy Wind
Bug Bite
Icicle Spear

Revenankh:
Wrap
Bide
Sand Tomb
Wring Out
Rock Tomb
Arm Thrust
Mean Look
Glare
Shadow Punch

Embirch:
Pound
Bullet Seed
Sweet Scent
Growth
Ember
Leech Seed
Flame Wheel
Giga Drain
Fire Spin

Breezi:
Gust
Sand Attack
Tailwind
Encore
Rapid Spin
Knock Off
Heal Pulse
Copycat
Whirlwind
Razor Wind
Entrainment

Rebble:
Tackle
Defense Curl
Rollout
Rock Blast
Disable
Acupressure
Mud Shot
Power Gem

Privatyke:
Bubble
Smokescreen
Yawn
Wrap
Arm Thrust

Nohface:
Scratch
Tackle
Iron Defense
Lick
Leer
Odor Sleuth
Faint Attack
Shadow Sneak
Curse

Monohm:
Tackle
Growl
Leer
Dragon Rage
Charge
Thundershock
Rain Dance
Twister
Spark
Sonicboom

Colosshale:
Leer
Tackle
Mud Shot
Bubblebeam
Rapid Spin
Mud Bomb
Pursuit

Plicowatt:
Bubble
Charge
Tackle
Thundershock
Detect

Voodoll:
Astonish
Copycat
Mimic
Pain Split
Spite
Grudge
Charge
Follow Me
Pin Missile

Scratchet:
Fury Swipes
Harden
Focus Energy
Rock Smash
Roar


Rarity Listing:

The rarity points to start with CAP Pokemon and the names of their base forms.

Syclar: 2
Revenankh: 4
Embirch: 2
Breezi: 2
Rebble: 2
Privatyke: 2
Nohface: 2
Monohm: 2
Colosshale: 2
Plicowatt: 2
Voodoll: 2
Scratchet: 2


Capture Rates for CAP Pokemon:

CAP Pokemon can also be captured in some RPs.

Syclar: 90
Syclant: 45
Revenankh: 45
Embirch: 120
Flarelm: 90
Pyroak: 45
Breezi: 120
Fidgit: 45
Rebble: 120
Bolderdash: 90
Stratagem: 45
Privatyke: 90
Arghonaut: 45
Nohface: 60
Kitsunoh: 45
Monohm: 45
Duclohm: 45
Cyclohm: 45
Colosshale: 60
Colossoil: 45
Plicowatt: 45
Krillowatt: 25
Voodoll: 120
Voodoom: 45
Scratchet: 120
Tomohawk: 45
 

Deck Knight

Blast Off At The Speed Of Light! That's Right!
is a Forum Moderator Alumnusis a Top CAP Contributor Alumnusis a Top Smogon Media Contributor Alumnus
Stat System (As of 07/12/2011):
Below are the limits applied to each stat category:

Rank 1: 0-25; 80 HP
Rank 2: 26-60; 90 HP
Rank 3: 61-95; 100 HP
Rank 4: 96-119; 110 HP
Rank 5: 120-140; 120 HP
Rank 6: 141-160; 125 HP
Rank 7: 161-180; 130 HP
Rank 8: 181-200; 135 HP
Rank 9: 201+; 140 HP

Stat Anchor Post

btw. please use ctrl + F to find a mon. Save yourself some time.

Bulbasaur
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 3
SpD: Rank 3
Spe: 45

Ivysaur
HP: 90
Atk: Rank 3
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 60

Venusaur
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 4
SpD: Rank 4
Spe: 80

Charmander
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 65

Charmeleon
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 3
SpD: Rank 3
Spe: 80

Charizard
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 4
SpD: Rank 3
Spe: 100

Squirtle
HP: 90
Atk: Rank 2
Def: Rank 3
SpA: Rank 2
SpD: Rank 3
Spe: 43

Wartortle
HP: 90
Atk: Rank 3
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 58

Blastoise
HP: 100
Atk: Rank 3
Def: Rank 4
SpA: Rank 3
SpD: Rank 4
Spe: 78

Caterpie
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 1
SpD: Rank 1
Spe: 45

Metapod
HP: 90
Atk: Rank 1
Def: Rank 2
SpA: Rank 1
SpD: Rank 1
Spe: 30

Butterfree
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 3
SpD: Rank 3
Spe: 70

Weedle
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 1
SpD: Rank 1
Spe: 50

Kakuna
HP: 90
Atk: Rank 1
Def: Rank 2
SpA: Rank 1
SpD: Rank 1
Spe: 45

Beedrill
HP: 100
Atk: Rank 3
Def: Rank 2
SpA: Rank 2
SpD: Rank 3
Spe: 75

Pidgey
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 56

Pidgeotto
HP: 100
Atk: Rank 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 71

Pidgeot
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 91

Rattata
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 1
SpD: Rank 2
Spe: 72

Raticate
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 2
SpD: Rank 3
Spe: 97

Spearow
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 70

Fearow
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 100

Ekans
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 55

Arbok
HP: 90
Atk: Rank 3
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 80

Pikachu
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 90

Raichu
HP: 100
Atk: Rank 3
Def: Rank 2
SpA: Rank 3
SpD: Rank 3
Spe: 100

Sandshrew
HP: 90
Atk: Rank 3
Def: Rank 3
SpA: Rank 1
SpD: Rank 2
Spe: 40

Sandslash
HP 100:
Atk: Rank 4
Def: Rank 4
SpA: Rank 2
SpD: Rank 2
Spe: 65

Nidoran F
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 41

Nidorina
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 2
SpD: Rank 2
Spe: 56

Nidoqueen
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 76

Nidoran M
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 50

Nidorino
HP: 100
Atk: Rank 3
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 65

Nidoking
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 85

Clefairy
HP: 100
Atk: Rank 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 3
Spe: 35

Clefable
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 60

Vulpix
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 3
Spe: 65

Ninetales
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 3
SpD: Rank 4
Spe: 100

Jigglypuff
HP: 110
Atk: Rank 2
Def: Rank 1
SpA: Rank 2
SpD: Rank 1
Spe: 20

Wigglytuff
HP: 120
Atk: Rank 3
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 45

Zubat
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 55

Golbat
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 90

Oddish
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 3
SpD: Rank 3
Spe: 30

Gloom
HP: 90
Atk: Rank 3
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 40

Vileplume
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 4
SpD: Rank 3
Spe: 50

Paras
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 25

Parasect
HP: 90
Atk: Rank 3
Def: Rank 3
SpA: Rank 2
SpD: Rank 3
Spe: 30

Venonat
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 45

Venomoth
HP: 100
Atk: Rank 3
Def: Rank 2
SpA: Rank 3
SpD: Rank 3
Spe: 90

Diglett
HP: 80
Atk: Rank 2
Def: Rank 1
SpA: Rank 2
SpD: Rank 2
Spe: 95

Dugtrio
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 2
SpD: Rank 3
Spe: 120

Meowth
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 90

Persian
HP: 100
Atk: Rank 3
Def: Rank 2
SpA: Rank 3
SpD: Rank 3
Spe: 115

Psyduck
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 55

Golduck
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 85

Mankey
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 70

Primeape
HP: 100
Atk: Rank 4
Def: Rank 2
SpA: Rank 2
SpD: Rank 3
Spe: 95

Growlithe
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 60

Arcanine
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 4
SpD: Rank 3
Spe: 95

Poliwag
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 90

Poliwhirl
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 2
SpD: Rank 2
Spe: 90

Poliwrath
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 70

Abra
HP: 80
Atk: Rank 1
Def: Rank 1
SpA: Rank 4
SpD: Rank 2
Spe: 90

Kadabra
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 5
SpD: Rank 3
Spe: 105

Alakazam
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 5
SpD: Rank 3
Spe: 120

Machop
HP: 100
Atk: Rank 3
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 35

Machoke
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 2
SpD: Rank 2
Spe: 45

Machamp
HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 55

Bellsprout
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 40

Weepinbell
HP: 100
Atk: Rank 3
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 55

Victreebel
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 4
SpD: Rank 2
Spe: 70

Tentacool
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 4
Spe: 70

Tentacruel
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 3
SpD: Rank 5
Spe: 100

Geodude
HP: 90
Atk: Rank 3
Def: Rank 4
SpA: Rank 2
SpD: Rank 2
Spe: 20

Graveler
HP: 90
Atk: Rank 3
Def: Rank 4
SpA: Rank 2
SpD: Rank 2
Spe: 35

Golem
HP: 100
Atk: Rank 4
Def: Rank 5
SpA: Rank 2
SpD: Rank 3
Spe: 45

Ponyta
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 3
SpD: Rank 3
Spe: 90

Rapidash
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 105

Slowpoke
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 2
SpD: Rank 2
Spe: 15

Slowbro
HP: 100
Atk: Rank 3
Def: Rank 4
SpA: Rank 4
SpD: Rank 3
Spe: 30

Magnemite
HP: 80
Atk: Rank 2
Def: Rank 3
SpA: Rank 3
SpD: Rank 2
Spe: 45

Magneton
HP: 90
Atk: Rank 2
Def: Rank 3
SpA: Rank 5
SpD: Rank 3
Spe: 70

Farfetch'd
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 2
SpD: Rank 3
Spe: 60

Doduo
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 75

Dodrio
HP: 90
Atk: Rank 4
Def: Rank 3
SpA: Rank 2
SpD: Rank 2
Spe: 100

Seel
HP: 100
Atk: Rank 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 3
Spe: 45

Dewgong
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 70

Grimer
HP: 100
Atk: Rank 3
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 25

Muk
HP: 110
Atk: Rank 4
Def: Rank 3
SpA: Rank 3
SpD: Rank 4
Spe: 50

Shellder
HP: 90
Atk: Rank 3
Def: Rank 4
SpA: Rank 2
SpD: Rank 1
Spe: 40

Cloyster
HP: 90
Atk: Rank 3
Def: Rank 7
SpA: Rank 3
SpD: Rank 2
Spe: 70

Gastly
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 4
SpD: Rank 2
Spe: 80

Haunter
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 4
SpD: Rank 2
Spe: 95

Gengar
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 5
SpD: Rank 3
Spe: 110

Onix
HP: 90
Atk: Rank 2
Def: Rank 6
SpA: Rank 2
SpD: Rank 2
Spe: 70

Drowzee
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 3
Spe: 42

Hypno
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 3
SpD: Rank 4
Spe: 67

Krabby
HP: 90
Atk: Rank 4
Def: Rank 3
SpA: Rank 1
SpD: Rank 1
Spe: 50

Kingler
HP: 90
Atk: Rank 5
Def: Rank 4
SpA: Rank 2
SpD: Rank 2
Spe: 75

Voltorb
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 100

Electrode
HP: 90
Atk: Rank 2
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 140

Exeggcute
HP: 90
Atk: Rank 2
Def: Rank 3
SpA: Rank 2
SpD: Rank 2
Spe: 40

Exeggutor
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 5
SpD: Rank 3
Spe: 55

Cubone
HP: 90
Atk: Rank 2
Def: Rank 3
SpA: Rank 2
SpD: Rank 2
Spe: 35

Marowak
HP: 90
Atk: Rank 3
Def: Rank 4
SpA: Rank 2
SpD: Rank 3
Spe: 45

Hitmonlee
HP: 90
Atk: Rank 5
Def: Rank 2
SpA: Rank 2
SpD: Rank 4
Spe: 87

Hitmonchan
HP: 90
Atk: Rank 4
Def: Rank 3
SpA: Rank 2
SpD: Rank 4
Spe: 76

Lickitung
HP: 100
Atk: Rank 2
Def: Rank 3
SpA: Rank 2
SpD: Rank 3
Spe: 30

Koffing
HP: 90
Atk: Rank 3
Def: Rank 3
SpA: Rank 2
SpD: Rank 2
Spe: 35

Weezing
HP: 100
Atk: Rank 3
Def: Rank 5
SpA: Rank 3
SpD: Rank 3
Spe: 60

Rhyhorn
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 2
SpD: Rank 2
Spe: 25

Rhydon
HP: 110
Atk: Rank 5
Def: Rank 5
SpA: Rank 2
SpD: Rank 2
Spe: 40

Chansey
HP: 140
Atk: Rank 1
Def: Rank 1
SpA: Rank 2
SpD: Rank 4
Spe: 50

Tangela
HP: 100
Atk: Rank 2
Def: Rank 4
SpA: Rank 4
SpD: Rank 2
Spe: 60

Kangaskhan
HP: 110
Atk: Rank 3
Def: Rank 3
SpA: Rank 2
SpD: Rank 3
Spe: 90

Horsea
HP: 90
Atk: Rank 2
Def: Rank 3
SpA: Rank 3
SpD: Rank 1
Spe: 60

Seadra
HP: 90
Atk: Rank 3
Def: Rank 3
SpA: Rank 3
SpD: Rank 2
Spe: 85

Goldeen
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 63

Seaking
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 68

Staryu
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 85

Starmie
HP: 90
Atk: Rank 3
Def: Rank 3
SpA: Rank 4
SpD: Rank 3
Spe: 115

Mr. Mime
HP: 90
Atk: Rank 2
Def: Rank 3
SpA: Rank 4
SpD: Rank 5
Spe: 90

Scyther
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 2
SpD: Rank 3
Spe: 105

Jynx
HP: 100
Atk: Rank 2
Def: Rank 2
SpA: Rank 4
SpD: Rank 3
Spe: 95

Electabuzz
HP: 100
Atk: Rank 3
Def: Rank 2
SpA: Rank 3
SpD: Rank 3
Spe: 105

Magmar
HP: 100
Atk: Rank 3
Def: Rank 2
SpA: Rank 4
SpD: Rank 3
Spe: 93

Pinsir
HP: 100
Atk: Rank 5
Def: Rank 4
SpA: Rank 2
SpD: Rank 3
Spe: 85

Tauros
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 2
SpD: Rank 3
Spe: 110

Magikarp
HP: 80
Atk: Rank 1
Def: Rank 2
SpA: Rank 1
SpD: Rank 1
Spe: 80

Gyarados
HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 2
SpD: Rank 4
Spe: 81

Lapras
HP: 120
Atk: Rank 3
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 60

Ditto
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 48

Eevee
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 3
Spe: 55

Vaporeon
HP: 120
Atk: Rank 3
Def: Rank 2
SpA: Rank 4
SpD: Rank 3
Spe: 65

Jolteon
HP: 100
Atk: Rank 3
Def: Rank 2
SpA: Rank 4
SpD: Rank 3
Spe: 130

Flareon
HP: 100
Atk: Rank 5
Def: Rank 2
SpA: Rank 3
SpD: Rank 4
Spe: 65

Porygon
HP: 100
Atk: Rank 2
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 40

Omanyte
HP: 90
Atk: Rank 2
Def: Rank 4
SpA: Rank 3
SpD: Rank 2
Spe: 35

Omastar
HP: 100
Atk: Rank 2
Def: Rank 5
SpA: Rank 4
SpD: Rank 3
Spe: 55

Kabuto
HP: 90
Atk: Rank 3
Def: Rank 3
SpA: Rank 2
SpD: Rank 2
Spe: 55

Kabutops
HP: 90
Atk: Rank 4
Def: Rank 4
SpA: Rank 3
SpD: Rank 3
Spe: 80

Aerodactyl
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 2
SpD: Rank 3
Spe: 130

Snorlax
HP: 125
Atk: Rank 4
Def: Rank 3
SpA: Rank 3
SpD: Rank 4
Spe: 30

Articuno
HP: 100
Atk: Rank 3
Def: Rank 4
SpA: Rank 3
SpD: Rank 5
Spe: 85

Zapdos
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 5
SpD: Rank 3
Spe: 100

Moltres
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 5
SpD: Rank 3
Spe: 90

Dratini
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 50

Dragonair
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 70

Dragonite
HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 4
SpD: Rank 4
Spe: 80

Mewtwo
HP: 110
Atk: Rank 4
Def: Rank 3
SpA: Rank 6
SpD: Rank 3
Spe: 130

Mew
HP: 110
Atk: Rank 4
Def: Rank 4
SpA: Rank 4
SpD: Rank 4
Spe: 100


Chikorita
HP: 90
Atk: Rank 2
Def: Rank 3
SpA: Rank 2
SpD: Rank 3
Spe: 45

Bayleef
HP: 90
Atk: Rank 3
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 60

Meganium
HP: 100
Atk: Rank 3
Def: Rank 4
SpA: Rank 3
SpD: Rank 4
Spe: 80

Cyndaquil
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 65

Quilava
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 3
SpD: Rank 3
Spe: 80

Typhlosion
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 4
SpD: Rank 3
Spe: 100

Totodile
HP: 90
Atk: Rank 3
Def: Rank 3
SpA: Rank 2
SpD: Rank 2
Spe: 43

Croconaw
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 2
SpD: Rank 3
Spe: 58

Feraligatr
HP: 100
Atk: Rank 4
Def: Rank 4
SpA: Rank 3
SpD: Rank 3
Spe: 78

Sentret
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 20

Furret
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 2
SpD: Rank 2
Spe: 90

Hoothoot
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 50

Noctowl
HP: 110
Atk: Rank 2
Def: Rank 2
SpA: Rank 3
SpD: Rank 4
Spe: 70

Ledyba
HP: 90
Atk: Rank 1
Def: Rank 2
SpA: Rank 2
SpD: Rank 3
Spe: 55

Ledian
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 4
Spe: 85

Spinarak
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 30

Ariados
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 2
SpD: Rank 2
Spe: 40

Crobat
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 130

Chinchou
HP: 100
Atk: Rank 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 67

Lanturn
HP: 120
Atk: Rank 2
Def: Rank 2
SpA: Rank 3
SpD: Rank 3
Spe: 67

Pichu
HP: 80
Atk: Rank 2
Def: Rank 1
SpA: Rank 2
SpD: Rank 2
Spe: 60

Cleffa
HP: 90
Atk: Rank 1
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 15

Igglybuff
HP: 100
Atk: Rank 2
Def: Rank 1
SpA: Rank 2
SpD: Rank 1
Spe: 15

Togepi
HP: 90
Atk: Rank 1
Def: Rank 3
SpA: Rank 2
SpD: Rank 3
Spe: 20

Togetic
HP: 90
Atk: Rank 2
Def: Rank 3
SpA: Rank 3
SpD: Rank 4
Spe: 40

Natu
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 70

Xatu
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 95

Mareep
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 35

Flaaffy
HP: 100
Atk: Rank 2
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 45

Ampharos
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 4
SpD: Rank 3
Spe: 55

Bellossom
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 3
SpD: Rank 4
Spe: 50

Marill
HP: 100
Atk: Rank 1
Def: Rank 2
SpA: Rank 1
SpD: Rank 2
Spe: 40

Azumarill
HP: 110
Atk: Rank 2
Def: Rank 3
SpA: Rank 2
SpD: Rank 3
Spe: 50

Sudowoodo
HP: 100
Atk: Rank 4
Def: Rank 4
SpA: Rank 2
SpD: Rank 3
Spe: 30

Politoed
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 3
SpD: Rank 4
Spe: 70

Hoppip
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 50

Skiploom
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 3
Spe: 80

Jumpluff
HP: 100
Atk: Rank 2
Def: Rank 3
SpA: Rank 2
SpD: Rank 3
Spe: 110

Aipom
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 85

Sunkern
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 30

Sunflora
HP: 100
Atk: Rank 3
Def: Rank 2
SpA: Rank 4
SpD: Rank 3
Spe: 30

Yanma
HP: 100
Atk: Rank 3
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 95

Wooper
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 1
SpD: Rank 1
Spe: 15

Quagsire
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 35

Espeon
HP: 100
Atk: Rank 3
Def: Rank 2
SpA: Rank 5
SpD: Rank 3
Spe: 110

Umbreon
HP: 100
Atk: Rank 3
Def: Rank 4
SpA: Rank 2
SpD: Rank 5
Spe: 65

Murkrow
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 91

Slowking
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 4
SpD: Rank 4
Spe: 30

Misdreavus
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 3
SpD: Rank 3
Spe: 85

Unown
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 48

Wobbuffet
HP: 135
Atk: Rank 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 33

Girafarig
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 85

Pineco
HP: 90
Atk: Rank 3
Def: Rank 3
SpA: Rank 2
SpD: Rank 2
Spe: 15

Forretress
HP: 100
Atk: Rank 3
Def: Rank 5
SpA: Rank 2
SpD: Rank 2
Spe: 40

Dunsparce
HP: 110
Atk: Rank 3
Def: Rank 3
SpA: Rank 3
SpD: Rank 2
Spe: 45

Gligar
HP: 100
Atk: Rank 3
Def: Rank 4
SpA: Rank 2
SpD: Rank 3
Spe: 85

Steelix
HP: 100
Atk: Rank 3
Def: Rank 8
SpA: Rank 2
SpD: Rank 3
Spe: 30

Snubbull
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 30

Granbull
HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 2
SpD: Rank 2
Spe: 45

Qwilfish
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 2
SpD: Rank 2
Spe: 85

Scizor
HP: 100
Atk: Rank 5
Def: Rank 4
SpA: Rank 2
SpD: Rank 3
Spe: 65

Shuckle
HP: 80
Atk: Rank 1
Def: Rank 9
SpA: Rank 1
SpD: Rank 9
Spe: 5

Heracross
HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 2
SpD: Rank 3
Spe: 85

Sneasel
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 2
SpD: Rank 3
Spe: 115

Teddiursa
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 40

Ursaring
HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 55

Slugma
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 20

Magcargo
HP: 90
Atk: Rank 2
Def: Rank 5
SpA: Rank 3
SpD: Rank 3
Spe: 30

Swinub
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 50

Piloswine
HP: 110
Atk: Rank 4
Def: Rank 3
SpA: Rank 2
SpD: Rank 2
Spe: 50

Corsola
HP: 90
Atk: Rank 2
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 35

Remoraid
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 65

Octillery
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 4
SpD: Rank 3
Spe: 45

Delibird
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 75

Mantine
HP: 100
Atk: Rank 2
Def: Rank 3
SpA: Rank 3
SpD: Rank 5
Spe: 70

Skarmory
HP: 100
Atk: Rank 3
Def: Rank 5
SpA: Rank 2
SpD: Rank 3
Spe: 70

Houndour
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 65

Houndoom
HP: 100
Atk: Rank 3
Def: Rank 2
SpA: Rank 4
SpD: Rank 3
Spe: 95

Kingdra
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 85

Phanpy
HP: 100
Atk: Rank 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 40

Donphan
HP: 100
Atk: Rank 5
Def: Rank 5
SpA: Rank 2
SpD: Rank 2
Spe: 50

Porygon2
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 4
SpD: Rank 3
Spe: 60

Stantler
HP: 100
Atk: Rank 3
Def: Rank 2
SpA: Rank 3
SpD: Rank 3
Spe: 85

Smeargle
HP: 90
Atk: Rank 1
Def: Rank 2
SpA: Rank 1
SpD: Rank 2
Spe: 75

Tyrogue
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 35

Hitmontop
HP: 90
Atk: Rank 3
Def: Rank 3
SpA: Rank 2
SpD: Rank 4
Spe: 70

Smoochum
HP: 90
Atk: Rank 2
Def: Rank 1
SpA: Rank 3
SpD: Rank 3
Spe: 65

Elekid
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 95

Magby
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 83

Miltank
HP: 100
Atk: Rank 3
Def: Rank 4
SpA: Rank 2
SpD: Rank 3
Spe: 100

Blissey
HP: 140
Atk: Rank 1
Def: Rank 1
SpA: Rank 3
SpD: Rank 5
Spe: 55

Raikou
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 4
SpD: Rank 4
Spe: 115

Entei
HP: 110
Atk: Rank 4
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 100

Suicune
HP: 110
Atk: Rank 3
Def: Rank 4
SpA: Rank 3
SpD: Rank 4
Spe: 85

Larvitar
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 41

Pupitar
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 51

Tyranitar
HP: 110
Atk: Rank 5
Def: Rank 4
SpA: Rank 3
SpD: Rank 4
Spe: 61

Lugia
HP: 110
Atk: Rank 3
Def: Rank 5
SpA: Rank 3
SpD: Rank 6
Spe: 110

Ho-oh
HP: 110
Atk: Rank 5
Def: Rank 3
SpA: Rank 4
SpD: Rank 6
Spe: 90

Celebi
HP: 110
Atk: Rank 4
Def: Rank 4
SpA: Rank 4
SpD: Rank 4
Spe: 100


Treecko
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 70

Grovyle
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 3
SpD: Rank 3
Spe: 95

Sceptile
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 4
SpD: Rank 3
Spe: 120

Torchic
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 45

Combusken
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 55

Blaziken
HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 4
SpD: Rank 3
Spe: 80

Mudkip
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 40

Marshtomp
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 2
SpD: Rank 3
Spe: 50

Swampert
HP: 110
Atk: Rank 4
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 60

Poochyena
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 35

Mightyena
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 2
SpD: Rank 2
Spe: 70

Zigzagoon
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 60

Linoone
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 2
SpD: Rank 3
Spe: 100

Wurmple
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 1
SpD: Rank 2
Spe: 20

Silcoon
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 1
SpD: Rank 1
Spe: 15

Beautifly
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 65

Cascoon
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 1
SpD: Rank 1
Spe: 15

Dustox
HP: 90
Atk: Rank 2
Def: Rank 3
SpA: Rank 2
SpD: Rank 3
Spe: 65

Lotad
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 30

Lombre
HP: 90
Atk: Rank 3
Def: Rank 3
SpA: Rank 2
SpD: Rank 3
Spe: 50

Ludicolo
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 3
SpD: Rank 4
Spe: 70

Seedot
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 30

Nuzleaf
HP: 100
Atk: Rank 3
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 60

Shiftry
HP: 100
Atk: Rank 4
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 80

Taillow
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 85

Swellow
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 125

Wingull
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 85

Pelipper
HP: 90
Atk: Rank 2
Def: Rank 4
SpA: Rank 3
SpD: Rank 3
Spe: 65

Ralts
HP: 90
Atk: Rank 1
Def: Rank 1
SpA: Rank 2
SpD: Rank 2
Spe: 40

Kirlia
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 50

Gardevoir
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 5
SpD: Rank 4
Spe: 80

Surskit
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 65

Masquerain
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 60

Shroomish
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 35

Breloom
HP: 90
Atk: Rank 5
Def: Rank 3
SpA: Rank 2
SpD: Rank 2
Spe: 70

Slakoth
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 30

Vigoroth
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 2
SpD: Rank 2
Spe: 90

Slaking
HP: 125
Atk: Rank 6
Def: Rank 4
SpA: Rank 3
SpD: Rank 3
Spe: 100

Nincada
HP: 90
Atk: Rank 2
Def: Rank 3
SpA: Rank 2
SpD: Rank 2
Spe: 40

Ninjask
HP: 100
Atk: Rank 3
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 160

Shedinja
HP: 80
Atk: Rank 3
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 40

Whismur
HP: 100
Atk: Rank 2
Def: Rank 1
SpA: Rank 2
SpD: Rank 1
Spe: 28

Loudred
HP: 100
Atk: Rank 3
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 48

Exploud
HP: 110
Atk: Rank 3
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 68

Makuhita
HP: 100
Atk: Rank 2
Def: Rank 2
SpA: Rank 1
SpD: Rank 2
Spe: 25

Hariyama
HP: 125
Atk: Rank 5
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 50

Azurill
HP: 90
Atk: Rank 1
Def: Rank 2
SpA: Rank 1
SpD: Rank 2
Spe: 20

Nosepass
HP: 90
Atk: Rank 2
Def: Rank 5
SpA: Rank 2
SpD: Rank 3
Spe: 30

Skitty
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 50

Delcatty
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 2
SpD: Rank 2
Spe: 70

Sableye
HP: 90
Atk: Rank 3
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 50

Mawile
HP: 90
Atk: Rank 3
Def: Rank 3
SpA: Rank 2
SpD: Rank 2
Spe: 50

Aron
HP: 90
Atk: Rank 3
Def: Rank 4
SpA: Rank 2
SpD: Rank 2
Spe: 30

Lairon
HP: 90
Atk: Rank 3
Def: Rank 5
SpA: Rank 2
SpD: Rank 2
Spe: 40

Aggron
HP: 100
Atk: Rank 4
Def: Rank 7
SpA: Rank 2
SpD: Rank 2
Spe: 50

Meditite
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 60

Medicham
HP: 90
Atk: Rank 2
Def: Rank 3
SpA: Rank 2
SpD: Rank 3
Spe: 80

Electrike
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 65

Manectric
HP: 100
Atk: Rank 3
Def: Rank 2
SpA: Rank 4
SpD: Rank 2
Spe: 105

Plusle
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 3
SpD: Rank 3
Spe: 95

Minun
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 3
SpD: Rank 3
Spe: 95

