[CAP ASB] CAP ASB Main Organization Thread

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An idea that I had was a system of "move-leveling," which would be related to energy expended. I was asked to write up a proposal, so here is a rough one.

In the anime, Pokemon often do not master their moves immediately upon learning them, just as people do not master skills immediately upon acquiring them. In order to represent this, I believe that five "ranks" of moves ought to be implemented, namely: Novice, Decent, Good, Great and Master. How would these be implemented, you ask? In essence, each move would raise the damage output by 20%, starting at 40% of max power.

So, Novice is 40%, Decent is 60%, Good is 80% and Great is 100%. They take 100% of the required energy to perform while at this level. What is the purpose of the "Master" level, then? Mastery, to me at least, signifies a bit more finesse than just being good at execution. Mastery allows you to trade off power for a lower energy cost to use the move, meaning that you can use it at Novice-level power for 40% energy if you so desire.

Once you reach the "Good" level, you can begin using moves for unorthodox purposes, such as aiming Flamethrower at the ground to melt it. At the "Great" level, you can perform more complex maneuvers, such as acrobatics of moves. At the "Master" level, you have complete control of the attack and can use it to its full accuracy and effect, as well as combine certain attacks to create more potent moves, such as Whirlpool and Thundershock to create an electrified whirlpool. Both moves must be mastered to combine them, and their power/effects are determined at the referee/facilitator of the battle's discretion.
 
This seems like a very interestng proposal, and a good one too. But how are we going to decide when a Pokemon's move 'levels up?' I assume it's based on amount of times the move is used. However, a move such as Fire Blast would obviously be harder to master than Ember. Therefore, I propose we group moves into four power groups.

Beginner: 40 or lower
Easy: 45-80
Medium: 85-110
Hard: 115 or higher

Obviously there are a couple of snags here. For multi-hit moves, I suggest we should use the total power of three hits (the average). Status moves would be grouped according to effectiveness. For instance, Smokescreen would be Easy and Toxic hard.

Here are some equations I thought of to calculate when a move levels up. Note that x is the move's difficulty, with Beginner being 1, Easy 2, and so on. These are not by any means the last word on this, just a starting point. The addition is necessary because without it, you could master a beginner move in 10 executions.

Novice: 0
Decent: 3x
Good: 5x + 2
Great:8x + 4
Master: 10x + 5
 

Deck Knight

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OK, so I'm going to trust everyone here with this next bit.

Essentially if you want to contribute to the attack list, please PM me with a writing sample of the following 5 attacks. Don't worry about damage etc., I just want to know how you would describe it.

5 Attack test:
Describe the following moves.

Dig
Hypnosis
Light Screen
Mach Punch
Psychic

Once I get your descriptions of these moves I'll respond with any notes on it, then assign you a letter. As long as your fundamental writing skills are up to snuff you'll be fine, we can mull over specifics later.

If you need assistance with Anime descriptions, Bulbapedia's Move Index has links to any uses of an attack in the Anime.

Notes: The moves I am going to list already have mechanics about stage boosts and their duration assumed. Specifically most stage boosts are temporary and last for a specified number of rounds after use, with additional uses of the move being less effective than in-game but increasing the duration. Furthermore there is a mechanical assuption towards "normalcy" where stat reductions are also decreased as rounds wear on naturally. These mechanics are up for discussion.

Additionally, I have made the following assumptions about move power and energy costs:

Move power is roughly equivalent to in-game base power multiplied by 10 and rounded up in the case of moves with BPs ending in 5.

Energy Costs are anywhere between 1/2 and 2/3rds of the damage a move deals. It is assumed later that STAB bonus will increase damage and reduce energy cost for attacks of that Pokemon's type. +2 Stat Boosters generally cost around 7 energy per use, and HP restoring moves have heavy energy costs generally to prevent stalling. There is an action called "chill" that restores 10% (flat) of the Pokemon's energy and which is usually limited in battles. If a Pokemon hits either 0% HP or 0% Energy it will faint. The system is created so boosting actions and healing are generally disfavored but otherwise viable options.

I welcome discussion on these mechanical choices as well, insofar as we reason about how to move them around to be efficient and balanced.

Formatting for common move occurrences:

This is how I want moves formatted (depending on other move circumstances the specific sentence effects can change) I have bolded things I want to be fixed in all entries:


Multi-Hit Moves:

<2-5 Hits Move:> <Attack-specific description>. It can disrupt an opponent’s move that takes a while to charge up.

Attack Power: [x] per hit | Accuracy: xx% | Energy Cost: 2[x] | Effect Chance: --

Stage Boosters (+ or -1): <Attack specific description with any relevant battle effects>. <stat raised/lowered> will not be dropped/increased [respectively] at the end of the round<, any other relevant text like when the attack is initially used.>

Attack Power: -- | Accuracy: -- | Energy Cost: 5 | Effect Chance: --


Stage Boosters (+2 and +1/+1): <Attack specific description with any relevant battle effects, note the stage of the boosts and which stats they affect.>.<, any other relevant text like when the attack is initially used.>

Attack Power: -- | Accuracy: -- | Energy Cost: 7 | Effect Chance: --

Moves with higher boosts or situationally higher boosts (Shell Break, Butterfly Dance, Growth) will be handled on an individual basis. There aren't that many of them.

Damaging Guaranteed Stage Droppers (-1): <Attack specific description with any relevant battle effects,> lowering their <stat> by one stage.

Attack Power: [x] | Accuracy: xx% | Energy Cost: [x] - 1 | Effect Chance: --

Non-Damaging Stage Droppers (-1): <Attack specific description with any relevant battle effects,> lowering their <stat> by 1 stage/

Attack Power: -- | Accuracy: xx% | Energy Cost: 4 | Effect Chance: --


Non-Damaging Stage Droppers (-2): <Attack specific description with any relevant battle effects,> lowering their <stat> by 2 stages for the next two rounds. Subsequent uses will alternate between reducing the opponent’s <stat> by 1 stage and the effect duration by 1 round.

Attack Power: -- | Accuracy: xx% | Energy Cost: 6 | Effect Chance: --

Direct Recovery Moves: <Attack specific description with any relevant battle effects>, restoring 20 percentage points of their health.

Attack Power: -- | Accuracy: -- | Energy Cost: Maximum HP/10 + 2 | Effect Chance: --

Attack List Anchor
Note: This is going to be the editted and updated list for the thread, if there are discrepancies with other posts, this one takes precedence.

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: 3 | Effect Chance: --

Acid: The Pokemon fires a spray of corrosive acid that has a chance to lower the opponent’s special defense one (1) stage. Acid can corrode Steel-types, making them susceptible to other Poison-type attacks.

Attack Power: 4 | Accuracy: 100% | Energy Cost: 2 | Effect Chance: 10%

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

Attack Power: -- | Accuracy: -- | Energy Cost: 6 | Effect Chance: --

Acid Bomb: The Pokemon funnels high amounts of toxin into one single shot of acid that explodes on contact. It reduces the opponent’s special defense one (1) stage. Acid can corrode Steel-types, making them susceptible to other Poison-type attacks.

Attack Power: 4 | Accuracy: 100% | Energy Cost: 3 | Effect Chance: --

Acrobat: 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.

Attack Power: 11 or 6 if encumbered | Accuracy: 100% | Energy Cost: 7 | Effect Chance: --

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 | Effect Chance: --

Aerial Ace: The Pokemon senses its target and strikes with impressive speed, negating all attempts to evade.

Attack Power: 6 | Accuracy: -- | Energy Cost: 4 | Effect Chance: --

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.

Attack Power: 10 | Accuracy: 95% | Energy Cost: 7 | Effect Chance: --

Afro Break: The Pokemon prepares its defense shortly before rushing into a headlong charge, dealing massive damage but reducing the recoil of the attack from 33% to 25%.

Attack Power: 12 | Accuracy: 100% | Energy Cost: 9 | Effect Chance: --

Agility: The Pokemon focuses to increase its speed two (2) stages, enabling it to run and use physical attacks much more swiftly.

Attack Power: -- | Accuracy: -- | Energy Cost: 7 | Effect Chance: --

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.

Attack Power: 6 | Accuracy: 95% | Energy Cost: 4 | Effect Chance: --

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 prevent the opponent from acting and blow lighter foes away effortlessly.

Attack Power: 8 | Accuracy: 95% | Energy Cost: 6 | Effect Chance: 30%

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

Attack Power: -- | Accuracy: -- | Energy Cost: 7 | Effect Chance --:

Ancient 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.

Attack Power: 8 | Accuracy: 100% | Energy Cost: 6 | Effect Chance: 10%

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 | Effect Chance: 10%

Anger Powder: The Pokemon unleashes a noxious powder that enrages the opponent, taking over its senses and forcing it to target the user of Anger Powder. While enraged by Anger Power, the target will be less effective at using non-damaging attacks, but not incapable.

Attack Power: -- | Accuracy: 100% | Energy Cost: 6 | Effect Chance: --

Ankle 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 | Effect Chance: --

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 | Effect Chance: --

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

Attack Power: -- | Accuracy: -- | Energy Cost: 9 | Effect Chance: --

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

Attack Power: 9 | Accuracy: 90% | Energy Cost: 7 | Effect Chance: --

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 | Effect Chance: --

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 (including Toxic-level Poison) and Sleep.

Attack Power: -- | Accuracy: -- | Energy Cost: 9 | Effect Chance: --

Assist: The Pokemon summons an energy ball that releases, unleashing a random move known by another Pokemon on the trainer’s team and is subject to that attack’s accuracy and effects. Fails if the trainer has no other Pokemon in reserve.

Attack Power: -- | Accuracy: 100% | Energy Cost: 2 + Energy Cost of summoned move | Effect Chance: --

Assist 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

Attack Power: 2 + 2 for each stage boost | Accuracy: 100% | Energy Cost: 7 | Effect Chance: --

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 | Effect Chance: --

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

Attack Power: 4 | Accuracy: 100% | Energy Cost: 3 | Effect Chance: 30%

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: 8 | Accuracy: 100%| Energy Cost: 6 | Effect Chance: --

Attract: The Pokemon flirts with an opponent releasing pink hearts from their 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 | Effect Chance: --

Aura Sphere: The Pokemon focuses their chakra into a powerful sphere that tracks the opponents energy when released, making it impossible to miss.

Attack Power: 9 | Accuracy: -- | Energy Cost: 7 | Effect Chance: --

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 | Effect Chance: 10%

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 extraordinary power. Consecutive uses of Avalanche do not get the damage boost if the pokemon is damaged again.

Attack Power: 6 or 12 if damaged | Accuracy: 100% | Energy Cost: 6 | Effect Chance: --


Bark Out: 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.

Attack Power: 6 | Accuracy: 95% | Energy Cost: 5 | Effect Chance: --

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 | Effect Chance: --

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

Attack Power: -- | Accuracy: -- | Energy Cost: 7 | Effect Chance: --

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 | Effect Chance: --

Beat Up: The Pokemon summons dark energy from teammates still in their Pokeballs 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 | Effect Chance: --

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: 27 | Effect Chance:

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 it’s suffering into the aura. On the third action it will release the energy gathered from Bide, doing double the damage received during its use. While in Bide, the Pokemon is less susceptible to the effects of status-lowering attacks.

Attack Power: -- | Accuracy: -- | Energy Cost: 6 + damage/2 | Effect Chance:

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.

Attack Power: 3 + 2 drain per action | Accuracy: 85% | Energy Cost: 3 | Effect Chance: --

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 | Effect Chance: 30%

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 | Effect Chance: --

Blaze Judgement: The Pokemon blasts out jets of fire that surround the opponent in a huge ball of flame. The strong flames can burn the target.

Attack Power: 10 | Accuracy: 100% | Energy Cost: 7 | Effect Chance: 30%

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 | Effect Chance: 10%

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.

Attack Power: 12 | Accuracy: 70% | Energy Cost: 8 | Effect Chance: 10%

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 inbetween rounds for the duration of the battle.

Attack Power: -- | Accuracy: --| Energy Cost: 6 | Effect Chance: --

Blue Fire: 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| Effect Chance: 20%

Body Purge: The Pokemon sets off a metamorphic shift in their body that removes impurities, halving their weight and increasing their speed by 2 stages. The effect wears off after 2 rounds. Subsequent uses will increase the duration by one round and the potency by one stage, but will not further reduce the Pokemon’s weight.

Attack Power: -- | Accuracy: -- | Energy Cost: 6 | Effect Chance: --

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 | Effect Chance: 30%

Boil Over: 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 | Effect Chance: 30%

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 | Effect Chance: 10%

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

Attack Power: 3 per hit | Accuracy: 85% | Energy Cost: 6 | Effect Chance:

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 | Effect Chance: --

Bounce: The Pokemon leaps above an incoming attack and crashes down with immense force. The strength of the impact on pinned limbs can cause paralysis.

Attack Power: 9 | Accuracy: 85% | Energy Cost: 7 | Effect Chance: 30%

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.

