Frosty
=_=
Heya Folks!
So...I don't know if you have noticed, but we are passing through a period of changes somewhat, especially now that 6th gen is a reality.
We wiped out a plan of sorts, which is on the Future of ASB thread. This specific topic is here to help us tackle the following issue:
We will do this in the following process:
1) Collect Data from the topics in bullet points (we will go DAT->Battle Tower, Prize Claim and Registration Tower-> Referee Resource Thread; and on the DAT we will do attacks->abilities and items->prose)
2) Collect Rulings that aren't listed on the bullet points but should be.
3) Decide which bullet points will stay and which will go
4) Rewrite the Data threads based on the bullet points left (see ASB's Players Handbook for more details)
Phases 1 and 2 require Grunt Work and that is where you allpoor souls brave people come in! I will need you to search all topics for mechanics that didn't come straight from in-game and affect the gameplay. Those rules may be stated explictly or implicitly (through flavor) in prose or in bullet points. Your job is to take out those rules and write them as simple bullet points.
We will start Phase 1 with the moves from DAT, as it is simpler (but longer). Read the description of the move and point out in bullet points what that move has that affect gameplay and doesn't come straight from in-game. Since all moves affect gameplay, it should be easy as long as you disregard the fluff (it doesn't matter if the beam is blue or if the dance is graceful if that doesn't affect gameplay).
Doesn't understand? Let me give you some examples.
Let's check, for example, the Move Swords Dance. Here is the description:
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. This move locks its changed stat for the round if used on the last action of a round.
From this we can conclude that Swords Dance:
- Boosts attack by 2 stages (but this comes straight from in-game, so we disregard)
- Can be used to deflect some attacks, though some damage will still be taken (did you know that? haha)
- Locks its changed stat for the round if used on the last action of a round
Now let's look at Absorb. Here is the description:
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.
Do you see any special mechanic? Yeah, me neither. So we just put:
Absorb: No extra mechanics.
Do note that we won't look (at least on the near future) at Attack Power, Accuracy, Energy Cost, Attack Type, Effect Chance, Contact, Typing, Priority or CT. On a similar fashion, we won't check the amount of hp healed by healing moves or the duration of said moves or other numbers, multipliers and such. We will check just the description of the moves.
Also: if you feel that the move has no extra mechanic but the wording is iffy, mark them as "requires rewording".
Wanna help? Then do the same as above for the other moves. If you are in doubt if a mechanic comes from in-game or not, put it in regardless and we will check it after that.
The vast majority of the moves has no extra gameplay mechanics, so it is mostly a matter of detecting which one does (especially ones with obscure mechanics) and writing them out.
This is necessary so the other projects can move properly and we are operating on a tight schedule, so any help at all is more than welcome. As soon as we finish with moves (which should be the longest part) we go forward. Again: speed is essential to this.
Depending on how this goes, we may look at UC prizes for the work done. We will decide that as things go because, as I said, we are opperating on a very tight schedule.
Also, if anyone (especially councilmen and mods) have suggestion as far as the process goes, please tell. But tell via PM, so this thread isn't clogged, k? thanks.
So...I don't know if you have noticed, but we are passing through a period of changes somewhat, especially now that 6th gen is a reality.
We wiped out a plan of sorts, which is on the Future of ASB thread. This specific topic is here to help us tackle the following issue:
Seems easy to you? then get a pair of glasses, 'cause it isn't.Future of ASB said:The next step in this process will be A Revamp of the Information Presented in the Data Audit Thread itself. While the block of text above covers the layout, how the information will be displayed and how it will be written; we also need to revamp the information itself. Several moves have outdated descriptions, rulings are missing and ever other week someone find a new mechanic hidden on the DAT.
The idea is to check all the information on the DAT and update it with rulings and taking out dubious flavour in a way to prevent lack of clarity. Moves, Commands, Abilities and Items (Typing will be done with the Fairy one while implementing 6th gen) will be checked one by one for consistency. Some poor souls will read all the info on the referee training grounds, battle tower, registration topic and the almighty DAT and pick up what should stay and what is odd enough that it deserves a second opinion.
We will do this in the following process:
1) Collect Data from the topics in bullet points (we will go DAT->Battle Tower, Prize Claim and Registration Tower-> Referee Resource Thread; and on the DAT we will do attacks->abilities and items->prose)
2) Collect Rulings that aren't listed on the bullet points but should be.