Volbeat
HP: 100
Atk: Rank 3
Def: Rank 2
SpA: Rank 2
SpD: Rank 3
Spe: 85

Illumise
HP: 100
Atk: Rank 2
Def: Rank 2
SpA: Rank 3
SpD: Rank 3
Spe: 85

Roselia
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 4
SpD: Rank 3
Spe: 65

Gulpin
HP: 100
Atk: Rank 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 40

Swalot
HP: 110
Atk: Rank 3
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 55

Carvanha
HP: 90
Atk: Rank 3
Def: Rank 1
SpA: Rank 3
SpD: Rank 1
Spe: 65

Sharpedo
HP: 100
Atk: Rank 5
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 95

Wailmer
HP: 120
Atk: Rank 3
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 60

Wailord
HP: 130
Atk: Rank 3
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 60

Numel
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 35

Camerupt
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 4
SpD: Rank 3
Spe: 40

Torkoal
HP: 100
Atk: Rank 3
Def: Rank 5
SpA: Rank 3
SpD: Rank 3
Spe: 20

Spoink
HP: 90
Atk: Rank 1
Def: Rank 2
SpA: Rank 3
SpD: Rank 3
Spe: 60

Grumpig
HP: 100
Atk: Rank 2
Def: Rank 3
SpA: Rank 3
SpD: Rank 4
Spe: 80

Spinda
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 60

Trapinch
HP: 90
Atk: Rank 4
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 10

Vibrava
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 70

Flygon
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 100

Cacnea
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 35

Cacturne
HP: 100
Atk: Rank 4
Def: Rank 2
SpA: Rank 4
SpD: Rank 2
Spe: 55

Swablu
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 3
Spe: 50

Altaria
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 3
SpD: Rank 4
Spe: 80

Zangoose
HP: 100
Atk: Rank 4
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 90

Seviper
HP: 100
Atk: Rank 4
Def: Rank 2
SpA: Rank 4
SpD: Rank 2
Spe: 65

Lunatone
HP: 100
Atk: Rank 2
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 70

Solrock
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 2
SpD: Rank 3
Spe: 70

Barboach
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 60

Whiscash
HP: 110
Atk: Rank 3
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 60

Corphish
HP: 90
Atk: Rank 3
Def: Rank 3
SpA: Rank 2
SpD: Rank 2
Spe: 35

Crawdaunt
HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 3
SpD: Rank 2
Spe: 55

Baltoy
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 3
Spe: 55

Claydol
HP: 90
Atk: Rank 3
Def: Rank 4
SpA: Rank 3
SpD: Rank 5
Spe: 75

Lileep
HP: 100
Atk: Rank 2
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 23

Cradily
HP: 100
Atk: Rank 3
Def: Rank 4
SpA: Rank 3
SpD: Rank 4
Spe: 43

Anorith
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 75

Armaldo
HP: 100
Atk: Rank 5
Def: Rank 4
SpA: Rank 3
SpD: Rank 3
Spe: 45

Feebas
HP: 80
Atk: Rank 1
Def: Rank 1
SpA: Rank 1
SpD: Rank 2
Spe: 80

Milotic
HP: 100
Atk: Rank 2
Def: Rank 3
SpA: Rank 4
SpD: Rank 5
Spe: 81

Castform
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 70

Kecleon
HP: 90
Atk: Rank 3
Def: Rank 3
SpA: Rank 2
SpD: Rank 5
Spe: 40

Shuppet
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 45

Banette
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 65

Duskull
HP: 80
Atk: Rank 2
Def: Rank 3
SpA: Rank 2
SpD: Rank 3
Spe: 25

Dusclops
HP: 90
Atk: Rank 3
Def: Rank 5
SpA: Rank 2
SpD: Rank 5
Spe: 25

Tropius
HP: 110
Atk: Rank 3
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 51

Chimecho
HP: 100
Atk: Rank 2
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 65

Absol
HP: 100
Atk: Rank 5
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 75

Wynaut
HP: 100
Atk: Rank 1
Def: Rank 2
SpA: Rank 1
SpD: Rank 2
Spe: 23

Snorunt
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 50

Glalie
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 80

Spheal
HP: 100
Atk: Rank 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 25

Sealeo
HP: 100
Atk: Rank 2
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 45

Walrein
HP: 110
Atk: Rank 3
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 65

Clamperl
HP: 90
Atk: Rank 3
Def: Rank 3
SpA: Rank 3
SpD: Rank 2
Spe: 32

Huntail
HP: 90
Atk: Rank 4
Def: Rank 4
SpA: Rank 3
SpD: Rank 3
Spe: 52

Gorebyss
HP: 90
Atk: Rank 3
Def: Rank 4
SpA: Rank 4
SpD: Rank 3
Spe: 52

Relicanth
HP: 110
Atk: Rank 3
Def: Rank 5
SpA: Rank 2
SpD: Rank 3
Spe: 55

Luvdisc
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 3
Spe: 97

Bagon
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 50

Shelgon
HP: 100
Atk: Rank 3
Def: Rank 4
SpA: Rank 2
SpD: Rank 2
Spe: 50

Salamence
HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 4
SpD: Rank 3
Spe: 100

Beldum
HP: 90
Atk: Rank 2
Def: Rank 3
SpA: Rank 2
SpD: Rank 2
Spe: 30

Metang
HP: 90
Atk: Rank 3
Def: Rank 4
SpA: Rank 2
SpD: Rank 3
Spe: 50

Metagross
HP: 100
Atk: Rank 5
Def: Rank 5
SpA: Rank 3
SpD: Rank 3
Spe: 70

Regirock
HP: 100
Atk: Rank 4
Def: Rank 8
SpA: Rank 2
SpD: Rank 4
Spe: 50

Regice
HP: 100
Atk: Rank 2
Def: Rank 4
SpA: Rank 4
SpD: Rank 8
Spe: 50

Registeel
HP: 100
Atk: Rank 3
Def: Rank 6
SpA: Rank 3
SpD: Rank 6
Spe: 50

Latias
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 4
SpD: Rank 5
Spe: 110

Latios
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 5
SpD: Rank 4
Spe: 110

Kyogre
HP: 110
Atk: Rank 4
Def: Rank 3
SpA: Rank 6
SpD: Rank 5
Spe: 90

Groudon
HP: 110
Atk: Rank 6
Def: Rank 5
SpA: Rank 4
SpD: Rank 3
Spe: 90

Rayquaza
HP: 110
Atk: Rank 6
Def: Rank 3
SpA: Rank 6
SpD: Rank 3
Spe: 95

Jirachi
HP: 110
Atk: Rank 4
Def: Rank 4
SpA: Rank 4
SpD: Rank 4
Spe: 100

Deoxys-A
HP: 90
Atk: Rank 7
Def: Rank 1
SpA: Rank 7
SpD: Rank 1
Spe: 150

Deoxys-D
HP: 90
Atk: Rank 3
Def: Rank 6
SpA: Rank 3
SpD: Rank 6
Spe: 90

Deoxys-N
HP: 90
Atk: Rank 6
Def: Rank 2
SpA: Rank 6
SpD: Rank 2
Spe: 150

Deoxys-S
HP: 90
Atk: Rank 3
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 180


Turtwig
HP: 90
Atk: Rank 3
Def: Rank 3
SpA: Rank 2
SpD: Rank 2
Spe: 31

Grotle
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 2
SpD: Rank 3
Spe: 36

Torterra
HP: 100
Atk: Rank 4
Def: Rank 4
SpA: Rank 3
SpD: Rank 3
Spe: 56

Chimchar
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 61

Monferno
HP: 100
Atk: Rank 3
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 81

Infernape
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 4
SpD: Rank 3
Spe: 108

Piplup
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 40

Prinplup
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 50

Empoleon
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 4
SpD: Rank 4
Spe: 60

Starly
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 60

Staravia
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 80

Staraptor
HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 2
SpD: Rank 2
Spe: 100

Bidoof
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 31

Bibarel
HP: 100
Atk: Rank 3
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 71

Kricketot
HP: 90
Atk: Rank 1
Def: Rank 2
SpA: Rank 1
SpD: Rank 2
Spe: 25

Kricketune
HP: 100
Atk: Rank 3
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 65

Shinx
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 45

Luxio
HP: 100
Atk: Rank 3
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 60

Luxray
HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 70

Budew
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 3
Spe: 55

Roserade
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 5
SpD: Rank 4
Spe: 90

Cranidos
HP: 100
Atk: Rank 5
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 58

Rampardos
HP: 110
Atk: Rank 7
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 58

Shieldon
HP: 90
Atk: Rank 2
Def: Rank 4
SpA: Rank 2
SpD: Rank 3
Spe: 30

Bastiodon
HP: 90
Atk: Rank 2
Def: Rank 7
SpA: Rank 2
SpD: Rank 5
Spe: 30

Burmy
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 36

Wormadam (Grass)
HP: 90
Atk: Rank 2
Def: Rank 3
SpA: Rank 3
SpD: Rank 4
Spe: 36

Wormadam (Ground)
HP: 90
Atk: Rank 3
Def: Rank 4
SpA: Rank 2
SpD: Rank 3
Spe: 36

Wormadam (Steel)
HP: 90
Atk: Rank 3
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 36

Mothim
HP: 100
Atk: Rank 3
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 66

Combee
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 70

Vespiquen
HP: 100
Atk: Rank 3
Def: Rank 4
SpA: Rank 3
SpD: Rank 4
Spe: 40

Pachirisu
HP: 90
Atk: Rank 2
Def: Rank 3
SpA: Rank 2
SpD: Rank 3
Spe: 95

Buizel
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 85

Floatzel
HP: 100
Atk: Rank 4
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 115

Cherubi
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 35

Cherrim
HP: 100
Atk: Rank 2
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 85

Shellos
HP: 100
Atk: Rank 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 3
Spe: 34

Gastrodon
HP: 110
Atk: Rank 3
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 39

Ambipom
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 2
SpD: Rank 3
Spe: 115

Drifloon
HP: 100
Atk: Rank 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 70

Drifblim
HP: 125
Atk: Rank 3
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 80

Buneary
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 85

Lopunny
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 2
SpD: Rank 4
Spe: 105

Mismagius
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 4
SpD: Rank 4
Spe: 105

Honchkrow
HP: 110
Atk: Rank 5
Def: Rank 2
SpA: Rank 4
SpD: Rank 2
Spe: 71

Glameow
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 85

Purugly
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 3
SpD: Rank 2
Spe: 112

Chingling
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 45

Stunky
HP: 100
Atk: Rank 3
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 74

Skuntank
HP: 110
Atk: Rank 3
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 84

Bronzor
HP: 90
Atk: Rank 1
Def: Rank 3
SpA: Rank 1
SpD: Rank 3
Spe: 23

Bronzong
HP: 100
Atk: Rank 3
Def: Rank 4
SpA: Rank 3
SpD: Rank 4
Spe: 33

Bonsly
HP: 90
Atk: Rank 3
Def: Rank 3
SpA: Rank 1
SpD: Rank 2
Spe: 10

Mime Jr.
HP: 80
Atk: Rank 1
Def: Rank 2
SpA: Rank 3
SpD: Rank 3
Spe: 60

Happiny
HP: 110
Atk: Rank 1
Def: Rank 1
SpA: Rank 1
SpD: Rank 3
Spe: 30

Chatot
HP: 100
Atk: Rank 3
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 91

Spiritomb
HP: 90
Atk: Rank 3
Def: Rank 4
SpA: Rank 3
SpD: Rank 4
Spe: 35

Gible
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 1
SpD: Rank 2
Spe: 42

Gabite
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 2
SpD: Rank 2
Spe: 82

Garchomp
HP: 110
Atk: Rank 5
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 102

Munchlax
HP: 120
Atk: Rank 3
Def: Rank 2
SpA: Rank 2
SpD: Rank 3
Spe: 5

Riolu
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 60

Lucario
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 4
SpD: Rank 3
Spe: 90

Hippopotas
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 2
SpD: Rank 2
Spe: 32

Hippowdon
HP: 110
Atk: Rank 4
Def: Rank 4
SpA: Rank 3
SpD: Rank 3
Spe: 47

Skorupi
HP: 90
Atk: Rank 2
Def: Rank 3
SpA: Rank 2
SpD: Rank 2
Spe: 65

Drapion
HP: 100
Atk: Rank 3
Def: Rank 4
SpA: Rank 2
SpD: Rank 3
Spe: 95

Croagunk
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 50

Toxicroak
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 85

Carnivine
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 46

Finneon
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 3
Spe: 66

Lumineon
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 91

Mantyke
HP: 90
Atk: Rank 1
Def: Rank 2
SpA: Rank 2
SpD: Rank 5
Spe: 50

Snover
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 40

Abomasnow
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 60

Weavile
HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 2
SpD: Rank 3
Spe: 125

Magnezone
HP: 100
Atk: Rank 3
Def: Rank 4
SpA: Rank 5
SpD: Rank 3
Spe: 60

Lickilicky
HP: 110
Atk: Rank 3
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 50

Rhyperior
HP: 110
Atk: Rank 5
Def: Rank 5
SpA: Rank 2
SpD: Rank 2
Spe: 40

Tangrowth
HP: 110
Atk: Rank 4
Def: Rank 5
SpA: Rank 4
SpD: Rank 2
Spe: 50

Electivire
HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 95

Magmortar
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 5
SpD: Rank 3
Spe: 83

Togekiss
HP: 100
Atk: Rank 2
Def: Rank 3
SpA: Rank 5
SpD: Rank 4
Spe: 80

Yanmega
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 4
SpD: Rank 2
Spe: 95

Leafeon
HP: 100
Atk: Rank 4
Def: Rank 5
SpA: Rank 2
SpD: Rank 3
Spe: 95

Glaceon
HP: 100
Atk: Rank 2
Def: Rank 4
SpA: Rank 5
SpD: Rank 3
Spe: 65

Gliscor
HP: 100
Atk: Rank 3
Def: Rank 5
SpA: Rank 2
SpD: Rank 3
Spe: 95

Mamoswine
HP: 110
Atk: Rank 5
Def: Rank 3
SpA: Rank 3
SpD: Rank 2
Spe: 80

Porygon-Z
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 5
SpD: Rank 3
Spe: 90

Gallade
HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 3
SpD: Rank 4
Spe: 80

Probopass
HP: 90
Atk: Rank 2
Def: Rank 6
SpA: Rank 3
SpD: Rank 6
Spe: 40

Dusknoir
HP: 90
Atk: Rank 4
Def: Rank 5
SpA: Rank 3
SpD: Rank 5
Spe: 45

Froslass
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 110

Rotom
HP: 90
Atk: Rank 2
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 91

Rotom-A (all forms)
HP: 90
Atk: Rank 3
Def: Rank 4
SpA: Rank 4
SpD: Rank 4
Spe: 86

Uxie
HP: 100
Atk: Rank 3
Def: Rank 5
SpA: Rank 3
SpD: Rank 5
Spe: 95

Mesprit
HP: 100
Atk: Rank 4
Def: Rank 4
SpA: Rank 4
SpD: Rank 4
Spe: 80

Azelf
HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 5
SpD: Rank 3
Spe: 115

Dialga
HP: 110
Atk: Rank 5
Def: Rank 5
SpA: Rank 6
SpD: Rank 4
Spe: 90

Palkia
HP: 100
Atk: Rank 5
Def: Rank 4
SpA: Rank 6
SpD: Rank 5
Spe: 100

Heatran
HP: 100
Atk: Rank 3
Def: Rank 4
SpA: Rank 5
SpD: Rank 4
Spe: 77

Regigigas
HP: 110
Atk: Rank 6
Def: Rank 4
SpA: Rank 3
SpD: Rank 4
Spe: 100

Giratina
HP: 125
Atk: Rank 4
Def: Rank 5
SpA: Rank 4
SpD: Rank 5
Spe: 90

Giratina-O
HP: 125
Atk: Rank 5
Def: Rank 4
SpA: Rank 5
SpD: Rank 4
Spe: 90

Cresselia
HP: 120
Atk: Rank 3
Def: Rank 5
SpA: Rank 3
SpD: Rank 5
Spe: 85

Phione
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 80

Manaphy
HP: 110
Atk: Rank 4
Def: Rank 4
SpA: Rank 4
SpD: Rank 4
Spe: 100

Darkrai
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 5
SpD: Rank 3
Spe: 125

Shaymin (Land Form)
HP: 110
Atk: Rank 4
Def: Rank 4
SpA: Rank 4
SpD: Rank 4
Spe: 100

Shaymin (Sky Form)
HP: 110
Atk: Rank 4
Def: Rank 3
SpA: Rank 5
SpD: Rank 3
Spe: 127

Arceus (All forms)
HP: 120
Atk: Rank 5
Def: Rank 5
SpA: Rank 5
SpD: Rank 5
Spe: 120


Victini
HP: 110
Atk: Rank 4
Def: Rank 4
SpA: Rank 4
SpD: Rank 4
Spe: 100

Snivy
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 63

Servine
HP: 90
Atk: Rank 2
Def: Rank 3
SpA: Rank 2
SpD: Rank 3
Spe: 83

Serperior
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 113

Tepig
HP: 100
Atk: Rank 3
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 45

Pignite
HP: 100
Atk: Rank 3
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 55

Emboar
HP: 110
Atk: Rank 5
Def: Rank 3
SpA: Rank 4
SpD: Rank 3
Spe: 65

Oshawott
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 45

Dewott
HP: 100
Atk: Rank 3
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 60

Samurott
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 4
SpD: Rank 3
Spe: 70

Patrat
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 42

Watchog
HP: 90
Atk: Rank 3
Def: Rank 3
SpA: Rank 2
SpD: Rank 3
Spe: 77

Lilipup
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 1
SpD: Rank 2
Spe: 55

Herdier
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 2
SpD: Rank 3
Spe: 60

Stoutland
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 2
SpD: Rank 3
Spe: 80

Purrloin
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 66

Liepard
HP: 100
Atk: Rank 3
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 106

Pansage
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 64

Simisage
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 4
SpD: Rank 3
Spe: 101

Pansear
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 64

Simisear
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 4
SpD: Rank 3
Spe: 101

Panpour
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 64

Simipour
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 4
SpD: Rank 3
Spe: 101

Munna
HP: 100
Atk: Rank 1
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 24

Musharna
HP: 110
Atk: Rank 2
Def: Rank 3
SpA: Rank 4
SpD: Rank 3
Spe: 29

Pidove
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 43

Tranquil
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 2
SpD: Rank 2
Spe: 65

Unfezant
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 3
SpD: Rank 2
Spe: 93

Blitzle
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 76

Zebstrika
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 116

Roggenrola
HP: 90
Atk: Rank 3
Def: Rank 3
SpA: Rank 1
SpD: Rank 1
Spe: 15

Boldore
HP: 100
Atk: Rank 4
Def: Rank 4
SpA: Rank 2
SpD: Rank 2
Spe: 20

Gigalith
HP: 100
Atk: Rank 5
Def: Rank 5
SpA: Rank 2
SpD: Rank 3
Spe: 25

Woobat
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 72

Swoobat
HP: 100
Atk: Rank 2
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 114

Drilbur
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 68

Excadrill
HP: 110
Atk: Rank 5
Def: Rank 2
SpA: Rank 2
SpD: Rank 3
Spe: 88

Audino
HP: 110
Atk: Rank 2
Def: Rank 3
SpA: Rank 2
SpD: Rank 3
Spe: 50

Timburr
HP: 100
Atk: Rank 3
Def: Rank 2
SpA: Rank 1
SpD: Rank 2
Spe: 35

Gurdurr
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 2
SpD: Rank 2
Spe: 40

Conkeldurr
HP: 110
Atk: Rank 5
Def: Rank 3
SpA: Rank 2
SpD: Rank 3
Spe: 45

Tympole
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 64

Palpitoad
HP: 100
Atk: Rank 3
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 69

Seismitoad
HP: 110
Atk: Rank 3
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 74

Throh
HP: 120
Atk: Rank 4
Def: Rank 3
SpA: Rank 2
SpD: Rank 3
Spe: 45

Sawk
HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 2
SpD: Rank 3
Spe: 85

Sewaddle
HP: 90
Atk: Rank 2
Def: Rank 3
SpA: Rank 2
SpD: Rank 2
Spe: 42

Swadloon
HP: 90
Atk: Rank 3
Def: Rank 3
SpA: Rank 2
SpD: Rank 3
Spe: 42

Leavanny
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 92

Venipede
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 57

Whirlipede
HP: 90
Atk: Rank 2
Def: Rank 4
SpA: Rank 2
SpD: Rank 3
Spe: 47

Scolipede
HP: 90
Atk: Rank 3
Def: Rank 3
SpA: Rank 2
SpD: Rank 3
Spe: 112

Cottonee
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 66

Whimsicott
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 116

Petilil
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 30

Liligant
HP: 100
Atk: Rank 2
Def: Rank 3
SpA: Rank 4
SpD: Rank 3
Spe: 90

Basculin
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 3
SpD: Rank 2
Spe: 98

Sandile
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 65

Krokorok
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 74

Krookodile
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 92

Darumaka
HP: 100
Atk: Rank 3
Def: Rank 2
SpA: Rank 1
SpD: Rank 2
Spe: 50

Darmanitan
HP: 110
Atk: Rank 5
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 95

Darmanitan (Zen Mode)
HP: 110
Atk: Rank 2
Def: Rank 4
SpA: Rank 5
SpD: Rank 4
Spe: 55

Maractus
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 4
SpD: Rank 3
Spe: 60

Dwebble
HP: 90
Atk: Rank 3
Def: Rank 3
SpA: Rank 2
SpD: Rank 2
Spe: 55

Crustle
HP: 100
Atk: Rank 3
Def: Rank 5
SpA: Rank 3
SpD: Rank 3
Spe: 45

Scraggy
HP: 90
Atk: Rank 3
Def: Rank 3
SpA: Rank 2
SpD: Rank 3
Spe: 48

Scrafty
HP: 100
Atk: Rank 3
Def: Rank 4
SpA: Rank 2
SpD: Rank 4
Spe: 58

Sigilyph
HP: 100
Atk: Rank 2
Def: Rank 3
SpA: Rank 4
SpD: Rank 3
Spe: 97

Yamask
HP: 90
Atk: Rank 2
Def: Rank 3
SpA: Rank 2
SpD: Rank 3
Spe: 30

Cofagrigus
HP: 90
Atk: Rank 2
Def: Rank 6
SpA: Rank 3
SpD: Rank 4
Spe: 30

Tirtouga
HP: 90
Atk: Rank 3
Def: Rank 4
SpA: Rank 2
SpD: Rank 2
Spe: 22

Carracosta
HP: 100
Atk: Rank 4
Def: Rank 5
SpA: Rank 3
SpD: Rank 3
Spe: 32

Archen
HP: 90
Atk: Rank 4
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 70

Archeops
HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 4
SpD: Rank 3
Spe: 110

Trubbish
HP: 90
Atk: Rank 2
Def: Rank 3
SpA: Rank 2
SpD: Rank 3
Spe: 65

Garbodor
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 2
SpD: Rank 3
Spe: 75

Zorua
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 65

Zoroark
HP: 90
Atk: Rank 4
Def: Rank 2
SpA: Rank 5
SpD: Rank 2
Spe: 105

Minccino
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 75

Cinccino
HP: 100
Atk: Rank 3
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 115

Gothita
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 3
Spe: 45

Gothorita
HP: 90
Atk: Rank 2
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 55

Gothitelle
HP: 100
Atk: Rank 2
Def: Rank 3
SpA: Rank 3
SpD: Rank 4
Spe: 65

Solosis
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 4
SpD: Rank 2
Spe: 20

Duosion
HP: 100
Atk: Rank 2
Def: Rank 2
SpA: Rank 5
SpD: Rank 2
Spe: 30

Reuniclus
HP: 110
Atk: Rank 3
Def: Rank 3
SpA: Rank 5
SpD: Rank 3
Spe: 30

Ducklett
HP: 100
Atk: Rank 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 55

Swanna
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 98

Vanillite
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 44

Vanillish
HP: 90
Atk: Rank 3
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 59

Vanilluxe
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 4
SpD: Rank 3
Spe: 79

Deerling
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 75

Sawsbuck
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 2
SpD: Rank 3
Spe: 95

Emolga
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 103

Karrablast
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 60

Escavalier
HP: 100
Atk: Rank 5
Def: Rank 4
SpA: Rank 2
SpD: Rank 4
Spe: 20

Foongus
HP: 100
Atk: Rank 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 15

Amoonguss
HP: 110
Atk: Rank 3
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 30

Frillish
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 3
SpD: Rank 3
Spe: 40

Jellicent
HP: 110
Atk: Rank 2
Def: Rank 3
SpA: Rank 3
SpD: Rank 4
Spe: 60

Alomomola
HP: 130
Atk: Rank 3
Def: Rank 3
SpA: Rank 2
SpD: Rank 2
Spe: 65

Joltik
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 65

Galvantula
HP: 100
Atk: Rank 3
Def: Rank 2
SpA: Rank 4
SpD: Rank 2
Spe: 108

Ferroseed
HP: 90
Atk: Rank 2
Def: Rank 3
SpA: Rank 1
SpD: Rank 3
Spe: 10

Ferrothorn
HP: 100
Atk: Rank 3
Def: Rank 5
SpA: Rank 2
SpD: Rank 4
Spe: 20

Klink
HP: 90
Atk: Rank 2
Def: Rank 3
SpA: Rank 2
SpD: Rank 2
Spe: 30

Klang
HP: 90
Atk: Rank 3
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 50

Klinklang
HP: 90
Atk: Rank 4
Def: Rank 4
SpA: Rank 3
SpD: Rank 3
Spe: 90

Tynamo
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 60

Eelektrik
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 40

Eelektross
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 4
SpD: Rank 3
Spe: 50

Elgyem
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 3
Spe: 30

Beheeyem
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 5
SpD: Rank 3
Spe: 40

Litwick
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 20

Lampent
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 55

Chandelure
HP: 90
Atk: Rank 2
Def: Rank 3
SpA: Rank 6
SpD: Rank 3
Spe: 80

Axew
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 57

Fraxure
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 2
SpD: Rank 2
Spe: 67

Haxorus
HP: 100
Atk: Rank 6
Def: Rank 3
SpA: Rank 2
SpD: Rank 3
Spe: 97

Cubchoo
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 40

Beartic
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 50

Cryogonal
HP: 100
Atk: Rank 2
Def: Rank 2
SpA: Rank 3
SpD: Rank 5
Spe: 105

Shelmet
HP: 90
Atk: Rank 2
Def: Rank 3
SpA: Rank 2
SpD: Rank 3
Spe: 25

Accelgor
HP: 100
Atk: Rank 3
Def: Rank 2
SpA: Rank 4
SpD: Rank 2
Spe: 145

Stunfisk
HP: 110
Atk: Rank 3
Def: Rank 3
SpA: Rank 3
SpD: Rank 4
Spe: 32

Mienfoo
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 65

Mienshao
HP: 100
Atk: Rank 5
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 105

Druddigon
HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 2
SpD: Rank 3
Spe: 48

Golett
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 35

Golurk
HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 2
SpD: Rank 3
Spe: 55

Pawniard
HP: 90
Atk: Rank 3
Def: Rank 3
SpA: Rank 2
SpD: Rank 2
Spe: 60

Bisharp
HP: 100
Atk: Rank 5
Def: Rank 4
SpA: Rank 2
SpD: Rank 3
Spe: 70

Bouffalant
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 2
SpD: Rank 3
Spe: 55

Rufflett
HP: 100
Atk: Rank 3
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 60

Braviary
HP: 110
Atk: Rank 5
Def: Rank 3
SpA: Rank 2
SpD: Rank 3
Spe: 80

Vullaby
HP: 100
Atk: Rank 2
Def: Rank 3
SpA: Rank 2
SpD: Rank 3
Spe: 60

Mandibuzz
HP: 110
Atk: Rank 3
Def: Rank 4
SpA: Rank 2
SpD: Rank 3
Spe: 80

Heatmor
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 4
SpD: Rank 3
Spe: 65

Durant
HP: 90
Atk: Rank 4
Def: Rank 4
SpA: Rank 2
SpD: Rank 2
Spe: 109

Deino
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 38

Zweilous
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 58

Hydreigon
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 5
SpD: Rank 3
Spe: 98

Larvesta
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 60

Volcarona
HP: 100
Atk: Rank 2
Def: Rank 3
SpA: Rank 5
SpD: Rank 4
Spe: 100

Cobalion
HP: 100
Atk: Rank 3
Def: Rank 5
SpA: Rank 3
SpD: Rank 3
Spe: 108

Terrakion
HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 108

Virizion
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 3
SpD: Rank 5
Spe: 108

Tornadus
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 5
SpD: Rank 3
Spe: 111

Thundurus
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 5
SpD: Rank 3
Spe: 111

Reshiram
HP: 110
Atk: Rank 5
Def: Rank 4
SpA: Rank 6
SpD: Rank 5
Spe: 90

Zekrom
HP: 110
Atk: Rank 6
Def: Rank 5
SpA: Rank 5
SpD: Rank 4
Spe: 90

Landorus
HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 4
SpD: Rank 3
Spe: 101

Kyurem
HP: 120
Atk: Rank 5
Def: Rank 3
SpA: Rank 5
SpD: Rank 3
Spe: 95

Keldio
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 5
SpD: Rank 3
Spe: 108

Meloetta (Aria)
HP: 110
Atk: Rank 3
Def: Rank 3
SpA: Rank 5
SpD: Rank 5
Spe: 90

Meloetta (Pirouette)
HP: 110
Atk: Rank 5
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 128

Genesect
HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 5
SpD: Rank 3
Spe: 99


Syclar
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 91

Syclant
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 4
SpD: Rank 3
Spe: 121

Revenankh
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 3
SpD: Rank 4
Spe: 65

Embirch
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 50

Flarelm:
HP: 100
Atk: Rank 2
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 55

Pyroak
HP: 120
Atk: Rank 3
Def: Rank 4
SpA: Rank 3
SpD: Rank 3
Spe: 60

Breezi
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 85

Fidgit
HP: 100
Atk: Rank 3
Def: Rank 4
SpA: Rank 3
SpD: Rank 3
Spe: 105

Rebble
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 90

Bolderdash
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 4
SpD: Rank 2
Spe: 110

Stratagem
HP: 100
Atk: Rank 2
Def: Rank 3
SpA: Rank 5
SpD: Rank 3
Spe: 130

Privatyke
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 2
SpD: Rank 2
Spe: 35

Arghonaut
HP: 110
Atk: Rank 4
Def: Rank 3
SpA: Rank 3
SpD: Rank 4
Spe: 75

Nohface
HP: 100
Atk: Rank 2
Def: Rank 3
SpA: Rank 1
SpD: Rank 2
Spe: 10

Kitsunoh
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 2
SpD: Rank 3
Spe: 110

Monohm
HP: 90
Atk: Rank 2
Def: Rank 3
SpA: Rank 3
SpD: Rank 2
Spe: 60

Duclohm
HP: 100
Atk: Rank 2
Def: Rank 3
SpA: Rank 3
SpD: Rank 2
Spe: 60

Cyclohm
HP: 110
Atk: Rank 2
Def: Rank 4
SpA: Rank 4
SpD: Rank 3
Spe: 80

Colosshale
HP: 100
Atk: Rank 2
Def: Rank 2
SpA: Rank 3
SpD: Rank 3
Spe: 85

Colossoil
HP: 120
Atk: Rank 5
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 95

Plicowatt:
HP: 80
Atk: Rank 2
Def: Rank 1
SpA: Rank 2
SpD: Rank 1
Spe: 95

Krilowatt
HP: 125
Atk: Rank 3
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 105

Voodoll
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 70

Voodoom
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 4
SpD: Rank 3
Spe: 110

Scratchet
HP: 90
Atk: Rank 3
Def: Rank 3
SpA: Rank 1
SpD: Rank 3
Spe: 40

Tomohawk

HP: 110
Atk: Rank 2
Def: Rank 3
SpA: Rank 4
SpD: Rank 3
Spe: 85


Rarity Listing:

Each Trainer can only catch the lowest evolved form of a Pokemon line. Each Pokemon has a corresponding rarity point listing. The rarity point listing is the cost in Trainer Points to obtain that Pokemon. Stronger Pokemon naturally have higher ratings. A Trainer starts with 6 trainer points to alot choosing his or her initial Pokemon. Smeargle's Rarity Rating is 3, but it cannot be used as a starting Pokemon. The cost of single stage Pokemon is added by 3 if it's not a starter.