Attack Power: 12 | Accuracy: 100% | Energy Cost: 8 | Effect Chance: --

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 | Effect Chance: --

Brine: The Pokemon blasts the opponent with a strong blast of salt water. When the opponent is 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: 6 or 11 | Accuracy: 100% | Energy Cost: 6 | Effect Chance: --

Bubble: The Pokemon shoots a wide spray of bubbles that snap violently on the opponents joints, sometimes causing the opponent’s Speed to lower one (1) stage.

Attack Power: 4 | Accuracy: 100% | Energy Cost: 2 | Effect Chance: 10%

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

Attack Power: 7 | Accuracy: 100% | Energy Cost: 5 | Effect Chance: 10%

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 | Effect Chance: --

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

Attack Power: 9 | Accuracy: 100% | Energy Cost: 6 | Effect Chance: 10%

Bug Opposition: The Pokemon emits a weak vibrational signal on a unique wavelength. The wave disrupts the mental focus of opponents, causing their SpecialAattack to drop one (1) stage.

Attack Power: 4 | Accuracy: 100% | Energy Cost: 3 | Effect Chance: --

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 | Effect Chance: --

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

Attack Power: 4 | Accuracy: 100% | Energy Cost: 3 | Effect Chance: --

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 | Effect Chance: --

Butterfly 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 | Effect Chance: --


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 | Effect Chance: --

Camouflage: The Pokemon changes its body’s coloring to blend in with the background, making it harder to hit. The entire body of the user changes color except for unique parts such as Kecleon’s stripe. This effect lasts for six (6) actions. Subsequent uses refresh the effect.

Attack Power: -- | Accuracy: -- | Energy Cost: 6 | Effect Chance: --

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.

Attack Power: -- | Accuracy: -- | Energy Cost: 6 | Effect Chance: --

Charge: The Pokemon charges its electric energy. The buildup of electric power increases the Pokemon’s Special Defense by one stage. All Electric attacks’ power are boosted by two when the effects of this move are active. This effect lasts for two rounds. Subsequent uses alternate between increasing the potency of the special defense boost by one stage and the duration by one round. The boost to Electric attacks is refreshed.

Attack Power: -- | Accuracy: -- | Energy Cost: 8 | Effect Chance: --

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: 3 | Effect Chance:70%

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 | Effect Chance: --

Chatter: The Pokemon yells meaningless statements at the opponent loudly. It has a chance to confuse the opponent.

Attack Power: 6 | Accuracy: 100% | Energy Cost: 4 | Effect Chance: 20%

Cheer 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 | Effect Chance: --

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.

Attack Power: 4 + 3 drain per action | Accuracy: 85% | Energy Cost: 4 | Effect Chance: --

Claw Sharpen: 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 | Effect Chance: --

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 | Effect Chance: --

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 | Effect Chance: --

Coil Around: 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 | Effect Chance: --

Cold Flare: The Pokemon uses an action charging 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 freeze the target, it has a chance to burn instead.

Attack Power: 14 | Accuracy: 90% | Energy Cost: 9 | Effect Chance: 30%

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

Attack Power: 2 per hit | Accuracy: 85% | Energy Cost: 4 | Effect Chance: --

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 | Effect Chance: --

Confusion: The Pokemon uses a weak telekinetic force to pick up and move parts of the arena or its opponent. The nature of the mental strike can confuse the opponent.

Attack Power: 5 | Accuracy: 100% | Energy Cost:3 | Effect Chance:10%

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

Attack Power: 4 | Accuracy: 85% | Energy Cost: 3 | Effect Chance: --

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 | Effect Chance: --

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 | Effect Chance: --

Copycat: The Pokemon thinks about the opponent’s last attack and repeats it exactly, using the move against its opponent. This move costs the previous move’s energy plus two. This move will fail if; Copycat is the first move used in the battle, the last used move was Copycat, the attack requires more energy than the user has, or the execution of the move is physically impossible (e.g. Pikachu using Megahorn).

Attack Power: -- | Accuracy: -- | Energy Cost: 2 + Copied Attack | Effect Chance: --

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

Attack Power: -- | Accuracy: -- | Energy Cost: 7 | Effect Chance: --

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

Attack Power: -- | Accuracy: -- | Energy Cost: 9 | Effect Chance: --

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 | Effect Chance: --

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.

Attack Power: -- | Accuracy: 100% | Energy Cost: 6 + Damage/3 | Effect Chance: --

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 | Effect Chance: --

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

Attack Power: 9 | Accuracy: 90% | Energy Cost: 7 | Effect Chance: --

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

Attack Power: 10 | Accuracy: 80% | Energy Cost: 7 | Effect Chance: --

Cross Flame: 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 | Effect Chance: --

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 | Effect Chance: 10%

Cross Thunder: 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 | Effect Chance: --

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 | Effect Chance: 20%

Crush Claw: The Pokemon’s claws grow 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 | Effect Chance: 50%

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 | Effect Chance: --

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 5 damage per action that ignores any damage caps, Chills will be half as effective for the target, and if sleep is inflicted or Rest is attempted, the opponent will have restless sleep and gain half its normal health during Rest. Nightmare will also be more effective on an opponent in a Cursed, sleeping state. Curse cannot be used unless the Pokemon is above 1/2 of their maximum HP.

Attack Power: -- | Accuracy: -- | Energy Cost: 27| Effect Chance: --

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 | Effect Chance: --

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 | Effect Chance: --


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.

Attack Power: 8 | Accuracy: 100% | Energy Cost: 6 | Effect Chance: 20%

Dark Void: The Pokemon creates a void of darkness in a black transluscent orb that launches at the an opponent. The void saps the target's willpower, causing it to fall asleep.

Attack Power: -- | Accuracy: 80% | Energy Cost: 10 | Effect Chance: --

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

Attack Power: Remaining HP (Max 25) | Accuracy: 100% | Energy Cost: 20 | Effect Chance: --

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 | Effect Chance: --

Defense Curl: The Pokemon curls up into a ball and tenses its muscles, raising its Defense by one (1) stage. Defense will not be dropped at the end of the round.

Attack Power: -- | Accuracy: -- | Energy Cost: 5 | Effect Chance: --

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 | Effect Chance: --

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

Attack Power: -- | Accuracy: -- | Energy Cost: 15 | Effect Chance: --

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. Detect will fail if used on successive actions.

Attack Power: -- | Accuracy: -- | Energy Cost: 7 + Damage avoided/3 | Effect Chance: --

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.

Attack Power: 8 | Accuracy: 100% | Energy Cost: 6 | Effect Chance: --

Disable: The Pokemon focuses on the memory of the foe's last attack, and uses telepathic powers to erase the memory. This makes the foe unable to use its last used attack for six (6) actions. If the Pokemon was ordered to use the same attack it used last, the move will stop and fail.

Attack Power: -- | Accuracy: -- | Energy Cost: 6 | Effect Chance: --

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.

Attack Power: 8 | Accuracy: 100% | Energy Cost: 6 | Effect Chance: 30%

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.

Attack Power: 8 | Accuracy: 100% | Energy Cost:6 | Effect Chance:--

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

Attack Power: 7 | Accuracy: 100% | Energy Cost: 5 | Effect Chance: 20%

Doom Desire: The Pokemon calls down a rain of energy beams from the sky that fall two (2) rounds after the command is given.

Attack Power: 14 | Accuracy: 100% | Energy Cost: 10 | Effect Chance: --

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

Attack Power: 4 per hit | Accuracy: 90% | Energy Cost: 6 | Effect Chance: --

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

Attack Power: 4 per hit | Accuracy:90% | Energy Cost: 6 | Effect Chance: --

Double Kick: The Pokemon kicks the opponent twice.

Attack Power: 3 per hit | Accuracy:100% | Energy Cost: 4 | Effect Chance: --

Double Team: The Pokemon rapidly moves back and forth between several locations, creating several illusionary 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 | Effect Chance: --

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 | Effect Chance: --

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 | Effect Chance:--

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 | Effect Chance:--

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 | Effect Chance:--

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

Attack Power:-- | Accuracy:-- | Energy Cost: 7 | Effect Chance:--

Dragon Pulse:The Pokemon shoots out a shockwave of Dragon energy from its mouth at the opponent.

Attack Power: 9 | Accuracy: 100% | Energy Cost: 7 | Effect Chance:--

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: -- | Accuracy: 100% | Energy Cost: 7 | Effect Chance: --

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 | Effect Chance: 20%

Dragon Tail: The Pokemon swings and hits the foe powerfully with its tail. The shock of the attack resets all of the opponent's stat changes and snaps it out of confusion and attract. In a switch battle, the Pokemon is sent back to its trainer's Pokeball at the end of a round.

Attack Power: 6 | Accuracy: 90% | Energy Cost: 5 | Effect Chance:--

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

Attack Power: 6 | Accuracy: 100% | Energy Cost: 5 | Effect Chance: 30%

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: 8 | Effect Chance: --

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: 7 | Effect Chance:--

Drill Peck:The Pokemon spins rapidly and slams its beak into the opponent while spinning.

Attack Power: 8 | Accuracy: 100% | Energy Cost: 6 | Effect Chance:--

Drill Run (Drill Liner): 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 | Effect Chance:--

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 | Effect Chance: --


Earth Power: The Pokemon emanates a pulse that travels through the earth causing an eruption of energy at the feet of the target. The suddenness of the blast may lower the target’s Special Defense by one (1) stage.

Attack Power: 9 | Accuracy: 100% | Energy Cost: 8 | Effect Chance: 10%

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 stikes a Pokemon in the middle of Dig, it's Base Attack Power is 15 instead of 10.

Attack Power: 10 | Accuracy: 100% | Energy Cost: 7 | Effect Chance: --

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

Attack Power: 4 (+2) | Accuracy: 100% | Energy Cost: 3 | Effect Chance: --

Egg Bomb: The Pokemon chucks an energized egg which 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 | Effect Chance: --

Electra 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 | Effect Chance: --
8 (ts > 33% us)
12 (ts > 25% us)
15 (ts < 25% us)

Electra Net: 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.

Attack Power: 6 | Accuracy: 95% | Energy Cost: 6 | Effect Chance: --

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 | Effect Chance: --

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

Attack Power: 4 | Accuracy: 100% | Energy Cost: 3 | Effect Chance: 10%

Encore: The Pokemon gives its opponent an enthusiastic round of applause. The target is so flattered it can’t help but repeat its last action for thenext two (2) actions.

Attack Power: -- | Accuracy: 100% | Energy Cost: 10 | Effect Chance: --

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.

Attack Power: (target health-user health)/3 | Accuracy: 100% | Energy Cost: 10 | Effect Chance: --

Endure: The Pokemon braces itself for impact and will not be KO’d by any direct attack, physical or special, for that round. The energy required to tense their muscles mean they cannot use this move two rounds successively. They may still succumb to effects of poison, burn etc…

Attack Power: -- | Accuracy: -- | Energy Cost: 15 | Effect Chance: --

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 artifical 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 | Effect Chance: 10%

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.

Attack Power: 15 x HP Percentage| Accuracy: 100% | Energy Cost: 8 | Effect Chance: --

Evil Eye: The Pokemon stares piercingly at their opponent sending a shock of pain through their body. The pain is exacerbated (damage doubled) by any ill health or status effects the target is suffering. The attack can be avoided by deliberately looking away or shutting one’s eyes.

Attack Power: 5 | Accuracy: 100 | Energy Cost: 6 | Effect Chance: --

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.

Attack Power: 25 (user faints) | Accuracy: 100% | Energy Cost: 20 | Effect Chance: --

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 a turn. Will never flinch a Pokemon with multiple heads or eyes behind its head.

Attack Power: 8 | Accuracy: 100% | Energy Cost: 6 | Effect Chance: 10%

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

Attack Power: 8 | Accuracy: 100% | Energy Cost: 6 | Effect Chance: --


Façade: 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. | Effect Chance: --

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 Effect Chance: -- |

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. Fake Out is the fastest priority attack, beating out even Extremespeed.

Attack Power: 4 |Accuracy: 100% | Energy Cost: 4 | Effect Chance: -- |

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

Attack Power: -- | Accuracy: 100%| Energy Cost: 6 | Effect Chance: -- |

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 | Effect Chance: --

Fast Guard: With blinding speed the Pokemon puts up a barrier around itself and any teammates. The barrier can causes all priority attacks to bounce off, however regular attacks pass right through. The barrier fails if used consecutively.

Attack Power: -- | Accuracy: 100% | Energy Cost: 6 | Effect Chance: --

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

Attack Power: -- | Accuracy: 100% | Energy Cost: 6 | Effect Chance: --

Feint: The Pokémon surrounds itself with a faint aura and slams into the opponent with great speed, the energy wavelength breaks Protect and disrupts Detect, negating both defensive moves.

Attack Power: 4 | Accuracy: 100% | Energy Cost: 2 | Effect Chance: --

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 | Effect Chance: 10%

Fire 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% | Effect Chance: 50% | Energy Cost: 6

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 | Effect Chance: 10% Flinch, 10% burn

Fire Oath: A mystical power causes fire to spread across the battlefield. Has an additional effect when paired with water oath or grass oath.