3) Decide which bullet points will stay and which will go
4) Rewrite the Data threads based on the bullet points left (see ASB's Players Handbook for more details)
Phases 1 and 2 require Grunt Work and that is where you all
We will start Phase 1 with the moves from DAT, as it is simpler (but longer). Read the description of the move and point out in bullet points what that move has that affect gameplay and doesn't come straight from in-game. Since all moves affect gameplay, it should be easy as long as you disregard the fluff (it doesn't matter if the beam is blue or if the dance is graceful if that doesn't affect gameplay).
Doesn't understand? Let me give you some examples.
Let's check, for example, the Move Swords Dance. Here is the description:
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. This move locks its changed stat for the round if used on the last action of a round.
From this we can conclude that Swords Dance:
- Can be used to deflect some attacks, though some damage will still be taken (did you know that? haha)
- Locks its changed stat for the round if used on the last action of a round
Now let's look at Absorb. Here is the description:
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.
Do you see any special mechanic? Yeah, me neither. So we just put:
Absorb: No extra mechanics.
Do note that we won't look (at least on the near future) at Attack Power, Accuracy, Energy Cost, Attack Type, Effect Chance, Contact, Typing, Priority or CT. On a similar fashion, we won't check the amount of hp healed by healing moves or the duration of said moves or other numbers, multipliers and such. We will check just the description of the moves.
Also: if you feel that the move has no extra mechanic but the wording is iffy, mark them as "requires rewording".
Wanna help? Then do the same as above for the other moves. If you are in doubt if a mechanic comes from in-game or not, put it in regardless and we will check it after that.
The vast majority of the moves has no extra gameplay mechanics, so it is mostly a matter of detecting which one does (especially ones with obscure mechanics) and writing them out.
This is necessary so the other projects can move properly and we are operating on a tight schedule, so any help at all is more than welcome. As soon as we finish with moves (which should be the longest part) we go forward. Again: speed is essential to this.
Depending on how this goes, we may look at UC prizes for the work done. We will decide that as things go because, as I said, we are opperating on a very tight schedule.
Absorb, Acrobatics, Aerial Ace, Air Cutter, Ally Switch, Ancientpower, Aqua Jet, Aqua Ring, Aqua Tail, Arm Thrust, Aromatherapy, Attack Order, Attract, Aura Sphere, Aurora Beam, Autotomize, Avalanche, Beat Up, Bestow, Bide, Bind, Bite, Blast Burn, Blaze Kick, Blizzard, Blue Flare, Body Slam, Bolt Strike, Bone Club, Bone Rush, Bonemerang, Brave Bird, Brick Break, Brine, Bubblebeam, Bug Buzz, Bullet Punch, Bullet Seed, Camouflage, Charge, Charge Beam, Chatter, Chip Away, Clamp, Close Combat, Comet Punch, Conversion, Conversion 2, Copycat, Counter, Covet, Crabhammer, Cross Chop, Cross Poison, Crunch, Crush Claw, Crush Grip, Dark Pulse, Dark Void, Discharge, Dizzy Punch, Doom Desire, Double Hit, Double-Edge, Doubleslap, Double Kick, Dragon Claw, Dragon Pulse, Dragon Rage, Dragon Rush, Dragonbreath, Drain Punch, Drill Peck, Drill Run, Dual Chop, Dynamicpunch, Discharge, Draco Meteor, Dragon Claw, Dragon Rage, Dragon Rush, Echoed Voice, ExtremeSpeed, Earth Power, Electroball, Electroweb, Entrainment, Eruption, Extremespeed, Fire Pledge, Frenzy Plant, Fusion Bolt, Fusion Flame,