Bulbasaur: 2

Charmander: 2

Squirtle: 2

Caterpie : 1

Weedle: 1

Pidgey: 2

Rattata: 2

Spearow: 2

Ekans: 2

Pichu: 2

Sandshrew: 2

Nidoran♀: 2

Nidoran♂: 2

Cleffa: 2

Vulpix: 2

Igglybuff: 2

Zubat: 2

Oddish: 2

Paras: 2

Venonat: 2

Diglett: 2

Meowth: 2

Psyduck: 2

Mankey: 2

Growlithe: 2

Poliwag: 2

Abra: 2

Machop: 2

Bellsprout: 2

Tentacool: 2

Geodude: 2

Ponyta: 2

Slowpoke: 2

Magnemite: 2

Farfetch'd: 3

Doduo: 2

Seel: 2

Grimer: 2

Shellder: 2

Gastly: 2

Onix: 3

Drowzee: 2

Krabby: 2

Voltorb: 2

Exeggcute: 2

Cubone: 2

Tyrogue: 2

Lickitung: 3

Koffing: 2

Rhyhorn: 2

Happiny: 2

Tangela: 3

Kangaskhan: 4

Horsea: 2

Goldeen: 2

Staryu: 2

Mime Jr.: 2

Scyther: 4

Smoochum: 2

Elekid: 2

Magby: 2

Pinsir: 4

Tauros: 4

Magikarp: 2

Lapras: 4

Ditto: 4

Eevee: 2

Porygon: 4

Omanyte: 2

Kabuto: 2

Aerodactyl: 4

Munchlax: 4

Dratini: 2


Chikorita: 2

Cyndaquil: 2

Totodile: 2

Sentret: 2

Hoothoot: 2

Ledyba: 2

Spinarak: 2

Chinchou: 2

Togepi: 2

Natu: 2

Mareep: 2

Azurill: 2

Bonsly: 2

Hoppip: 2

Aipom: 3

Sunkern: 2

Yanma: 3

Wooper: 2

Murkrow: 3

Misdreavus: 3

Unown: 4

Wynaut: 4

Girafarig: 4

Pineco: 2

Dunsparce: 4

Gligar: 4

Snubbull: 2

Qwilfish: 4

Shuckle: 4

Heracross: 4

Sneasel: 3

Teddiursa: 2

Slugma: 2

Swinub: 2

Corsola: 4

Remoraid: 2

Delibird: 3

Mantyke: 2

Skarmory: 4

Houndour: 2

Phanpy: 2

Stantler: 4

Miltank: 4

Larvitar: 2


Treecko: 2

Torchic: 2

Mudkip: 2

Poochyena: 2

Zigzagoon: 2

Wurmple: 1

Lotad: 2

Seedot: 2

Taillow: 2

Wingull: 2

Ralts: 2

Surskit: 2

Shroomish: 2

Slakoth: 2

Nincada: 2

Whismur: 2

Makuhita: 2

Nosepass: 3

Skitty: 2

Sableye: 4

Mawile: 4

Aron: 2

Meditite: 2

Electrike: 2

Plusle: 3

Minun: 3

Volbeat: 4

Illumise: 4

Budew: 2

Gulpin: 2

Carvanha: 2

Wailmer: 4

Numel: 2

Torkoal: 4

Spoink: 2

Spinda: 2

Trapinch: 2

Cacnea: 2

Swablu: 2

Zangoose: 4

Seviper: 4

Lunatone: 4

Solrock: 4

Barboach: 2

Corphish: 2

Baltoy: 2

Lileep: 2

Anorith: 2

Feebas: 2

Castform: 4

Kecleon: 4

Shuppet: 2

Duskull: 2

Tropius: 4

Chingling: 2

Absol: 4

Snorunt: 2

Spheal: 2

Clamperl: 2

Relicanth: 4

Luvdisc: 3

Bagon: 2

Beldum: 2


Turtwig: 2

Chimchar: 2

Piplup: 2

Starly: 2

Bidoof: 2

Kricketot: 2

Shinx: 2

Cranidos: 3

Shieldon: 2

Burmy: 1

Combee: 1

Pachirisu: 4

Buizel: 2

Cherubi: 2

Shellos: 2

Drifloon: 2

Buneary: 2

Glameow: 2

Stunky: 2

Bronzor: 2

Chatot: 4

Spiritomb: 4

Gible: 2

Riolu: 2

Hippopotas: 2

Skorupi: 2

Croagunk: 2

Carnivine: 4

Finneon: 2

Snover: 2

Rotom: 4


Snivy: 2

Tepig: 2

Oshawott: 2

Patrat: 2

Lillipup: 2

Purrloin: 2

Pansage: 2

Pansear: 2

Panpour: 2

Munna: 2

Pidove: 2

Blitzle: 2

Rogenrolla: 2

Woobat: 2

Drilbur: 2

Audino: 4

Timburr: 2

Tympole: 2

Throh: 4

Sawk: 4

Sewaddle: 2

Venipide: 2

Cottonee: 2

Petitlil: 2

Basculin: 4

Sandile: 2

Darumaka: 2

Maractus: 4

Dwebble: 2

Scraggy: 2

Sigilyph: 4

Yamask: 2

Tirtouga: 2

Archen: 2

Trubbush: 2

Zorua: 2

Minccino: 2

Gothita: 2

Solosis: 2

Ducklett: 2

Vanillite: 2

Deerling: 2

Emolga: 3

Karrablast: 2

Foongus: 2

Frillish: 2

Alomomola: 4

Joltik: 2

Ferroseed: 2

Klink: 2

Tynamo: 2

Elgyem: 2

Litwik: 2

Axew: 2

Cubchoo: 2

Cryogonal: 4

Shelmet: 2

Stunfisk: 4

Mienfoo: 2

Druddigon: 4

Golett: 2

Pawniard: 2

Bouffalant: 4

Rufflet: 2

Vullaby: 2

Heatmor: 4

Durant: 4

Deino: 2

Larvesta: 2


Syclar: 2

Revenankh: 4

Embirch: 2

Breezi: 2

Rebble: 2

Privatyke: 2

Nohface: 2

Monohm: 2

Colosshale: 2

Pilcowatt: 2

Voodoll: 2
 

Deck Knight

Blast Off At The Speed Of Light! That's Right!
is a Forum Moderator Alumnusis a Top CAP Contributor Alumnusis a Top Smogon Media Contributor Alumnus
Multi-Battle Targeting Update:

Moves now list what type of targeting they have in their descriptions. This also consequently means that moves that used to target at most 2 Pokemon now target more because of correct mechanics. Several types of multi-battle move targeting were implemented, as listed below.

Adjacent terminology in some attack targeting is only relevant for multi-battles where players want to play with positions factored in. In cases where position is decided to not matter in a match by both players, the word adjacent can simply be omitted from the targeting of moves. All other attacks not noted below are assumed to be able to target only one adjacent Pokemon, ally or foe.

"This move targets up to three (3) adjacent opponents in a multi-battle."
Affected Attacks: Acid, Air Cutter, Blizzard, Bubble, Dark Void, Eruption, Tail Whip, Snarl, Electroweb, Growl, Heat Wave, Hyper Voice, Icy Wind, Leer, Muddy Water, Twister, Glaciate, Incinerate, Powder Snow, Razor Wind, Razor Leaf, Rock Slide, String Shot, Sweet Scent, Water Spout, Swift, Relic Song, SmokeScreen

"This move targets all opponents in a multi-battle."
Affected Attacks: Struggle Bug, Heal Block

"This attack hits all adjacent Pokemon."
Affected Attacks: Discharge, Magnitude, Teeter Dance, Earthquake, Selfdestruct, Explosion, Sludge Wave, Surf, Searing Shot

"This move hits all Pokemon except the user."
Affected Attacks: Lava Plume, Bulldoze, Synchronoise

"This move strikes all Pokemon on the field, including the user."
Affected Attacks: Perish Song, Haze

"This move can hit any single Pokemon on the field, regardless of position."
Affected Attacks: Acrobatics, Air Slash, Brave Bird, Dragon Pulse, Sky Drop, Hurricane, Pluck, Wing Attack, Aerial Ace, Aura Sphere, Chatter, Gust, Peck, Sky Attack, Counter, Aeroblast, Bounce, Dark Pulse, Fly, Water Pulse, Mirror Coat

"This move attacks an enemy Pokemon at random."
Affected Attacks: Outrage, Thrash, Uproar

"This move attacks an adjacent enemy Pokemon at random."
Affected Attacks: Petal Dance

"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."
Affected Attacks: Light Screen, Reflect, Safeguard, Mist, Lucky Chant, Tailwind

"This move targets all allied Pokemon in a multi-battle, and also effects Pokemon in their Poke Balls."
Affected Attacks: Aromatherapy, Heal Bell

"This move targets all allied Pokemon in a multi-battle."
Affected Attacks: Quick Guard, Wide Guard

Priority Addition Update:

Priority descriptions have been added to all attacks. Pay particular attention to Bounce, Dig, Dive, and Fly. Bounce does not have a description for suspension, while Dig, Dive, and Fly do.

Charge attacks have also been coded as having a Charge priority of 1 and a Hit of -1. If a multi-hit attack strikes a Pokemon while Charging, the attack is nullified (Focus Punch acts like in-game with a Charge of 6 and a Hit of -3). Note that Charge only applies to moves like Sky Attack and Solarbeam. Moves like Razor Wind and Skull Bash have different descriptions.

Changed Attacks: Razor Wind, Spikes, Gravity, Rest, Assist, Sleep Talk, Metronome.

Razor Wind's whirlwind effects have been codified as breaking trapping moves and deflecting all attacks with 4 Base Attack Power or less. Spikes has been upgraded to 10/15/20 damage for the layers. Gravity now lasts for 5 rounds instead of 2, like all the other field effects. Rest heals 12 HP per action and lasts 3 actions (including the action Rest is issued).

Assist and Sleep Talk have different conditions for random selection of attack. Assist selects out of 3 defined moves, Sleep Talk selects out of 4 defined moves. Metronome selects out of any 10 moves the Pokemon does not know with a few other restrictions on usage.

Attack List Anchor:

Note: This is going to be the edited and updated list for the thread, if there are discrepancies with other posts, this one takes precedence.

Audit moves for consistency in stage language (e.g. an attack boosts a capitalized Stat [Attack] by number [One] (numeral) [(1)] stage) and similar effect (e.g. Ice Ball vs. Rollout, Flail vs. Reversal, etc.) Do not worry about energy costs or Base Attack Power unless there is a clear typo (e.g. 40 where there should be 4).

Due to this discrepancy, Absorb has 4 BAP and Mega Drain has 6. Leech Life has also been bumped up to 6.

Sonicboom, Psywave, Dragon Rage, and Night Shade are basically clones of each other (bar accuracy differences), Seismic Toss is similar but has some differences. All moves with less than 40 Base Power in the games have been bumped up to 4 (except multi-hit moves).

Special Attack-Related Rules:

  • For double battles and higher, attacks that hit multiple targets are reduced to 75% of their original power.
  • A Pokemon cannot be ordered to do nothing during an action; it must perform a move of some sort.
  • If a disabled or otherwise disallowed move is ordered, such as a non-attacking move when Taunted, the move costs energy as normal because the Pokemon still exerts the energy trying to use it unsuccessfully.
  • A Pokemon being sluggish means that it cannot use a move with 10 or greater Base Attack Power, including the cumulative Base Attack Power of multi-hit moves. This is factored before ability adjustments or other Base Attack Power boosts with the exceptions of Technican and Skill Link, as they adjust the cumulative Base Attack Power of multi-hit moves. Moves that make Pokemon sluggish only make them sluggish for the next action.
Priority and Combination Attacks:

Combination Attacks distort priority beyond that of normal actions. A Combination Attack of two Priority: 0 moves will have a -2 priority on its Hit. A combination of a Priority 1>/= move with a Priority: 0 move will add Priority: 1: 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. These will have the BP of the Priority: 1 | CT: or Priority: 0 | CT: Attack and reduce the priority of the entire attack combination to -7, lower than moves like Circle Throw and Dragon Tail. (ex. Icicle Crash + Avalanche will have 10.5 Base Attack Power, which will double to 21 if the user is hit. Mach Punch + Focus Punch can clear distances with a +1 priority on reaching proximity with the target, but will only have 17 Base Attack Power when it strikes)

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 an external 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. If no external fluid source that a Pokemon is compatible with is available, the move fails.

Attack Power: -- | Accuracy: -- | Energy Cost: 7 | 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. Agility can also be used as a +1 Priority evasive attack. Agility will evade any single target attack (other than perfect accuracy attacks and No Guard attacks) in a lower priority bracket and +1 priority combination attacks. If used evasively, the Pokemon does not gain any speed boost.

Attack Power: -- | Accuracy: -- | Energy Cost: 7 | Attack Type: Other | Effect Chance: -- | Typing: Psychic | Priority: 0 Speed Boost, +1 Evasive Use | 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. The barrier also increases the Pokemon's Defense by two (2) stages.

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: 90% | 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: 7 | 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. The inanity of the speech always confuses the foe. 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: 100% | 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 the remainder of the round. During this time period, if the foe Knocks Out the Pokemon, the foe takes damage equal to their remaining HP (capped at 30.) Chills cannot be used after Destiny Bond in the round.

Attack Power: Fixed Damage = Target's HP (Max 30) | 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. If Detect is used in a combination, Detect will begin with its ordinary priority and last during the cool down phase (but any avoided attacks during both actions will have 1.5x their calculated energy cost to evade.)

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 per Pokemon, and if Disable is used again before a previous use of Disable wears off on that Pokemon, it fails.

Attack Power: -- | Accuracy: 100% | 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 after the first action of the next round. The attack uses any stat boosts/drops the Pokemon had at the time the move was initially called, as well as the Special Attack of the original user. The damage is considered residual, and will faint a Pokemon using Endure.

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 Circle Throw 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, producing a sound wave that echoes throughout the area. Each time this is used by a member of the same team, that team's echo frequency builds up and the attack's Base Attack Power is magnified. An echo created in this way only lasts for six (6) actions, and after that won't factor into the multiplier for the Base Attack Power of newly used instances of this move.

Attack Power: 4 * Times Used by Team in last 6 Actions (Max: 20) | Accuracy: 100% | Energy Cost: 3 * Times Used by Team in last 6 Actions (Max: 15) | 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: Special | 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 HP - User HP) / 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. All effects that are based on the damage an enemy deals (ex. Bide, Iron Barbs) to the Pokemon act as though the opponent did full damage, even though the user of Endure won't faint.

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. This attack causes the user to faint. This move cannot be used unless the user has enough Energy to afford the resulting attack.

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: (Base Attack Power / 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 three (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 cannot miss against an opponent in the semi-invulnerable stage of Fly. When used during the semi-invulnerable stage of Fly, Smack Down and Gravity will cause the Pokemon to crash to the ground, canceling Fly and making it take 50% of the damage it would've dealt as recoil. Gust, Twister, and Whirlwind will cause also Fly to always miss when used during the semi-invulnerable stage, but will not result in recoil as with Smack Down and Gravity.

Attack Power: 9 | Accuracy: 95% | Energy Cost: 7 | 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 and cannot be struck with an attack of any sort or else Focus Punch 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. If a contact attack is redirected towards this Pokemon from another target, it will have half its usual Base Attack Power.

Attack Power: -- | Accuracy: 100% | Energy Cost: 9 | 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 that strikes at the end of the first action of the next round. The attack uses any stat boosts/drops the Pokemon had at the time the move was initially called, as well as the Special Attack of the original user. The damage is considered residual, and will faint a Pokemon using Endure.

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

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 six (6) if Shift Gear is in effect.

Attack Power: 5 per hit | 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 puts the target Pokemon to sleep. Even if the music does not put the target to sleep, the move will calm down a Pokemon that is using rage-based moves like Outrage, Thrash, or Uproar, stopping their onslaught and preventing the resulting confusion.

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. All Pokemon suffer an Evasion drop, 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, doubling the Base Attack Power of another ally’s move in the same action. The doubling occurs before the 75% Base Attack Power reduction on a spread attack. The minimum increase in Base Attack Power that can be offered by this move is six (6).

Attack Power: -- | Accuracy: -- | Energy Cost: 4 + (Adjusted BAP of Ally's Move / 2) | 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) additional energy for each consecutive use. The initial Attack Power is raised to eight (8) if the user used Defense Curl earlier in the match. Ice Ball can be used up to five (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 or commands it has used, and unleashes a desperate attack at the opponent. The move fails if fewer than nine (9) unique actions or commands have been issued by this Pokemon in the battle. Last Resort doesn't count itself as a unique move the first time it is used by a Pokemon.

Attack Power: 14 | 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 against it 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 shifted to an ally, but it then has 0 priority. Additionally, damage that hits a Protect used on an ally will use that ally's typing, defenses, and stat boosts. The Energy it takes to block that damage will be subtracted from the Protect user's.

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 Bounce, Dig, Dive, Fly, Teleport, U-turn, Volt Change, Double Team, boost their evasion stat, or execute any other evasive action, Base Attack Power increases from four (4) to eight (8) and this attack always strikes just before they attempt their evasive action and will never miss.

Attack Power: 4 or 8 | 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. If a non-contact attack is redirected towards this Pokemon from another target, it will have half its usual Base Attack Power.

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. If Rapid Spin removes a hazard from the field, the Rapid Spin user will suffer the damage/effects of the removed hazard.

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: Normal | 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. 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 in its care and releases it all at once, creating a huge explosion. This attack causes the user to faint. This move cannot be used unless the user has enough Energy to afford the resulting attack. 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 its gear arrangement to make its operation more efficient, raising its Speed by two (2) stages and Attack by one (1) stage. After six (6) actions, the gears lock back to their previous positions and the stat drop is lost. Repeated uses of this move will refresh the action counter for the effect and further boost Speed by one (1) stage. All stage boosts gained from this move are permanent until the action counter for this move wears off.

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. Even if the song does not put the target to sleep, the move will calm down a Pokemon that is using rage-based moves like Outrage, Thrash, or Uproar, stopping their onslaught and preventing the resulting confusion.

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 can only use moves that solely target the Pokemon lifting it into the air. 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 user's side of the field, but will cause the Pokemon using Rapid Spin to suffer the damage from Spikes.

Attack Power: 12/18/24 | Accuracy: -- | Energy Cost: 8 | 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.. Multiple layers of Stealth Rock cannot be laid. Rapid Spin will remove Stealth Rock from the user's side of the field, but will cause the Pokemon using Rapid Spin to suffer the damage from Stealth Rock.

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 user's side of the field, but will cause the Pokemon using Rapid Spin to suffer the effects of Toxic Spikes.

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, overpowering all other sound-based effects in the arena and preventing all Pokemon in the arena from sleeping until it dissipates. Uproar lasts for three (3) actions, and all Pokemon will wake up and become 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 first action of the next round, a large, energized sphere plummets from the sky onto the Pokemon, restoring HP equal to a quarter of the total HP of the pokemon that used Wish. If the Pokemon is KOed or switched, its replacement receives the boon.

Attack Power: -- | Accuracy: -- | Energy Cost: Energy Cost: 6 + (Max HP / 7.5) | 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. Once afflicted by Yawn, the target Pokemon will fall asleep at the end of the first action of the following round. Yawn is blocked if a Substitute is presently up, but will not be blocked by a Substitute used after it takes effect. 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

Command List:

The command list has all officially codified commands and includes all commands granted by abilities.

Bodyblock: The Pokemon leaps in front of an ally and becomes the target of all single-target attacks that are directed at that Pokemon for the remainder of the action in which it is used, except those attacks that strike targets regardless of position or target in such a manner that make blocking them impractical (ex. Earth Power or Thunder). This may only be used if the size of the bodyblocking Pokemon is roughly the same or larger than the Pokemon being bodyblocked for. Because the Pokemon is intentionally blocking moves, all attacks used against the bodyblocking Pokemon will never miss for the action it is bodyblocking. Bodyblock uses the defenses, stat boosts, and type for the Bodyblocking Pokemon when calculating damage.

Command Type: Universal | Accuracy: -- | Energy Cost: 5 | Priority: 0 | CT: None

Chill: The Pokemon rests and regains twelve (12) Energy. Chilling does not incur the normal consecutive attacks penalty.

Command Type: Universal | Accuracy: -- | Energy Cost: 0 | Priority: 0 | CT: None

Dodge: The Pokemon uses its innate speed and evasiveness to dodge an opponent's attack. Dodge reduces an incoming attack’s accuracy by (User’s Speed - Opponent’s Speed) / 5. In Trick Room, the effect is reversed; an incoming attack’s accuracy is reduced by ((User’s Speed - Opponent’s Speed) * -1) / 5. The accuracy boost from a +Spe nature is added directly to the Dodge command's accuracy reduction (e.g. +20 accuracy will result in dodge adding +20 to its oncoming accuracy reduction.). If a move's accuracy would be increased by the Dodge command, the Dodge command instead simply fails and the move has normal accuracy.

Command Type: Universal | Accuracy: -- | Energy Cost: 5 | Priority: 4 | CT: None
Cloud Nine: The Pokemon clears the arena of all weather.

Command Type: Ability Based | Accuracy: -- | Energy Cost: 5 | Priority: 0 | CT: None

Color Change: The Pokemon changes its type to that of an attack that has damaged the Pokemon in the last three (3) actions.

Command Type: Ability Based | Accuracy: -- | Energy Cost: 5 | Priority: 0 | CT: None

Drizzle: The Pokemon re-summons Rain to the field.

Command Type: Ability Based | Accuracy: -- | Energy Cost: 9 | Priority: 0 | CT: None

Drought: The Pokemon re-summons Sun to the field.

Command Type: Ability Based | Accuracy: -- | Energy Cost: 9 | Priority: 0 | CT: None

Illuminate: The Pokemon generates a bright flash of light that lowers the Accuracy of all opponents by one (1) stage. The drop is maintained at the end of each round. Illuminate can only be used the round after an opponent sends out a new Pokemon after a KO.

Command Type: Ability Based | Accuracy: -- | Energy Cost: 5 | Priority: 0 | CT: None

Intimidate: The Pokemon makes an intimidating roar or battle cry that lowers the Attack of all opponents by one (1) stage. The drop is maintained at the end of each round. Intimidate can only be used the round after an opponent sends out a new Pokemon after after a KO.

Command Type: Ability Based | Accuracy: -- | Energy Cost: 5 | Priority: 0 | CT: None

Magnet Pull (Attract): The Pokemon attracts an opposing Steel type with magnetism, making them unable to use contact attacks on other targets.

Command Type: Ability Based | Accuracy: -- | Energy Cost: 5 | Priority: 0 | CT: None

Magnet Pull (Repulse): The pokemon repulses an opposing Steel type with magnetism, making them unable to use contact attacks on this Pokemon.

Command Type: Ability Based | Accuracy: -- | Energy Cost: 5 | Priority: 0 | CT: None

Pickpocket (Item Swap): The Pokemon deftly swaps held items with an ally without the need for the ally to use a command.

Command Type: Ability Based | Accuracy: -- | Energy Cost: 5 | Priority: 0 | CT: None

Rebound: The Pokemon digs up and repositions a specified hazard from the player's field to the opponent's field. Only one layer of a hazard may be repositioned at a time.

Command Type: Ability Based | Accuracy: -- | Energy Cost: 5 | Priority: 0 | CT: None

Sand Stream: The pokemon re-summons Sandstorm to the field.

Command Type: Ability Based | Accuracy: -- | Energy Cost: 9 | Priority: 0 | CT: None

Snow Warning: The Pokemon re-summons Hail to the field.

Command Type: Ability Based | Accuracy: -- | Energy Cost: 9 | Priority: 0 | CT: None

Trace: Copies the ability of an opponent and replaces Trace for 6 actions.

Command Type: Ability Based | Accuracy: -- | Energy Cost: 5 | Priority: 0 | CT: None
Appliance (Enter): The Pokemon enters its body into any appliance with a motor, taking it over as part of itself. The appliance goes with the Pokemon when it returns to its Poke Ball, and when sent back out later in the same or different matches, the appliance will be with it. Certain appliances provide the Pokemon with specialty moves as a result of taking over that appliance, and all appliances change the Pokemon's secondary typing.

Pokemon with the Appliance (Enter) Command: Rotom
Specialty Moves: Hydro Pump (Washing Machine), Leaf Storm (Lawn Mower), Blizzard (Refrigerator), Air Slash (Fan), Overheat (Toaster)
Secondary Typing: Water (Washing Machine), Grass (Lawn Mower), Ice (Refrigerator), Flying (Fan), Fire (Toaster)

Command Type: Specific Pokemon | Accuracy: -- | Energy Cost: 8 | Priority: 0

Appliance (Exit): The Pokemon exits any appliance with a motor that it is currently in. The Pokemon loses any special moves gifted to it by the appliance and its typing reverts to its original pre-appliance typing. The appliance becomes innert where it was left, and will no longer travel in the Poke Ball with the Pokemon when it is called back by its trainer.