Attack Power: 5 | Accuracy: 100% | Energy Cost: 3 | Effect Chance: --

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 |Effect Chance: 10

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.

Attack Power: 4 + 2 drain per action | Accuracy: 85% | Energy Cost: 3 | Effect Chance: --

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 | Effect Chance: --

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: 4-20 | Accuracy: 100% | Energy Cost: 3-13 | Effect Chance: --

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| Effect Chance: --

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 | Effect Chance: 10%

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 | Effect Chance: 10%

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

Attack Power: 12 | Accuracy: 100% | Energy Cost: 8 | Effect Chance: 10%

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 until the end of the next round. The attack also illuminates dark arenas for three rounds. Susbesquent uses refresh the field effect, but will not blind the opponent again if used within the illumination period.

Attack Power: -- | Accuracy: 100% | Energy Cost: 5 | Effect Chance: --

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 stage.

Attack Power: 8 | Accuracy: 100% | Energy Cost: 4 | Effect Chance: 10%

Flatter: The Pokémon makes a series of flattering comments and gestures to the opponent. It will raise the target’s Special Attack by one stage for two rounds, but also confuse the target.
Attack Power: -- | Accuracy: 100% | Energy Cost: 4 | Effect Chance: --

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

Attack Power: 4 + Variable Amount | Accuracy: 100% | Energy Cost: Damage/2 | Effect Chance: --

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

Attack Power: 9 |Accuracy: 95% | Energy Cost: 6 | Effect Chance: --

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

Attack Power: 12 | Accuracy: 70% | Energy Cost: 6 | Effect Chance: 10%

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 | Effect Chance: --

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

Attack Power: 15 | Accuracy: 100% | Energy Cost: 9 | Effect Chance: --

Follow Me: The Pokémon creates a distraction, forcing the opponent to attack the user.

Attack Power: -- | Accuracy: 100% | Energy Cost: 5 | Effect Chance: --

Force Palm: The Pokémon charges 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 | Effect Chance: 30%

Foresight: The Pokémon’s eyes emit a red scanning beam that reveals illusions, and makes Ghost-types vulnerable to fighting and normal moves. The piercing effect locks on to the opponent’s energy, rendering even future attempts to conceal or evade through trickery useless.

Attack Power: -- | Accuracy: -- | Energy Cost: 6 | Effect Chance: --

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 against their defense.

Attack Power: 10 | Accuracy: 100% | Energy Cost: 7 | Effect Chance: --

Free Fall: The Pokémon grabs the opponent in its talons, and drops them from a great height.

Attack Power: 6 + Fall Damage | Accuracy: 100% | Energy Cost: 5 |Effect Chance: --

Freeze Bolt: The Pokémon takes an action charging 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 | Effect Chance: 30%

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 |Effect Chance: --

Frozen World: The Pokémon fires off a beam of cold air that chills the opponent, causing their speed to be reduced by one (1) stage until the end of the next round.

Attack Power: 7 | Accuracy: 95% | Energy Cost: 4 | Effect Chance: 100%

Frustration: The Pokémon goes into a rage directing its hatred and violence at the opponent. It is more effective if the Pokemon is being overmatched by its foe.

Attack Power: 6-10 | Accuracy: 100% | Energy Cost: 6 | Effect Chance: --

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 |Effect Chance: --

Fury Cutter: The Pokémon repeatedly slashes the foe, with every consecutive slash increasing damage by 3.

Attack Power: 4 | Accuracy: 95% | Energy Cost: 4 | Effect Chance: --

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 | Effect Chance: --

Future Sight: The Pokémon uses its mind to summon a delayed telekinetic attack. The attack strikes at the end of the next round.

Attack Power: 10 |Accuracy: 100% | Energy Cost: 7 | Effect Chance: --


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 | Effect Chance: --

Gear Change: The Pokemon restructures their gear arrangement to make the mechanism more efficient, raising their speed by two levels and attack by one level. Subsequent uses will increase speed by one level. After six (6) actions, the gears lock back to their previous positions.

Attack Power: -- | Accuracy: -- | Energy Cost: 7 | Effect Chance: --

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

Attack Power: 5+5 | Accuracy: 85% | Energy Cost: 8 | Effect Chance: --

Gift Pass: 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 | Effect Chance: --

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: 8 | Effect Chance: --

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 | Effect Chance: --

Glare: The Pokemon locks eyes with its opponent with a look that paralyzes with an intense fear. The victim will retain this fear for the remainder of the battle (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 | Effect Chance: --

Go Ahead: The Pokemon courteously allows its foe or ally to take their action first, disregarding speed values. The move, despite having an added energy cost, does not use up the user’s turn. Thus a faster Pokemon can use Go Ahead, allowing their slower target to act first, and then use their own command with the regular energy cost +2.

Attack Power: -- | Accuracy: -- | Energy Cost: 4 | Effect Chance: --

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 a non-Grass 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. 2| Accuracy: 100% | Energy Cost: 6 | Effect Chance: --
22.1 - 55 lb. 4
55.1 - 110 lb. 6
110.1 - 220 lb. 8
220.1 - 440 lb. 10
440.1 lb. or more 12

Grass Mixer: The Pokemon catches its opponent in a whirlwind of grass obscuring their vision for that action. There is a 30% chance 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 | Effect Chance: 30%

Grass Oath: The Pokemon creates a large column of grass and foliage which can be directed at an opponent. An effect comes about if the column collides with Water Oath or Fire Oath.

Attack Power: 5 | Accuracy: 100% | Energy Cost: 3 | Effect Chance: --

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

Attack Power: -- | Accuracy: 55% | Energy Cost: 5 | Effect Chance: --

Gravity: The Pokemon greatly increases the gravity in the arena for two rounds. Any airborne or levitating Pokemon are stuck earthbound and moves that require flight or jumping cannot be performed. Furthermore, all Pokemon move with much greater difficulty, though their relative speeds remain consistent. Attacks that are normally easy to evade are now much harder to avoid.

Attack Power: -- | Accuracy: -- | Energy Cost: 8 | Effect Chance: --

Growl: The Pokemon emits a low growl, endearingly or threateningly depending on the user. Upon hearing this growl, any opponent in range is more hesitant to apply full force, lowering their Attack by one (1) stage. The opponents Attack will not increase at the end of the round.

Attack Power: -- | Accuracy: 100% | Energy Cost: 4 | Effect Chance: --

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 each, and Energy Cost will be increased by 2.

Attack Power: -- | Accuracy: -- | Energy Cost: 7 | Effect Chance: --

Grudge: The Pokemon prepares a curse. If KO’d 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 | Effect Chance: --

Guard Share: 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 * and ***** is ***, 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 | Effect Chance: --

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 | Effect Chance: --

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 | Effect Chance: --

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 | Effect Chance: 30%

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.

Attack Power: 4 | Accuracy: 100% | Energy Cost: 3 | Effect Chance: --

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

Attack Power: 3+ ((enemy speed-user speed) x2 if target is judged to have been moving fast at the time of being hit) max:15 | Accuracy: 100% | Energy Cost: 6 | Effect Chance: --


Hail: The Pokemon calls in a hail storm that lasts for five (5) rounds. The 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.

Attack Power: -- | Accuracy: -- | Energy Cost: 10 | Effect Chance: --

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 | Effect Chance: --

Hard Roller: 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 | Accuracy: 85% | Energy Cost: 8 | Effect Chance: 30%

Harden: The Pokemon hardens its exterior as well as glowing brightly, lessening the damage from the opponent’s physical moves. Harden boosts the user’s defense by one (1) stage. Defense will not be lowered at the end of the round.

Attack Power: -- | Accuracy: -- | Energy Cost: 5 | Effect Chance: --

Haze: The Pokemon open its mouth and releases a thick, black smoke. The smoke resets the stats levels to zero (0). Haze also greatly reduces visibility.

Attack Power: -- | Accuracy: -- | Energy Cost: 6 | Effect Chance: --

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

Attack Power: 15 | Accuracy: 80% | Energy Cost: 9 | Effect Chance: --

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 | Effect Chance: 30%

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 (including Toxic-level Poison) and Sleep.

Attack Power: -- | Accuracy: -- | Energy Cost: 9 | Effect Chance: --

Heal Block: The Pokemon creates an invisible aura around the opponent, negating healing. This includes the healing effects of Ingrain, Aqua Ring, Moonlight, Morning Sun, Roost, Recover, Healing 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. The abilities Water Absorb and Volt Absorb are also negated and Pokemon with those abilities take damage from then. This effect lasts for five (5) rounds.

Attack Power: -- | Accuracy: -- | Energy Cost: 10 | Effect Chance: --

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

Attack Power: -- | Accuracy: -- | Energy Cost: Maximum HP/10 + 2 | Effect Chance: --

Healing Wave: The Pokemon releases a wave of energy that restores 20% HP (flat) to a target Pokemon on the field. The Pokemon cannot target itself with this move.

Attack Power: -- | Accuracy: -- | Energy Cost: 14| Effect Chance: --

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 | Effect Chance: --

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 | Effect Chance: 30%

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 | Effect Chance: --

Heat Stamp: 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
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 |
Accuracy: 100% | Energy Cost: 10 | Effect Chance: --

Heat Wave: The Pokemon releases a wave of fire from its mouth or wings towards the opponent. Heat Wave goes in all directions and has a chance to burn the opponent.

Attack Power: 10 | Accuracy: 90% | Energy Cost: 7 | Effect Chance: 10%

Heavy Bomber: 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
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 | Accuracy: 100% | Energy Cost: 10 | Effect Chance: --

Helping Hand: The Pokemon releases a bolt of blue energy, powering up an ally’s move by five (5) damage. This move has a priority of five (5). Helping Hand only works in double and triple battles.

Attack Power: -- | Accuracy: -- | Energy Cost: 7 | Effect Chance: --

Hi Jump Kick: The Pokemon leaps into the air and smashes its knee into the target. If the move misses, the user takes damage equal to 1/6 of what the attack would have done.

Attack Power: 13 | Accuracy: 90% | Energy Cost: 8 | Effect Chance: --

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.

Attack Power: 4-7 | Accuracy: 100% | Energy Cost: 2-5 | Effect Chance: --

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 | Effect Chance: --

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 | Effect Chance: 100%

Howl: The Pokemon lets out a spine-tingling howl, raising its attack by one (1) stage. Attack will not be decreased at the end of the round.

Attack Power: -- | Accuracy: -- | Energy Cost: 5 | Effect Chance: --

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 | Effect Chance: --

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 | Effect Chance: --

Hyper Beam: The Pokemon releases a powerful beam of white energy at the opponent, doing much 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 | Effect Chance: --

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 | Effect Chance: 10%

Hyper Voice: The Pokemon lets out a powerful shout with such a high Hz it damages the opponent.

Attack Power: 9 | Accuracy: 100% | Energy Cost: 7 | Effect Chance: --

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: 10 | Effect Chance: --


Ice Ball: The pokemon encases itself in a ball of ice, and repeatedly rams itself into the foe, doing three (3) more damage and costing one (1) more energy each time. The initial Attack Power is raised to 8 if the user used Defense Curl earlier in the match (but the boost is reset when the pokemon uses Ice Ball).

Attack Power: 4 | Accuracy: 90% | Energy Cost: 5 | Effect Chance: --

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: 10% | Energy Cost: 7 | Effect Chance: 10%

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

Attack Power: 4 | Accuracy: 100% | Energy Cost: 4 | Effect Chance: --

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 | Effect Chance: 10% freeze/flinch

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: 5 | Effect Chance: 10%

Ice Shard: The pokemon forms a large chunk of ice, then fires it at the opponent at blinding speed. This move has +1 priority.

Attack Power: 4 | Accuracy: 100% | Energy Cost: 3 | Effect Chance: --

Icicle Drop: 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 | Effect Chance: 30%

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 | Effect Chance: --

Icy Wind: The pokemon blows a wide blast of cold air, impeding the opponent and lowering their speed by one (1) stage.

Attack Power: 6 | Accuracy: 95% | Energy Cost: 5 | Effect Chance: 100%

Imprison: The pokemon binds itself mentally to the opponent momentarily, sealing off three moves shared between the two Pokemon for two rounds. The opponent may not use those sealed moves, however the user of Imprison can.

Attack Power: -- | Accuracy: -- | Energy Cost: 8 | Effect Chance: --

Incinerate: The pokemon blasts the opponent with an arc of flame concentrated on the opponent's berry, burning it and making it useless.

Attack Power: 4 | Accuracy: 100% | Energy Cost: 3 | Effect Chance: --

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 | Effect Chance: --

Iron Defense: The pokemon infuses its skin with iron, boosting its defense by two (2) stages and preventing knockback while active. If an opponent strikes with a contact attack the action the Pokemon uses Iron Defense, they will recieve 1/4th of the damage it did back in recoil and be knocked back accordingly. Iron Defense will remove the corosive effects of Acid on Steel types.