Facade, Faint Attack, False Swipe, Feint, Fiery Dance, Fire Blast, Fire Fang, Fire Punch, Flail, Flame Charge, Flamethrower, Flash Cannon, Fling, Focus Blast, Focus Punch, Force Palm, Foresight, Foul Play, Freeze Shock, Frost Breath, Future Sight, Gastro Acid, Giga Drain, Grass Pledge, Gunk Shot, Gyro Ball, Hail, Heat Wave, Hyper Voice, Head Charge, Head Smash, Headbutt, Heal Bell, Heart Stamp, Heart Swap, Heat Crash, Heavy Slam, Hex, Hi Jump Kick, Horn Attack, Horn Leech, Hydro Pump, Hyper Fang, Icy Wind, Incinerate,
Ice Beam, Ice Burn, Ice Fang, Ice Punch, Ice Shard, Icicle Crash, Inferno, Iron Head, Iron Tail, Judgment, Jump Kick, Knock Off, Last Resort, Leaf Blade, Leaf Storm, Leaf Tornado, Leech Life, Leech Seed, Lock-On, Low Kick, Low Sweep, Luster Purge, Lunar Dance, Mach Punch, Magic Coat, Magic Room, Magical Leaf, Magnet Bomb, Memento, Metal Sound, Mirror Move, Me First, Mega Drain, Mega Kick, Mega Punch, Megahorn, Meteor Mash, Mind Reader, Miracle Eye, Mirror Move, Mirror Shot, Mist Ball, Mud Bomb, Mud Shot, Mud Sport, Night Shade, Night Slash, Octazooka, Odor Sleuth, Ominous Wind, Overheat, Paleo Wave, Payback, Poison Jab, Power Gem, Power Swap, Power Trick, Power Whip, Present, Psybeam, Psych Up, Psycho Boost, Psycho Cut, Psycho Shift, Psyshock, Psystrike, Punishment, Quick Attack, Rage, Razor Leaf, Roar of Time, Rock Wreaker, Rapid Spin, Razor Shell, Reflect Type, Refresh, Retaliate, Revenge, Reversal, Role Play, Rolling Kick, Sandstorm, Skull Bash, Sky Uppercut, Sunny Day, Sacred Fire, Sacred Sword, Scald, Searing Shot, Secret Sword, Seed Flare, Shadow Ball, Shadow Claw, Shadow Force, Shadow Punch, Shadow Sneak, ShadowStrike, Shock Wave, Signal Beam, Silver Wind, Simple Beam, Sky Attack, Slam, Slash, Sleep Powder, Sludge Bomb, Sludge Wave, Smellingsalt, Soak, Sonicboom, Spacial Rend, Spark, Spikes, Spit Up, Spore, Stealth Rock, Steel Wing, Stockpile, Stone Edge, Struggle Bug, Stun Spore, Sucker Punch, Super Fang, Superpower, Sweet Kiss, Switcheroo, Tackle, Take Down, Techno Blast, Teeter Dance, Thief, Thunder Fang, Thunder Wave, Thunderbolt, ThunderPunch, Trump Card, Toxic, Toxic Spikes, Tri Attack, Trick, Triple Kick, Vacuum Wave, Venoshock, V-Create, Volt Tackle, Wake-Up Slap, Water Sport, Water Pledge, Waterfall, Wild Charge, Will-O-Wisp, Wonder Room, Wood Hammer, Worry Seed, Wring Out, X-Scissor, Zap Cannon, Zen Headbutt : no extra mechanics
Assurance: requires rewording regarding which attacks double its power
Air Slash and Aeroblast:
- Blow away lighter opponents? (needs rewording for details)
Acid:
- Removes the Steel-type's Poison immunity.
- Refreshes counters if used on a corroded opponent
Acid Armor:
- Nullifies all physical attacks for that turn if the Pokemon's Defense stage was initially at 0 or lower.
- Locks its changed stat for the round if used on the last action of a round.
- While all Pokemon with Acid Armor can melt into water, any substance similar to their original body structure can also be used. If no external fluid source that a Pokemon is compatible with is available, the move fails.
- Refreshes counters if used on a corroded opponent
Acid Spray:
- Removes the Steel-type's Poison immunity.
- Refreshes counters if used on a corroded opponent
Acupressure:
- Subsequent uses of Acupressure will change the boosted stat. (I didn't find that mechanic on Bulbapedia or Veekun, but I may be wrong)
After You:
- A Pokemon under the effect of After You cannot synchronize attacks with an ally in a doubles or higher battle.
Agility:
- Can be used as a +1 Priority evasive move. If used in this way, the speed boost is negated. If evasive Agility is combined with a damaging attack, the evasive properties of the move are lost.
- This move locks its changed stat for the round if used on the last action of a round if not used evasively.
Amnesia:
- Locks its changed stat for the round if used on the last action of a round.
Assist:
- The Pokemon summons the aura of an ally, and selects three (3) of that ally's attacks. Emphasis on the "an" ally (aka ONE ally must be the source of all attacks).