Pokemon with the Appliance (Exit) Command: Rotom

Command Type: Specific Pokemon | Accuracy: -- | Energy Cost: 8 | Priority: 0

Levitate: The Pokemon hovers above the ground, avoiding all seismic attacks and Dig for three (3) actions.

Pokemon with the Levitate Command (Based on Anime precedent, basic wings, etc.):

Magnemite, Magneton, Geodude, Staryu, Starmie, Dragonair, Mewtwo, Dunsparce, Heracross, Forretress, Scizor, Nincada, Nosepass, Volbeat, Illumise, Banette, Dusclops, Glalie, Metang, Metagross, Magnezone, Froslass, Probopass, Dusknoir, Garchomp, Dialga, Palkia, Darkrai, Arceus, Cottonee, Yamask, Cofagrigus, Solosis, Duosion, Reuniclus, Vanillite, Vanillish, Vanilluxe, Excavalier, Frillish, Jellicent, Litwick, Lampent, Chandelure, Druddigon, Golett, Golurk, Klink, Klang, Klinklang, Larvesta, Reshiram, Zekrom, Genesect.

Command Type: Specific Pokemon | Accuracy: -- | Energy Cost: 5 | Priority: 0 | CT: None
 

Deck Knight

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Recently changed abilities:

Plus and Minus have been adjusted to reflect changes in BW. You can get a maximum of two boosts from Plus and Minus.

Frisk is now innate instead of activated, and gives the Pokemon an immunity to item-based damage boosts. Color Change can now be activated instead of being innate, allowing the user to change their type at their own will depending on the attacks that hit them. Heavy Metal now has its effects codified by listing full contact attacks and relevant throw-based attacks.

Regenerator (now heals 6 HP each Chill in addition to Energy), Run Away (now provides hazard immunity), Defeatist (changed to Ranks), Soundproof (updated), Pickpocket (now has a command to switch allied items), [Drizzle, Drought, Sand Stream, Snow Warning] all can be re-summoned mid-battle for a 9% Energy Cost. Own Tempo now increases Accuracy if the Pokemon also has Tangled Feet, and Tangled Feet doubles the duration of confusion if the Pokemon also has Own Tempo.

ASB Ability Guide

Format:

Ability Name: Name of the Ability

Ability Type:

Trait: This Ability is always in effect as a natural part of the Pokemon, even in matches where No Ability is specified.
Innate: This Ability is always in effect, although it may only be activated in certain situations.
Can be Activated: This Ability can be activated (specified by each ability) in battle at any time, but it uses an action. Activated abilities use Commands and have variable energy costs.
Can be Enabled: This Ability can be enabled at the beginning of a round without using an action, however the trainer must be issuing their attacks first. It will remain enabled until ordered otherwise. If the Pokemon has just been sent out, the ability may be enabled upon entry.
Can be Disabled: This Ability can be disabled at the beginning of a round without using an action, however the trainer must be issuing their attacks first. It will remain disabled until ordered otherwise. If the Pokemon has just been sent out, the ability may be disabled upon entry.

Description: Description of Ability’s effect

Pokemon with this Ability: The Pokemon with this ability.


Audit this list for consistency among ability effects:

Abilities like Guts or Flare Boost that boost Attack/Special Attack outside of stages use language like "two (2) more Base Attack Power."

Abilities that increase stats outside of stages like Swift Swim and Quick Feet use language like "doubles (2x) or increases by 50% (1.5x)"

Abilities that increase stages use language like "When hit by a Grass-type attack, Attack is increased by one (1) stage. This boost is maintained at the end of each round."


Adaptability:

Type: Innate

The moves that match this Pokemon’s type have their Base Attack Power increased by two (2).

Pokemon with this ability: Eevee, PorygonZ, Corphish, Crawdaunt, Feebas, Basculin.

Aftermath:

Type: Innate

If this Pokemon uses Selfdestruct or Explosion, the attack has ten (10) more Base Attack Power and five (5) more Energy Cost to execute.

Pokemon with this ability: Voltorb, Electrode, Drifloon, Drifblim, Stunky, Skuntank, Trubbish, Garbodor.

Air Lock:

Type: Innate

This Pokemon releases immense barometric pressure, clearing the weather in the arena and preventing the effect of weather moves and abilities from taking place.

Pokemon with this ability: Rayquaza, Revenankh.

Analytic:

Type: Innate

If this Pokemon attacks after its target during an action, its attacks have two (2) more Base Attack Power.

Pokemon with this ability: Magnemite, Magneton, Staryu, Starmie, Porygon, Porygon2, Magnezone, Porygon-Z, Patrat, Watchog, Elgyem, Beheeyem.

Anger Point:

Type: Innate

When struck with a critical hit, this Pokemon becomes enraged and its Attack rises to maximum (Stage 6). However, its Attack will drop up to two (2) stages at the end of each round instead of one (1) stage until it reaches stage zero (0).

Pokemon with this ability: Mankey, Primeape, Tauros, Camerupt, Sandile, Krokorok, Krookodile.

Anticipation:

Type: Innate

This Pokemon is better at sensing dangerous attacks, and reduced the Base Attack Power from super-effective attacks, Selfdestruct, and Explosion by two (2).

Pokemon with this ability: Eevee, Barboach, Whiscash, Wormadam, Croagunk, Toxicroak.

Arena Trap:

Type: Innate

This Pokemon has great knowledge of the field and can always remain close to an earthbound foe no matter where it runs, flying opponents and levitating Pokemon are unaffected.

Pokemon with this ability: Diglett, Dugtrio, Trapinch.
Bad Dreams:

Type: Innate

This Pokemon’s frightening presence causes sleeping Pokemon to take two (2) damage/action when sleeping.

Pokemon with this ability: Darkrai

Battle Armor:

Type: Innate

This Pokemon’s thick armor prevents it from taking critical hits.

Pokemon with this ability: Cubone, Marowak, Kabuto, Kabutops, Anorith, Armaldo, Skorupi, Drapion, Embirch, Flarelm, Pyroak.

Big Pecks:

Type: Innate

This Pokemon's sturdy wings prevent its defense from being lowered. The rate its natural defense drops after a boost is also halved from one every round to once every two (2) rounds.

Pokemon with this ability: Pidgey, Pidgeotto, Pidgeot, Chatot, Pidove, Tranquill, Unfezant, Ducklett, Swanna, Vullaby, Mandibuzz.

Blaze:

Type: Innate

When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)

Pokemon with this ability: Charmander, Charmeleon, Charizard, Cyndaquil, Quilava, Typhlosion, Torchic, Combusken, Blaziken, Chimchar, Monferno, Infernape, Tepig, Pignite, Emboar, Pansear, Simisear.
Chlorophyll:

Type: Innate

During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.

Pokemon with this ability: Bulbasaur, Ivysair, Venusaur, Oddish, Gloom, Vileplume, Bellsprout, Weepinbell, Victreebel, Exeggcute, Exeggutor, Tangela, Bellossom, Hoppip, Skiploom, Jumpluff, Sunkern, Sunflora, Seedot, Nuzleaf, Shiftry, Tropius, Cherubi, Tangrowth, Leafeon, Sewaddle, Swadloon, Leavanny, Cottonee, Whimsicott, Liligant, Maractus, Deerling, Sawsbuck, Embirch, Flarelm, Pyroak.

Clear Body:

Type: Innate

This Pokemon’s body structure makes it immune to status lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.)

Pokemon with this ability: Tentacool, Tentacruel, Beldum, Metang, Metagross, Regirock, Regice, Registeel, Klink, Klang, Klinklang.

Cloud Nine:

Type: Can Be Activated

This Pokemon dispels a misty aura which rises into the sky and nullifies any weather effect when it is ordered.

Command: (Ability: Cloud Nine)

Pokemon with this ability: Psyduck, Golduck, Lickitung, Swablu, Altaria, Lickilicky.

Color Change:

Type: Trait/Can be Activated

A Pokemon with this ability can change its type to that of any attack that has damaged it within the past three (3) actions. It can remain as that type for the duration of the battle, or use Color Change again to change type. When Kecleon uses Camouflage to change its type, its entire body changes color, giving it a one (1) stage boost in evasion. This effect lasts for six (6) actions. Subsequent uses of Camouflage refresh this effect.

Command: Ability: Color Change

Pokemon with this ability: Kecleon

Compoundeyes:

Type: Innate

This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.

Pokemon with this trait: Butterfree, Venonat, Yanma, Dustox, Nincada, Joltik, Galvantula.

Contrary:

Type: Can be Enabled.

This Pokemon's unique structure reverses stat changes it recieves in battle, both from its attacks and the opponents. At the end of the round, stat changes will still increase/decrease toward 0.

Pokemon with this ability: Shuckle, Spinda, Snivy, Servine, Serperior.

Cursed Body:

Type: Innate

When this Pokemon is struck by an opponent's attack that makes contact, there is a 30% chance that attack will be disabled. Only one of the opponent's attacks can be disabled at a time due to Cursed Body.

Pokemon with this ability: Shuppet, Bannette, Froslass, Frillish, Jellicent, Kitsunoh, Voodoll.

Cute Charm:

Type: Innate

This Pokemon’s natural cuteness causes Pokemon of the opposite gender in the same egg group to be attracted to it 30% of the time after striking with a contact move.

Pokemon with this ability: Clefairy, Clefable, Jigglypuff, Wigglytuff, Cleffa, Igglybuff, Skitty, Delcatty, Milotic, Lopunny, Minccino, Cinccino.
Damp:

Type: Innate

This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.

Pokemon with this ability: Psyduck, Golduck, Poliwag, Polowhirl, Poliwrath, Politoed, Wooper, Quagsire.

Defeatist:

Type: Innate

The Pokemon tires from prolonged battles easily, and its Attack and Special Attack reduce by two (2) Ranks when at or below 50% of its maximum HP. Once Defeatist is active, attacks cost two (2) less energy. If the Pokemon goes back above 50% of its maximum HP in battle, Defeatist's effects will disappear.

Pokemon with this ability: Archen, Archeops

Defiant:

Type: Innate

The Pokemon has a deep sense of honor, and whenever one of its stats are decreased by an opponent's Attack or Ability, it's Attack increases by two (2) stages. Attack Boosts gained this way are not subject to deterioration that round.

Pokemon with this ability: Mankey, Primeape, Farfetch'd, Piplup, Prinplup, Empoleon, Purugly, Pawniard, Bisharp, Braviary, Tornadus, Thundurus.

Download:

Type: Innate

At the beginning of the match, the Pokemon analyzes the opponent and downloads data that lets it deal more damage. This Pokemon receives a one (1) stage increase on the offense that strikes an opponent’s weaker defense stat. (e.g. does more damage with special attacks when facing Aggron, which has higher defense, and attack when facing Hypno, which has higher special defense. For ties, Special Attack is raised.) This boost is maintained at the end of each round.

Pokemon with this ability: Porygon, Porygon2, Porygon-Z, Genesect.

Drizzle:

Type: Innate

When this Pokemon is sent out it summons a massive rainstorm into the field that does not end, expending 10% of its energy to do so. It can re-summon the effect mid-battle for 9% Energy with a command.

Command: (Ability: Drizzle)

Pokemon with this ability: Politoed, Kyogre.

Drought:

Type: Innate

When this Pokemon is sent out it summons blistering sunlight that scorches the field and does not end, expending 10% of its energy to do so. It can re-summon the effect mid-battle for 9% Energy with a command.

Command: (Ability: Drought)

Pokemon with this ability: Vulpix, Ninetales, Groudon

Dry Skin:

Type: Innate

This Pokemon has spongy, yet sensitive skin, causing it to burn in bright sunlight for damage but absorb water and heal damaged tissues in rain. This effect results in dealing 2 damage/action to this Pokemon in sunlight and recovering 2 HP/action in rain. In addition, the dry skin is very vulnerable to flames and the Base Attack Power of incoming Fire attacks is increased by 2. The Pokemon absorbs the damage of water attacks and recovers 25% of HP the damage that would have been inflicted.

Pokemon with this ability: Paras, Parasect, Jynx, Croagunk, Toxicroak.
Early Bird:

Type: Innate

This Pokemon is used to waking up at early hours or operating in low-light conditions and subsequently sleep status is automatically reduced by one intensity level when inflicted on this Pokemon. When the Pokemon uses Rest they will gain 18 HP per action and only be asleep for two actions.

Pokemon with this ability: Doduo, Dodrio, Kangaskhan, Ledyba, Ledian, Natu, Xatu, Sunkern, Sunflora, Girafarig, Houndour, Houndoom, Seedot, Nuzleaf, Shiftry.

Effect Spore:

Type: Can be Disabled

This Pokemon has a stockpile of defensive spores which it realeases on opponents who strike with contact attacks. There is a 10% chance each of poison, paralysis, and sleep.

When disabled, the Pokemon's Powder attacks are 10% more accurate.

Pokemon with this ability: Vileplume, Paras, Parasect, Shroomish, Breloom, Foongus, Amoonguss.
Filter:

Type: Innate

This Pokemon has a special energy barrier that reduces the Base Attack Power of any opponent’s super-effective attack by two (2).

Pokemon with this ability: Mr. Mime, Mime Jr.

Flame Body:

Type: Innate

This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent.

Pokemon with this ability: Ponyta, Rapidash, Magmar, Moltres, Slugma, Magcargo, Magby, Magmortar, Heatran, Litwick, Lampent, Chandelure, Larvesta, Volcarona.

Flare Boost:

Type: Innate

This Pokemon's Body can harness the heat from a burn into internal energy, fueling its mental capabilities. When Burned, the Pokemon's special attacks have two (2) more Base Attack Power.

Pokemon with this ability: Drifloon, Drifblim, Colosshale.

Flash Fire:

Type: Innate

This Pokemon thrives in high temperatures, and takes the energy of any opposing fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2). Self-targeted attacks do not give the boost.

Pokemon with this ability: Vulpix, Ninetales, Growlithe, Arcanine, Ponyta, Rapidash, Flareon, Cyndaquil, Quilava, Typhlosion, Houndour, Houndoom, Entei, Heatran, Litwick, Lampent, Chandelure, Heatmor.

Flower Gift:

Type: Innate

This Pokemon’s flower opens up in intense sunlight, it releases a glow that is infused into its allies, increasing the Base Attack Power of their physical attacks by two (2) and reducing the Base Attack Power of opponent's special attacks by two (2).

Pokemon with this ability: Cherrim

Forecast:

Type: Innate

Changes Weather Ball’s type based on weather, and Changes Castform’s form during Sunlight, Rain, and Hail. It reduces the Energy Cost of all weather changing moves by 4 and Weather Ball by 1.

Pokemon with this ability: Castform.

Forewarn:

Type: Innate

This Pokemon has the ability to sense the opponents super-effective, OHKO, and explosive attacks, and has a percentage (%) chance to evade equal to one (1) plus (+) double (x2) the move's base attack power. This percentage chance (%) is applied to the attacking move's base accuracy.

Pokemon with this ability: Drowzee, Hypno, Jynx, Smoochum, Munna, Musharna.

Friend Guard:

Type: Innate

The Pokemon's body emits an aura of joy that reduces the Base Attack Power of all opponents' attacks in multiple battles by two (2).

Pokemon with this ability: Clefairy, Jigglypuff, Cleffa, Igglybuff, Happiny

Frisk:

Type: Innate

The Pokemon has intimate knowledge of the opponent's held item and ignores any item-based increases in damage or status. The Pokemon will not be affected by Fling or Natural Gift.

Pokemon with this ability: Wigglytuff, Sentret, Furret, Yanma, Stantler, Shuppet, Banette, Yanmega, Gothita, Gothorita, Gothitelle, Kitsunoh.
Gluttony:

Type: Innate

This Pokemon devours healing and stat increasing berries at 50% health (flat) instead of 25% health (flat).

Pokemon with this ability: Bellsprout, Weepinbell, Victreebel, Snorlax, Shuckle, Zigzagoon, Linoone, Gulpin, Swalot, Spoink, Grumpig, Munchlax, Pansage, Simisage, Pansear, Simisear, Panpour, Simipour, Heatmor.

Guts:

Type: Innate

This Pokemon is tenacious and will work ever harder when under a status condition, raising the Base Attack Power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.

Pokemon with this ability: Rattata, Raticate, Machop, Machoke, Machamp, Flareon, Heracross, Ursaring, Tyrogue, Larvitar, Tailow, Swellow, Makuhita, Hariyama, Shinx, Luxio, Luxray, Timburr, Gurdurr, Conkeldurr, Throh, Colosshale, Colossoil.
Harvest:

Type: Innate

At the end of each round, this Pokemon recylces a held berry that was consumed during that round. If the Berry can be activated again, it will do so on the first action of the next round. If a berry cannot be recycled, Harvest will not regrow it. The Berry is consumed at the end of the battle.

Pokemon with this ability: Exeggcute, Exeggutor, Tropius.

Healer:

Type: Innate

This Pokemon emits a light, airy aura that surrounds its allies in a multiple battle. At the end of each round, there is a 30% chance any allies in a multiple battle will have all their status conditions healed.

Pokemon with this ability: Chansey, Bellossom, Blissey, Audino, Alomomola

Heatproof:

Type: Innate

This Pokemon's mirror-like alloyed skin protects it from Fire-type attacks, reducing the type effectiveness of Fire-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.) The damage inflicted by burns is also cut in half.

Pokemon with this ability: Bronzor, Bronzong.

Heavy Metal:

Type: Innate

The Pokemon's body structure is immensely dense, doubling its weight. Additionally the Base Attack Power of full contact attacks [Avalanche, Brave Bird, Body Slam, Bounce, Double-Edge, Dragon Rush, Extremespeed, Flare Blitz, Giga Impact, Headbutt, Head Charge, Head Smash, Heat Crash, Heavy Slam, Hi Jump Kick, Ice Ball, Iron Head, Jump Kick, Outrage, Petal Dance, Quick Attack, Revenge, Rollout, Slam, Spark, Steamroller, Submission, Superpower, Tackle, Take Down, Thrash, V-create, Volt Tackle, Waterfall, Wood Hammer, and Zen Headbutt is increased by two (2).] Seismic Toss, Vital Throw, and Circle Throw will fail against this Pokemon unless the user is a Fighting-type.

Pokemon with this ability: Aron, Lairon, Aggron, Bronzor, Bronzong.

Honey Gather:

Type: Innate

This Pokemon emits a scent of sweet honey that lowers all foes' Evasion by one (1) Stage.

Pokemon with this ability: Teddiursa, Combee

Huge Power:

Type: Trait

This Pokemon has immense inner strength that grows with its development, raising its Attack by one Rank for each evolution level (Baby = 1, Basic = 2, Stage 1 = 3). If Skill Swapped, the swapped Pokemon's Attack is only raised by one Rank.

Pokemon with this ability: Marill, Azumarill, Azurill.

Hustle:

Type: Can be Enabled

This Pokemon puts immense force and speed in its physical attacks, increasing the Base Attack Power of all its physical attacks by three (3), but the haste used lowers their accuracy to 80% of normal.

Pokemon with this ability: Rattata, Raticate, Nidoran(F), Nidorina, Nidoran(M), Nidorino, Togepi, Togetic, Corsola, Remoraid, Delibird, Combee, Togekiss, Darumaka, Durant, Rufflet, Deino, Zweilous.

Hydration:

Type: Innate

This Pokemon absorbs water during the rain to heal any status effects afflicting this Pokemon.

Pokemon with this ability: Seel, Dewgong, Lapras, Vaporeon, Smoochum, Barboach, Whiscash, Gorebyss, Luvdisc, Phione, Manaphy, Tympole, Palpitoad, Ducklett, Swanna, Alomomola, Shelmet, Accelgor.

Hyper Cutter:

Type: Innate

This Pokemon always keeps its claws/teeth/pincers extremely sharp, and thus cannot have its attack reduced.

Pokemon with this ability: Krabby, Kingler, Pinsir, Gligar, Mawile, Trapinch, Corphish, Crawdaunt, Gliscor.
Ice Body:

Type: Innate

This Pokemon thrives in Icy conditions and can absorb energy from Hailstones to recover two (2) HP/action in Hail.

Pokemon with this ability: Seel, Dewgong, Snorunt, Glalie, Spheal, Sealeo, Walrein, Regice, Glaceon, Vanillite, Vanillish, Vanilluxe.

Illuminate:

Type: Can be Activated

When this Pokemon initially goes out into the battlefield, it generates an intense light that blinds opponents, reducing their Accuracy stage by one (1). The accuracy drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Illuminate can be activated again as an Action, and will affect all opponents.

Command: (Ability: Illuminate)

Pokemon with this ability: Staryu, Starmie, Chinchou, Lanturn, Volbeat, Watchog.

Illusion:

Type: Innate

Whenever you send this Pokemon out it can feign the appearance of another member on your squad. If this Pokemon is damaged by a direct attack, the Illusion will cease at the end of the round. It will retain the typing and moveset of the Pokemon with Illusion. [Usage Note: PM the ref if you are sending out a Zorua or Zoroark with the info on Zorua/Zoroark and one of your squad members in a Switch=KO battle. You must use that squad member later in the battle though.]

Pokemon with this ability: Zorua, Zoroark

Immunity:

Type: Innate

This Pokemon’s body has an immensely strong immune response to venom and does not take poison damage when Poisoned. Toxic Poisoning will not do damage, however it will continue getting more severe.

Pokemon with this ability: Snorlax, Gligar, Zangoose.

Imposter:

Type: Innate

This Pokemon transforms into an opponent specified by the trainer immediately upon entry into battle.

Pokemon with this ability: Ditto.

Infiltrator:

Type: Innate

Through a combination of speed and cunning this Pokemon easily gets around Light Screen, Reflect, and Safeguard with all of its attacks.

Pokemon with this ability: Zubat, Golbat, Crobat, Hoppip, Skiploom, Jumpluff, Ninjask, Seviper, Spiritomb, Cottonee, Whimsicott.

Inner Focus:

Type: Innate

When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.

Pokemon with this ability: Zubat, Golbat, Abra, Kadabra, Alakazam, Drowzee, Hypno, Farfetch’d, Hitmonchan, Kangaskhan Dragonite, Crobat, Umbreon, Girafarig, Sneasel, Snorunt, Glalie, Riolu, Lucario, Throh, Sawk, Darumaka, Mienfoo, Mienshao, Pawniard, Bisharp.

Insomnia:

Type: Innate

This Pokemon is immune to sleep induced by other Pokemon. It's normal state of sleeplessness makes it take 1 less damage/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action.

Pokemon with this ability: Drowzee, Hypno, Hoothoot, Noctowl, Spinarak, Ariados, Murkrow, Delibird, Shuppet, Banette, Honchkrow, Voodoll.

Intimidate:

Type: Can be Activated

When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing their Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again as an Action, and will affect all opponents.

Command: (Ability: Intimidate)

Pokemon with this ability: Ekans, Arbok, Growlithe, Arcanine, Tauros, Gyarados, Snubbull, Granbull, Qwilfish, Stantler, Hitmontop, Mightyena, Masquerain, Mawile, Salamence, Staravia, Staraptor, Shinx, Luxio, Luxray, Herdier, Stoutland, Sandile, Krokorok, Krookodile, Scraggy, Scrafty, Tomohawk.

Iron Barbs:

Type: Innate

When struck with a contact attack, this Pokemon’s abrasive skin causes pain to the opponent, doing 25% of the damage it received to the opponent.

Pokemon with this ability: Ferroseed, Ferrothorn.

Iron Fist:

Type: Innate

The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks effected: Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, Dynamicpunch, Fire Punch, Focus Punch, Hammer Arm, Ice Punch, Mach Punch, Mega Punch, Meteor Mash, Shadow Punch, Sky Uppercut, Thunderpunch)

Pokemon with this ability: Hitmonchan, Ledian, Chimchar, Monferno, Infernape, Timburr, Gurdurr, Conkeldurr, Golett, Golurk, Arghonaut.
Justified:

Type: Innate

This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.

Pokemon with this ability: Growlithe, Arcanine, Absol, Lucario, Gallade, Cobalion, Terakkion, Virizion, Keldio, Tomohawk.
Keen Eye:

Type: Innate

This Pokemon has extremely good vision and cannot have its accuracy lowered by an opponent through any means (including accuracy lowering attacks, Smogs, Hazes, Fog, etc.). Its attacks are still affected by an opponent’s evasion and the Pokemon's own accuracy.

Pokemon with this ability: Pidgey, Pidgeotto, Pidgeot, Spearow, Fearow, Farfetch’d, Hitmonchan, Sentret, Furret, Hoothoot, Noctowl, Sneasel, Skarmory, Wingull, Pelipper, Sableye, Starly, Chatot, Ducklett, Swanna, Rufflet, Braviary.

Klutz:

Type: Can be Disabled

The Pokemon moves in a rare style of battling that uses an unpredictable, clumsy looking manner. The accuracy of its attacks are increased by 10% (flat). While engaging in this style it cannot use a hold item, however an item is necessary to pull it off.

Pokemon with this ability: Buneary, Lopunny, Woobat, Swoobat, Golett, Golurk, Audino, Privatyke.
Leaf Guard:

Type: Innate

In bright sunlight the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions.

Pokemon with this ability: Tangela, Chikorita, Bayleef, Meganium, Hoppip, Skiploom, Jumpluff, Roselia, Budew, Tangrowth, Leafeon, Swadloon, Petilil, Lilligant, Embirch, Flarelm.

Levitate:

Type: Trait

This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Bulldoze, Dig, Earthquake, and Magnitude. Other Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.

Pokemon with this ability: Gastly, Haunter, Gengar, Koffing, Weezing, Misdreavus, Unown, Vibrava, Flygon, Lunatone, Solrock, Baltoy, Claydol, Duskull, Chimecho, Latias, Latios, Mismagius, Chingling, Bronzor, Bronzong, Carnivine, Rotom, Uxie, Mesprit, Azelf, Cresselia, Giratina (Origin Forme), Tynamo, Eelektrik, Eelektross, Cryogonal, Hydreigon, Rebble, Bolderdash, Stratagem, Nohface.

Pokemon that have the Levitate Trait without the ability (based on anime precedent, advanced wings, etc.):

Beedrill, Venomoth, Mew, Celebi, Dustox, Shedinja, Shuppet, Beldum, Jirachi, Deoxys, Victini, Accelgor, Volcarona.

Light Metal:

Type: Innate

The Pokemon's body is made of a lightweight but extremely strong alloy. It weighs half as much as other members of the species, but is equally sturdy. The Pokemon executes weak attacks much more effectively, adding +1 priority to all their attacks with 6 or less Base Attack Power (after other ability adjustments). Priority is applied to the summed Base Attack Power of a multi-hit move (e.g. Double Kick has priority at 6 BAP, Skill Link Bullet Seed doesn't at 15 BAP.)

Pokemon with this ability: Scizor, Beldum, Metang, Metagross, Registeel.

Lightning Rod:

Type: Innate

These Pokemon naturally attract electricity to themselves and away from partners in double battles. When struck with an Electric attack, they transfer the energy into their body, using it to increase their Special Attack by one (1) stage. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts. If a Pokemon has a type immunity to Electric attacks, Lightning Rod will not activate.

Pokemon with this ability: Pikachu, Raichu, Cubone, Marowak, Rhyhorn, Rhydon, Goldeen, Seaking, Zapdos, Pichu, Electrike, Manectric, Rhyperior, Blitzle, Zebstrika, Voodoom.

Limber:

Type: Innate

This Pokemon’s body is well trained and immune to paralysis.

Pokemon with this ability: Persian, Hitmonlee, Ditto, Glameow, Buneary, Lopunny, Purrloin, Liepard, Stunfisk.

Liquid Ooze:

Type: Innate

This Pokemon’s body is covered in a slimy poison that when drained by Leech Seed or another draining move, damages the opposing Pokemon for the amount that would have been healed.

Pokemon with this ability: Tentacool, Tentacruel, Gulpin, Swalot.
Magic Bounce:

Type: Innate

This Pokemon has a Psychic sense that allows it to ward off non-damaging attacks as soon as they are launched, directing them back at the opponent.

Pokemon with this ability: Natu, Xatu, Espeon.

Magic Guard:

Type: Innate

This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it. Additionally, the energy protects the Pokemon from its own reckless recoil attacks.

Pokemon with this ability: Clefairy, Clefable, Abra, Kadabra, Alakazam, Cleffa, Sigilyph, Solosis, Duosion, Reuniclus, Plicowatt, Krillowatt.

Magma Armor:

Type: Innate

This Pokemon has a heated armor that makes it incapable of being frozen.

Pokemon with this ability: Slugma, Magcargo, Camerupt.