Attack Power: -- | Accuracy: -- | Energy Cost: 7 | Effect Chance: --

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: 5 | Effect Chance: 30%

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

Attack Power: 10 | Accuracy: 75% | Energy Cost: 7 | Effect Chance: 30%



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 | Effect Chance: --

Jump Kick: The Pokemon attacks the opponent with a flying kick, foot outstretched. If the move misses, the attacking Pokemon takes recoil equal to 1/2 the damage that would have been incurred.
Attack Power: 10 | Accuracy: 95% | Energy Cost: 7 | Effect Chance: --


Karate Chop: The user chops at the foe, aiming for a pressure point or vulnerable area. Because it targets vulnerable areas this the move is more likely to result in a critical hit.

Attack Power: 5 | Accuracy:100% | Energy Cost: 3 | Effect Chance:--

Kinesis: The user 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 1 (1) stage.

Attack Power: -- | Accuracy:80% | Energy Cost: 4 | Effect Chance:--

Knock 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. They will be unable to fly or evade Ground-type attacks until the end of the next round. 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 Knock Down's effect wears off.

Attack Power: 5 | Accuracy:100% | Energy Cost: 3 | Effect Chance:--

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 | Effect Chance:--


Last Resort: The Pokemon recalls all of the attacks it has used, and uses that battle experience to strike with a powerful attack. The attack does one (1) damage for each unique move the Pokemon has used in battle. It takes the same mental energy to prepare the attack regardless of how many attacks the Pokemon has to mill over.

Attack Power: 1 * unique attacks used | Accuracy: 100% | Energy Cost: 9 | Effect Chance: --

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.

Attack Power: 8 | Accuracy: 100% | Energy Cost: 6 | Effect Chance: 30%

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 | Effect Chance: --

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

Attack Power: 14 | Accuracy: 90% | Energy Cost: 9 | Effect Chance: --

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: 4 | Effect Chance: --

Leech Seed: The Pokemon shoots out several seeds that, upon contact, sprouts into vines and wraps around the foe. The vines turn red and shocks the foe into giving 10% of the opponent's maximum HP/3 per action. Leech Seed still heals if the original attacker is switched out. Leech Seed stops healing when the foe either faints or switches out. The effect lasts for two rounds.

Attack Power: -- | Accuracy: 90% | Energy Cost: 10 | Effect Chance: --

Leer: The Pokemon's eyes glow red and the foe shakes with fear, lowering their defense by one (1) stage. The opponent's Defense value is not increased at the end of the round.

Attack Power: -- | Accuracy: 100% | Energy Cost: 4 | Effect Chance: --

Level Ground: The Pokemon jumps and stomps on the ground several times, creating shock waves. The shock waves stun the foe and lowers their speed by one stage. Base Attack power increases by 3 if the foe is using Dig.

Attack Power: 6 | Accuracy: 100% | Energy Cost: 5 | Effect Chance: 100%

Lick: The Pokemon wraps its long tounge 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 | Effect Chance: 30%

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.

Attack Power: -- | Accuracy: -- | Energy Cost: 8 | Effect Chance: --

Lightning 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: 10 | Effect Chance: 20%

Little by Little

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 | Effect Chance: --

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 | Effect Chance: --

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 | Effect Chance: --

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. 2| Accuracy: 100% | Energy Cost: 5 | Effect Chance: --
22.1 - 55 lb. 4
55.1 - 110 lb. 6
110.1 - 220 lb. 8
220.1 - 440 lb. 10
440.1 lb. or more 12

Lucky Chant: The Pokemon starts to murmer 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 five (5) rounds.

Attack Power: -- | Accuracy: -- | Energy Cost: 10 | Effect Chance: --

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 | Effect Chance: --

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 | Effect Chance: 50%


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 | Effect Chance: --

Magic Coat: The Pokémon quickly creates a barrier of magic that reflects status moves, non-damaging stat-droppers, and hazards back at the opponent.

Attack Power: -- | Accuracy: -- | Energy Cost: 5 | Effect Chance: --

Magic Room: The Pokémon creates a strange atmosphere that renders the effects of hold items useless for five (5) rounds.

Attack Power: -- | Accuracy: -- | Energy Cost: 10 | Effect Chance: --

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 | Effect Chance: --

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.

Attack Power: 12 + 2 drain per action | Accuracy: 75% | Energy Cost: 10 | Effect Chance: --

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 explodes on impact, ignoring Evasion and Accuracy changes.

Attack Power: 6 | Accuracy: -- | Energy Cost: 4 | Effect Chance: --

Magnet Rise: The Pokémon uses its electromagnetic skills to levitate up into the air. Its body turns golden, and all Ground-type moves cannot affect the Pokémon for the next six (6) actions.

Attack Power: -- | Accuracy: -- | Energy Cost: 5 | Effect Chance: --

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.

Attack Power: 4 – 5% | Accuracy: 100 | Energy Cost: 6 | Effect Chance: --
: 5 – 10%
: 6 – 20%
: 7 – 30%
: 9 – 20%
: 11 – 10%
: 15 – 5%

Me First: The Pokémon cuts in front of the opponent and uses what the opponent would’ve used. The Power and Energy Cost are both amplified.

Attack Power: AP of copied move + 3 | Accuracy: -- | Energy Cost: EC of copied move + 2 | Effect Chance: --
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: 3 | Effect Chance: --

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. Attack will not be decreased at the end of the round.

Attack Power: -- | Accuracy: -- | Energy Cost: 5 | Effect Chance: --

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: 6 | Effect Chance: --

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 | Effect Chance: --

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 | Effect Chance: --

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 | Effect Chance: --

Memento: The Pokémon leaves an imprint on the target that repeatedly reminds them that they will eventually die. 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: -- | Effect Chance: --

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 | Effect Chance: --

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 | Effect Chance: 10%

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 | Effect Chance: --

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 | Effect Chance: 20%

Metronome: The Pokémon waves its arms back and forth until they glow white, then it uses a random move.

Attack Power: -- | Accuracy: -- | Energy Cost 2 + Energy Cost of summoned move | Effect Chance: --

Milk Drink: The Pokémon allows the target to drink milk from its udders. The nutrients in its milk heal the target for half of the Pokémon’s maximum HP. The Energy Cost is raised by one for each use in the battle.

Attack Power: -- | Accuracy: -- | Energy Cost: (MaxHP/10)+2 | Effect Chance: --

Mimic: The Pokémon flashes white, gold, or purple, then instantly copies the move the opponent just used. This move can be used for the remainder of the battle or until the Pokémon switches out.

Attack Power: -- | Accuracy: -- | Energy Cost: 5 | Effect Chance: --

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 | Effect Chance: --

Minimize: The Pokémon compresses itself to occupy as little space as possible, boosting its Evasion stat by two (2) stages for one round. The Pokemon remains minimized for as long as it stays on the field, using Minimize again will not make it smaller.

Attack Power: -- | Accuracy: -- | Energy Cost: 7 | Effect Chance: --

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. The piercing effect locks on to the opponent’s energy, rendering even future attempts to conceal or evade through trickery useless.

Attack Power: -- | Accuracy: -- | Energy Cost: 6 | Effect Chance: --

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.

Attack Power: -- | Accuracy: 100% | Energy Cost: 6 + Damage/3 | Effect Chance: --

Mirror Move: The Pokémon acts like a parrot and uses whatever move the target just used.

Attack Power: -- | Accuracy: -- | Energy Cost: 2 + Copied Attack | Effect Chance: --

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

Attack Power: 7 | Accuracy: 85% | Energy Cost: 5 | Effect Chance: 30%

Mirror 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 | Effect Chance: --

Mist: The Pokémon opens its mouth and a cloud of thick, white mist comes out and lasts for two rounds. 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.

Attack Power: -- | Accuracy: -- | Energy Cost: 7 | Effect Chance: --

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 | Effect Chance: 50%

Moonlight: The Pokémon absorbs moonlight to restore health. If the sun is 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 + (MaxHP/10) | Effect Chance: --

Morning Sun: The Pokémon looks up to the sun to restore health. If the moon is 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 + (MaxHP/10) | Effect Chance: --

Mountain Storm: The Pokémon attempts to crush the opponent in one mighty blow that always strikes a target' weak point. 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 | Effect Chance: --

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 | Effect Chance: 30%

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 | Effect Chance: --

Mud Sport: The Pokémon covers itself in mud. The damage of Electric-type moves is reduced by 50% until the user of the move switches out.

Attack Power: -- | Accuracy: -- | Energy Cost: 5 | Effect Chance: --

Muddy Water: The Pokémon attacks by releasing spiraling brown water from its body that can muddy the opponent's eyes. There is a good chance to lower the target’s Accuracy by one (1) stage.

Attack Power: 10 | Accuracy: 85% | Energy Cost: 7 | Effect Chance: 30%

Mud-Slap: The Pokémon turns around and kicks up clumps of mud at the opponents eyes, reducing their Accuracy by one (1) stage.

Attack Power: 4 | Accuracy: 100% | Energy Cost: 3 | Effect Chance: --

Mystery Sword: The Pokémon slashes at the opponent with a long, mystically infused horn. Damage is calculated using the user’s Special Attack and the target’s Defense.

Attack Power: 9 | Accuracy: 100% | Energy Cost: 7 | Effect Chance: --


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 | Effect Chance: --

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 5 times before the Pokemon's Berry is entirely consumed.

Attack Power: Varies | Accuracy: -- | Energy Cost: 6 | Effect Chance: --

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 | Effect Chance: --

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 | Effect Chance: 30%

Night Burst: 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 | Effect Chance: 40%

Night Shade: The Pokemon fires a shadowey 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: 10 | Accuracy: 100% | Energy Cost: 7 | Effect Chance: --

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 | Effect Chance: --

Nightmare: The Pokemon induces frightening nightmares into a sleeping Pokemon’s dreams that wear down the victim at a loss of 2 Energy per action asleep. Because of the intense nature of the dreams, a Pokemon experiencing a Nightmare will have the power of Snore doubled and Sleep Talk will always go first.

Attack Power: -- | Accuracy: 100% | Energy Cost: 6 | Effect Chance: --

Nitro Boost: 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 | Effect Chance: --


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 | Effect Chance:50%

Odor Sleuth: The Pokemon uses its sense of smell to discern the scent and energy signature of the Pokemon. This allows it hit Ghost-types with Normal and Fighting-type moves and bypasses all the opponent's attempts at evasion for two rounds.

Attack Power: -- | Accuracy: -- | Energy Cost: 6 | Effect Chance:--

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 | Effect Chance: 10%

Outrage: The Pokemon goes on a rampage, attacking its opponent 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 power higher than 12, which is sufficient force to knocker the Outrage user out of its battle rage. After the move ends, the user becomes confused as a result of exhaustion.

Attack Power: 12 | Accuracy: 100% | Energy Cost: 8 | Effect Chance:--

Overhead Throw: The Pokemon lifts the opponent over its head with a terrifying, powerful throw. The shock of the attack resets all of the opponent's stat changes and snaps it out of confusion and attract. In a switch battle, the Pokemon is sent back to its trainer's Pokeball at the end of a round.

Attack Power: 6 | Accuracy: 90% | Energy Cost: 5 | Effect Chance:--

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 | Effect Chance:--


Pain Split: The Pokemon links itself telepathically with the opponent and summons out their vitality. Strong vitalities glow brightly while weak vitalities 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 | Effect Chance: --

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 | Effect Chance: --

Payback: The Pokemon strikes the opponent vengefully. If the Pokemon moved second this action, the Base Attack Power of the move increases from 5 to 10.

Attack Power: 5 | Accuracy: 100% | Energy Cost: 6 | Effect Chance: --

Peck: The Pokemon pecks the foe hard with a beak or horn.

Attack Power: 4 | Accuracy: 100% | Energy Cost: 2 | Effect Chance: --

Perish Song: The Pokemon lets out a horrible shreak 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.

Attack Power: -- | Accuracy: -- | Energy Cost: 15 | Effect Chance: --

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.

Attack Power: 12 | Accuracy: 100% | Energy Cost: 8 | Effect Chance:--

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 | Effect Chance: --

Pluck: The Pokemon attacks sharply and plucks an opponents held Berry, consuming it in the process.

Attack Power: 6 | Accuracy: 100% | Energy Cost: 5 | Effect Chance: --

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 | Effect Chance: 30%

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 | Effect Chance: --

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 | Effect Chance: 30%

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 | Effect Chance: 30%

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 | Effect Chance: 10%

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

Attack Power: -- | Accuracy: 75% | Energy Cost: 7 | Effect Chance: --

Postpone: 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 | Effect Chance: --

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

Attack Power: 4 | Accuracy: 100% | Energy Cost: 2 | Effect Chance: --

Powder Snow: The Pokemon unleashes a small flurry of snow across the field. It can Freeze opponents.

Attack Power: 4 | Accuracy: 100% | Energy Cost: 3 | Effect Chance: 10%

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 | Effect Chance: --

Power Share: The Pokemon psychically links up with the opponent and splits its innate genetic data in two, equalizing the Base Attack and Base Special Attack 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 [* + **** = *****], Sandslash becomes [***] and Shuckle becomes [**])

Attack Power: -- | Accuracy: -- | Energy Cost: 7 | Effect Chance: --

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 | Effect Chance: --

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) | Effect Chance: --

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

Attack Power: 12 | Accuracy: 85% | Energy Cost: 8 | Effect Chance: --

Present: The Pokemon launches a sphere at the opponent that has a 25% chance of inflicting 12 damage, inflicting 8 damage, inflicting 4 damage, or healing 8 HP.