Astonish:
- If combined with Uproar, the Base Attack Power of Uproar is increased by one and a half (1.5x), rounded up [e.g. Astonish + Uproar = 4 + (9 * 1.5, rounded up) = 18] the attack cancels out any Yawn or Sleep status on the field, and the Pokemon can attack as normal after the cooldown phase. If combined with Sucker Punch, the Base Attack Power of Sucker Punch is increased by one and a half [e.g. 4 + 8 * 1.5 = 16]. If combined with Lick, the Base Attack Power of the entire combination doubles [e.g. (4 + 4) * 2 = 16].
Barrage:
- If combined with a "Bomb" move (Egg Bomb, Sludge Bomb, etc) the BAP of the other move is increased by 50% (e.g. 10*1.5=15)
- If combined with Bullet Seed, the resulting combination will always hit 5 times and each hit will be a guaranteed critical hit.
Barrier:
- Nullifies all physical attacks for that turn if the Pokemon's Defense stage was initially at 0 or lower.
- Other effects of moves blocked in this way still happen.
- The barrier also increases the Pokemon's Defense by two (2) stages. This move locks its changed stat for the round if used on the last action of a round.
Baton Pass:
- Needs rewording (what is "temporary ailments"? Curse is permanent but is passed. Attraction works like Curse but isn't according to Bulba, maybe we should specify).
- On Doubles The user can pass on all its temporary status changes (Such as stat boosts/drops, confusion, etc.) to an active teammate. The teammate will gain all temporary status changes that the user had, and all temporary status changes the user had are removed.
Belly Drum:
- Makes all non-damaging moves used by the Pokemon fail for 6 actions.
- The user cannot be confued or put to sleep for 6 actions.
- This self-damage ignores normal damage caps that round on the user and for the next two rounds on the opponent. (Dogfish explained to me that there were a possibility of adding caps for the damage a pokemon can receive per round, hence that piece. Which means that this piece probably should be removed, me thinks)
Block:
- When used against an enemy's non-damaging evasive action (e.g. Teleport) the move is nullified and the user of the evasive action will be dealt damage based upon the Block user's weight.
Bounce:
- Whirlwind cannot miss against an opponent in the semi-invulnerable stage of Bounce. (didn't find that on veekun or bulbapedia)
Bubble:
If combined with Bubblebeam, Bubblebeam's power increases by one and a half (1.5x), rounded up [e.g 4 + (7 * 1.5) (rounded up) = 15] and the combination will always lower the opponent's Speed one (1) Stage.
Bug Bite:
Needs Rewording (The description says that the mon chomps down an opponent for starters. But then it says that it can consume berries from the field....does it do both at once or do you get to choose the target?)
Bulk Up:
- Locks its changed stat for the round if its last use in the round is not action 1.
Bulldoze:
Needs Rewording (Does the user has to specify if bulldoze is synchro'd or not? By the wording it seems that it needs to specify as it "can" synchronize and not "will" synchronize)
Calm Mind:
- Locks its changed stat for the round if its last use in the round is not action 1.
Captivate:
- Locks its changed stat for the round if used on the last action of a round.
Charm:
- Locks its changed stat for the round if used on the last action of a round.
Circle Throw:
- In Switch = KO, unless the Pokemon has a Substitute active, the shock of the attack resets all of the opponent's stat changes and snaps it out of temporary status as well as other effects like Disable, Magnet Rise, etc.
- the trainer that commanded Circle Throw must attack first
- Circle Throw can be used against targets with a Weight Class up to three (3) values greater than the user.
Clear Smog:
- Can be used as a move to induce Fog weather.
Coil:
- Locks its changed stat for the round if its last use in the round is not action 1.
Confuse Ray:
- The light can be spread out, but this will decrease its range.
Confusion:
- If combined with Psychic, Special Attack Rank restrictions are ignored, and the opponent's Special Defense always drops one (1) stage. The confusion chance is boosted to 30%.
Constrict:
- If combined with Wrap or Bind, the damage per action of the partial trapping move is doubled. If combined with Wring Out, the Base Attack Power of combined move is doubled (2x) [E.g. Constrict + Wring Out= 4 + (12 * 2) = 28). If combined with Tickle, the opponent's Attack, Defense and Speed will each drop two (2) Stages instead of one.
Cosmic Power:
- Locks its changed stat for the round if its last use in the round is not action 1.