Magnet Pull:

Type: Can be Activated

This Pokemon has the ability to generate a magnetic field that can attract or repulse Steel-type Pokemon. When attracted by Magnet Pull, Steel-types cannot move out of the immediate proximity without great difficulty, and can be pulled along by the Magnet Pull Pokemon. When repulsed, the Steel type is thrust violently away and contact attacks have immense difficulty striking the Magnet Pull Pokemon. The effect of both commands lasts for the following three (3) actions. Steel types cannot switch out in a Switch=OK battle while a Pokemon with Magnet Pull is on the field without the use of Baton Pass, U-turn, or Volt Switch.

Command: (Ability: Magnet Pull (Attract) or Ability: Magnet Pull (Repulse) )

Pokemon with this ability: Magnemite, Magneton, Nosepass, Magnezone, Probopass.

Marvel Scale:

Type: Innate

This Pokemon’s coat shimmers when afflicted with a status condition, reducing the Base Attack Power of incoming physical attacks by two (2).

Pokemon with this ability: Dratini, Dragonair, Milotic.

Minus:

Type: Innate

This Pokemon possesses a negative electrical charge, when a partner Pokemon with Plus or Minus is on the field, this Pokemon’s special attacks increase their Base Attack Power by two (2). If this Pokemon also has Plus, the boost stacks. A Pokemon can get a maximum of two boosts between Plus and Minus.

Pokemon with this ability: Electrike, Manectric, Minun, Klink, Klang, Klinklang.

Mold Breaker:

Type: Innate

Whenever this Pokemon attacks, it emits an invisible, blindingly quick pulse preceding the attack that disables the opponents natural abilities (e.g. Levitators plummet towards the ground before Earthquake hits, Volt Absorb will not absorb electric attacks, Clear Body does not prevent stat-drops, etc.)

Pokemon with this ability: Pinsir, Cranidos, Rampardos, Drilbur, Excadrill, Throh, Sawk, Basculin, Axew, Fraxure, Haxorus, Druddigon, Rebble, Bolderdash, Stratagem.

Moody:

Type: Innate

This Pokemon's traits are always fluctuating from one strength to another. At the end of each round, one of the Pokemon's stats (Attack, Defense, Special Attack, Special Defense, Speed, Accuracy, Evasion) will be boosted by two (2) stages and another will be reduced by one (1) stage. This stat change lasts until the end of that round, where Moody is re-applied, overwriting the boosted and dropped stats. This stat boost/drop occurs outside the normal boosts/drops.

Pokemon with this ability: Remoraid, Octillery, Smeargle, Snorunt, Glalie, Bidoof, Bibarel.

Motor Drive:

Type: Innate

This Pokemon nullifies any electrical attack damage and converts the energy from any electrical attack (inc. Thunder Wave) into an energy source that allows it to boost its speed by one (1) level. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.

Pokemon with this ability: Electivire, Blitzle, Zebstrika, Emolga, Voodoom.

Mountaineer:

Type: Innate

This Pokemon is used to scaling and avoiding rocks. It can avoid damage from Stealth Rock when it switches in, and all Rock-type attacks the round it switches in. In subsequent rounds Mountaineer will not evade Rock-type attacks.

Pokemon with this ability: Syclar, Syclant.

Moxie:

Type: Innate

This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. This boost is maintained at the end of each round.

Pokemon with this ability: Pinsir, Gyarados, Heracross, Mightyena, Salamence, Honchkrow, Sandile, Krokorok, Krookodile, Scraggy, Scrafty.

Multiscale:

Type: Innate

This Pokemon has sturdy scales to protect it from an opponent's attacks. If this Pokemon is at their maximum HP when a round starts, all damage done to this Pokemon during the round will be halved.

Pokemon with this ability: Dragonite, Lugia

Multitype:

Type: Innate

This Pokemon’s type changes based on its held plate. It increases HP by 10 and each Rank by one (1).

Pokemon with this ability: Arceus

Mummy:

Type: Innate

This Pokemon's skin has a lasting curse on it. When strucky by an opponents contact move, the curse transfers, changing the opponent's ability(ies) to Mummy for the next six (6) actions.

Pokemon with with ability: Yamask, Cofagrigus, Revenankh.
Natural Cure:

Type: Innate

This Pokemon’s body has the ability to heal itself of status afflictions over time, it goes into effect six (6) actions after being inflicted with a status. In switch battles, this Pokemon heals all status effects when switched out.

Pokemon with this ability: Chansey, Staryu, Starmie, Corsola, Blissey, Celebi, Roselia, Swablu, Altaria, Budew, Roserade, Happiny, Shaymin.

No Guard:

Type: Innate

This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. As a result, it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when an OHKO move is issued by the opponent does sense return, and the Pokemon acts normally. Additionally, even with their extra skill, the power and exhaustion involved in using OHKO moves prevents them from being benefited by No Guard; they will have their normal accuracy.

Pokemon with this ability: Machop, Machoke, Machamp, Karrablast, Golett, Golurk.

Normalize:

Type: Can be Disabled

This Pokemon has mastered Normal-type attacks and can change any attack type to have a Normal energy signature. All attacks used by the Pokemon are considered Normal-type attacks, although they retain the same status-enducing and other properties. The Pokemon's Normal-type attacks will have four (4) more Base Attack Power.

Pokemon with this ability: Skitty, Delcatty, Voodoll.
Oblivious:

Type: Innate

This Pokemon is incapable of being affected by Attract or Cute Charm.

Pokemon with this ability: Slowpoke, Slowbro, Lickitung, Jynx, Slowking, Swinub, Piloswine, Smoochum, Illumise, Wailmer, Wailord, Numel, Barboach, Whiscash, Spheal, Sealeo, Walrein, Lickilicky, Mamoswine.

Overcoat:

Type: Innate

This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather.

Pokemon with this ability: Shellder, Cloyster, Pineco, Forretress, Shelgon, Burmy, Wormadam (all formes), Kurimiru, Kurumayu, Leavanny, Solosis, Duosion, Reuniclus, Escavalier, Shelmet, Vullaby, Mandibuzz.

Overgrow:

Type: Innate

When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any grass attack is increased by two (2). (eg Giga Drain goes from 8 to 10, Solarbeam from 12 to 14)

Pokemon with this ability: Bulbasaur, Ivysaur, Venusaur, Chikorita, Bayleef, Meganium, Treecko, Grovyle, Sceptile, Turtwig, Grotle, Torterra, Snivy, Janova, Serperior, Pansage, Simisage.

Own Tempo:

Type: Innate

This Pokemon moves at its own pace and when confused, it will never harm itself in confusion. If the Pokemon also has Tangled Feet, it will raise Accuracy by one (1) Stage.

Pokemon with this ability: Slowpoke, Slowbro, Lickitung, Slowking, Smeargle, Lotad, Lombre, Ludicolo, Numel, Spoink, Grumpig, Spinda, Glameow, Purugly, Lickilicky, Petilil, Lilligant.
Persistent

Type: Innate

This Pokemon has a great affinity for odd field effects. When it uses one of these effects it increases their duration. Moves affected are Gravity, Heal Block, Lucky Chant, Magic Room, Safeguard, Trick Room, Tailwind, and Wonder Room by an additional one (1) round or three (3) actions depending on the move.

Pokemon with this ability: Breezi, Fidgit.

Pickpocket:

Type: Innate

This Pokemon's mischievous nature and greed make it very effective at pawning off an opponents item. If this Pokemon has no item and either it or the opposing Pokemon strikes with a contact attack, their item is stolen and becomes the held item of this Pokemon. Pokemon with Pickpocket can be commanded to swap items with an ally, and only they will need to expend an action to do so because of their swifter sleight of hand.

Command: [Ability: Pickpocket (Ally Item Swap) ]

Pokemon with this ability: Sneasel, Seedot, Nuzleaf, Shiftry, Weavile.

Pick Up:

Type: Innate

This Pokemon has a natural habit of collecting items. Whenever a hold item (its own or an opponents) is used or knocked onto the ground with a move like Knock Off, this Pokemon will immediately pick up that item without using an action. It can also grab dropped or naturally occuring hold items in arenas.

Pokemon with this ability: Meowth, Aipom, Teddiursa, Phanpy, Zigzagoon, Linoone, Pachurisu, Ambipom, Munchlax, Lillipup.

Plus:

Type: Innate

This Pokemon possesses a positive electrical charge, when a partner Pokemon with Plus or Minus is on the field, this Pokemon’s special attacks increase their Base Attack Power by two (2). If this Pokemon also has Minus, the boost stacks. A Pokemon can get a maximum of two boosts between Plus and Minus.

Pokemon with this ability: Mareep, Flaaffy, Ampharos, Plusle, Klink, Klang, Klinklang.

Poison Heal:

Type: Innate

Pokemon with this ability have internal structures that absorb the toxins in poison and uses them to recover two (2) HP/action instead of taking poison damage. When a Pokemon with Poison Heal inflicts Poison on themselves with an attack, it uses up one of their Recovery Moves. If Toxic'd, the Toxic counter will still go up each round and Toxic will do the relevant damage for that round should their ability be disabled.

Pokemon with this ability: Shroomish, Breloom, Gliscor.

Poison Point:

Type: Can be Disabled.

This Pokemon’s spikes/quills/thorns are coated in poison, and there is a 30% chance of poisoning any foe that uses a contact attack on this Pokemon. When disabled, all of this Pokemon's attacks that inflict regular poison will inflict Toxic poison (with the same chance of effect).

Pokemon with this ability: Nidoran(F), Nidorina, Nidoqueen, Nidoran(M), Nidorino, Nidoking, Seadra, Qwilfish, Roselia, Budew, Roserade, Venipede, Whirlipede, Scolipede.

Poison Touch:

Type: Can be Disabled.

This Pokemon's body is covered with a film of poison. Whenever it hits an opponent with a contact attack, that opponent has a 30% chance of being Poisoned. When disabled, all of this Pokemon's attacks that inflict regular poison will inflict Toxic poison (with the same chance of effect).

Pokemon with this ability: Grimer, Muk, Croagunk, Toxicroak, Seismitoad.

Prankster:

Type: Innate

The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.

Pokemon with this ability: Murkrow, Sableye, Volbeat, Illumise, Riolu, Purrloin, Liepard, Cottonee, Whimsicott, Tornadus, Thundurus, Scratchet, Tomohawk.

Pressure:

Type: Innate

This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.

Pokemon with this ability: Aerodactyl, Articuno, Zapdos, Moltres, Mewtwo, Raikou, Entei, Suicune, Lugia, Ho-oh, Wailmer, Wailord, Dusclops, Absol, Deoxys, Vespiquen, Spiritomb, Weavile, Dusknoir, Dialga, Palkia, Giratina, Pawniard, Bisharp, Kyurem, Colossoil.

Pure Power:

Type: Trait

This Pokemon has immense inner strength that grows with its development, raising its Attack by 1 Rank for each evolution level (Baby = 1, Basic = 2, Stage 1 = 3). If Skill Swapped, the swapped Pokemon's Attack is only raised by one Rank.

Pokemon with this ability: Meditite, Medicham
Quick Feet:

Type: Innate

This Pokemon feels a sense of anxiety when afflicted with a status condition and its speed increases by 50% (x1.5). Although it can still be fully paralyzed, it will not suffer the speed drop.

Pokemon with this ability: Jolteon, Granbull, Teddiursa, Ursaring, Poochyena, Mightyena, Zigzagoon, Linoone, Shroomish, Venipede, Whirlipede, Scolipede.
Rain Dish:

Type: Innate

This Pokemon collects water in the rain and absorbs it into its body, healing two (2) HP/action.

Pokemon with this ability: Squirtle, Wartortle, Blastoise, Tentacool, Tentacruel, Lotad, Lombre, Ludicolo, Wingull, Pelipper, Surskit.

Rattled:

Type: Innate

These Pokemon are more easily frightened by Ghost, Bug, and Dark-typed attacks and will raise their speed by one (1) stage when struck by attacks of those types. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.

Pokemn with this ability: Magikarp, Ledyba, Sudowoodo, Dunsparse, Snubbull, Granbull, Poochyena, Whismur, Clamperl, Bonsly, Cubchoo.

Rebound:

Type: Can Be Activated

The Pokemon is able to bounce one layer of an entry hazard back from their side of the field to the other side with their immense strength and intuition.

Command: Ability: Rebound (Hazard).

Pokemon with this ability: Colosshale, Colossoil.

Reckless:

Type: Innate

This Pokemon has an innately aggressive nature that lets it use all-out attacks with recoil more effectively. Recoil attacks from this Pokemon have two (2) more Base Attack Power, and recoil percentage is unaffected.

Pokemon with this ability: Hitmonlee, Rhyhorn, Rhydon, Staravia, Staraptor, Rhyperior, Emboar, Basculin, Mienfoo, Mienshao, Bouffalant.

Regenerator:

Type: Innate

When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and (ten) 10 HP is restored. When this Pokemon Chills, it restores six (6) HP in addition to its 12 Energy.

Pokemon with this ability: Slowpoke, Slowbro, Tangela, Slowking, Corsola, Ho-oh, Tangrowth, Audino, Solosis, Duosion, Reuniclus, Foongus, Amoonguss, Alomomola, Mienfoo, Mienshao.

Rivalry:

Type: Innate

This Pokemon has a primal response to competition and mating, increasing the Base Attack Power of all its attacks by two (2) when it attacks an opponent of the same gender in the same Egg Group, and decreasing the power of all its attacks by two (2) when it faces an opponent of the opposite gender in the same Egg Group (Monster/Ground are used for Nidorina/Nidoqueen).

Pokemon with this ability: Nidoran(F), Nidorina, Nidoqueen, Nidoran(M), Nidorino, Nidoking, Beautifly, Shinx, Luxio, Luxray, Pidove, Tranquill, Unfezant, Axew, Fraxure, Haxorus.

Rock Head:

Type: Innate

This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.

Pokemon with this ability: Geodude, Graveler, Golem, Onix, Cubone, Marowak, Rhyhorn, Rhydon, Aerodactyl, Sudowoodo, Steelix, Aron, Lairon, Aggron, Relicanth, Bagon, Shelgon, Bonsly, Basculin, Pyroak.

Rough Skin:

Type: Innate

When struck with a contact attack, this Pokemon’s abrasive skin causes pain to the opponent, dealing 25% of the damage received to the opponent.

Pokemon with this ability: Carvanha, Sharpedo, Gible, Gabite, Garchomp, Druddigon.

Run Away:

Type: Innate

This Pokemon is quick on its feet and will evade any field traps and hazards that would harm it (Spikes, Stealth Rock, Toxic Spikes) in an arena. A Pokemon can still absorb Toxic Spikes if it has Run Away and is Poison-typed. Run Away does not allow the Pokemon to switch out of trapping moves or abilities, however it can escape other situational trapping strategies in battle.

Pokemon with this ability: Caterpie, Weedle, Rattata, Raticate, Oddish, Venonat, Ponyta, Rapidash, Doduo, Dodrio, Eevee, Sentret, Furret, Aipom, Dunsparce, Snubull, Poochyena, Wurmple, Nincada, Kricketot, Pachurisu, Buneary, Patrat, Lillipup.
Sand Force:

Type: Innate

This Pokemon thrives in Sandstorm conditions, using the power of the swirling sand to augment its Rock, Ground, and Steel-typed attacks. Each of this Pokemon's Rock, Ground, and Steel-typed attacks will have the Base Attack Power increased by two (2). Pokemon with this ability are immune to Sandstorm damage.

Pokemon with this ability: Diglett, Dugtrio, Nosepass, Shellos, Gastrodon, Hippopotas, Hippowdon, Probopass, Roggenrola, Boldore, Gigalith, Drilbur, Excadrill, Landorus.

Sand Rush:

Type: Innate

This Pokemon thrives in Sandstorm conditions, feeling more at home in them than all other Pokemon. This Pokemon's Base Speed is doubled (x2) in a Sandstorm. Pokemon with this ability are immune to Sandstorm damage.

Pokeon with this ability: Sandshrew, Sandslash, Herdier, Stoutland, Drilbur, Excadrill.

Sand Stream:

Type: Innate

When entering into battle, this Pokemon summons a massive Sandstorm that does not end, expending 10% of its energy to do so. It can re-summon the effect mid-battle for 9% Energy with a command.

Command: (Ability: Sand Stream)

The flying gravel and rocks of Sandstorm will do two (2) damage per action to Pokemon that do not have hard bodies (Rock, Ground, and Steel-types) or the Sand Veil, Sand Strength, or Sand Throw Abilities.

Pokemon with this ability: Tyranitar, Hippopotas, Hippowdon.

Sand Veil:

Type: Innate

This Pokemon is used to reacting in desert conditions and gets a 20% evasion boost during Sandstorms. Pokemon with this ability are immune to Sandstorm damage.

Pokemon with this ability: Sandshrew, Sandslash, Diglett, Dugtrio, Geodude, Graveler, Golem, Gligar, Phanpy, Donphan, Larvitar, Cacnea, Cacturne, Gible, Gabite, Garchomp, Gliscor, Stunfisk.

Sap Sipper:

Type: Innate

This Pokemon lives on a steady diet of plants and has developed defenses to every Grass-type attack. When attacked with a Grass-type move, damage and effects are negated and the Pokemon gains a one (1) stage attack boost. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.

Pokemon with this ability: Marill, Azumarill, Girafarig, Stantler, Miltank, Azurill, Blitzle, Zebstrika, Deerling, Sawsbuck.

Scrappy:

Type: Innate

This Pokemon’s Normal and Fighting attacks carry a special signature that can damage Ghosts, even if they have phased out.

Pokemon with this ability: Kangaskhan, Miltank, Taillow, Swellow, Loudred, Exploud, Herdier, Stoutland, Scratchet.

Serene Grace:

Type: Innate

This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt)

Pokemon with this ability: Chansey, Togepi, Togetic, Dunsparce, Blissey, Jirachi, Happiny, Togekiss, Shaymin (Sky Forme), Deerling, Sawsbuck, Meloetta.

Shadow Tag:

Type: Innate

Upon entry into battle, this Pokemon’s Shadow expands across the arena and dissipates, forcing opposing Pokemon to stay within 10 meters of this Pokemon. The Shadow entirely negates the ability to switch for every Pokemon except those who also have Shadow Tag.

Pokemon with this ability: Wobbuffet, Wynaut, Gothita, Gothorita, Gothitelle, Litwick, Lampent, Chandelure.

Shed Skin:

Type: Innate

This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.

Pokemon with this ability: Metapod, Kakuna, Ekans, Arbok, Dratini, Dragonair, Pupitar, Silcoon, Cascoon, Seviper, Kricketot, Burmy, Scraggy, Scrafty, Karrablast.

Sheer Force:

Type: Can be Enabled

This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.

Pokemon with this ability: Nidoqueen, Nidoking, Krabby, Kingler, Tauros, Totodile, Croconaw, Feraligatr, Steelix, Makuhita, Hariyama, Mawile, Trapinch, Bagon, Cranidos, Rampardos, Timburr, Gurdurr, Conkeldurr, Darmanitan, Druddigon, Rufflet, Braviary, Landorus, Monohm, Duclohm, Cyclohm.

Shell Armor:

Type: Innate

This Pokemon’s thick, bony outer shell prevents it from taking critical hits.

Pokemon with this ability: Shellder, Cloyster, Krabby, Kingler, Lapras, Omanyte, Omastar, Torkoal, Corphish, Crawdaunt, Clamperl, Turtwig, Grotle, Torterra, Oshawatt, Dewott, Sumarott, Dwebble, Crustle, Escavalier, Shelmet, Krillowatt.

Shield Dust:

Type: Innate

This Pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.)

Pokemon with this ability: Caterpie, Weedle, Venomoth, Wurmple, Dustox, Monohm, Duclohm, Cyclohm.

Simple:

Type: Innate

This Pokemon innately exaggeates the effect of stat boosts and drops to the point where they have double the effectiveness, but the same actual stage. (e.g. Swords Dance/Screech is still a 2 stage boost/drop but is calculated as 4 stages). Stat benefits/reductions still maximize at 6 effective stages.

Pokemon with this ability: Numel, Bidoof, Bibarel, Woobat, Swoobat.

Skill Link:

Type: Innate

This Pokemon’s skillfull aim makes its multi-hit moves always hit 5 times. The Energy Cost of multi-hit attacks is increased by three (3).

Pokemon with this ability: Shellder, Cloyster, Aipom, Ambipom, Minccino, Cinccino.

Slow Start:

Type: Innate

This Pokemon’s Attack and Speed are at half (0.5x) rank/power for five (5) actions.

Pokemon with this ability: Regigigas

Sniper:

Type: Innate

This Pokemon has deadly accuracy and strikes sensitive points, increasing its critical hit bonus from +3 to +5 on single attacks, +2 to +3 on two-hit attacks, and +1 to +2 on multi-hit attacks.

Pokemon with this ability: Beedrill, Spearow, Fearow, Horsea, Seadra, Spinarak, Ariados, Remoraid, Octillery, Kingdra, Skorupi, Drapion.

Snow Cloak:

Type: Innate

This Pokemon is used to snowy blizzard conditions and gains a 20% evasion boost during Hail. Pokemon with this ability are immune to Hail damage.

Pokemon with this ability: Articuno, Swinub, Piloswine, Glaceon, Mamoswine, Froslass, Cubchoo, Beartic.

Snow Warning:

Type: Innate

This Pokemon summons a massive hailstorm upon its entry into battle that does not end, expending 10% of its energy to do so. It can re-summon the effect mid-battle for 9% Energy with a command.

Command: (Ability: Snow Warning)

Hail causes two (2) damage per action to all non-Ice typed Pokemon. 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.

Pokemon with this ability: Snover, Abomasnow.

Solar Power:

Type: Innate

When in bright sunlight, this Pokemon burns solar energy and 1 HP/action to increase the Base Attack Power of all their special attacks by two (2).

Pokemon with this ability: Charmander, Charmeleon, Charizard, Sunkern, Sunflora, Tropius.

Solid Rock:

Type: Innate

This Pokemon’s body is extremely solid and durable, and the Base Attack Power of incoming super-effective attacks is reduced by two (2).

Pokemon with this ability: Camerupt, Rhyperior, Tirtouga, Carracosta.

Soundproof:

Type: Innate

Pokemon with this ability emit their own powerful electrostatic or sound-dampening field, making them immune to sound-based moves other than an ally's or their own Heal Bell. (Known sound moves: Bug Buzz, Chatter, Echoed Voice, Grasswhistle, Growl, Heal Bell, Hyper Voice, Metal Sound, Perish Song, Relic Song, Roar, Round, Screech, Sing, Snarl, Snore, Supersonic, Uproar.

Pokemon with this ability: Voltorb, Electrode, Mr. Mime, Whismur, Loudred, Exploud, Sheildon, Bastiodon, Mime Jr., Snover, Abomasnow, Bouffalant.

Speed Boost:

Type: Innate

Pokemon with this ability increase their speed as the battle progresses, boosting it one (1) stage at the end of each round at the cost of 2% of their energy. This overrides the normal drop in stats that ocurs at the end of each round (stats other than Speed are still affected).

Pokemon with this ability: Yanma, Torchic, Combusken, Blaziken, Ninjask, Carvanha, Sharpedo, Yanmega.

Static:

Type: Innate

This Pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this Pokemon.

Pokemon with this ability: Pikachu, Raichu, Voltorb, Electrode, Electabuzz, Pichu, Mareep, Flaafy, Ampharos, Elekid, Electrike, Manectric, Emolga, Stunfisk, Monohm, Duclohm, Cyclohm.

Stall:

Type: Innate

This Pokemon has a watchful eye and immense patience. It can be ordered to attack last on any action regardless of ordinary attack priority. If an opponent orders their Pokemon to attack after Sableye, that attack will fail. Against another Sableye, the trainer who issues attacks first has precedence and the opponent's attack will fail.

Pokemon with this ability: Sableye

Steadfast:

Type: Innate

If this Pokemon is flinched, it becomes aware of the speed difference and increases speed by one (1) stage to make up the difference. This speed boost is maintained at the end of each round.

Pokemon with this ability: Machop, Machoke, Machamp, Scyther, Tyrogue, Hitmontop, Riolu, Lucario, Gallade.

Stench:

Type: Innate

This Pokemon has a foul odor that reeks into each of its attacks, causing all of them to have a 10% flinch rate. This applies to each hit of a multi-hit move.

Pokemon with this ability: Gloom, Grimer, Muk, Stunky, Skuntank, Trubbish, Garbodor.

Sticky Hold:

Type: Innate

This Pokemon’s body is covered in a sticky substance that prevents item theft or swapping.

Pokemon with this ability: Grimer, Muk, Gulpin, Swalot, Shellos, Gastrodon, Trubbish, Accelgor.

Storm Drain:

Type: Innate

This Pokemon lures all water attacks to itself, altering their course away from partner Pokemon. It absorbs the water and increases its Special Attack by one (1) stage. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.

Pokemon with this ability: Lileep, Cradilly, Shellos, Gastrodon, Finneon, Lumineon, Maractus, Colosshale.

Sturdy:

Type: Innate

This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.

Pokemon with this ability: Geodude, Graveler, Golem, Magnemite, Magneton, Onix, Sudowoodo, Pineco, Forretress, Steelix, Shuckle, Skarmory, Donphan, Nosepass, Aron, Lairon, Aggron, Relicanth, Regirock, Shieldon, Bastiodon, Bonsly, Magnezone, Probopass, Roggenrola, Boldore, Gigalith, Sawk, Dwebble, Crustle, Tirtouga, Carracosta.

Suction Cups:

Type: Innate

This Pokemon has sticky suction cups that anchor down to prevent it from being moved or scared away by Roar or Whirlwind. It will hold its ground against Dragon Tail and Overhead Throw and will not be forced out in a switch battle.

Pokemon with this ability: Octillery, Lileep, Cradily.

Super Luck:

Type: Innate

This Pokemon’s natural skill doubles (x2) its critical hit levels above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 1/3rd of the time.

Pokemon with this ability: Togepi, Togetic, Absol, Murkrow, Honchkrow, Togekiss, Pidove, Hatooboo, Kenhorou.

Swarm:

Type: Innate

When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, X-Scissor from 8 to 10)

Pokemon with this ability: Beedrill, Scyther, Ledyba, Ledian, Spinarak, Ariados, Scizor, Heracross, Beautifly, Volbeat, Kricketune, Mothim, Sewaddle, Leavanny, Venipede, Whirlipede, Scolipede, Karrablast, Escavalier, Joltik, Galvantula, Durant, Larvesta, Volcarona.

Swift Swim:

Type: Innate

The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its speed in the rain.

Pokemon with this ability: Psyduck, Golduck, Poliwag, Poliwhirl, Poliwrath, Horsea, Goldeen, Seaking, Magikarp, Omanyte, Omastar, Kabuto, Kabutops, Qwilfish, Mantine, Kingdra, Lotad, Lombre, Ludicolo, Surskit, Anorith, Armaldo, Feebas, Huntail, Gorebyss, Relicanth, Luvdisc, Bouysel, Floatsel, Finneon, Lumineon, Mantyke, Tympole, Palpitoad, Seismitoad, Tirtouga, Carracosta, Beartic.

Synchronize:

Type: Innate

Pokemon with this ability mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Due to their body structure, Poison types cannot be poisoned and Fire types cannot be burned in this manner.

Pokemon with this ability: Abra, Kadabra, Alakazam, Mew, Natu, Xatu, Espeon, Umbreon, Ralts, Kirlia, Gardevoir, Munna, Musharna, Elgyem, Beheeyem.
Tangled Feet:

Type: Innate

When confused, this Pokemon moves around in a haphazard manner, increasing their evasion by one (1) stage. These Pokemon will never damage themselves in confusion. If the Pokemon also has Own Tempo, The duration of confusion doubles.

Pokemon with this ability: Pidgey, Pidgeotto, Pidgeot, Doduo, Dodrio, Spinda, Chatot.

Technician:

Type: Innate

This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally have 6 or less Base Attack Power to have their Base Attack Power multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) Base Attack Power, and the Energy Cost for multi-hit attacks is increased by two (2). Because Technician is a multiplier on single hit moves, its effect is applied to Base Attack Power before any additive effects.

Pokemon with this ability: Meowth, Persian, Mr. Mime, Scyther, Scizor, Smeargle, Hitmontop, Breloom, Kricketune, Roserade, Ambipom, Mime Jr., Minccino, Cinccino, Syclar, Syclant, Rebble, Bolderdash, Stratagem.

Telepathy:

Type: Innate

This Pokemon has a mental link with its allies in multiple allies, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.

Pokemon with this ability: Wobbuffet, Ralts, Kirlia, Gardevoir, Meditite, Medicham, Wynaut, Dialga, Palkia, Giratina (Altered Forme), Munna, Musharna, Elgyem, Beheeyem.

Teravolt:

Type: Innate

The Pokemon crackles with intense electricity. Its immense power permeates every attack, negating the effect of abilities to reduce or prevent this Pokemon's damage or attack effects.

Pokemon with this ability: Zekrom.