Attack Power: -- | Accuracy: 90% | Energy Cost: 5 | Effect Chance: --

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. Protect fails if used on successive actions.

Attack Power: -- | Accuracy: -- | Energy Cost: 7 + Damage Blocked/3 | Effect Chance: --

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 | Effect Chance: 10%

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 | Effect Chance: --

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 | Effect Chance: 10%

Psycho Boost: The Pokemon unleashes a massive blast of psyonic 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 | Effect Chance: --

Psycho Break: The Pokemon focuses its Psychic energy o 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 | Effect Chance: --

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 | Effect Chance: --

Psycho Shift: The Pokemon concentrates on its negative status ailments and locks them in an orb. The orb is fired at the opponent containing all those status afflictions and transfers them on impact.

Attack Power: -- | Accuracy: -- | Energy Cost: 7 | Effect Chance: --

Psycho Shock: 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: -- | Energy Cost: 6 | Effect Chance: --

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

Attack Power: -- | Accuracy: -- | Energy Cost: 7 | Effect Chance: --

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 posesses.

Attack Power: 6 + 2 for each stage boost (Max: 20) | Accuracy: -- | Energy Cost: 8 | Effect Chance: --

Purgatory: 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 | Effect Chance: --

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

Attack Power: 4 | Accuracy: 100% | Energy Cost: 4 | Effect Chance: --


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

Attack Power: 4 | Accuracy: 100% | Energy Cost: 3 | Effect Chance: --


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 | Effect Chance: --

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 power 1.5 times. If a Pokemon uses a Fire-type attack in the rain some of it will be put out by the rain, halving its power. The rain lasts for five (5) rounds. This move will fail is the arena is indoors.

Attack Power: -- | Accuracy: -- | Energy Cost:10 | Effect Chance: --

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 blowing away Leech Seed and any Spikes, Toxic Spikes or Stealth Rock that are on its side of the arena.

Attack Power: 4 | Accuracy:100% | Energy Cost: 3 | Effect Chance:--

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.

Attack Power: 6 | Accuracy:100% | Energy Cost: 4 | Effect Chance:--

Razor Wind:The Pokemon summons a whirlwind around it that can deflect attacks, then unleashes it on the opponent. The sharpness of the wind blade makes the attack more likely to result in a critical hit.

Attack Power: 8 | Accuracy: 100% | Energy Cost: 6 | Effect Chance: --

Recover:The Pokemon focuses mental energy into their wounds, restoring 20 points of health.

Attack Power: -- | Accuracy: -- | Energy Cost: Maximum HP/10 +2 | Effect Chance: --

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 | Effect Chance:--

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.

Attack Power: -- | Accuracy: -- | Energy Cost: 8 | Effect Chance: --

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 | Effect Chance:--

Rest:The Pokemon takes a soothing nap, restoring 5 HP per action up to a total of six (6) actions. A strong blow (more than 12 Base Attack Power) can interrupt Rest, waking the opponent up.

Attack Power:-- | Accuracy:-- | Energy Cost: 10 | Effect Chance:--

Retaliation: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 | Effect Chance:--

Return:The Pokemon fills its mind with loving thoughts of its trainer and rams the foe. The move's power increases to 10 if the Pokemon has not been damaged in the last round.

Attack Power: 8 | Accuracy:100% | Energy Cost: 7 | Effect Chance:--

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 | Effect Chance:--

Reversal:The Pokemon strikes the opponent desperately. It does more damage if the Pokemon has less health remaining.

Attack Power: If Pokemon's HP is: >100-4; >75-6; >50-8; >25-12; >0-20 | Accuracy: 100% | Energy Cost: 6 + Base Attack Power/5 | Effect Chance: --
Roar:The Pokemon roars at the foe, terrifying it. The shock of the attack resets all of the opponent's stat changes and snaps it out of confusion and attract. In a switch battle, the Pokemon is sent back to its trainer's Pokeball at the end of a round.

Attack Power:-- | Accuracy:-- | Energy Cost: 7 | Effect Chance:--

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 | Effect Chance: --

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 | Effect Chance: --

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 | Effect Chance: 20%

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 | Effect Chance: --

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.

Attack Power: 8 | Accuracy: 90% | Energy Cost: 6 | Effect Chance: 30%

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 | Effect Chance: 50%

Rock Throw: The Pokemon pounds the ground with great force and throws rocks at the opponent.

Attack Power: 5 | Accuracy: 90% | Energy Cost: 3 | Effect Chance: --

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: -- | Energy Cost: 4 | Effect Chance: --

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 requres so much energy that the Pokemon is sluggish afterward.

Attack Power: 15 | Accuracy: 90% | Energy Cost: 10 | Effect Chance: --

Role Play: The Pokemon mimics the foes abilities, copying them for six (6) actions.

Attack Power: -- | Accuracy: -- | Energy Cost: 7 | Effect Chance: --

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 | Effect Chance: 30%

Rollout: The pokemon rolls into a tight ball and repeatedly rams itself into the foe, doing three (3) more damage and costing one (1) more energy each time. The initial Attack Power is raised to 8 if the user used Defense Curl earlier in the match (but the boost is reset when the pokemon uses Ice Ball).

Attack Power: 4 | Accuracy: 90% | Energy Cost: 5 | Effect Chance: --

Roost: The Pokemon's wings grow heavy and are surrounded by a white energy. The Pokemon grounds itself and recovers 20 HP.

Attack Power: -- | Accuracy: -- | Energy Cost: Maximum HP/10 + 2 | Effect Chance: --


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 | Effect Chance: 50%

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 | Effect Chance: --

Safeguard: The Pokemon coats itself 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 five (5) rounds. If the Pokemon is switched out, the green veil dissipates and forms a ball, which then surrounds the Pokemon's replacement.

Attack Power: -- | Accuracy: -- | Energy Cost: 7 | Effect Chance: --

Sand Tomb: The Pokemon creates a small sandstorm under its foe that sinks it into the ground. 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 of a Sand Tomb drains the opponents HP at the rate of 2 per action for as long as Sand Tomb is in effect.

Attack Power: 3 + 2 drain per action | Accuracy: 85% | Energy Cost: 3 | Effect Chance: --

Sand-Attack: The Pokemon kicks sand or gravel into its target's face, obsuring its vision and lowering their accuracy by 1 stage for the next two rounds. Subsequent uses will alternate between reducing the opponent’s accuracy by 1 stage and the effect duration by 1 round.

Attack Power: -- | Accuracy: 100% | Energy Cost: 3 | Effect Chance: --

Sandstorm: The Pokemon kicks up large quantities of sand or gravel, creating a huge sandstorm that lasts for five (5) rounds. The flying gravel and rocks will damage and Pokemon that do not have hard bodies (Rock, Ground, and Steel-types) by two (2) damage per action.

Attack Power:-- | Accuracy:-- | Energy Cost: 10 | Effect Chance:--

Scary Face: The Pokemon makes an intimidating face at its opponent, scaring it slightly and make it hesitant to attack, lowerering their speed by two (2) stages.

Attack Power: -- | Accuracy: 90% | Energy Cost: 6 | Effect Chance: --

Scratch: The Pokemon rakes its claws or talons across its opponent's body.

Attack Power: 4 | Accuracy: 100% | Energy Cost: 2 | Effect Chance:--

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 for the next two rounds. This move will fail if the opponent cannot hear the screech.

Attack Power: -- | Accuracy: 85% | Energy Cost: 6 | Effect Chance:--

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 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 | Effect Chance: 30%

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 | Effect Chance:--

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 | Effect Chance: 40%

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: 10 | Accuracy: 100% | Energy Cost: 7 | Effect Chance:--

Selfdestruct: The Pokemon focuses all of its energy and blows up, creating a huge explosion. This attack causes the user to faint. This move cannot be used unless the user has 15 or more energy.

Attack Power: 20 (User faints)| Accuracy: 100% | Energy Cost: 15 | Effect Chance: --

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 | Effect Chance: 20%

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 | Effect Chance:--

Shadow Force: The Pokemon uses the power of shadows to vanish from the physical world for two actions. After two actions the Pokemon reappears close to its opponent. It then charges the ghostly aura up for one action and fires it at its opponent. The frightening energy bypasses Protect and Detect.

Attack Power:12 | Accuracy: 100% | Energy Cost: 10 | Effect Chance: --

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 for a few seconds.

Attack Power: 6 | Accuracy: -- | Energy Cost: 4 | Effect Chance:--

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 | Effect Chance:--

Sharpen: The Pokemon sharpen the angles of its body to simulate it, raising its Attack by one (1) stage. Attack will not be decreased at the end of the round.

Attack Power:-- | Accuracy:-- | Energy Cost: 5 | Effect Chance:--

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 | Effect Chance:--

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

Attack Power: 8 | Accuracy: 95% | Energy Cost: 6 | Effect Chance: 50%

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 are maintained at the end of each round. Subsequent uses of Shell Smash will fail.

Attack Power:-- | Accuracy:-- | Energy Cost: 18 | Effect Chance:--

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 | Effect Chance:--

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 | Effect Chance:--

Signal Beam: The Pokemon shoots a beam at its opponent made of scrambled signals. The signals may scarmble an opponent's ability to concentrate, confusing it.

Attack Power:8 | Accuracy: 100% | Energy Cost: 6 | Effect Chance: 10%

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 | Effect Chance: 10%

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 | Effect Chance:--

Sing: The Pokemon sings a calming lullaby to its opponent. The lullaby calms the opponent down to the point where they fall asleep. Sing will not work if the opponent cannot hear it.

Attack Power: -- | Accuracy: 55% | Energy Cost: 6 | Effect Chance:--

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 | Effect Chance:--

Skill Swap: The Pokemon fires up to three beams of essense that connect with the target(s). When the beam strikes the opponent, it transfers one of the user's ability to the target and aborbs the target's ability. When multiple targets are selected, abilities must go between the initiating Pokemon before they can be transfered 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 | Effect Chance:--

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 | Effect Chance:--

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.

Attack Power: 14 | Accuracy: 90% | Energy Cost: 10 | Effect Chance: 30%

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 | Effect Chance:--

Slack Off: The Pokemon goes to sleep and rests its body, restoring 20 percent (flat) of their health.

Attack Power: -- | Accuracy: -- | Energy Cost: Maximum HP/10 + 2 | Effect Chance: --

Slam: The Pokemon slams into the opponent with their tail or other appendages.

Attack Power: 8 | Accuracy: 75% | Energy Cost: 5 | Effect Chance: --

Slash: The Pokemon slashes at its opponent with sharp claws. Because of the sharpness of the claws, this attack is likely to reult in a critical hit.

Attack Power: 7 | Accuracy: 100% | Energy Cost:5 | Effect Chance: --

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 | Effect Chance:--

Sleep Talk: The Pokemon simulates its brain while asleep and randomly uses one of its known moves. This move fails if the user is not asleep.

Attack Power: -- | Accuracy: -- | Energy Cost: 6 | Effect Chance: --

Slime Wave: The Pokemon shoots a wave of slime across the field at its opponent. The toxic slime may poison the target.

Attack Power: 10 | Accuracy: 100% | Energy Cost: 7 | Effect Chance: 10%

Sludge: The Pokemon fires a large mass of sludge at its opponent. The toxic sludge may posion the target.

Attack Power: 7 | Accuracy: 100% | Energy Cost: 5 | Effect Chance: 30%

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 | Effect Chance: 30%

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 | Accuracy: 100% | Energy Cost: 4 | Effect Chance: --

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 | Effect Chance: 40%

Smokescreen: The Pokemon releases a cloud of smoke into the target's face, obscuring its vision and lowering their accuracy by one (1) stage. The Smokescreen lasts for three (3) actions unless it is blown away.

Attack Power: -- | Accuracy: 100% | Energy Cost: 4 | Effect Chance: --

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 | Effect Chance: --

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 | Effect Chance: 30%

Softboiled: The Pokemon heats its own egg, producing a broth that is absorbed it into its body, healing 20 % (flat) 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 | Effect Chance: --

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 in a round. If the sun is especially bright, 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 | Effect Chance:

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: 10 | Accuracy: 90% | Energy Cost: 7 | Effect Chance: --

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 | Effect Chance: --

Spark: The Pokemon tackles their opponent while electrically charged. The surge may leave the victim paralyzed.

Attack Power: 7 | Accuracy: 100% | Energy Cost: 5 | Effect Chance: 30%

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 | Effect Chance: --

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 | Effect Chance: --

Spikes: The Pokemon spreads spikes and barbs that asborb into the ground. Each time a new Pokemon is switched in, they recieve damage from the Spikes. Up to 3 layers of Spikes may be placed on the field. Each additional layer adds to the damage dealt. Rapid Spin will remove all Spikes from the field.