Cotton Guard:
- Locks its changed stat for the round if its last use in the round is not action 1.
Cotton Spore:
- Locks its changed stat for the round if its last use in the round is not action 1.
Curse:
- Pokemon afflicted with Ghost Curse take five (5) damage per action, and Chill and Rest only restore half as much energy/HP as normal. Such Pokemon also take an extra two (2) damage per action and lose one (1) more energy per action when affected by Nightmare.
- The Ghost version of Curse cannot be used unless the Pokemon is above 1/2 of its maximum HP.
Cut:
- If combined with a "Cross", "Claw", "Scissor", "Scratch", "Swipe", or "Slash" move, the move will always score a critical hit.
Defend Order:
- Locks its changed stat for the round if its last use in the round is not action 1.
Defense Curl:
- This move locks its changed stat for the round within which it was used.
Defog:
- Defog also clears both sides of the field of any laid hazards
- and any weather affecting the field.
Destiny Bond
- Caps at 30 Damage
- Chills cannot be used after Destiny Bond in the round.
-This move cannot be used unless the user has enough Energy to afford the resulting attack.
Detect
- If used in a combination attack, Detect will still be active on the cooldown action, but will have one and a half (1.5x) the Damage Evaded energy cost that action.
Dig
- Can stay underground at additional 6 En/action
- If the user Size Class Greater than 4, a Height of 3.5m or more, has the Levitate trait, or is a Flying-type, it can hit a Levitating opponent or an opponent using Magnet Rise.
- If a Pokémon is underground at the end of the round, it may not be switched out.
- Other attacks can hit if aimed properly.
Disable
- Disables a single move used by opponent in last three actions.
Dive
- Can stay underground at additional 6 En/action
- If the user Size Class Greater than 4, a Height of 3.5m or more, has the Levitate trait, or is a Flying-type, it can hit a Levitating opponent or an opponent using Magnet Rise.
- If a Pokémon is underground at the end of the round, it may not be switched out.
- If two opposing Pokemon are both in the Dive state, they will attack each other normally, but will still incur an additional energy cost.
Double team
- Creates up to four clones
- Attacks have an equal chance to hit a clone or target.
- Multi-target moves will target all clones and apply a single accuracy check.
- A Pokemon may have up to four clones at a time.
Dragon Dance
- This move locks its changed stat for the round if its last use in the round is not Action One.
Dragon Tail
- In Switch = KO, unless the Pokemon has a Substitute active, the shock of the attack resets all of the opponent's stat changes and snaps it out of temporary status as well as other effects like Disable, Taunt, and Torment.
- In Switch = OK, unless the Pokemon has a Substitute active, it is sent back to its trainer's Poke Ball at the end of the round.
- The trainer that commanded Dragon Tail must attack first.
Dream Eater
- If used in combination with Hypnosis, the damage done will not trigger any sleep reduction.
Earthquake
- If allied Pokemon can attack in sequence uninterrupted by an enemy attack, they can synchronize their Earthquake and avoid damaging each other in a multi-battle.
Egg Bomb
- The user lays an explosive trap that detonates at the end of the first action of the next round.
- This version has perfect accuracy instead of 75%.
Embargo:
- Declares a cessation to ALL use (read: all opponents) of items. Serebii and Veekun say that it only affects the targetted mon.
Ember
- When combined with another Special Fire Attack, the Base Attack Power of that attack is increased by one and a half (1.5x) [e.g Ember + Flamethrower is 4 + 10 * 1.5 = 19 BAP].
Encore
- The afflicted Pokemon will not expend extra energy from consecutive attacks while Encore is in effect.
- Encore fails when used on a target whose Encore ended on the previous action or whose last successful action was Bodyblock, Chill, Dodge, Encore, Mimic, Mirror Move, Shift, Sketch, Take Cover, Transform, a combo or a cooldown.
Endeavor
- Endeavor can only be used once if Endure was used that round.
- This move cannot be used unless the user has enough Energy to afford the resulting attack.
Endure
- The Pokemon will not be KOed by any direct attack, physical or special, for that round.
- Pokemon will also not faint due to energy exhaustion by attacks used during the round Endure was used in.
- The Pokemon must still have enough Energy to use Endure, or it will fail.
- A Pokemon under the effects of Endure may not use a Combination attack.