Thick Fat:

Type: Innate

This Pokemon has a great deal of extra fat or muscle that increases its resistance to extreme heat or extreme cold, reducing the type effectiveness of Fire and Ice-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.)

Pokemon with this trait: Seel, Dewgong, Snorlax, Marill, Azumarill, Swinub, Piloswine, Miltank, Makuhita, Hariyama, Azurill, Spoink, Grumpig, Spheal, Sealeo, Walrein, Purugly, Munchlax, Mamoswine, Tepig, Pignite.

Tinted Lens:

Type: Innate

When this Pokemon uses an attack that is normally not very effective, that attack is calculated at the next highest resisrance modifier. (e.g. 4x resistance is calculated at 2x, 2x resistance becomes neutral).

Pokemon with this trait: Butterfree, Venonat, Venomoth, Hoothoot, Noctowl, Illumise, Mothim, Yanmega, Sigilyph.

Torrent:

Type: Innate

When this Pokemon’s HP is lower than 33%, the base damage of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14)

Pokemon with this ability: Squirtle, Wartortle, Blastoise, Totodile, Croconaw, Feraligatr, Mudkip, Marshtomp, Swampert, Piplup, Prinplup, Empoleon, Oshawatt, Dewott, Sumarott, Pansear, Simipour.

Toxic Boost:

Type: Innate

This Pokemon's body can use toxins as a catalyst to increase its strength. When poisoned, all its physical attacks have two (2) more Base Attack Power.

Pokemon with this ability: Zangoose.

Trace:

Type: Can be Activated

This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced.

Command: (Ability: Trace (Target Ability) )

Pokemon with this ability: Porygon, Porygon2, Ralts, Kirlia, Gardevoir, Plicowatt, Krillowatt.

Truant:

Type: Trait

This Pokemon is naturally lazy, and only attacks twice every round, forsaking the second action of a round. Its Confusion stage will not be checked and it will not hit itself in confusion during the second action. It recovers 3% energy during each Truant turn. Truant can be altered or shifted by Skill Swap, Role Play, Gastro Acid, or Mummy, but is not changed by Entrainment, Simple Beam, or Worry Seed.

Pokemon with this ability: Slakoth, Slaking, Durant.

Turboblaze:

Type: Innate

The Pokemon's flames swirl around it with an intense heat. It's immense power permeates every attack, negating the effect of abilities to reduce or prevent this Pokemon's damage or attack effects.

Pokemon with this ability: Reshiram.
Unaware:

Type: Innate

When this Pokemon is released, a light aura enshrouds the opponent, nullifying all stat boosts or reductions other than Speed, it remains while this Pokemon is active.

Pokemon with this ability: Clefable, Wooper, Quagsire, Bidoof, Bibarel, Woobat, Swoobat, Privatyke, Arghonaut.

Unburden:

Type: Innate

This Pokemon is incredibly possessive. If it uses or loses an item in battle its rage swells and its speed doubles (x2) until it receives another item.

Pokemon with this ability: Hitmonlee, Treecko, Grovyle, Sceptile, Drifloon, Drifblim, Purrloin, Liepard, Accelgor, Breezi.

Unnerve:

Type: Innate

The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.

Pokemon with this ability: Ekans, Arbok, Meowth, Persian, Aerodactyl, Mewtwo, Ursaring, Houdour, Houndoom, Tyranitar, Masquerain, Vespiquen, Joltik, Galvantula, Axew, Fraxure, Haxorus.
Victory Star:

Type: Innate

This Pokemon has an unnatural percepton which it shares with its allies in a multiple battle. The accuracy of this Pokemon and allies is increased by 10 (flat).

Pokemon with this ability: Victini.

Vital Spirit:

Type: Innate

This Pokemon has a high vitality and alertness making it immune to sleep induced by other Pokemon. Its normal state of sleeplessness makes it take 1 less damage/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action.

Pokemon with this ability: Mankey, Primeape, Electabuzz, Magmar, Delibird, Tyrogue, Elekid, Magby, Vigoroth, Electivire, Magmortar, Lillipup, Breezi, Fidgit, Scratchet.

Volt Absorb:

Type: Innate

This Pokemon absorbs all electrical attacks and instead of taking damage, recovering 50% of the damage an electrical attack would have done. A Pokemon that attacks itself with electricity to heal only recieves 25% of the damage that attack would do to itself. Thunder Wave has no effect on the Pokemon.

Pokemon with this trait: Jolteon, Chinchou, Lanturn, Raikou, Pachirisu.
Water Absorb:

Type: Innate

This Pokemon absorbs water attacks and instead of taking damage from them, recovering 50% of the damage the water attack would have done. A Pokemon that attacks itself with water to heal only recieves 25% of the damage that attack would do to itself.

Pokemon with this ability: Poliwag, Poliwhirl, Poliwrath, Lapras, Vaporeon, Chinchou, Lanturn, Politoed, Wooper, Quagsire, Mantine, Suicune, Cacnea, Cacturne, Mantyke, Tympole, Palpitoad, Seismitoad, Maractus, Frillish, Jellicent.

Water Veil:

Type: Innate

Pokemon with this ability always have their body coated in a layer of water which prevents burns.

Pokemon with this ability: Goldeen, Seaking, Mantine, Wailmer, Wailord, Huntail, Buizel, Floatzel, Finneon, Lumineon, Mantyke.

Weak Armor:

Type: Can be Enabled

The Pokemon can loosen its worn defensive armor so that it will break off when an opponent uses a contact attack, reducing the Pokemon's Defense and increasing their Speed by one (1) stage for each hit.

Pokemon with this ability: Onix, Omantye, Omastar, Kabuto, Kabutops, Slugma, Magcargo, Skarmory, Dwebble, Crustle, Garbodor, Vanillite, Vanillish, Vanilluxe, Vullaby, Mandibuzz.

White Smoke:

Type: Innate

Pokemon with this ability are surrounded by a purifying white smoke that prevents stat reduction from opponents (Screech, Initimidate, etc.)

Pokemon with this ability: Torkoal, Heatmor.

Wonder Guard:

Type: Innate

Pokemon with this ability have their maximum HP set to 60, but suffer no damage from attacks that are not Super-Effective.

Pokemon with this ability: Shedinja.

Wonder Skin:

Type: Innate

The Pokemon's skin has an agent that heaviliy resists attempts to change its composition. It changes the accuracy of all non-damaging attacks to 50% before applying any other modifiers.

Pokemon with this ability: Venomoth, Skitty, Delcatty, Sigilyph.
Zen Mode:

Type: Can be Enabled

Once below 50% of its maximum HP, the Pokemon can focus incredible energy into its body and change forms.

Pokemon with this ability: Darmanitan
 

Deck Knight

Blast Off At The Speed Of Light! That's Right!
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Audit this list for Grammar/Prose, and if I missed any attacks generally shared by ALL members of a type (or a sufficiently high percentage like 90%), make a note of it on the type.

Type Bonuses:

Typing is very important in Pokemon. A Pokemon's type is determinant largely on their genetic structure and the environment around them. Different types have adapted to different environments in a multitude of ways. Here are the bonuses based on those innate abilities:

STAB (Same Type Attack Bonus): When using a damaging or non-damaging move of the same type as the Pokemon, Energy Cost is reduced by 1. Damaging attacks have 3 more Base Attack Power regardless of the initial attack strength. Certain STABs may allow certain moves to keep their focus in all conditions, except when struck by a multi-hit attack (which always disrupt these moves). Whenever using one of the attacks below, moves of their STAB will not break any required focus unless it would directly alter their continuance of the attack.

Partial Trapping Moves: Pokemon will have a much easier time using commands that don't use the appendages sourced in these attacks or else will be able to maintain their mental focus while using other attacks. This effect applies to Bind, Fire Spin, Clamp, Magma Storm, Sand Tomb, Whirlpool, and Wrap.

Uncontrollable Attacks: Pokemon will not be subject to the disruption of Petal Dance, Outrage, and Thrash when hit by moves with greater than 12 Base Attack Power.

Skin notes: The term skin is used often in these descriptions. Please note that these descriptions are generally reserved for pokemon purely of that type. Pokemon with dual types can have their skin features modified greatly, or the Pokemon's skin may even by unique to the species such as Parasect and Toxicroak. Nonetheless even Pokemon of dual types will retain the primary defensive qualities of both of their skins' type. Rock/Steel skin for example is made of an alloy that prevents toxins from seeping in but does not scatter flames as much, thus retaining the immunity to poison status and the buffering ability in Sandstorm while being neutral to flame attacks rather than resisting them.

In addition to STAB, some types have developed other traits to help them cope with life in the wild.

Bug:

Bugs are a hardy, crafty sort of Pokemon who have adapted strategies from the plants they feed on and the birds that prey on them. Bugs often live in cramped, concealed places and so have excellent mobility in grasses and brush. They also attack fast and furiously, often in swarms, preferring to dispatch opponents with a thousand small attacks rather than one large one.

Summary: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
Dark:

Dark types are often portrayed as inherently malevolent, but this is not the case. What Dark types do posess is a fierce mental presence that makes them immune to the effects of psychic suggestion and control. This presence also disables psychic waves surrounding an incoming object, stopping it dead in its tracks as it falls harmlessly to the ground. Dark types are nocturnal for the most part, and thus battle very effectively in caves, at night, or in otherwise darkened conditions. While any total darkness will do, dark types are also the best at navigating confusing half-light situations such as twilight or dawn battles, where shadows can confuse or disorient other Pokemon. This perception does not necessarily extend to structural problems deep in caves, as while Dark-types can discern anything in their immediate vicinity, they aren't naturally in-tune with the echoes of earth vibrations. Dark types are very vengeful by nature and happily use retaliatory attacks. Dark types are also more endeared to trickery and deviousness, and can use attacks like Nasty Plot and Taunt even if infatuated.

Summary: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Dragon:

Rare and powerful, Dragon types have sturdy scales, excellent elemental resistance and affinity, and legendary vitality. Abilities vary based on the Dragon, with the Dragonite line capable of breathing underwater while the Kingdra line can breath on land. Dragons do not particularly like Ice, however all of them are warm-blooded. Dragon attacks are very powerful, and only Steel-type skin can truly reduce the might of their mystically backed attacks.

Summary: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.
Electric:

These little power plants are uncommon in most parts, but gather around strong sources of electromagnetic activity. Generally speaking these spark-plugs are less likely to get paralyzed from electricity, whether they can absorb it or not. Other methods of paralyzation such as the biowarfare Grass-types engage in and the ki techniques or brute force of Fighting and Normal types respectively are still effective, however. During Rain, Thunder has a 30% chance of breaking through Protect through sheer power and has perfect accuracy, able to be boosted with a launch from any portion of the sky.

Summary: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
Fighting:

These Pokemon come in two flavors. Either they are trained and disciplined masters of targeted strikes and ki attacks, or wild, savage pokemon with innate battling instincts far above their peers. In either case, these Pokemon have powerful, dense muscles that allow them to throw targets of almost any weight if asked to do so, regardless of their own size. Their discipline allows them to Meditate and Cheer Up at a lower energy cost.

Summary: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Fire:

One of the basic elemental types of Pokemon, Fire-types are noteworthy for being much more energy-oriented than most of their fellow Pokemon. While other Pokemon are mostly physical mass, Fire-types are an energy powerhouse not unlike their Electric brethren, but the constant erratic nature of fire is much harder to contain. As a result, Fire-types heat the air surrounding their bodies to about 90 degrees Farenheight when at rest. Their flames are often just irradiated energy taking that form and are above your average room temperature, but by no means lethal or even particularly dangerous. Fire-types emit a low glow in dark places with or without an open flame, which does light the area around them somewhat but also gives away their position. At high levels, Fire types can also utilize energy from the sun to maintain and augment their energy, utilizing the sun's natural radiation.

In battle their irradiated energy changes quickly however, and Fire-types can emit heat from their attacks that easily burns skin, melts rock, or otherwise does intense external damage to the various matter/energy constructs of Pokemon skin. Fire types themselves are immune to burning, and highly resistant to freezing (though it is not impossible if a limb without an open flame is targeted). Strong fire attacks can easily overpower weaker water attacks, despite the type disadvantage. Most Fire types can swim, however if they have open flames active (rather than irradiating) they will take small amounts of damage. Fire attacks cannot be used effectively underwater or in space (why would you battle in space dummy!), as they require oxygen for combustion. During Rain, any active open flames will emit steam, while irradiated energy will give off no signal of being effected. The Fire-type is not damaged by rain, although obviously their Fire attacks will be greatly reduced in effectiveness.

Summary: Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.
Flying:

Flying Pokemon are gifted with extroardinary senses of vibration and often a set of wings that enable them to fly, giving them a massive tactical advantage over grounded Pokemon. Even Flying types without wings have a keen sense of ground vibrations, and can always evade Ground attacks whether they shake the earth or not. Flying types can take wing in almost any weather condition, and to that end they can also create massive wind gusts without a large deal of recoil.

Summary: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.
Ghost:

Ghost Pokemon are the most enigmatic type. As a whole they possess a broad range of supernatural abilities from intangibility to various kinds of psychokinesis to mere illusion, however these effectiveness of these strange abilities largely depend on the individual Pokemon. Ghastly, Haunter, and Gengar are the least tangible of any ghost, and can pass through walls for a brief period of time without exhausting themselves. Ghost types are particularly adept at a few other tricks, including the ghostly flames of Will-o-Wisp, employing the shock value of Sucker Punch, utilizing Telekinesis and Psychic, and various other Trick-ery.

Unfortunately, due to their build, Ghost types with secondary typings (bar Gastly, Haunter, and Gengar) cannot go through walls, however they can briefly become briefly intangible. Most types have evolved around the annoying habit of Ghosts to become intangible and have attached an energy signature to their attacks that strike ghosts in an intangible state. Normal and Fighting types remain the only Pokemon that rely on direct brute force, and Ghosts simply absorb the ki used in some fighting attacks without effect.

Summary: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.
Grass:

Pokemon Plant-life, Grass types make up the biochemical wing of Pokemon attacks. They blend in well in areas with lots of vegetation, suffer minimal ill effects from normal temperature ranges, and are otherwise a very biodiverse assortment of Pokemon. Grass types learn an eclectic array of moves for offensive and defensive purposes. Their natural energy process is aided by sunlight, allowing them to quickly summon Sunny Day. Their leaves and thorns provide ample implements for Swords Dance while their ability to live off solely sunlight, rainwater, and soil lets them use Growth for reduced energy as well. They draw energy from the moon and sun equally well, so in addition to Synthesis they also effectively utilize Moonlight and Morning Sun based on their activity cycles. They can also produce soothing scents and in general draw power from the nature around them. Pitted against each other, the only Grass type attack each member of the type has built up a perfect defense to is Leech Seed. All the other various powders and seeds are either handled through a secondary type or an ability, if at all.

Summary: Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.
Ground:

Most Ground-type Pokemon have a strong attachment to deserts, caves, and other dry areas where they make their burrows. What few exceptions there are crave muddy wallows to call home. While Digging to evade an opponent, Ground-type Pokemon only suffer a 2 energy per action drain compared to the 3 energy per action drain experienced by opponents less in tune with the earth. Ground types are used to navigating underground in dark places, and thus have better vision in tunnels and underground caverns. This is unique from Dark-types, who can use total darkness or confusing half-light in any context, but are not particularly in tune with earth movements. Ground types require their surroundings to be largely tunnels and other earthen formations to be effective at utilizing their underground "night vision." While most Pokemon with wings or Levitate can avoid Ground's strongest physical attacks, Earthquake and Magnitude, Bone Club/Merang/Rush, Dig, Earth Power, Mud Bomb/Shot/Slap can still hit them effectively. True Flying types are the only Pokemon that seem to be able to intuit damaging Ground attacks perfectly and have the agility to dodge them. Ground types have thick, watertight skin that acts as a grounding agent against electric attacks, which never penetrate and instead just follow along the outside harmlessly into the ground. Although the skin is watertight, it must be kept dry because it cannot completely keep water out forever, and has a spongy quality when drenched. Rain alone will not agitate the skin enough to bring on this effect, although it does make Ground types uncomfortable. Ground types also have an excellent sense of the rock formations around them, and can easily use several Rock moves to augment their offense.

Summary: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.
Ice:

There are two varieties of Ice-type Pokemon. The first are more naturally occuring fauna or flora that have adapted to wintry conditions and the latter are Pokemon whose genetic structure chills the air around them to about 20 degrees Fahrenheit (Glalie/Froslass line, Regice, Vanilluxe line, Beartic line, and Cryogonal). Ice types of all kinds can break down any ice around their bodies and synthesize it into their skin, making them effectively immune to freezing. Hail has no effect on either their vision or their bodies, as they either synthesize it like all other ice or their bodies can even use it to regenerate. Additionally, Hail makes their Blizzards perfectly accurate and capable of bursting through Protect because of the enhanced debris cracking the field.

Summary: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.
Normal:

Normal types are the vanilla of Pokemon, but don't be fooled by their lack of super-effective STAB attacks. Normal STAB brings with it a broad array of boosting moves and powerful, accurate attacks as well as unparalleled attack diversity. Normal-types are ubiquitous because they are survivalists and generalists. Normal types share a feud with Ghost-types, having complete immunity to their supernatural damaging attacks while being unable to harm them with their fists, teeth or claws without energizing them first. Nonetheless, if the attack is basic enough, normal types can pick it up with ease.

Summary: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Poison:

Poison shares a lot in common with Normal, at least as far as being generalist and having poor super-effective coverage. It's greatest advantage though is its complete immunity to toxins. Poison types can survive in toxic waste sites, deserted city dumps, abandoned playgrounds, anywhere pollution drives out other Pokemon, Poison types thrive. Poison types will never choke on or be blinded by smog, smokescreens, sludge, or anything other than direct solid material (such as sand or mud) into their eyes. Other common poisonous critters are snakes, who in addition to their toxic tendencies can also squeeze the life out of opponents or paralyze them with a snake glare.

Summary: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.
Psychic:

What Fighting is to physical prowess, Psychic is to mental. Psychic types sense opponents energy in addition to any visual or hearing confirmation, allowing them to strike opponents from a great distance with their mental assualts and strike them even if they are physically blinded or inhibited. The same is not true if their mental concentration is disrupted through aggravating sounds. They also have a great deal of their own support moves, rivaling those of the Normal type. Psychic Pokemon are deep into mental energy, and thus they can also use ki attacks fairly effectively. Psychic types have instensely strong minds, and can fling opponents with Psychic attacks that their non-Psychic counterparts cannot.

Psychic-type attacks are not godlike, however. Most of them are simple mental assaults that tap into one of the opponents fears or memories. Extrasensory for example taps into memories that frighten the Pokemon, causing them to flinch. Psychic recalls moments of weakness that can lead to a lowering of special defense, and confusion using attacks generally just garble memories. While Psychic (the attack) can redirect energy attacks somewhat, it must be focused on the attack, not the Pokemon issuing it in order to have any function to that effect.

Summary: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Rock:

Rock types have craggy, sturdy exteriors that are nonetheless pourous, allowing them to experience the natural environment around them. While the have some electromagnetic pull, it is not very powerful and resultingly can't be targeted by attacks or abilities that interfere with those fields. In Sandstorm, the natural sandy material reinforces the gaps in rock-type skin and roughs away any gaps or gashes, granted them extra protection against special attacks. Rock types can see and navigate perfectly well in sandy conditions. Rock types are also generally in tune with the ground vibrations around them, and although sudden movements of the earth can crack their skin open, they are nonetheless capable of sensing and using them effectively against opponents.

Summary: Rock STAB; Reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.
Steel:

Steel types are similar to Rock-types in that their skin is durable, however they have several key differences. Unlike rocks, whose porous skin at once scatters fire moves and allows toxins to seep through, Steel skin is completely solid. Steel types still sense the environment around them, however they are not quite as adept at it as their Rock or Ground type counterparts. Steel type skin isn't permeable by most toxins however Acid and Acid Bomb can corrode it quickly leaving an opening (Body Purge and Iron Defense can remove this corrosion). Steel is also completely immune to roughing from Sandstorm, however Hail gives it dents and divots. Steel types are easily magnetized and can be attracted or repulsed by the Magnet Pull ability.

Summary: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
Water:

Water is the Normal of the Sea. It's also the Flying of the Sea. Water types are certainly diverse, but unlike Normal types they aren't all really multi-faceted or multi-talented. Each has their own niche. They are like flying types in that they have complete mobility in water and are capable of breathing in it, while almost all other Pokemon must eventually go up for air. Most water types can breathe air as well as water, however their mobility on land is more suspect, especially among water types whose only means of propulsion are fins. Splash only goes so far. Since Ice is merely frozen water, most Water types can use Ice Moves quite effectively.

Summary: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
 

Deck Knight

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Audit this list to ensure uniformity in similar effects as well as Grammar/Prose.

Item List:

Berries

Berries have effects similar to their in-game counterparts with a few balance tweaks. To purchase berries, a trainer uses Trainer Points (I'm going to update from Capture Points to enable this) equal to that Berry's value. Berries may be used with Natural Gift up to eight (8) times in a match before the berry is entirely consumed. The TC Cost for the Berries is the cost to purchase five (5) berries. Berries can only be bought in multiples of five (5).
Cheri Berry: Cures Paralysis.

Cost: 2 | Activation: Twice on paralysis | Natural Gift: 6 BAP, Fire

Chesto Berry: Cures Sleep.

Cost: 2 | Activation: Twice on sleep | Natural Gift: 6 BAP, Water

Pecha Berry: Cures Poison.

Cost: 2 | Activation: Twice on poison | Natural Gift: 6 BAP, Electric

Rawst Berry: Cures Burn.

Cost: 2 | Activation: Twice on burn | Natural Gift: 6 BAP, Grass

Aspear Berry: Cures Freeze.

Cost: 2 | Activation: Twice on freeze | Natural Gift: 6 BAP, Ice

Persim Berry: Cures confusion.

Cost: 2 | Activation: Twice on confusion | Natural Gift: 6 BAP, Ground

Lum Berry: Cures all status ailments.

Cost: 3 | Activation: Once on burn, paralysis, poison, sleep, freeze, or confusion after an action | Natural Gift: 6 BAP, Flying

Leppa Berry: Restores ten (10) percent energy.

Cost: 3 | Activation: Once at <=25% energy | Natural Gift: 6 BAP, Fighting

Oran Berry: Restores ten (10) HP.

Cost: 3 | Activation: Once at <=25% HP | Natural Gift: 6 BAP, Poison

Sitrus Berry: Restores five (5) HP initially, then five (5) HP at the end of each round for the next four (4) rounds, starting the round after initial activation.

Cost: 4 | Activation: Once at <=50% HP | Natural Gift: 6 BAP, Psychic

Figy Berry: Restores fifteen (15) HP once, confuses Pokémon that are not Adamant, Brave, Naughty, or Lonely natured. If confused, the effect lasts until the end of the next round. Can't be Recycled.

Cost: 5 | Activation: Once at <=25% HP | Natural Gift: 6 BAP, Bug

Wiki Berry: Restores fifteen (15) HP once, confuses Pokémon that are not Mild, Modest, Rash, or Quiet natured. If confused, the effect lasts until the end of the next round. Can't be Recycled.

Cost: 5 | Activation: Once at <=25% HP | Natural Gift: 6 BAP, Rock

Mago Berry: Restores fifteen (15) HP once, confuses Pokémon that are not Hasty, Jolly, Naive, or Timid natured. If confused, the effect lasts until the end of the next round. Can't be Recycled.

Cost: 5 | Activation: Once at <=25% HP | Natural Gift: 6 BAP, Ghost

Aguav Berry: Restores fifteen (15) HP once, confuses Pokémon that are not Calm, Careful, Gentle, or Sassy natured. If confused, the effect lasts until the end of the next round. Can't be Recycled.

Cost: 5 | Activation: Once at <=25% HP | Natural Gift: 6 BAP, Dragon

Iapapa Berry: Restores fifteen (15) HP once, confuses Pokémon that are not Bold, Impish, Lax, or Relaxed natured. If confused, the effect lasts until the end of the next round. Can't be Recycled.

Cost: 5 | Activation: Once at <=25% HP | Natural Gift: 6 BAP, Dark

Razz Berry: Restores five (5) HP and five (5) percent energy.

Cost: 3 | Activation: Once at <=25% HP or energy | Natural Gift: 6 BAP, Steel

Bluk Berry: Increases Natural Gift Base Attack Power by 3.

Cost: 2 | Activation: Five times on Natural Gift use | Natural Gift: 7 BAP, Fire

Nanab Berry: Increases Natural Gift Base Attack Power by 3.

Cost: 2 | Activation: Five times on Natural Gift use | Natural Gift: 7 BAP, Water

Wepear Berry: Increases Natural Gift Base Attack Power by 3.

Cost: 2 | Activation: Five times on Natural Gift use | Natural Gift: 7 BAP, Electric

Pinap Berry: Increases Natural Gift Base Attack Power by 3.

Cost: 2 | Activation: Five times on Natural Gift use | Natural Gift: 7 BAP, Grass

Pomeg Berry: Increases Natural Gift Base Attack Power by 3.

Cost: 2 | Activation: Five times on Natural Gift use | Natural Gift: 7 BAP, Ice

Cornn Berry: Increases Natural Gift Base Attack Power by 3.

Cost: 2 | Activation: Five times on Natural Gift use | Natural Gift: 7 BAP, Bug

Magost Berry: Increases Natural Gift Base Attack Power by 3.

Cost: 2 | Activation: Five times on Natural Gift use | Natural Gift: 7 BAP, Rock

Rabuta Berry: Increases Natural Gift Base Attack Power by 3.

Cost: 2 | Activation: Five times on Natural Gift use | Natural Gift: 7 BAP, Ghost

Nomel Berry: Increases Natural Gift Base Attack Power by 3.

Cost: 2 | Activation: Five times on Natural Gift use | Natural Gift: 7 BAP, Dragon

Spelon Berry: Increases Natural Gift Base Attack Power by 3.

Cost: 2 | Activation: Five times on Natural Gift use | Natural Gift: 7 BAP, Dark

Pamtre Berry: Increases Natural Gift Base Attack Power by 3.

Cost: 2 | Activation: Five times on Natural Gift use | Natural Gift: 7 BAP, Steel

Watmel Berry: Increases final damage done by Fire-type attacks by four (4) damage.

Cost: 4 | Activation: Four times on Fire-type attack use | Natural Gift: 8 BAP, Fire

Durin Berry: Increases final damage done by Water-type attacks by four (4) damage.

Cost: 4 | Activation: Four times on Water-type attack use | Natural Gift: 8 BAP, Water

Belue Berry: Increases final damage done by Electric-type attacks by four (4) damage.

Cost: 4 | Activation: Four times on Electric-type attack use | Natural Gift: 8 BAP, Electric

Kelpsy Berry: Negates Attack Drops.

Cost: 2 | Activation: Twice on Atk drop | Natural Gift: 7 BAP, Fighting

Qualot Berry: Negates Defense Drops.

Cost: 2 | Activation: Twice on Def drop | Natural Gift: 7 BAP, Poison

Hondew Berry: Negates Special Attack Drops.

Cost: 2 | Activation: Twice on SpA drop | Natural Gift: 7 BAP, Ground

Grepa Berry: Negates Special Defense Drops.

Cost: 2 | Activation: Twice on SpD drop | Natural Gift: 7 BAP, Flying

Tamato Berry: Negates Speed Drops.

Cost: 2 | Activation: Twice on Spe drop | Natural Gift: 7 BAP, Psychic

Occa Berry: Reduces type effectiveness of a super effective Fire-type move by one stage (e.g. 4x -> 2x, 2x -> 1x) . It also cures any burn status resulting from the attack.

Cost: 5 | Activation: Thrice when hit by a super effective Fire-type attack | Natural Gift: 6 BAP, Fire

Passho Berry: Reduces type effectiveness of a super effective Water-type move by one stage (e.g. 4x -> 2x, 2x -> 1x) .

Cost: 5 | Activation: Thrice when hit by a super effective Water-type attack | Natural Gift: 6 BAP, Water

Wacan Berry: Reduces type effectiveness of a super effective Electric-type move by one stage (e.g. 4x -> 2x, 2x -> 1x) . It also cures any paralysis status resulting from the attack.

Cost: 5 | Activation: Thrice when hit by a super effective Electric-type attack | Natural Gift: 6 BAP, Electric

Rindo Berry: Reduces type effectiveness of a super effective Grass-type move by one stage (e.g. 4x -> 2x, 2x -> 1x) .

Cost: 5 | Activation: Thrice when hit by a super effective Grass-type attack | Natural Gift: 6 BAP, Grass

Yache Berry: Reduces type effectiveness of a super effective Ice-type move by one stage (e.g. 4x -> 2x, 2x -> 1x) . It also cures any freeze status resulting from the attack.