Attack Power: 9/12/15 | Accuracy: -- | Energy Cost: 7 | Effect Chance: --

Spit Up: The Pokemon ejects its stored foodstuffs as raw bile-like energy. The damage from this attack is dependant 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 | Effect Chance: --

Spite: The Pokemon places a spiteful curse on one of the attacks an opponent used within the last six (6) actions opponent's attacks.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: 7 | Effect Chance: --

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 | Effect Chance: --

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 | Effect Chance: --

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 ans smash the opponent from all sides before setting down in their corners again. Rapid Spin or Defog will disperse the rocks immediately. Multiple layers of rocks cannot be laid.

Attack Power: 9-resists Rock | Accuracy: 100% | Energy Cost: 12 | Effect Chance: --
12-neutral to Rock
15-weak to Rock

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: 7 | Effect Chance: 10%

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 for the rest of the match, or until Swallow or Spit Up are used. Can be used a maximum of three times until there are no food stores left.

Attack Power: -- | Accuracy: -- | Energy Cost: 7 | Effect Chance: --

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 | Accuracy: 100% | Energy Cost: 5 | Effect Chance: 30%

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: 8 | Effect Chance: --

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 | Effect Chance: --

String Shot: The Pokemon spits a sticky silk at their opponent, tangling them up and lowering their speed by one (1) stage. The sticky string can greatly impact their obility or the ability to use their appendages.

Attack Power: -- | Accuracy: 95% | Energy Cost: 5 | Effect Chance: --

Struggle: The Pokemon struggles desperately in an attempt to do some damage to its foe, damaging itself in the process. Struggle can be ordered at any time, however it tends to unnerve the Pokemon when used.

Attack Power: 5 (2 to self) | Accuracy: 100% | Energy Cost: 5 | Effect Chance: --

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 | Effect Chance: --

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 | Effect Chance: --

Substitute: The Pokemon siphons between 15 and 25% (flat) of its life force and creates a Substitute. The Substitute can absorb damage and status attacks for the user. Although weaker substitutes can be attempted, they are usually of shoddy consturction and can dissipate quickly.

Attack Power: -- | Accuracy: -- | Energy Cost: (Substitute HP - 3) | Effect Chance: --

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 | Effect Chance: --

Sunny Day: The pokemon calls upon the sun to shine very brightly. For five (5) rounds, bright sunlight is in effect. This can not be used where the sun would be impossible to see.

Attack Power: -- | Accuracy: -- | Energy Cost: 10 | Effect Chance: --

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: (Opponent's Current HP / 4) | Accuracy: 90% | Energy Cost: (Damage / 2) + 5 | Effect Chance: --

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

Attack Power: 12 | Accuracy: 100% | Energy Cost: 8 | Effect Chance: --

Supersonic: The pokemon sends out a supersonic screech, confusing any other pokemon who hear it.

Attack Power: -- | Accuracy: 55% | Energy Cost: 4 | Effect Chance: --

Surf: The pokemon summons a huge wave and rides it, crashing it down on the opponent. When Surf stikes a Pokemon in the middle of a Dive, it's Base Attack Power is 15 instead of 10.

Attack Power: 10 | Accuracy: 100% | Energy Cost: 7 | Effect Chance: --

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 | Effect Chance: --

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 | Effect Chance: --

Sweep 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 | Effect Chance: --

Sweet Kiss: The pokemon goes up to the opponent and gives it a smooch, confusing the opponent.

Attack Power: -- | Accuracy: 75% | Energy Cost: 5 | Effect Chance: --

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 or tries not to smell it.

Attack Power: -- | Accuracy: 100% | Energy Cost: 4 | Effect Chance: --

Swift: The pokemon shoots out star-shaped rays that home in on the opponent. This move can never miss, unless the opponent is unreachable.

Attack Power: 6 | Accuracy: -- | Energy Cost: 4 | Effect Chance: --

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 | Effect Chance: --

Sword of Mystery: 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 | Effect Chance: --

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 | Effect Chance: --

Synchro Noise: The pokemon sends out a psychic pulse of a certain frequency, damaging all pokemon that share any types with the pokemon (including itself).

Attack Power: 7 | Accuracy: 100% | Energy Cost: 5 | Effect Chance: --

Synthesis: The pokemon basks itself in the light, restoring 30 HP in strong sunlight, 20% HP (flat) in normal weather or a well lit indoors arena, or 10% HP (flat) in other weather or a poorly lit indoors arena.

Attack Power: -- | Accuracy: -- | Energy Cost: Maximum HP/10 + 5 | Effect Chance: --



Tackle:[/B ]The Pokemon tackles the opponent with a bit of force.

Attack Power: 5 | Accuracy: 100% | Energy Cost: 3 | Effect Chance: --

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: 9 | Effect Chance: --

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. The opponent's defense will not be restored at the end of the round.

Attack Power: -- | Accuracy: 100% | Energy Cost: 4 | Effect Chance: --

Tailwind: The Pokemon summons a strong wind that favors them over the opponent, doubling (2x) its, and its fellow party member’s Speed for three (3) rounds.

Attack Power: -- | Accuracy: -- | Energy Cost: 10 | Effect Chance: --

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 | Effect Chance: --

Taunt: The Pokemon taunts and sneers at the opponent, enraging the opponent and making them only capable of using attacking moves for 6 (six) actions.

Attack Power: -- | Accuracy: 100% | Energy Cost: 7 | Effect Chance: --

Techno Buster: 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 | Effect Chance: --

Teeter Dance: The Pokemon starts dancing a popular, captivating underground dance that includes spinning. The Pokemon spins so quickly it leaves an afterimage. This causes all Pokemon who witness it to be confused.

Attack Power: -- | Accuracy: 100% | Energy Cost: 5 | Effect Chance: --

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. Telekensis must be maintained while attacking, if disrupted it will dissipate.

Attack Power: -- | Accuracy: -- | Energy Cost: 7 | Effect Chance: --

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 | Effect Chance: --

Thief: The Pokemon races towards the opponent and deals light damage, distracting the opponent while the user steals the opponent’s item.

Attack Power: 4 | Accuracy: 100% | Energy Cost: 4 | Effect Chance: 100%

Thrash: The Pokemon goes into a fury where it repeatedly batters the opponent with its feet and hands. 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.

Attack Power: 12 | Accuracy: 100% | Energy Cost: 8 | Effect Chance: --

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 | Effect Chance: 30%

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 | Effect Chance: 10%

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 | Effect Chance: --

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 | Effect Chance: 10%

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 | Effect Chance: 10%

ThunderShock: The Pokemon glows yellow and releases a small lightning bolt at the opponent.

Attack Power: 4 | Accuracy: 100% | Energy Cost: 3 | Effect Chance: 10%

Tickle: The Pokemon tickles the opponent, lowering their Attack and Defense by one (1) stage.

Attack Power: -- | Accuracy: 100% | Energy Cost: 6 | Effect Chance: --

Torment: The Pokemon imbues dark energy into a taunt, preventing the opponent from using the same move twice in a row for six (6) actions.

Attack Power: -- | Accuracy: 100% | Energy Cost: 9 | Effect Chance: --

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 1HP per action to 5HP per action. Toxic damage resets if the Pokemon switches out.

Attack Power: -- | Accuracy: 90% | Energy Cost: 7 | Effect Chance: --

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 Toxic level poison. Flying-, Steel-, and Poison-typed Pokemon, and Pokemon with Levitate are immune to the effects of Toxic Spikes. Poison-type Pokemon also absorb Toxic Spikes. If a Pokemon has both Levitate and a Poison-type, Levitate takes precedence over the Poison-typing, unless Gravity is in effect.

Attack Power: -- | Accuracy: -- | Energy Cost: 6 | Effect Chance: --

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 | Effect Chance: --

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 | Effect Chance: 20%

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 | Effect Chance: --

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 five (5) rounds.

Attack Power: -- | Accuracy: -- | Energy Cost: 10 | Effect Chance: --

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 | Effect Chance: --

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 | Effect Chance: --

Twineedle: The Pokemon stabs the opponent twice with Poisoned stingers.

Attack Power: 3 per hit | Accuracy: 100% | Energy Cost: 4 | Effect Chance: 20%

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.

Attack Power: 4 | Accuracy: 100% | Energy Cost: 3 | Effect Chance: 20%



Uproar: The Pokemon uses great blasts of sound to damage the opponent, preventing all Pokemon in the arena from sleeping until it dissipates. This effect lasts for two rounds.

Attack Power: 5 | Accuracy: 100% | Energy Cost: 4 | Effect Chance:--

U-turn: [Switch=KO] The Pokemon strikes the opponent before dashing off in a different direction, outpacing even trapping abilities.
[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 | Effect Chance: --


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 | Effect Chance: --

Venom Shock: The Pokemon rains down drops of poison on the foe to inflict damage. It has a catalyst that doubles the power if the opponent is poisoned.

Attack Power: 7 | Accuracy: 100% | Energy Cost: 9 | Effect Chance: --

V-Generate: 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 attack.

Attack Power: 18 | Accuracy: 95% | Energy Cost: 12 | Effect Chance: --

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 | Effect Chance: --

Vine Whip: The Pokemon whips the opponent with long, slender vines. Vine Whip can also be used to ensare an opponent briefly.

Attack Power: 4 | Accuracy: 100% | Energy Cost: 3 | Effect Chance: --

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 | Effect Chance: --

Volt Change: [Switch=KO] The Pokemon strikes the opponent with electricity before dashing off in a different direction, outpacing even trapping abilities.
[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 | Effect Chance: --

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 | Effect Chance: --


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 | Accuracy: 100% | Energy Cost: 5 | Effect Chance: --

Water Gun: The Pokemon sprays a jet of water at the foe, drenching them. When drenched, the opponent may be more susceptible to electrical attacks.

Attack Power: 4 | Accuracy: 100% | Energy Cost: 3 | Effect Chance: --

Water Oath: The Pokemon uses a plume of water to attack the foe. It can combine with Grass Oath or Fire Oath for a special effect.

Attack Power: 5 | Accuracy: 100% | Energy Cost: 4 | Effect Chance: --

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.

Attack Power: 6 | Accuracy: 100% | Energy Cost: 5 | Effect Chance: 20%

Water Sport: The Pokemon sprays water across the arena to lower the effect of Fire-type moves. It reduces Fire damage by three (3) for the six (6) actions after the initial use.

Attack Power: -- | Accuracy: -- | Energy Cost: 5 | Effect Chance: --

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.

Attack Power: 15 * HP Percentage | Accuracy: 100% | Energy Cost: 8 | Effect Chance: --

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 | Effect Chance: 20%

Waterlog: 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 | Effect Chance: --

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 | Effect Chance: --

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.

Attack Power: 4 + 2 drain per action | Accuracy: 100% | Energy Cost: 5 | Effect Chance: --

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 chances and effects like confusion. 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 must choose a different Pokemon to send out next round, however the trainer that commanded Whirlwind must attack first.

Attack Power: -- | Accuracy: 100% | Energy Cost: 7 | Effect Chance: --

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 with a wide area of attack (target all opponents e.g. Heat Wave/Rock Slide), even in single battles. The pulse cannot be generated on consecutive actions.

Attack Power: -- | Accuracy: 100% | Energy Cost: 7 | Effect Chance: --

Wild Bolt: The Pokemon charges its body with large emounts 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 | Effect Chance: --

Will-O-Wisp: The Pokemon creats 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 | Effect Chance: --

Windstorm: 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.

Attack Power: 12 | Accuracy: 70% | Energy Cost: 8 | Effect Chance: 30%

Wing Attack: The Pokemon charges its wings with energy and strikes the opponent.

Attack Power: 6 | Accuracy: 100% | Energy Cost: 4 | Effect Chance: --

Wish: The Pokemon funnels its energy into a small white sphere that is released into the sky. At the end of the next round, a large, energized sphere plummets from the sky onto the Pokemon, restoring 20 HP. If the Pokemon is KO'd or switched, its replacement receives the boon.

Attack Power: -- | Accuracy: -- | Energy Cost: 17 | Effect Chance: --

Withdraw: The pokemon withdraws into its shell, which glows a bright crimson, increasing its defense one (1) stage. Defense will not be decreased at the end of the round.

Attack Power: -- | Accuracy: -- | Energy Cost: 5 | Effect Chance: --

Wonder Room: The Pokemon releases a purple wave that surrounds the entire arena. While in effect, the Base Defense and Base Special Defense of Pokemon on the field is switched. This effect lasts for five (5) rounds.

Attack Power: -- | Accuracy: -- | Energy Cost: 10 | Effect Chance: --

Wood Hammer: The Pokemon energizes one of its limbs with dangerously unstable natural energy and recklessly charges the opponent. The Pokemon recieves 33% of the damage dealt in recoil.

Attack Power: 12 | Accuracy: 100% | Energy Cost: 8 | Effect Chance: --

Wood Horn: 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 | Effect Chance: --

Worry Seed: The Pokemon generates and fires a small sedd 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 | Effect Chance: --

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.