- All effects that are based on the damage an enemy deals (ex. Bide, Iron Barbs) to the Pokemon act as though the opponent did full damage, even though the user of Endure won't faint.
Energy Ball
- The Pokemon will have trouble accumulating this energy in an artificial environment, reducing the Attack Power by two (2).
Explosion
- This move cannot be used unless the user has enough Energy to afford the resulting attack.
Fake Out
- In Switch=KO, Fake Out only flinches on the Pokémon's first use of the move, even if resetting effects like Circle Throw, Dragon Tail, Roar, U-turn, Teleport, Volt Switch, or Whirlwind used by it or against it.
Fake Tears
- This move locks its changed stat for the round if used on the last action of a round.
- Fake Out may only flinch if the Pokémon using the move hasn't used it since it was last sent out.
- Fake Out can still damage opponents after its first use since the Pokémon was sent out; it simply cannot flinch them.
Featherdance
- This move locks its changed stat for the round if used on the last action of a round.
Final Gambit
- Caps at 30 Damage
Fire Spin
- 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.
Fissure
- 25 BAP instead of OHKO
- Alters the battlefield, allowing either Pokemon to be pushed into the chasm later.
- It can only be used on hard earth.
Flame Burst
- It also damages any opponents nearby the target with a fixed six (6) damage.
- In combinations, any effects on the main attack will also be present in the splash damage as well.
Flame Wheel
- It will thaw itself out of ice or melt the ice of a frozen opponent.
Flare Blitz
- It will thaw a frozen opponent.
Flash
- The attack also illuminates dark arenas for three (3) rounds.
- This move locks its changed stat for the round within which it was used.
Flatter
- This move locks its changed stat for the round within which it was used.
Fly
- Can remain airborne, delaying the strike of the attack at the cost of six (6) energy per action.
- This move can hit any single Pokemon on the field, regardless of position.
- When used during the semi-invulnerable stage of Fly, Smack Down and Gravity will cause the Pokemon to crash to the ground, canceling Fly and making it take 50% of the damage it would've dealt as recoil.
- Gust, Twister, and Whirlwind will cause also Fly to always miss when used during the semi-invulnerable stage.
- If a Pokémon is in the air at the end of the round, it may not be switched out.
Focus Energy
- Guarantees a critical hit on each attack for the next six (6) actions.
Follow Me
- If a contact attack is redirected towards this Pokemon from another target, it will have half its usual Base Attack Power.
Frustration
- Its Base Attack Power rises by two (2) if the target has more HP than the user.
Fury Attack
- It can disrupt an opponent’s move that takes a while to charge up.
Fury Cutter
- Caps at 22 BAP
- Fury Cutter does not incur the normal Consecutive Attacks penalty.
Fury Swipes
- It can disrupt an opponent’s move that takes a while to charge up.
Gear Grind
- Energy cost is decreased to six (6) if Shift Gear is in effect.
Giga Impact
- The impact may send lighter Pokemon flying.
- The Pokemon will be more sluggish if it attempts to attack on its next action.
Glaciate
- This move targets up to three (3) adjacent opponents in a multi-battle.
Glare
- The effects of this move can be avoided if the victim makes a deliberate attempt to look away or close their eyes.
Grass Knot
- A Grass-type Pokemon may use their own vine, root, or leafy appendage to use this move, but any other type will have to rely on any available plant-life. If there is none available, this move is unusable.
GrassWhistle
- Even if the music does not put the target to sleep, the move will calm down a Pokemon that is using rage-based moves like Outrage, Thrash, or Uproar, stopping their onslaught and preventing the resulting confusion.
Gravity
- All Pokemon move with much greater difficulty, though their relative speeds remain consistent.
- All Pokemon suffer an Evasion drop, increasing the relative accuracy of attacks by 67% (x1.67).
Growl
- This move locks its changed stat for the round within which it was used.
Growth
- This move locks its changed stat for the round if its last use in the round is not Action One.
- If a Grass-type uses this move in intense sunlight, both stats will be boosted by two (2) stages, and Energy Cost will be increased by 2, and this move instead locks its changed stat for the round if used on the last action of a round.
Grudge
- All Moves that fit the same category (e.g. Damaging Dark Moves, Status Moves if KO'd by a burn or toxic damage, etc.) 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.
Guard Split
- Any changes that result in ties will bias the split to the Pokemon with the higher original stat.