Cost: 5 | Activation: Thrice when hit by a super effective Ice-type attack | Natural Gift: 6 BAP, Ice

Chople Berry: Reduces type effectiveness of a super effective Fighting-type move by one stage (e.g. 4x -> 2x, 2x -> 1x) .

Cost: 5 | Activation: Thrice when hit by a super effective Fighting-type attack | Natural Gift: 6 BAP, Fighting

Kebia Berry: Reduces type effectiveness of a super effective Poison-type move by one stage (e.g. 4x -> 2x, 2x -> 1x) . It also cures any poison status resulting from the attack.

Cost: 5 | Activation: Thrice when hit by a super effective Poison-type attack | Natural Gift: 6 BAP, Poison

Shuca Berry: Reduces type effectiveness of a super effective Ground-type move by one stage (e.g. 4x -> 2x, 2x -> 1x) .

Cost: 5 | Activation: Thrice when hit by a super effective Ground-type attack | Natural Gift: 6 BAP, Ground

Coba Berry: Reduces type effectiveness of a super effective Flying-type move by one stage (e.g. 4x -> 2x, 2x -> 1x) .

Cost: 5 | Activation: Thrice when hit by a super effective Flying-type attack | Natural Gift: 6 BAP, Flying

Payapa Berry: Reduces type effectiveness of a super effective Psychic-type move by one stage (e.g. 4x -> 2x, 2x -> 1x) .

Cost: 5 | Activation: Thrice when hit by a super effective Psychic-type attack | Natural Gift: 6 BAP, Psychic

Tanga Berry: Reduces type effectiveness of a super effective Bug-type move by one stage (e.g. 4x -> 2x, 2x -> 1x) .

Cost: 5 | Activation: Thrice when hit by a super effective Bug-type attack | Natural Gift: 6 BAP, Bug

Charti Berry: Reduces type effectiveness of a super effective Rock-type move by one stage (e.g. 4x -> 2x, 2x -> 1x) .

Cost: 5 | Activation: Thrice when hit by a super effective Rock-type attack | Natural Gift: 6 BAP, Rock

Kasib Berry: Reduces type effectiveness of a super effective Ghost-type move by one stage (e.g. 4x -> 2x, 2x -> 1x) .

Cost: 5 | Activation: Thrice when hit by a super effective Ghost-type attack | Natural Gift: 6 BAP, Ghost

Haban Berry: Reduces type effectiveness of a super effective Dragon-type move by one stage (e.g. 4x -> 2x, 2x -> 1x) .

Cost: 5 | Activation: Thrice when hit by a super effective Dragon-type attack | Natural Gift: 6 BAP, Dragon

Colbur Berry: Reduces type effectiveness of a super effective Dark-type move by one stage (e.g. 4x -> 2x, 2x -> 1x) .

Cost: 5 | Activation: Three times when hit by a super effective Dark-type attack | Natural Gift: 6 BAP, Dark

Babiri Berry: Reduces type effectiveness of a super effective Steel-type move by one stage (e.g. 4x -> 2x, 2x -> 1x) .

Cost: 5 | Activation: Thrice when hit by a super effective Steel-type attack | Natural Gift: 6 BAP, Dark

Chilan Berry: Reduces type effectiveness of a Normal-type move by one stage (e.g. 4x -> 2x, 2x -> 1x) .

Cost: 5 | Activation: Thrice when hit by a Normal-type attack | Natural Gift: 6 BAP, Normal

Enigma Berry: Restores ten (10) HP when hit by a super effective attack. The damage occurs before the healing.

Cost: 6 | Activation: Twice after hit by a super effective attack | Natural Gift: 8 BAP, Bug

Liechi Berry: Raises Attack by 1 Stage. The effect lasts for the duration of the match.

Cost: 4 | Activation: Once at <=25% HP | Natural Gift: 8 BAP, Grass

Ganlon Berry: Raises Defense by one (1) stage. The effect lasts for the duration of the match.

Cost: 4 | Activation: Once at <=25% HP | Natural Gift: 8 BAP, Ice

Salac Berry: Raises Speed by one (1) stage. The effect lasts for the duration of the match.

Cost: 4 | Activation: Once at <=25% HP | Natural Gift: 8 BAP, Fighting

Petaya Berry: Raises Special Attack by one (1) stage. The effect lasts for the duration of the match.

Cost: 4 | Activation: Once at <=25% HP | Natural Gift: 8 BAP, Poison

Apicot Berry: Raises Special Defense by one (1) stage. The effect lasts for the duration of the match.

Cost: 4 | Activation: Once at <=25% HP | Natural Gift: 8 BAP, Ground

Lansat Berry: Raises critical hit stage by one (1) stage. The effect lasts for the duration of the match.

Cost: 4 | Activation: Once at <=25% HP | Natural Gift: 8 BAP, Flying

Starf Berry: Raises random stat by two (2) stages. The effect lasts for the duration of the match.

Cost: 4 | Activation: Once at <=25% HP | Natural Gift: 8 BAP, Psychic

Micle Berry: Raises accuracy by one (1) Stage. The effect lasts for the duration of the match.

Cost: 4 | Activation: Once at <=25% HP | Natural Gift: 8 BAP, Rock

Custap Berry: Gives all actions +1 priority. The effect lasts for 3 actions after activation.

Cost: 4 | Activation: Once at <=25% HP | Natural Gift: 8 BAP, Ghost

Jaboca Berry: Deals five (5) damage to the attacker when the holder is hit by a physical move.

Cost: 6 | Activation: Thrice on being hit by a physical attack | Natural Gift: 8 BAP, Dragon

Rowap Berry: Deals five (5) damage to the opponent when the holder is hit by a special move.

Cost: 6 | Activation: Thrice on being hit by a special attack | Natural Gift: 8 BAP, Dark

Herbs:


Herbs can't be used with Natural Gift, but nonetheless can be used as items. The TC Cost for an Herb is the cost to purchase five (5) Herbs. Herbs can only be bought in multiples of five (5).
Mental Herb: Removes the effects of Attract, Disable, Encore, Taunt, and Torment.

Cost: 2 | Activation: Thrice on being hit by Attract, Disable, Encore, Taunt, or Torment

Power Herb: Attacks that take time to charge are charged instantaneously, preventing them from being disrupted.

Cost: 2 | Activation: Thrice on use of a charging attack

White Herb: Negates stat drops in groups. (ie. Close Combat's Defense and Special Defense drops are negated as one group)

Cost: 2 | Activation: Thrice on any stat drop group

Signature Items:

Signature items are items that have a direct effect on specific Pokemon and are always active.
DeapSeaTooth: Increases Special Attack by two (2) ranks.

Cost: 6 | Affected Pokemon: Clamperl

DeapSeaScale: Increases Special Defense by two (2) ranks.

Cost: 6 | Affected Pokemon: Clamperl

Light Ball: Increases Attack and Special Attack by two (2) ranks.

Cost: 8 | Affected Pokemon: Pikachu

Thick Club: Increases Attack by two (2) ranks.

Cost: 6 | Affected Pokemon: Cubone, Marowak

Lucky Punch: Doubles Critical Hit Stage.

Cost: 4 | Affected Pokemon: Chansey

Stick: Doubles Critical Hit Stage.

Cost: 4 | Affected Pokemon: Farfetch'd

Poke Balls:

Poke Balls exist to allow the capturing of Pokemon found in the RPs of CAP ASB. There exist many variants of Poke Balls with varying capture rates based on certain conditions. All Poke Balls are available for purchase except the Master Ball, which can only be rewarded for special accomplishments with appropriate approval. The TC Cost for a Poke Ball is the cost to purchase five (5) Poke Balls. Poke Balls can only be bought in multiples of five (5).
Poke Ball: A Poke Ball used to capture Pokemon.

Cost: 3 | Catch Rate: x1

Great Ball: A great Poke Ball used to capture Pokemon.

Cost: 4 | Catch Rate: x1.5

Ultra Ball: An ultra Poke Ball used to capture Pokemon.

Cost: 5 | Catch Rate: x2

Master Ball: A legendary Poke Ball that will capture any Pokemon without fail.

Cost: — | Catch Rate: —

Level Ball: A Poke Ball that has an increased catch rate against evolved Pokemon.

Cost: 5 | Catch Rate: x1 (First Stage or Unevolving Pokemon), x2 (Second of Two Stages), x3 (Third of Three Stages)

Lure Ball: A Poke Ball that has an increased catch rate against Pokemon that you surprised or trapped either with an attack or a strategy.

Cost: 5 | Catch Rate: 1x, 3x (Trapped Pokemon)

Moon Ball: A Poke Ball that has an increased catch rate against any Pokemon in the fairy egg group.

Cost: 5 | Catch Rate: 1x, 3x (Fairy Egg Group)

Friend Ball: A Poke Ball that has an increased catch rate against Pokemon that you defeated with another trainer companion.

Cost: 5 | Catch Rate: 1x, 3x (With another trainer companion)

Love Ball: A Poke Ball that has an increased catch rate against Pokemon that are affected by an attraction to one of your Pokemon.

Cost: 5 | Catch Rate: 1x, 4x (Attracted Pokemon)

Heavy Ball: A Poke Ball that has an increased catch rate against particularly heavy Pokemon.

Cost: 5 | Catch Rate: 0.5x (Under 451.5 lbs), 2x (Between 451.5 lbs and 677.3 lbs), 3x (Between 677.3 lbs and 903.0 lbs), 4x (Over 903.0 lbs)

Fast Ball: A Poke Ball that has an increased catch rate against particularly fast Pokemon.

Cost: 5 | Catch Rate: 1x, 3x (Speed Stat >=100)

Sport Ball: A Poke Ball that has an increased catch rate against Pokemon that just broke out of a different kind of Poke Ball.

Cost: 5 | Catch Rate: 1x, 4x (Pokemon that just broke out of other Poke Ball type)

Net Ball: A Poke Ball that has an increased catch rate against Bug- and Water-type Pokemon.

Cost: 5 | Catch Rate: 1x, 3x (Bug- and Water-type)

Nest Ball: A Poke Ball that has an increased catch rate against Flying-type Pokemon or Pokemon in the presence of family members.

Cost: 5 | Catch Rate: 1x, 3x (Flying-type and those with nearby family)

Repeat Ball: A Poke Ball that has an increased catch rate against Pokemon you have captured at some point in the past, including those species that you used to have but either traded or evolved.

Cost: 5 | Catch Rate: 1x, 4x (Owned Pokemon species)

Timer Ball: A Poke Ball that has an increased catch rate based on the duration of the battle.

Cost: 5 | Catch Rate: 1x (<2 rounds), 2x (2-4 rounds), 3x (>=4 rounds)

Premier Ball: An elaborate Poke Ball that grants the captured Pokemon one (1) EC, MC, or DC of the trainer's choice when captured.

Cost: 5 | Catch Rate: 1x

Luxury Ball: An extravagent Poke Ball with a reduced catch rate, but that grants the captured Pokemon two (2) EC, MC, or DC of the trainer's choice when captured.

Cost: 5 | Catch Rate: 0.5x

Dive Ball: A Poke Ball that has an increased catch rate against Pokemon encountered when Diving or Surfing.

Cost: 5 | Catch Rate: 1x, 3x (When Diving or Surfing)

Dusk Ball: A Poke Ball that has an increased catch rate against Pokemon encountered in dark environments such as caves or at night time.

Cost: 5 | Catch Rate: 1x, 3x (In low lighting)

Safari Ball: A Poke Ball that has an increased catch rate against Pokemon fought in tall grass.

Cost: 5 | Catch Rate: 1x, 3x (In tall grass)

Heal Ball: A Poke Ball that has an increased catch rate against Pokemon above 50% of their maximum HP. In certain roleplays where a Pokemon can be used as soon as it is captured, the Heal Ball heals them to full HP and energy when captured.

Cost: 5 | Catch Rate: 1x, 5x (>50% HP)

Quick Ball: A Poke Ball that has an increased catch rate against Pokemon when thrown in the first round of combat.

Cost: 5 | Catch Rate: 1x, 5x (When used in first round of combat)

Park Ball: A Poke Ball that has an increased catch rate against Pokemon found in human civilization, but that are still wild.

Cost: 5 | Catch Rate: 1x, 3x (In human civilization)

Dream Ball: A Poke Ball that has an increased catch rate against Pokemon that are asleep.

Cost: 5 | Catch Rate: 1x, 3x (Against sleeping Pokemon)

Cherish Ball: A Poke Ball that has an increased catch rate against legendary Pokemon.

Cost: 5 | Catch Rate: 1x, 2.5x (Against legendary Pokemon)

Battle Items:

These items can be purchased for use in battles.
20 TC


Life Orb
Increases the Base Attack Power of all attacks by three (3), but deals two (2) damage to the Pokemon for each attack it makes that hits successfully. The recoil is only one (1) damage if the attack is a single-hit move with four (4) Base Attack Power after ability adjustments. Attacks that hit multiple Pokemon only inflict recoil once.


Muscle Band
Increases the Base Attack Power of all physical attacks used by the Pokemon by one (1).


Wise Glasses
Increases the Base Attack Power of all special attacks used by the Pokemon by one (1).


Expert Belt
Increases the Base Attack Power of all attacks that strike super effectively by two (2).


Metronome
Increases the Base Attack Power dealt by consecutive uses of attacks after their first use by one (1) and one (1) more for each additional use up to a maximum of ten (10) uses. (Ex. An attack used twice has +2 BAP, thrice +3, etc.)


Choice Band
Increases the Attack of the Pokemon by half of its current rank, rounded up. The Pokemon is allowed to choose a new move at the beginning of every round, but is forced to use that move for all actions of that round while incurring half the normal repeated move energy cost. The Pokemon is so committed to its attack once it's been successfully ordered that no attack used by the opponent can prevent it from using the chosen attack in that round. Choice-locked Pokemon are immune to the effects of Encore.


Choice Specs
Increases the Special Attack of the Pokemon by half of its current rank, rounded up. The Pokemon is allowed to choose a new move at the beginning of every round, but is forced to use that move for all actions of that round while incurring half the normal repeated move energy cost. The Pokemon is so committed to its attack once it's been successfully ordered that no attack used by the opponent can prevent it from using the chosen attack in that round. Choice-locked Pokemon are immune to the effects of Encore.


Choice Scarf
Increases the Speed of the Pokemon by 50% and increases base move accuracy by twenty-five (25). The Pokemon is allowed to choose a new move at the beginning of every round, but is forced to use that move for all actions of that round without incurring the repeated move energy cost. The Pokemon is so committed to its attack once it's been successfully ordered that no attack used by the opponent can prevent it from using the chosen attack in that round. Choice-locked Pokemon are immune to the effects of Encore.


Leftovers
Heals the Pokemon one (1) HP at the end of every one of the Pokemon's actions. Pokemon with the ability Gluttony have two (2) HP restored per action instead.


Black Sludge
Heals Poison-type Pokemon and Pokemon with either Poison Heal, Liquid Ooze, Poison Point, or Poison Touch one (1) HP at the end of every one of the Pokemon's actions. Pokemon with the ability Toxic Boost have two (2) HP restored per action instead. All other Pokemon are dealt two (2) damage at the end of each of their actions and are restored no HP.


Eviolite
Increases the Defense and Special Defense of the Pokemon by half of its current ranks if the Pokemon is not fully evolved, rounded up.


Rocky Helmet
Causes all contact attacks suffered by the Pokemon to deal 25% of the damage received to the opponent, rounded up.


Focus Band
Reduces the Base Attack Power of attacks used against the Pokemon by two (2) while below 50% HP, rounded up. The effect is amplified on OHKO Moves, which are reduced by fifteen (15) Base Attack Power instead.


Focus Sash
Reduces the Base Attack Power of attacks used against the Pokemon by two (2) while above 50% HP, rounded up. The effect is amplified on OHKO Moves, which are reduced by fifteen (15) Base Attack Power instead.


Scope Lens
Doubles the critical hit stage for the Pokemon.


Wide Lens
Increases move accuracy by ten (10).


Zoom Lens
Raises the critical hit stage of the Pokemon by one (1) and increases move accuracy by twenty (20). Both effects only apply if the Pokemon moves after the opposing Pokemon.


Quick Claw
Raises the critical hit stage of the Pokemon by one (1) and the Pokemon has a 20% chance of moving first each action.


Razor Claw
Raises the critical hit stage of the Pokemon by one (1) and the Base Attack Power of moves containing the words "Cut", "Cross", "Claw", "Scissor", "Scratch", or "Slash" is increased by three (3).


Razor Fang
Raises the critical hit stage of the Pokemon by one (1) and the Base Attack Power of moves containing the words "Fang", "Crunch", "Razor", "Bite", "Blade", or "Sword" is increased by three (3).


BrightPowder
Reduces move accuracy of moves used against the Pokemon by ten (10).


Float Stone
The Pokemon's weight is cut in half, and all attacks used by the Pokemon with six (6) or less Base Power after ability adjustments have +1 priority. Priority is applied to the summed Base Power of a multi-hit move.


Binding Band
Clamp, Fire Spin, Whirlpool, Sand Tomb, Magma Storm, Bind, and Wrap inflict double damage at the end of each of the Pokemon's actions and always last at least four (4) actions regardless of focus or opposing effort.


King's Rock
All contact attacks used by the Pokemon that connect have a 10% chance to cause the opponent to flinch. Multi-hit moves have as many chances to flinch as hits made successfully.


Macho Brace
Reduces the Pokemon's Speed by 50%, rounded down, and increases the stage-boost of all boosting moves by one (1).


Power Weight
Reduces the Pokemon's Speed by 50%, rounded down, and increases the HP gain and energy cost of recovery moves by 50%.


Power Bracer
Reduces the Pokemon's Speed by 50%, rounded down, and doubles the stage-boost of Attack-boosting moves.


Power Belt
Reduces the Pokemon's Speed by 50%, rounded down, and doubles the stage-boost of Defense-boosting moves.


Power Lens
Reduces the Pokemon's Speed by 50% and doubles the stage-boost of Special Attack-boosting moves.


Power Band
Reduces the Pokemon's Speed by 50%, rounded down, and doubles the stage-boost of Special Defense-boosting moves.


Power Anklet
Reduces the Pokemon's Speed by 50%, rounded down, and triples the stage-boost of Speed-boosting moves.

10 TC


Black Belt
Increases the damage dealt by all Fighting-type attacks used by the Pokemon by four (4).


BlackGlasses
Increases the damage dealt by all Dark-type attacks used by the Pokemon by four (4).


Charcoal
Increases the damage dealt by all Fire-type attacks used by the Pokemon by four (4).


Dragon Fang
Increases the damage dealt by all Dragon-type attacks used by the Pokemon by four (4).


Hard Stone
Increases the damage dealt by all Rock-type attacks used by the Pokemon by four (4).


Magnet
Increases the damage dealt by all Electric-type attacks used by the Pokemon by four (4).


Metal Coat
Increases the damage dealt by all Steel-type attacks used by the Pokemon by four (4).


Miracle Seed
Increases the damage dealt by all Grass-type attacks used by the Pokemon by four (4).


Mystic Water
Increases the damage dealt by all Water-type attacks used by the Pokemon by four (4).


NeverMeltIce
Increases the damage dealt by all Ice-type attacks used by the Pokemon by four (4).


Poison Barb
Increases the damage dealt by all Poison-type attacks used by the Pokemon by four (4).


Sharp Beak
Increases the damage dealt by all Flying-type attacks used by the Pokemon by four (4).


Silk Scarf
Increases the damage dealt by all Normal-type attacks used by the Pokemon by four (4).


SilverPowder
Increases the damage dealt by all Bug-type attacks used by the Pokemon by four (4).


Soft Sand
Increases the damage dealt by all Ground-type attacks used by the Pokemon by four (4).


Spell Tag
Increases the damage dealt by all Ghost-type attacks used by the Pokemon by four (4).


TwistedSpoon
Increases the damage dealt by all Psychic-type attacks used by the Pokemon by four (4).


Iron Ball
Reduces the Speed of the Pokemon by 50% and removes the levitating effects of Levitate, the Flying-type, and commands issued to make a Pokemon float or fly. The attacks Fly, Sky Attack, Bounce, and Sky Drop will fail when used by the Pokemon. Lifting, grappling, and throwing moves are impossible against a Pokemon with Iron Ball unless used by a Fighting-type Pokemon.


Flame Orb
At the end of each round, the Pokemon is inflicted with burn.


Toxic Orb
At the end of each round, the Pokemon is inflicted with bad poison.


Sticky Barb
Deals two (2) damage to the Pokemon at the end of each action. Transfers to opponents with no item when contact is made.


Ring Target
The Pokemon loses its type immunities from abilities and typing. Transfers to opponents with no item when contact is made.

6 TC


Damp Rock
Causes Drizzle to cost no energy to activate, extends the duration of the move Rain Dance to six (6) rounds, and enables rain to be used in all arenas where it might otherwise be disallowed.


Heat Rock
Causes Drought to cost no energy to activate, extends the duration of the move Sunny Day to six (6) rounds, and enables sun to be used in all arenas where it might otherwise be disallowed.


Icy Rock
Causes Snow Warning to cost no energy to activate, extends the duration of the move Hail to six (6) rounds, and enables hail to be used in all arenas where it might otherwise be disallowed.


Smooth Rock
Causes Sand Stream to cost no energy to activate, extends the duration of the move Sandstorm to six (6) rounds, and enables sandstorm to be used in all arenas where it might otherwise be disallowed.


Light Clay
Extends the duration of the moves Reflect, Light Screen, and Safeguard to nine (9) actions. Increases the Defense boost of Barrier to +3.

3 TC


Absorb Bulb
Consumable. Absorbs a Water-type attack used by the opponent, causing it to deal no damage and activating this item. When activated, this item is consumed and the Pokemon carrying it has its Special Attack boosted by one (1) for nine (9) actions or until switched out.


Cell Battery
Consumable. Absorbs an Electric-type attack used by the opponent, causing it to deal no damage and activating this item. When activated, this item is consumed and the Pokemon carrying it has its Attack boosted by one (1) for nine (9) actions or until switched out.


Air Balloon
Consumable. This Pokemon floats above the earth when released or easily takes flight, evading Ground-type moves like Earthquake, Bulldoze, and Magnitude. Other Ground-type moves can still hit. This item does not interfere with the Pokemon using any of its attacks and is consumed when the Pokemon takes twenty-five (25) damage. Non-damaging health reduction, such as using Substitute, does not damage the Air Balloon.


Escape Button
Consumable. After being struck by an opposing Pokemon's attack, this may be activated by the player without using an action. When activated, this item is consumed and the activating Pokemon may do any one of the following:
- Be guaranteed a successful dodge against the opposing Pokemon's next action
- Switch out at the end of the round to another of the player's Pokemon of their choosing (Cannot be chosen if Switch=KO or the player has no other available Pokemon)


Red Card
Consumable. After being struck by an opposing Pokemon's attack, this may be activated by the player without using an action. When activated, this item is consumed and the activating Pokemon may do any one of the following:
- Guarantee that the opposing Pokemon cannot dodge the Pokemon's next action
- Force the opposing Pokemon to switch out at the end of the round to another of the opposing player's Pokemon at random (Cannot be chosen if Switch=KO or the opposing player has no other available Pokemon)


Rare Candy
Consumable. This may be activated whenever by the player without using an action. When activated, this item is consumed and the Pokemon gains a one (1) rank bonus to all stats and a 25% bonus to Speed for three (3) actions or until switched out.


Fire Gem
Consumable. When using a Fire-type attack, this may be activated. When activated, boosts the Base Attack Power of the attack used by the Pokemon by three (3). May be activated five (5) times before being consumed.


Water Gem
Consumable. When using a Water-type attack, this may be activated. When activated, boosts the Base Attack Power of the attack used by the Pokemon by three (3). May be activated five (5) times before being consumed.


Electric Gem
Consumable. When using a Electric-type attack, this may be activated. When activated, boosts the Base Attack Power of the attack used by the Pokemon by three (3). May be activated five (5) times before being consumed.


Grass Gem
Consumable. When using a Grass-type attack, this may be activated. When activated, boosts the Base Attack Power of the attack used by the Pokemon by three (3). May be activated five (5) times before being consumed.


Ice Gem
Consumable. When using a Ice-type attack, this may be activated. When activated, boosts the Base Attack Power of the attack used by the Pokemon by three (3). May be activated five (5) times before being consumed.


Fighting Gem
Consumable. When using a Fighting-type attack, this may be activated. When activated, boosts the Base Attack Power of the attack used by the Pokemon by three (3). May be activated five (5) times before being consumed.


Poison Gem
Consumable. When using a Poison-type attack, this may be activated. When activated, boosts the Base Attack Power of the attack used by the Pokemon by three (3). May be activated five (5) times before being consumed.


Ground Gem
Consumable. When using a Ground-type attack, this may be activated. When activated, boosts the Base Attack Power of the attack used by the Pokemon by three (3). May be activated five (5) times before being consumed.


Flying Gem
Consumable. When using a Flying-type attack, this may be activated. When activated, boosts the Base Attack Power of the attack used by the Pokemon by three (3). May be activated five (5) times before being consumed.


Psychic Gem
Consumable. When using a Psychic-type attack, this may be activated. When activated, boosts the Base Attack Power of the attack used by the Pokemon by three (3). May be activated five (5) times before being consumed.


Bug Gem
Consumable. When using a Bug-type attack, this may be activated. When activated, boosts the Base Attack Power of the attack used by the Pokemon by three (3). May be activated five (5) times before being consumed.


Rock Gem
Consumable. When using a Rock-type attack, this may be activated. When activated, boosts the Base Attack Power of the attack used by the Pokemon by three (3). May be activated five (5) times before being consumed.


Ghost Gem
Consumable. When using a Ghost-type attack, this may be activated. When activated, boosts the Base Attack Power of the attack used by the Pokemon by three (3). May be activated five (5) times before being consumed.


Dragon Gem
Consumable. When using a Dragon-type attack, this may be activated. When activated, boosts the Base Attack Power of the attack used by the Pokemon by three (3). May be activated five (5) times before being consumed.


Dark Gem
Consumable. When using a Dark-type attack, this may be activated. When activated, boosts the Base Attack Power of the attack used by the Pokemon by three (3). May be activated five (5) times before being consumed.


Steel Gem
Consumable. When using a Steel-type attack, this may be activated. When activated, boosts the Base Attack Power of the attack used by the Pokemon by three (3). May be activated five (5) times before being consumed.


Normal Gem
Consumable. When using a Normal-type attack, this may be activated. When activated, boosts the Base Attack Power of the attack used by the Pokemon by three (3). May be activated five (5) times before being consumed.
 

Deck Knight

Blast Off At The Speed Of Light! That's Right!
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Legendary Items:

These ancient artifacts are said to boost the abilities of legendary Pokemon. These items cannot be purchased, but may exist and/or be obtainable in certain scenarios at the sole discretion of ASB's leadership.

Adamant Orb: Increases the final damage of Dragon- and Steel-type attacks for Dialga by 20%.

Cost: N/A | Affected Pokemon: Dialga


Elemental Drives: These Drives change the type of Techno Blast to Electric-, Fire-, Ice-, and Water-type based on the Drive used.
(Depicted in order: Shock, Burn, Chill, Douse)

Cost: N/A | Affected Pokemon: Genesect



Elemental Plates: There exists one life Plate of each elemental type, except Normal, that increases the final damage of all attacks of that type by 20%.
(Depicted in order: Draco, Dread, Earth, Fist, Flame, Icicle, Insect, Iron, Meadow, Mind, Sky, Splash, Spooky, Stone, Toxic, Zap)

Cost: N/A | Affected Pokemon: Arceus


Griseous Orb: Increases the final damage of Dragon- and Ghost-type attacks for Giratina by 20%. Transforms Giratina into its Origin forme.

Cost: N/A | Affected Pokemon: Giratina


Lustrous Orb: Increases the final damage of Dragon- and Water-type attacks for Palkia by 20%.

Cost: N/A | Affected Pokemon: Palkia


Soul Dew: Increases the Special Attack and Special Defense Rank of Latios and Latias by 50% (1.5x).

Cost: N/A | Affected Pokemon: Latios, Latias


Critical Hits:

A critical hit adds 3 damage to any attack before applying weakness and resistance. Critical hits ignore Reflect and Light Screen, ignore the Base Attack Power drop from the Burn status, and only apply stat boosts if positive boosts exceed negative boosts. Super Luck increases the Critical Hit Stage of a Pokemon by 1, and Sniper increases the damage dealt by critical hits to five (5) instead of three (3) for a one-hit move, three (3) instead of two (2) for a two-hit move, and two (2) instead of one (1) for a multi-hit move.