Attack Power: 3 + 2 drain per action | Accuracy: 90% | Energy Cost: 3 | Effect Chance: --

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 | Effect Chance: --


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 | Effect Chance:--


Yawn: The Pokemon yawns loudly, forcing the opponent to think of sleeping and making them drowsy. The opponent will fall asleep three (3) actions after they are made drowsy. This move will fail if the opponent cannot hear the user.

Attack Power: -- | Accuracy: 100% | Energy Cost: 7 | Effect Chance:--


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 | Effect Chance: --

Zen Headbutt: The Pokemon focuses all 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 | Effect Chance: 20%
 

v

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Well, I was also going to propose that moves such as Water Gun and Hydro Pump essentially be higher levels of one another. As in, once attaining a certain level of mastery over Water Gun, you would be able to learn Hydro Pump at beginner-level, which would presumably be roughly equivalent in power to mastered Water Gun. A an example of some moves which be higher levels of one another would be:

Water Gun--Good-->Water Pulse--Master-->Hydro Pump
Ember--Master-->Overheat
Flame Wheel--Mastery-->Flare Blitz
Flamethrower--Mastery-->Eruption
Poison Gas--Master-->Toxic

Why would Ember and Fire Blast not be on the same track? The means of Fire-propulsion are presumably different. Fire Blast creates a star of Fire, and as a result is totally different from other fire moves. Flamethrower is just a straight stream of fire. Ember and Overheat both seem to be smaller streams which become an eruption upon contact with the opponent. I would ask others to work out the full list, as I don't want to do it by myself <_>;
 
The thing is that some of the assumptions you make about move propulsion are false. For instance, your water moves track. Water Pulse is either a pulsing ring of water or a ball that explodes on contact. And Hydro Pump is not necessarily a single stream of water either;many jets of water are fired and they are far more pressurized than a Water Gun.

Or take the Poison track. Poison Gas is a general release of gas out of any part of the body. However, Toxic is generally a concentrated projectile stream fired out of the mouth (if appliable).

In conclusion, all moves are unique and should be mastered seperately.
 

Deck Knight

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While I'm not opposed to the idea of mastery for attacks, I definitely do not want different attacks tracked into each other. For one it's an entirely arbitrary process and for two, the system is already complicated enough with 550+ different moves. Getting tracking charts that take all that into account is a nightmare of its own order.

I would however say that if you have the same Type as an attack, that attack will begin at "Good" level mastery. It's non-STAB attacks that should require more practice to master, since typing should grant innate benefits.
 
Sounds cool. One modification I'd like to suggest is that is a Pokemon has two typings, it only gets its STAB starting at Decent because of split training/innate ability.
 
(I realize this is a lol first post and Smogon tends to respect experience and good standing, but I’ve lurked for a while and played ASB elsewhere - so hopefully I’m not speaking from total ignorance.)

Couple of thoughts:

The idea of implementing a stat scale to act as a sort of equalizer is a good one - on the other hand, it may not go far enough. The major draw of ASB, I think, is the possibility of using clever strategies and nonstandard techniques to do well with Pokémon who aren't normally competitive, and that's worth encouraging. My favorite method of taking base stats into account (the last ASB I was in bascially left it up to the refs) was to judge a Pokémon not against others, but against itself. Basically, the Atk/Def/SpA/SpD spread would be used to give a small bonus or penalty to each stat, always adding to 0. For example, Absol (130/60/75/60) might act as if it had inherent modifiers of +2/-1/0/-1. This takes the differences between Pokémon into account while keeping a level playing field. It's totally stolen from this page, by the way; there's a little more explanation there if you want it (it's the last section).
(This doesn't handle HP or Speed, obviously; though I agree that those should be differentiated as well, I have to say that giving anything a base health of other than 100 per cent is just inherently wrong. It would make me very very sad.)

Re: the economic system: is one really necessary? This may just have been my experience, but what with the sheer length of battles, having to go through x of them to buy another mon or evolve one you already had was an awful grind. Running a business was fun, if you could find a decent niche, but trying to scrape together money by reffing and battling was a lot of work for not much reward (and what reward there was had to be crossposted in umpteen different ways before it could be put to use).
Isn't a win/loss record, or a ladder ranking, enough? Why not take a leaf from the book of the rest of online competitive Pokémon, and let each player declare a team - privately to the ref, if they like - before each battle? It skips the grind, it makes it easier to experiment with different mons, and it sidesteps the issues of leveling, evolving, attack mastery, etc. Admittedly, it takes away the most obvious form of compensation for refs, but since the money's all pretend anyway, I'm sure some other intangible boon could be substituted.

I would support a Smogon ASB every step of the way. So much fun!
 

Deck Knight

Blast Off At The Speed Of Light! That's Right!
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(I realize this is a lol first post and Smogon tends to respect experience and good standing, but I’ve lurked for a while and played ASB elsewhere - so hopefully I’m not speaking from total ignorance.)

Couple of thoughts:

The idea of implementing a stat scale to act as a sort of equalizer is a good one - on the other hand, it may not go far enough. The major draw of ASB, I think, is the possibility of using clever strategies and nonstandard techniques to do well with Pokémon who aren't normally competitive, and that's worth encouraging. My favorite method of taking base stats into account (the last ASB I was in bascially left it up to the refs) was to judge a Pokémon not against others, but against itself. Basically, the Atk/Def/SpA/SpD spread would be used to give a small bonus or penalty to each stat, always adding to 0. For example, Absol (130/60/75/60) might act as if it had inherent modifiers of +2/-1/0/-1. This takes the differences between Pokémon into account while keeping a level playing field. It's totally stolen from this page, by the way; there's a little more explanation there if you want it (it's the last section).
(This doesn't handle HP or Speed, obviously; though I agree that those should be differentiated as well, I have to say that giving anything a base health of other than 100 per cent is just inherently wrong. It would make me very very sad.)

Re: the economic system: is one really necessary? This may just have been my experience, but what with the sheer length of battles, having to go through x of them to buy another mon or evolve one you already had was an awful grind. Running a business was fun, if you could find a decent niche, but trying to scrape together money by reffing and battling was a lot of work for not much reward (and what reward there was had to be crossposted in umpteen different ways before it could be put to use).
Isn't a win/loss record, or a ladder ranking, enough? Why not take a leaf from the book of the rest of online competitive Pokémon, and let each player declare a team - privately to the ref, if they like - before each battle? It skips the grind, it makes it easier to experiment with different mons, and it sidesteps the issues of leveling, evolving, attack mastery, etc. Admittedly, it takes away the most obvious form of compensation for refs, but since the money's all pretend anyway, I'm sure some other intangible boon could be substituted.

I would support a Smogon ASB every step of the way. So much fun!
Technically speaking an economic system is not neccesarry for the league to function since the primary activity is battling, however it does add substantial depth and avoids the stagnation that occurs when your ref takes a while to do each round. Since reffing takes substantially more time/skill than battling the economic system is supposed to incentivize refs to do it for reasons other than the "fun" of it. Some people are motivated by creative writing, but giving refs a substantial financial advantage to make up for their increased time and effort provides a semblance of balance. Refs have less time to battle themselves but will be able to visit shops to evolve/catch or train more often.

So the battling system is key and it's why we're doing it first. Everything else is supposed to add more depth to the experience and make it a fun place to go to and look into generally.

As far as statistics, I am open to changes but I'm not too keen on the idea of comparing a Pokemon to itself. Blissey's bigass HP isn't reflected in giving it -2/-2/0/+4 Atk/Def/SpA/Spe. What the star system tries to do is the following:

a) Normalize statistics to cluster pokemon together more than the game's inherent values.
b) Simultaneously showcase each of the Pokemon's unique advantages and disadvantages.

The object of the first is to make it so each Pokemon is about as viable vs more opponents than they otherwise would be in game. Absol still hits significantly harder with its physical attacks than the average Pokemon, but it isn't wiped out by strong offenses of other Pokemon either. In other words, in normal battle conditions Absol would do about 3 points more damage per attack with its physical attacks to a pokemon with average defenses, while taking normal damage from a pokemon with average attack scores. Considering Absol is the only Pokemon in its evolution line, this makes it much more attractive indeed than it is in-cartridge. Similar can be said of Skarmory, who dishes out average damage with physical attacks but takes 3 points less damage per attack from physical attacks. Now Skarmory has always been popular in OU, unlike Absol, but suffice it to say Skarmory and Absol are basically statistically equal in value (well, Skarm's SpA is weak but eh.)

The effect is more pronounced when you consider things like Spinda and Glalie are statistically "average Pokemon." While they don't have any distinct advantages, neither are they truly hampered by having lousy stat distribution. They're now pooled in with Kingdra basically, barring some Speed differences.

As far as some of the unsightly HP values, I've been unable to come up with a way to represent HP in the defenses. Since there's not really EV's in ASB, you can either default to GSC where everything walls everything or else make it so some attack effects are more useful. For example Blissey having insane HP and terrible defense means that every time something smacks it with Drain Punch they will get gobs of HP. Leech Seed can also be written in a way to sap say 10% of the Pokemon's Maximum HP prer round, which in Blissey's case would be 14 per round, same as Seeding a Blissey in-game. Not to mention that low HP Ghosts using Pain Split can wear Blissey down a bunch, then Pain Split for massive damage. Even on the first turn it would bring Blissey down by 20% HP if used by Gengar or 25% by Dusclops. Ghost Curse + Pain Split is pretty much a surefire way to slaughter whatever advantage Blissey might have had by having such a massive HP to buffer its poor physical defense. Granted these attacks still need a balanced interpretation in the attack list, but essentially any effect that would make having High HP a liability in-game would have the same effect in ASB.

Although to be fair, yes, Blissey is still very powerful, however because of the way ASB operates you'll have to start with a Happiny first and Happiny is deplorable statistically.

btw. that site you linked to is insanely epic. I'm going to link the main page in the OP.
 
Welcome to Smogon! Smogon is usually biased towards expericenced users...but this is ASB. Nobody is an experienced ASB'er besides like three people.

The reason for using the star system is so that base stats don't get totally out of hand, but there is some flexibility. About 60% or so of all stats of fully evolved Pokemon are three stars, because each star encompasses a wide range. Stat ratings are just so insane things don't happen.

Partially agreeing with you about the businesses. I agree that it takes too many battles to get any currency worth having, we should tone that down. But there has to be something at stake, so we need some sort of economic system.

That guide is pretty cool. Deck, might be a good idea to specify that those aren't the exact rules we're using. In addition, I think starting with single-stage Pokemon should be disallowed, as they are disproportionately strong and can easily rip apart NFEs.

EDIT: Ninja'd
 
I am greatly interested in this.

Feel free to VM/PM me if you need grunt work or statistics to trawl through. (I am going away for a while quite soon, so maybe not immediately.)

EDIT: Sent in my five move test. I'm perfectly happy to play or moderate, although I am going to have major issues, what with me going away for the holidays (Two weeks without the interwebs? Nooooooo!) and schoolwork once I get back. I'll do Q on the move list. ;)

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

Attack Power: 4 | Accuracy: 100% | Energy Cost: 2 | Effect Chance: --
 
More pawns to add to our army bwahaha!

In all seriousness, anyone who wants to help, send your 5 attack test to Deck Knight and do a letter of the move list.
 
Sounds fun. I will try to get my test done later today. I already am writing anime style battles, so it shouldn't be that hard to jump to reffing/battling.
 
Crap, I'm going on vacation and didn't finish C yet. I got most of it done, so might as well post here. If somebody else wants to finish they can, or I'll finish it when I get back.