Guard Swap:
- Changes stats themselves instead of just stat changes
Guillotine
- 25 BAP instead of OHKO
Gust
- If Gust is used against a Pokemon in the first stage of Fly, Bounce, or Sky Drop, Gust's Base Attack Power increases from 4 to 8.
- This move can hit any single Pokemon on the field, regardless of position.
- If combined with Air Cutter, Defog, Leaf Tornado, Ominous Wind, Razor Wind, Silver Wind, Twister, or Whirlwind, the Base Attack Power of the entire combination doubles (combo 2x) [e.g. Gust + Twister = (4 + 4) * 2 = 16].
Hammer Arm
- 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.
Harden
- If Harden is used first it causes 10% recoil damage on an opponent that strikes it with a contact attack that action.
- This move locks its changed stat for the round within which it was used.
- Harden can also renew the skin of Rock and Steel type Pokemon
- Can flush out impurities and external burns if the Pokemon is in water.
Haze
- The Pokemon may opt to release a more persistent cloud by specifying Haze (Fog). This will cause its usual effect to happen on the action it is used and then change the weather to Fog for the next three (3) actions.
Heal Block:
- Doesn't affect Heal Pulse (guessing it was a mistake)
Heal Order
- Using this move uses up one of the user's available recovery moves in a battle.
Heal Pulse
- This move can hit any single Pokemon on the field, regardless of position.
- Using this move uses up one of the user's available recovery moves in a battle.
Healing Wish:
- The pink orb infuses itself into the ally (in a doubles match?)
Helping Hand
- The doubling occurs before the 75% Base Attack Power reduction on a spread attack.
- The minimum increase in Base Attack Power that can be offered by this move is six (6). - - This move cannot be used unless the user has enough Energy to afford the resulting attack.
Hidden Power:
- once Hidden Power’s type and power are chosen they can only be changed for a cost of 7 CC.
Hone Claws
- This move locks its changed stat for the round if its last use in the round is not Action One.
Horn Drill
- 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.
Howl
- If Howl is used in a combination, any stat-changes affected by the combination double.
- This move locks its changed stat for the round within which it was used.
Hurricane
- Jams out sound.
- This move can hit any single Pokemon on the field, regardless of position.
Hydro Cannon
- These orbs are powerful to destroy rocks and create indents in steel.
Hyper Beam
- Hyper Beam is so powerful it can destroy rocks and put dents in steel.
- After using Hyper Beam, the user is sluggish.
Hypnosis
- Eye contact is required.
Ice Ball:
-Ice Ball does not incur the normal consecutive attacks penalty.
Icicle Spear
- It can disrupt an opponent’s move that takes a while to charge up.
Imprison
- Seals off up to three moves shared between the Pokemon and any of its foes.
Ingrain
- Using this move uses up one of the user's available recovery moves in a battle.
Iron Defense
- If Iron Defense is used first and an opponent strikes with a contact attack that action, they will receive 25% recoil damage.
- Iron Defense will remove the corrosive effects of Acid and Acid Spray on Steel-types.
- Iron Defense can renew the skin of both Rock and Steel type Pokemon.
- Can flush out impurities and external burns if the Pokemon is in water.
- This move locks its changed stat for the round if used on the last action of a round.
Karate Chop
- If combined with Cross Chop, the move always scores a critical hit.
- If combined with Rock Smash, the opponent's Defense is always lowered, and the attack always lands a critical hit.
Kinesis
- This move locks its changed stat for the round within which it was used.
Lava Plume
- Blinds all affected Pokemon
Leer
- If Leer is used in a combination, and stat-changes affected by the combination double, but the combination can only hit one foe.
- This move targets up to three (3) adjacent opponents in a multi-battle.
- This move locks its changed stat for the round within which it was used.
Lick
- If combined with Astonish, the Base Attack Power of the entire combination doubles [e.g. (4 + 4) * 2 = 16].
- If combined with Wrap or Bind, the damage per action while the opponent is trapped is doubled.
- If combined with Torment, the opponent is always paralyzed (20%) by the combination.
Light Screen
- If used to protect multiple Pokemon in Doubles / Triples battles, it instead reduces Base Power by 1/3.
- This move targets up to three (3) allied Pokemon in a multi-battle and maintains its effect on a Pokemon's position even if it is switched for another Pokemon.