Stat Changing Moves:

Stat boosters/drops will work exactly as they do in-game, boosting as many stages as is stated in the attack. +2 and +3 Stat boosts always last for at least two actions after use, and +1/+1 boosts always last for four actions from +0, so strategic placement of stat boosters is a skill you can utilize in battle. During the third action of a round (after the damage is calculated and applied to the opponent), whatever boost/drop a Pokemon has will be moved towards a zero stage boost, and any boosts/drops they would get from their 3rd action are moved forward to apply to the next round. Single stage boosters/drops will be balanced by locking the boost rate in for the round, e.g. if you Howl once, you will not lose the +1 boost at the end of the round, it will carry over to the next round.

For the Speed stat, it will follow in-game rules, which is depicted in the article here. For instance, a 70 Speed Pokemon using Agility will wind up with 140 Speed, while a 70 Speed Pokemon slowed by Mud Shot will have 46.9 or 47 Speed.

General Rules:

  • Boosts only ever reset +1 or -1 toward 0 at the end of a round.
  • +1 Stat Boosts/Drops received from non-damaging moves (Meditate, Leer, etc.) have that stat maintained at the end of the round in which they were used. To continue to lock the stat for future rounds, the moves must be used again in those rounds, otherwise they will begin to decrement as normal. Otherwise, these are treated the same as the +1/+1 Stat Boosts/Drops as noted below. Moves treated this way have the phrase "This move locks its changed stat for the round within which it was used." in their Data Audit thread description.
  • +2 and +3 Stat Boosts/Drops (Swords Dance, Tail Glow, etc.) and +2 or +3 Boosting/Dropping components of other moves (Shift Gear's Speed boost, etc.) changed from 0 last for at least 2 actions after the usage action before being prone to resetting toward 0.
  • +1/+1 Stat Boosts/Drops (Calm Mind, Quiver Dance, Bulk Up, etc.) and +1 Stat Boosts/Drops with Damage (Charge, Close Combat, Low Sweep, etc.) changed from 0 last for at least 4 actions after the usage action before being prone to resetting toward 0.
  • The action counts above do not include the action taken to activate the boosting or dropping move itself.
Examples:

Zangoose with Swords Dance and Hone Claws
Slash ~ Fury Swipes ~ Swords Dance

Zangoose will have no stat boosts at the time of either Slash. At the start of the next round, Zangoose will have +2 Attack. At the end of the next round, Zangoose will have +1 Attack.

Slash ~ Swords Dance ~ Fury Swipes

At the time of Slash, Zangoose will have no boosts. At the time of Fury Swipes, Zangoose will have +2 Attack. At the start of the next round, Zangoose will have +2 Attack. At the end of the next round, Zangoose will have +1 Attack.

Slash ~ Fury Swipes ~ Hone Claws

At the time of Slash and Fury Swipes, Zangoose will have no boosts. At the start of the next round, Zangoose will have +1 Attack & +1 Accuracy. At the end of the next round, Zangoose will still have +1 Attack & +1 Accuracy. At the end of the round after that, Zangoose will have no boosts again.

Slash ~ Swords Dance ~ Swords Dance


Zangoose will have no boosts at the time of Slash. At the start of the next round, Zangoose will have +4 Attack. At the end of the round after that, Zangoose will have +3 Attack.

Swords Dance ~ Swords Dance ~ Slash

At the time of Slash, Zangoose will have +4 Attack. At the start of the next round, Zangoose will have +3 Attack. At the end of the round after that, Zangoose will have +2 Attack.

Hone Claws ~ Slash ~ Swords Dance

At the time of Slash, Zangoose will have +1 Attack & Accuracy. At the start of the next round, Zangoose will have +3 Attack and +1 Accuracy. At the end of the round after that, Zangoose will have +2 Attack.

Swords Dance ~ Slash ~ Hone Claws

At the time of Slash, Zangoose will have +2 Attack. At the start of the next round, Zangoose will have +3 Attack and +1 Accuracy. At the end of the round after that, Zangoose will have +2 Attack & +1 Accuracy. At the end of the round after that, Zangoose will have +1 Attack.

Swords Dance ~ Swords Dance ~ Swords Dance

At the start of the next round, Zangoose will have +5 Attack.

Swords Dance ~ Hone Claws ~ Slash

At the time of Slash, Zangoose will have +3 Attack & +1 Accuracy. At the start of the next round, Zangoose will have +2 Attack & +1 Accuracy. At the end of the round after that, Zangoose will have +1 Attack.
Toxicroak with Meditate and Swords Dance.
Swords Dance ~ Meditate ~ Poison Jab

At the time of Poison Jab, Toxicroak will have +3 Attack. At the start of the next round, Toxicroak will still have +3 Attack because Meditate locked the Attack stat stage for that round. If Meditate or Swords Dance are not used in the next round, then at the end of that round Toxicroak will have +2 Attack.

(R1) Swords Dance ~ Meditate ~ Poison Jab
(R2) Swords Dance ~ Cross Chop ~ Meditate
(R3) Pursuit ~ Pursuit ~ Pursuit

At the time of Poison Jab, Toxicroak will have +3 Attack. At the start of R2, Toxicroak will still have +3 Attack. At the time of Cross Chop, Toxicroak will have +5 Attack. At the end of R2, Toxicroak will have +6 Attack. This is because the Meditate used during R2 both boosts the +5 to +6 and locks that stat stage for that round. For the entirety of R3, Toxicroak has +6 Attack, but since Meditate is not used, at the end of R3, Toxicroak has +5 Attack.

Status Effects:

Staus effects are powerful afflictions in ASB. Unlike in the cartridges, a Pokemon can be affected by multiple status afflictions.

Major Status Effects (Permanent):

Burn and Poison last for the duration of a battle once inflicted unless cured by an ability, a move, or an item.

Burn

Burns are external injuries inflicted primarily by fire attacks. When Burned a Pokemon's physical attacks are reduced by three (3) Base Attack Power and the Pokemon will lose 2 HP per action.

Poison

Poison is an unnatural affliction that only deals damage to an affected Pokemon at the end of every action. Poison can be compounded by additional toxins capable of Bad Poison in order to be made into a Bad Poison status effect, but Bad Poison cannot be reduced to the normal Poison level by any means without completely being cured.

Poison:
Deals two (2) damage per action.

Bad Poison:
Gains in strength each round. It starts off dealing one (1) damage per action and increases by one (1) damage each round until it reaches five (5) damage per action.

Major Status Effects (Temporary):

Freeze, Paralysis, and Sleep are temporary status effects and eventually go away if not reinforced.

Freeze

Freeze has two intensities, each with a 50% chance of occurring when a Pokemon is frozen:

Light Freeze: The Pokemon will be frozen for one (1) action.
Deep Freeze: The Pokemon will be frozen for two (2) actions.

If a Pokemon is hit by a Fire attack or Scald while frozen, it will remove the freeze condition. A Pokemon cannot be frozen while Sunny Day is in effect.

Attacks that thaw the user: Blast Burn, Blue Flare, Eruption, Flame Charge, Flame Wheel, Flare Blitz, Fusion Flare, Inferno, Lava Plume, Magma Storm, Overheat, Sacred Fire, Scald, Searing Shot, and V-Create.

Paralysis

Paralysis has five levels, but all levels of paralysis decrease speed to 25% (0.25x). The level of paralysis indicates the chance of full paralysis on any given action in a round. A Pokemon retains its level of paralysis when switched out. Paralysis degrades by 5% at the end of each round as long as the Pokemon is active that round. If a Pokemon is hit by a stronger level of paralysis than the level it is presently at, paralysis will be renewed at the higher level. Whenever a Pokemon is fully paralyzed, it's paralysis stage goes down by 5%.

25% Paralysis: Inflicted by Freeze Bolt, Glare, Lightning Strike, Stun Spore, Thunder Wave, and Zap Cannon.
20% Paralysis: Inflicted by all 30% paralysis chance moves and the Static Ability.
15% Paralysis: Inflicted by all 10% paralysis chance moves, the Effect Spore Ability, and Tri Attack.
10% Paralysis: Not inflicted by any moves.
5% Paralysis: Not inflicted by any moves.

Sleep

Sleep has three levels of severity. With the exception of a few moves, whenever sleep is inflicted it has a 1/3rd chance of landing on each of the three levels, unless the attack always inflicts a certain level. If a sleeping Pokemon is hit with a single attack that causes sixteen (16) or more damage, it will wake up one action sooner. If a Pokemon is switched while it is Asleep, it will return to its original level of Sleep.

Light Sleep: If inflicted with Light Sleep, a Pokemon with Early Bird will wake up immediately. All other Pokemon will be asleep for one (1) action.
Deep Sleep: All Pokemon inflicted with Deep Sleep will be asleep for one (1) action.
Intense Sleep: Pokemon with Early Bird will wake up after one (1) action. All other Pokemon will be asleep for two (2) actions.

Sleep and Capture:
When a Pokemon is put to sleep, it does not actually wake up until the action after its counter hits 0. Thus if you put a slower Pokemon to sleep on the last action of the round, when you go into a capture round it will still be asleep when you attempt to capture it, even if it was only put to sleep for 1 action.

Non-Major Status Effects:

Attraction

When Attracted, a Pokemon has a 50% chance not to attack. Infatuation will also make using particularly cruel or devious attacks difficult, with the exception of Dark-type Pokemon who find such trickery a form of flattery. Attraction can only occur between Pokemon of different genders in the same Egg Group. Each Attraction level has a 1/3rd chance of being selected when it is inflicted. Attract has three levels of severity. Attraction Stage lowers by 1 at the beginning of the Pokemon's action until it hits 0. When a Pokemon receives 16 or more damage from a single attack, its Attraction stage is lowered. Attract is removed if the Pokemon is switched out.

If a Pokemon loses an action to Attract, its Attract counter goes down by 1. No energy is expended.

Intense Attraction: Lasts for four (4) actions.
Severe Attraction: Lasts for three (3) actions.
Slight Attraction: Lasts for two (2) actions.

Confusion

When Confused, a Pokemon has a 50% chance to hurt itself in confusion (4 Base Attack power, applies the Pokemon's Attack to its Defense). Each Confusion level has a 1/3rd chance of being selected when it is inflicted. Confusion has three levels of severity. Confusion Stage lowers by 1 at the beginning of the Pokemon's action until it hits 0. When the confusion counter hits 0, the Pokemon snaps out of confusion and attacks normally.

When a Pokemon hits itself in confusion or receives 16 or more damage from a single attack, its Confusion stage is lowered to a minimum value of 1. Confusion is removed if the Pokemon is switched out.

When a Pokemon hits itself in confusion, its attack fails and it instead expends three (3) energy on a four (4) Base Attack Power, typeless self-damaging attack. The Energy Cost of the originally called move is ignored.

Intense Confusion: Lasts for four (4) actions.
Severe Confusion: Lasts for three (3) actions.
Slight Confusion: Lasts for two (2) actions.

Effect Priority:

Effects can be tricky to ref depending on when they happen in a round. Here is a listing of priority on effects and the dropping of various counters. Whenever an effect stage reaches zero, that effect ends. (E.g. if a confusion stage reaches zero, confusion is lifted before the other attack flips. If a sleep stage reaches zero, the Pokemon wakes up and performs the action at the usual priority.)

Beginning of action: Confusion Stage, Speed Tie Flip (if moves are similar speed/complexity. Otherwise simpler moves like Water Gun beat more complicated moves like Surf)

Beginning of action effects occur before the Pokemon begins that action.

During action: Bide Activation, Bide Release, Confusion Activation, Confusion Damage, Flinch Activation (except Sky Attack), Paralysis Activation, Sleep Stage, Taunt Activation, Disable Activation, Encore Activation, Magnet Rise Activation, Reflect Activation, Light Screen Activation, Safeguard Activation, Telekinesis Activation.

During action effects occur as that action is being used. If a Pokemon is faster, they will be able to activate effects like flinch or benefit from defensive actions.

After action: Poison, Toxic, Leech Seed, Burn, Weather Damage, Partial Trapping Move Damage, Bide Stage, Yawn Stage, Taunt Stage, Disable Stage, Encore Stage, Magnet Rise Stage, Reflect Stage, Light Screen Stage, Telekinesis Stage.

After action effects occur after both Pokemon have completed their actions.

Beginning of next action: Sky Attack Flinch

Sky Attack is the only attack that calculates flinch on the opponent's next action.

Beginning of round: Global effects used on the last action of the previous round.

On the third action of a previous round, a global effect will not activate. Instead it is summoned at the beginning of the next round and has its duration for the full span of all rounds relevant rounds.

End of round: Paralysis Stage, Stat Reset Check, Perish Song Stage, Safeguard Stage, Global Effect Stage.

End of round effects are resets on paralysis, stats, and reduction in the round counters of global effects, Safeguard, and Perish Song.[/Hide]

Stat Descriptions & Nature Effects:

In Pokemon, each individual is unique. Every Pokemon has their own nature that drives their interactions with other Pokemon. Here is how the statistics of Pokemon function in the ASB.

HP

HP is a Pokemon species' base vitality. This is genetically hard-coded and cannot be increased or decreased among different members of a species. Pokemon can heal their HP through Attacks, Items, and even a few Abilities.

Energy

Energy is a Pokemon species' base makeup. Every Pokemon has the same capacity to expend energy, though their attacks may take up more energy or less depending on how strenuous it is on the Pokemon's body.

Attack (Atk)

A Pokemon's ability to deal damage with physical attacks. Often aided by claws, muscles, or fists, Pokemon who favor attack are more aggressive in dealing with threats. When a Pokemon's Attack is boosted, their physical attacks will deal more damage and have more knockback.

Positive Nature: Adds one (1) Rank to Attack
Negative Nature: Subtracts one (1) Rank from Attack.

Defense (Def)

A Pokemon's ability to take damage from physical attacks. Rough skins, shells, spikes, Pokemon who have favor defense like to wear opponents down before striking. When a Pokemon's Defense is boosted, physical attacks against them will deal less damage and have reduced knockback.

Positive Nature: Adds one (1) Rank to Defense
Negative Nature: Subtracts one (1) Rank from Defense

Special Attack (SpA)

A Pokemon's ability to tap into their unique special skills. Pokemon who favor special attacks prefer long range strikes and outwit opponents rather than smashing them to bits. When a Pokemon's Special Attack is boosted, their mental and energy control abilities increase, increasing their damage output.

Positive Nature: Adds one (1) Rank to Special Attack
Negative Nature: Subtracts one (1) Rank from Special Attack

Special Defense (SpD)

A Pokemon's wisdom in dealing with various attempts at trickery, deceit, or elemental attacks. Pokemon with high special defense are keenly aware of their opponents and react accordingly for their own protection. When a Pokemon's Special Defense is boosted, their keenness and calmness increase, allowing them to better take the brunt of mental or energy attacks.

Positive Nature: Adds one (1) Rank to Special Defense
Negative Nature: Subtracts one (1) Rank from Special Defense

Speed (Spe)

A Pokemon's innate reflexes. Faster Pokemon take the first strike in a battle or take the initiative to block an opponent's opening gambit. Unlike other stats which are a matter of personal preference, Pokemon who are slothful to counterbalance their other strengths suffer more consequences than just an initial strike. Quicker Pokemon will gain accuracy with their swifter movements, while slower ones will be less able to evade incoming attacks. When a Pokemon's speed is boosted, they may do more damage with full-on physical attacks because of increased velocity. They will also react slightly quicker. However, speed boosts do not translate into faster execution of attacks, just better ground/air speed. You cannot tell your Pokemon to perform an action slower than an opposing slower Pokemon unless you have the ability Stall. For instance, a Pokemon with 130 Speed cannot be told to use a move after a Pokemon with 120 Speed within the same priority bracket. This makes sense because the 120 Speed Pokemon can and will slow itself down to match the opponent, thus always going last.

Positive Nature: Multiplies base Speed by 1.15 and provides a flat accuracy boost on all attacks equal to its new Base Speed squared, then divided based on its evolution stage. (Formula: ACC Boost = (New Base^2)/Divisor [Round Normally, Max: 30]). The Divisor is 870 for fully evolved Pokemon, 580 for Pokemon that are the second of three stages, 435 for Pokemon that are the first of two stages, and 290 for Pokemon that are the first of three stages. This accuracy boost is added to their Dodge Command chance.

Negative Nature: Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) to opponent's attacks directed at this Pokemon.

Dodge Command:
Reduces oncoming attack's Base Accuracy by (User's Speed - Opponent's Speed) / 5. If a Pokemon has a +Speed Nature, its accuracy boost is added as a flat increase. If a Pokemon has a -Speed nature, its evasion drop is added as a flat decrease. In Trick Room, the formula is changed to (-(User's Speed - Opponent's Speed))/5.

Dodge costs 5 energy. Dodge fails when used by a Pokemon that moves after the Pokemon whose attack it is trying to dodge.

Accuracy:

A Pokemon's ability to target the opponent effectively. The accuracy of most attacks is dependent on the attack itself, however some Pokemon have abilities or natures that increase their ability to hit. When a Pokemon's Accuracy is boosted, they take more aim against their opponents to ensure a strike. Each accuracy boost will also increase the minimum number of times a multi-hit attack strikes by 1. Similarly, each stage drop in accuracy reduces the number of times a multi-hit attack strikes by 1, to a minimum of 1 hit. This does not affect moves with a fixed number of hits like Double Hit or Triple Kick, with the sole exception of Beat Up. Most of the accuracy reductions in Pokemon come in the form of jamming a Pokemon's senses, and will go away if the offending material/sound is removed or ceased.

Evasion:

A Pokemon's ability to evade attacks effectively. The ability to evade attacks is largely dependent on the dynamics of the attack being launched, however most means of boosting evasion rely on trickery or illusion, and can be broken through means other than direct evasion lowers like Sweet Scent.

Nature List:
Lonely (+1 Atk, -1 Def)
Adamant (+1 Atk, -1 SpA)
Naughty (+1 Atk, -1 SpD)
Brave (+1 Atk, -15% Speed, -10% Evasion)

Bold (+1 Def, -1 Atk)
Impish (+1 Def, -1 SpA)
Lax (+1 Def, -1 SpD)
Relaxed (+1 Def, -15% Speed, -10% Evasion)

Modest (+1 SpA, -1 Atk)
Mild (+1 SpA, -1 Def)
Rash (+1 SpA, -1 SpD)
Quiet (+1 SpA, -15% Speed, -10% Evasion)

Calm (+1 SpD, -1 Atk)
Gentle (+1 SpD, -1 Def)
Careful (+1 SpD, -1 SpA)
Sassy (+1 SpD, -15% Speed, -10% Evasion)

Timid (+15% Speed, +X% Accuracy, -1 Atk)
Hasty (+15% Speed, +X% Accuracy, -1 Def)
Jolly (+15% Speed, +X% Accuracy, -1 SpA)
Naive (+15% Speed, +X% Accuracy, -1 SpD)

Bashful (No effect on stats)
Docile (No effect on stats)
Hardy (No effect on stats)
Quirky (No effect on stats)
Serious (No effect on stats)

Capture Mechanics

The basic premise of Pokemon Capture is that you purchase Poke Balls with TC from the prize claiming thread. Then, with Poke Balls, you can enter into any RP that has wild Pokemon and capture them. Naturally, there are restrictions as to what can be captured.

  • Pokemon owned by NPC trainers in RPs cannot be captured, and Poke Balls cannot be used in trainer battles at all.
  • Legendary Pokemon cannot be captured. This list, since the qualifier 'legendary' is not generally obvious as to what it describes, is: Zapdos, Moltres, Articuno, Mewtwo, Mew, Raikou, Entei, Suicune, Celebi, Ho-Oh, Lugia, Regirock, Regice, Registeel, Latias, Latios, Groudon, Kyogre, Rayquaza, Deoxys, Jirachi, Darkrai, Cresselia, Azelf, Uxie, Mesprit, Manaphy, Phione, Heatran, Regigigas, Dialga, Palkia, Giratina, Shaymin, Arceus, Victini, Terrakion, Cobalion, Virizion, Keldeo, Tornadus, Thundurus, Landorus, Reshiram, Zekrom, Kyurem, Meloetta, and Genesect.
  • Anything that is considered a 'boss' or 'mini-boss' of an RP cannot be captured.
  • This list of uncapturable Pokemon may be ignored for certain RPs that are designed with catching very high power and even legendary Pokemon in mind.
Except in the case of trainer battles, where Poke Balls cannot be used, if a Poke Ball is used in a battle against an uncapturable Pokemon, it will simply destroy the Poke Ball instead of even going inside. Some positives to capturing Pokemon through this RP addendum include:

  • You can capture evolved Pokemon.
  • You can capture Pokemon that know special moves.
  • You can capture pretty much anything else you encounter.
When you capture a Pokemon, you treat it as if you were buying the Pokemon from the prize claim thread. If you captured a Pikachu, for instance, assume it is the most basic Pikachu that you can acquire. It has 4/9 EC, 0 MC, and 0 DC, all of the level-up moves up to Level 25, 3 egg moves of your choice, 3 BW TMs of your choice, and any specialty moves that it had in the RP you caught it in but you wouldn't normally get. So let's say that Pikachu used Surf in the RP, then when you catch it you would get the Pikachu I listed above and then Surf on it as a special extra move. Furthermore, since you battle the Pokemon and make an impression upon it when you capture it, when you claim captured wild Pokemon, you may choose both their natures and Hidden Power types. When you battle them before catching them, however, you may find that their Hidden Power type is different than what you make it; that's just the effect you have on a Pokemon when you capture it. Furthermore, some RPs will allow you to keep the captured Pokemon with you during the RP in reserve, though this is on a per-RP basis.

When you move to capture a Pokemon, all attacks suspend and the trainer throws a Poke Ball at the target. Poke Balls will only work when there is one opposing Pokemon left, as other Pokemon will intercept the Poke Ball and cause it to fail. If a successfully thrown Poke Ball fails to capture the target Pokemon, it breaks free and uses a Chill, increasing its energy by twelve (12). If the targeted Pokemon gets back to one-hundred (100) energy in this way, they will have a round to attack your Pokemon without retaliation.

Capture Formula

ASB uses the exact same capture formula as in-game. This means that ASB will also use the same capture rates for the Pokemon, as listed on websites like Serebii or Veekun. The only exception to this rule is that legendary Pokemon have a capture rate of 6. Pikachu has a capture rate of 190, for example. This also means that the type of Poke Ball you buy matters, as it has a Ball Rate that factors into the formula. Here's a crash course in Pokemon capturing math. The only difference in ASB is that since you can inflict multiple status effects on a Pokemon, the 'status number' in the capture formula is equal to the single highest status number of all status inflicted on the Pokemon, not the addition of status numbers. This means that if a Pokemon is both asleep and paralyzed, the status number would be 2, not 3.5.
 
This is going to be my 'miscellaneous small fixes post' okay? Expect heavy editing.

First thing I see: what happens if the Pokemon unlocks its DW ability and evolves into a Pokemon with a differing DW ability? Does it have to unlock the ability again?

Next: I believe Dark-types should also get extra damage on Payback?
 
Is there a timeline as to when the league is going to start? I am interested.

Also, the Pseudo-legendaries are only 2 trainer points? That seems a bit too cheap. I suppose their starting stats are low enough to justify it, but still.

(P.S. Sorry about the whole completely-failing-to-contribute thing. School and TF2 got in the way.)
 
Well, it does have 80 Speed...I guess it's justified.

@ungulateman: I think in somewhere around 2 weeks. We need to do the test battle and finish up editing the CAPs.
 

a fairy

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I'll assume this is about the CAP spin-off?

Well, I suppose so, Smash. But still...
 

Deck Knight

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Well, it does have 80 Speed...I guess it's justified.

@ungulateman: I think in somewhere around 2 weeks. We need to do the test battle and finish up editing the CAPs.
Magikarp and Feebas have 2 rarity because it's not terribly difficult to get them up to Gyarados/Milotic, which are very powerful pokemon. Compare to the only mons with 1 rating (weak bugs) whose evolutions are still mediocre at best even after sinking 4 or 6 points into their evolution counters. It's more of a game balance thing.
 
The main problem is inconsistency - at times you put the correct Fire-type, but other times (such as Lustrous Orb), you don't put a "-". If there are several types, you put: Dragon-, Steel- and Fire-type (obviously changing the type if necessary).

Lustrous Orb: Increases the damage of Palkia's Dragon and Steel (Water) type attacks by 20%

will update maybe
 
If a Pokémon evolves, and has new moves that are learned at level 25 or below, are those added to the movepool automatically? I would assume so, but I don't see it stated anywhere.

And speaking of evolution, what happens to a Pokémon's current HP level if it evolves mid-battle to a form with different max HP? Does it stay the same, or change by the difference between old max HP and new max HP?
 

Deck Knight

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I knew I forgot a few things, although I'll need to do an update when we get all the English attack names anyway. Will add the specifics of mid-battle evolution and the CAP moves.

EDIT: Both of these things have been added. Mid-battle evolution is in the OP under Battle Rewards for Evolution Counter and the two custom CAP Moves have been added to the Attack List.
 

DarkSlay

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The summary of the Electric typing description has an error. It currently looks like this:

"Summary: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain."

It should read like this:

"Summary: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Thunder breaking Protect during Rain."

Just a heads up to avoid some confusion, since it was labeled correctly in the thorough description.

I'll edit this post with any other minor errors I find.

--

This sentence, found in Ref Compensation, is confusing:

"However, in order to evolve a Pokemon must be used in battle, just having enough Evolution Counters is not sufficient."

Is this supposed to read "...evolve a Pokemon that must be used in battle..."? If not, not sure what this sentence is saying.

EDIT: Thanks Ice-eyes. I like how that's worded, so it should be changed to your version.

--

While this is more personal preference, and there is a good explanation of this in its own section, stat boosting moves seem to have somewhat unclear and conflicting descriptions. Some merely mention that a stat is boosted by a stage or two, while other similar moves specifically mention that the boosts end at the end of turns or actions. This might create some confusion with newer players, since one might suspect that there is a reason why the descriptions differ.

Perhaps the descriptions of stat boosting moves need to be concurrent with each other. They need to be consistent all the way. Preferably, either do not mention that the boosts are eliminated or mention that all boosts gained from these moves are eliminated at the end of the round, and then specify those that are unique (ex: Belly Drum). Just a small suggestion. I can do this personally, although I do not have time tonight.

--

On the description of the ability Oblivious, it should be:

"This Pokemon is incapable of being affected by Attract or Cute Charm."

--



I'll keep updating as I go on.
 

Ice-eyes

Simper Fi
"However, in order to evolve, a Pokemon must be used in battle - just having enough Evolution Counters is not sufficient."

ie. even if your poke has enough evolution counters, it can't evolve until it has entered battle after it gets them.
 
Just a quick question: can a Pokemon learn it's prevo's level-up moves, even after it evolves? I'm just wondering, as this could seriously cripple Pokemon like Arcanine or Togekiss who learn almost nothing by level-up post-evolution.
 

Deck Knight

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A question concerning types, according to the description, only pure Ghosts and the Gengar line can go through walls, but what about Spiritomb and Sableye? Are those two capable of going through walls or are they unable of doing so? I think they should be able to do so even though they have Dark as their secondary typing. It just makes more sense in my mind if they were able to.
This is one of those flavor things where I'd prefer to have a hard and fast rule rather than go too deeply into it. If you can produce an Anime episode where Spiritomb or Sableye have moved through walls I'll update it, otherwise I'm sticking with the balancing rule I created for Pokemon that have not demostrably moved through walls, like the Gengar line has in the Anime.
 
Also note that Spiritomb is held back by that keystone on its rump.

BTW, doesn't Magic Guard also negate recoil from recoil moves? (i.e. why Clefable can abuse Double-Edge in Gen IV UU.) It doesn't appear to have been mentioned:

Ability list said:
Magic Guard:

Type: Innate

This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it.

Pokemon with this ability: Clefairy, Clefable, Abra, Kadabra, Alakazam, Cleffa, Sigilyph, Solosis, Duosion, Reuniclus, Plicowatt, Krillowatt.
There isn't a mention of recoil negation in that description. (additionally, I was kind of hoping to use Wild Charge Plicowatt...) Can I please see that added?
 
In the Grass-type summary:

Summary: Grass STAB; Immunity to Leech Seed, Growth, Moonlight, Morning Sun, Nature Power, Sunny Day, Sweet Scent, and Swords Dance have have Energy Cost reduced by one (1).

Should Synthesis be there instead of Swords Dance?
 

Deck Knight

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In the Grass-type summary:

Summary: Grass STAB; Immunity to Leech Seed, Growth, Moonlight, Morning Sun, Nature Power, Sunny Day, Sweet Scent, and Swords Dance have have Energy Cost reduced by one (1).

Should Synthesis be there instead of Swords Dance?
Synthesis is a Grass-type move and so benefits from Grass STAB. Swords Dance is not, but is learned by almost every single Grass type. I think Wormadam misses out but nothing else.
 
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