Calm Mind: The Pokemon meditates on its special capabilities, increasing their Special Attack and Special Defense The effect lasts for two rounds after the initial use. Subsequent uses of the attack will alternate between increasing the potency by 1 stage and the duration by 1 round (in that order). The effect of this move ends if the user's meditation is disrupted.
Attack Power: --| Accuracy:-- | Energy Cost:7 | Effect Chance:--
Camouflage: The Pokemon changes its body’s coloring to blend in with the background, making it harder to hit. The entire body of the user changes color except for unique parts such as Kecleon’s stripe. This effect lasts for two rounds. Subsequent uses refresh the effect. This move takes three energy and works faster when Kecleon uses it, being a natural move to it.
Attack Power:-- | Accuracy:-- | Energy Cost:5 | Effect Chance:--
Captivate: The Pokemon appeals alluringly to Pokemon of the opposite gender, convincing them to come closer to it and lowering their Special Attack by 2 stages for the next two rounds. Subsequent uses will alternate between reducing the opponent’s Special Attack by 1 stage and the effect duration by 1 round.
Attack Power:-- | Accuracy:-- | Energy Cost:6 | Effect Chance:--
Charge: The Pokemon charges its electric energy. All electric attacks’ power are boosted by two when the effects of this move are active, as well as launching more quickly and costing two more energy to execute. This effect lasts for two rounds. Subsequent uses of the move increase the duration by one round, as well as the power boost by one and energy expended on electric attacks by one.
Attack Power:-- | Accuracy:-- | Energy Cost:-- | Effect Chance:--
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 stage. This effect lasts for two rounds. Subsequent activations of this effect increase potency by one stage and duration by one round.
Attack Power:5 | Accuracy:90% | Energy Cost:3 | Effect Chance:70%
Charm: The Pokemon appears cute and charming to the opponent, making it less willing to attack it, lowering their Attack by 2 stages for the next two rounds. Subsequent uses will alternate between reducing the opponent’s Attack by 1 stage and the effect duration by 1 round.
Attack Power:-- | Accuracy:-- | Energy Cost:6 | Effect Chance:--
Chatter: The Pokemon yells meaningless statements at the opponent loudly. It has a chance to confuse the opponent.
Attack Power:6 | Accuracy:100% | Energy Cost:4 | Effect Chance:20%
Cheer Up: The Pokemon thinks happy thoughts about the battle, simulating its brain to to raise its Special Attack and Attack by one stage. The effect lasts for two rounds after the initial use. Subsequent uses of the attack will alternate between increasing the potency by 1 stage and the duration by 1 round (in that order). The effect ends if the Pokemon is stopped from thinking its happy thoughts.
Attack Power:-- | Accuracy:-- | Energy Cost:7 | Effect Chance:--
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 a Clamp drains the opponents HP at the rate of 2 per action for as long as they are in the clamp.
Attack Power:3 + 2 drain per action | Accuracy:85 | Energy Cost:3 | Effect Chance:--
Claw Sharpen: The Pokemon sharpens its claws or nails to raise its Attack and accuracy of its physical attacks by one stage. The effect lasts for two rounds after the initial use. Subsequent uses of the attack will alternate between increasing the potency by 1 stage and the duration by 1 round (in that order). The effect ends if the user's claws or nails are dulled or removed.
Attack Power:-- | Accuracy:-- | Energy Cost:7 | Effect Chance:--
Clear Smog: The Pokemon expels a thick cloud of smog from its body towards the target. The target takes damage and all of its stat modifications are negated.
Attack Power:5 | Accuracy:101% | Energy Cost:4 | Effect Chance:--
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 Defense and Special Defense of the user by one stage. This effect lasts for two rounds.
Attack Power:12 | Accuracy:100% | Energy Cost:8 | Effect Chance:--
Coil Around: The Pokemon coils its body around and around tightly, putting intense pressure on its muscles to raise its Defense, Attack, and accuracy by one stage. The effect lasts for two rounds after the initial use. Subsequent uses of the attack will alternate between increasing the potency by 1 stage and the duration by 1 round (in that order). The effect ends if the Pokemon's muscles are relaxed.
Attack Power:-- | Accuracy:-- | Energy Cost:9 | Effect Chance:--
Cold Flare: The Pokemon shoots a powerful beam of burning ice at its opponent. It has a chance to burn its target. This move must be charged for one round before it is used. When the Pokemon is commanded to use the attack, it begins charging. The attack will execute one round after its command is given. If the Pokemon is attacked with a power of 6 or more when it is charging, the charging stops and the move is not executed. If this happens, the Pokemon expends six energy.
Attack Power:14 | Accuracy:90% | Energy Cost:10 | Effect Chance:30%
Comet Punch: The Pokemon punches the opponent repeatedly at lightning-fast speed. It can disrupt an opponent’s move that takes a while to charge up.
Attack Power:2 per hit | Accuracy:85% | Energy Cost:3 | Effect Chance:--
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 | Effect Chance:--
Confusion: The Pokemon uses a weak telekinetic force to pick up and move parts of the arena or its opponent. A Pokemon cannot use this force to pick up something much heavier or larger than it. Note that Psychic-types can pick up much larger things than Pokemon that do not get STAB on this attack due to their greater mastery of telekinesis.
Attack Power:5 | Accuracy:100% | Energy Cost:3 | Effect Chance:10%
Constrict: The Pokemon grabs onto its opponent with vines or tentacles and squeezes them. During Constrict, both Pokemon may still issue attacks, however any attack using a part of the body implementing the constriction will cause it to release. The steady squeezing of a Constrict drains the opponents HP at the rate of 2 per action for as long as they are in the constriction.
Attack Power:3 + 2 drain per action | Accuracy:85% | Energy Cost:3 | Effect Chance:--
Conversion: The user changes its typing to the same type as a random one of its known moves. This effect lasts for two rounds after the initial use. Subsequent uses of the move refresh the effect to the same type the Pokemon transformed into during its initial use.
Attack Power:-- | Accuracy:-- | Energy Cost:5 | Effect Chance:--
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 after the initial use. Subsequent uses of the move refresh the effect to the same type the Pokemon transformed into during its initial use.
Attack Power:-- | Accuracy:-- | Energy Cost:5 | Effect Chance:--
Copycat: The Pokemon thinks about the opponent’s last attack and repeats it exactly, using the move against its opponent. This move will fail if; Copycat is the first move used in the battle, the last used move was Copycat, the attack requires more energy than the user has, or the execution of the move is physically impossible (e.g. Pikachu using Megahorn).
Attack Power:-- | Accuracy:-- | Energy Cost:6 | Effect Chance:--
Cosmic Power: The user calls down mystical power from heaven to boost its Defense and Special Defense by one stage. The effect lasts for two rounds after the initial use. Subsequent uses of the attack will alternate between increasing the potency by 1 stage and the duration by 1 round (in that order). This move will fail if the arena is not open to the sky (e.g. indoors).
Attack Power:-- | Accuracy:-- | Energy Cost:7 | Effect Chance:--
Cotton Guard: The Pokemon gathers cotton around itself to raise its defense by three stages. The effect lasts for two rounds after the initial use. Subsequent uses of the attack will alternate between increasing the potency by 1 stage and the duration by 1 round (in that order). The effect ends if the cotton is removed from the Pokemon or if there is no available cotton.
Attack Power:-- | Accuracy:-- | Energy Cost:9 | Effect Chance:--
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 stages. The effect lasts for two rounds after the initial use. Subsequent uses of the attack will alternate between increasing the potency by 1 stage and the duration by 1 round (in that order). This move fails if there is no available cotton or if the opponent is unable to have allergic reactions.
Attack Power:-- | Accuracy:-- | Energy Cost:7 | Effect Chance:--
 
Ok, I've been assigned E, but I'm on holiday for the next two weeks and I have rather limited internet access for most of it. I'll see what I can dredge up.
 
Meaning that someone must have D. Rediamond I guess. Also Deck cold you link to the movelists in the OP like you did for the other resources?
 
I have "F." Also, I sent the PM, but how are we treating OHKO moves. I've been going with 150 BP and 30 accuracy at the moment, but there's probably a better way.
 
Well then who has D...probably Deck took it but not sure.

Rediamond in the ASB I played OHKO moves are extremely powerful but not OHKO require a ton of energy (I would say round 15 to 20) and can only be used by each Pokemon once per match. Maybe ask Deck about it. Also remember that something with 150 ingame power we count as 15.
 
Cool. Another public service announcement fo anyone who cares. Remember accuracy is subjective. Zap Cannon will not miss at point blank range and Bullet Punch for example will miss from ten meters away.

P.S. Four hundred posts woohoo!
 
OK, for now Fissure is a 20 Attack, 15 Energy, 80 accuracy move.

As the move is trap based though, it is still very likely to KO a heavy opponent that can't levitate or fly, as the chances of escaping the fissure... about 35%. Not much really changed.
 

Deck Knight

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Just to be clear on this, OHKO Moves are an entire category of cluster**** unto themselves and we'll probably work on a final resolution to what they do later. For now do your best with the descriptions.

I'm almost done with B now, will have it up tonight.
 
G is done. Please let me know what and where needs to be changed. I improvised with Guillotine, and will change it if we come to a consensus of how 1HKO moves work.

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 two rounds.
Attack Power: -- | Accuracy: 100% | Energy Cost: 5 | Effect Chance: --

Gear Change: The Pokemon restructures their gear arrangement to make the mechanism more efficient, raising their speed by two levels and attack by one level. Subsequent uses will increase speed by one level. After two rounds, the gears lock back to their previous positions.
Attack Power: -- | Accuracy: -- | Energy Cost: 7 | Effect Chance: --

Gear Saucer: The Pokemon flies towards the opponent, hitting twice with rapidly spinning gears. Energy cost is halved to 4 if Gear Change is in effect.
Attack Power: 5+5 | Accuracy: 85% | Energy Cost: 8 | Effect Chance: --

Gift Pass: 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: 2 | Effect Chance: --

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: 5 | Effect Chance: --

Giga Impact: The Pokemon delivers an incredible blow, powerful beyond its usual ability. The impact may send lighter Pokemon flying. The sheer force required for the attack will require the user to use its next two actions resting. If the Pokemon uses Giga Impact as its third action, it will start the next round resting for two actions.
Attack Power: 15 | Accuracy: 90% | Energy Cost: 10 | Effect Chance: --

Glare: The Pokemon locks eyes with its opponent with a look that paralyzes with an intense fear. The victim will retain this fear for the remainder of the battle (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: 5 | Effect Chance: --

Go Ahead: The Pokemon courteously allows its foe or ally to take their action first, disregarding speed values. The move, despite having an added energy cost, does not use up the user’s turn. Thus a faster Pokemon can use Go Ahead, allowing their slower target to act first, and then use their own command with the regular energy cost +2.
Attack Power: -- | Accuracy: -- | Energy Cost: 2 | Effect Chance: --

Grass Knot: The Pokemon ropes their opponent around the ankle and pulls sending them 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 a non-Grass 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. 2| Accuracy: 100% | Energy Cost: 5 | Effect Chance: --
22.1 - 55 lb. 4
55.1 - 110 lb. 6
110.1 - 220 lb. 8
220.1 - 440 lb. 100
440.1 lb. or more 120

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

Attack Power: 7 | Accuracy: 90% | Energy Cost: 4 | Effect Chance: 30%

Grass Oath: The Pokemon creates a large column of grass and foliage which can be directed at an opponent. An effect comes about if the column collides with Water Oath or Fire Oath.
Attack Power: 5 | Accuracy: 100% | Energy Cost: 3 | Effect Chance: --

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

Attack Power: -- | Accuracy: 55% | Energy Cost: 3 | Effect Chance: --

Gravity: The Pokemon greatly increases the gravity in the arena for two rounds. Any airborne or levitating Pokemon are stuck earthbound and moves that require flight or jumping cannot be performed. Furthermore, all Pokemon move with much greater difficulty, though their relative speeds remain consistent. Attacks that are normally easy to evade are now much harder to avoid. Trainers are reduced to yelling out commands flat on their belly.
Attack Power: -- | Accuracy: -- | Energy Cost: 8 | Effect Chance: --

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 their Attack by one stage for two rounds. Subsequent uses increase the duration by one round but don’t reduce the stat.
Attack Power: -- | Accuracy: 100% | Energy Cost: 3 | Effect Chance: --

Growth: The Pokemon concentrates on directing nutrients and vitamins to specific areas in its body, or plant, increasing Attack and Special Attack by one stage for two rounds. Subsequent uses raise the stats by one stage for one extra round. If a Grass-type uses this move in intense sunlight, both stats will be boosted by two stages each, but again, with only a one stage boost for each subsequent use.
Attack Power: -- | Accuracy: -- | Energy Cost: 5 | Effect Chance: --

Grudge: The Pokemon prepares a curse. If KO’d during that round Grudge is in effect, the curse is enacted. The move that was used to KO the user, will not be usable for the rest of the match, even if the Pokemon is switched out.
Attack Power: -- | Accuracy: -- | Energy Cost: 8 | Effect Chance: --

Guard Share: The trainer conspires with the referee to calculate the next two rounds of damage by averaging the defensive ratings of the two Pokemon upon a special signal initiated by the user’s Pokemon. Both Pokemon now share the averages of their Defense and Special Defense ratings. Can only be used once per match.
Attack Power: -- | Accuracy: -- | Energy Cost: 5 | Effect Chance: --

Guard Swap: The Pokemon mentally swaps defensive ratings with their 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 | Effect Chance: --

Guillotine: The Pokemon attempts to hold its victim in a vise or pincer and squeezes mercilessly. This attack is always evaded, but will catch a Pokemon whose stamina has dropped to 30% or below, or one that is sleeping at the time of this attack’s use. Once caught (and awakened), the victim has a 70% chance to escape, otherwise, they will be KO’d. Will never KO a Pokemon with Solid Rock or Sturdy as an ability.
Attack Power: -- | Accuracy: 30% | Energy Cost: 10 | Effect Chance: --

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: 6 | Effect Chance: 30%

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.
Attack Power: 4 | Accuracy: 100% | Energy Cost: 2 | Effect Chance: --

Gyro Ball: The Pokemon starts rotating extremely fast creating a dense center of gravity, before it tackling their opponent.
Attack Power: 3+((enemy speed-user speed)x2 if target is judged to have been moving fast at the time of being hit) max:15 | Accuracy: 100% | Energy Cost: 6 | Effect Chance: --


I also left the effect of Grass Oath mixing with the Water and Fire variants open.
 
Looks cool Cartoons. However I feel that some of you energy costs are a bt low.. For example Giga Drain should definitely use more than five energy as it has eight power and an energy draining effect.

Although Deck should probably be commenting on this.
 
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