Lovely Kiss
- The accuracy for this move is increased to 90% if Attract or Sweet Kiss was used previously.
Lucky Chant
- This move targets up to three (3) allied Pokemon in a multi-battle and maintains its effect on a Pokemon's position even if it is switched for another Pokemon.
Magma Storm
- 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.
Magnet Rise
- Earth Power's effectiveness is reduced by 3 BAP.
- Dig and Dive will also be avoided unless the user is above Size Class four (4), is 3.5m or longer, or has Levitate or the Flying type.
Magnitude
- If combined with Bulldoze, Each target's speed is lowered by two (2) stages.
- If combined with Earthquake, Magnitude selects between 25% 7 BAP, 50% 9 BAP, and 25% 11 BAP.
- If allied Pokemon can attack in sequence uninterrupted by an enemy attack, they can synchronize their Magnitude and avoid damaging each other in a multi-battle.
Mean Look
- If combined with Hypnosis, the move will always hit and the opponent will be inflicted with 2 action Sleep.
- If combined with Leer, the foe's Defense will fall two (2) stages.
- If combined with Glare, the foe will suffer from full paralysis next action, and paralysis will remain at 25%.
Meditate
- Meditate can be combined with mental and ki-based attacks, and if combined will ensure the effect of the attack takes place.
- This move locks its changed stat for the round within which it was used.
Metal Burst
- This move can hit any single Pokemon on the field, regardless of position.
Metal Claw
- If combined with a "Cut", "Cross", "Claw", "Scissor", "Scratch", "Swipe", or "Slash" move, the Base Attack Power of the selected combination move is increased by one and a half (1.5x), rounded up [e.g. Metal Claw + Night Slash = 5 + (7 * 1.5, rounded up) = 16,] and the user's Attack is raised by one (1) level.
Metal Sound:
- This move locks its changed stat for the round if used on the last action of a round.
Metronome
- The User selects 10 moves, each of which has a 10% chance of occurring.
- Metronome cannot select a move the user already knows.
- Metronome will incur a consecutive energy cost penalty either if it is used consecutively (even if summoning different potential attacks) or if one of the attacks it summoned is used consecutively.
Milk Drink
- Using this move uses up one of the user's available recovery moves in a battle.
Mimic
- Copies a single move of choice from the last three (3) moves used by the target.
Minimize
- Compresses its body to reduce its size, lowering its Size Class to 1
- Permanently boosts evasion by one (1) Stage
- Prevents Evasion from being lowered (Foresight, Miracle Eye, and Odor Sleuth will still work for the user, reducing this Pokemon's Evasion to its +0 state while the move is in effect.)
- The Pokemon cannot use Minimize if the effect is already active.
Mirror Coat
- This move can hit any single Pokemon on the field, regardless of position.
Mirror Move: According to Veekun, the list of moves not affected differs from ingame to asb. Ingame has acuppressure, Chatter, Curse, Doom Desire, Future Sight, Role Play, Spit Up in addition to the moves listed on DAT. Veekun may be wrong though.
Mist
- Has 2 distict uses
- (Fog) Sets the weather on the field to Fog.
Moonlight
- Restores 35 HP in strong moonlight, 25 HP in normal weather, and 15 HP in other weather or a poorly lit indoors arena.
- Using this move uses up one of the user's available recovery moves in a battle.
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.
- Using this move uses up one of the user's available recovery moves in a battle.
Muddy Water
- This move targets up to three (3) adjacent opponents in a multi-battle.
Mud-Slap
- The added energy cost (1) for each locked-in stage only occurs when the stage boost for accuracy on the struck foe is negative.
Nasty Plot
- The move will always fail if the user is infatuated with their opponent.
Natural Gift
- Natural Gift may be used eight (8) times before the Pokemon's Berry is entirely consumed.
Nature Power
- 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.
Night Daze
- The chance for the lower accuracy is doubled if the user is in a dark shadowy area or if the lighting is already poor.
Nightmare
- It increases sleep duration by one action
- Once in effect, Nightmare can only be used if the Pokemon was put to sleep in a previous action, and cannot be used again until the opponent wakes up and is put back to sleep.
- Because of the intense nature of the dreams, a Pokemon experiencing Nightmare will have the Base Attack Power of its Snore doubled.
- If combined with a Sleep-inducing attack, the sleep will last for one additional action.
Outrage
- Can be disrupted by an attack with a BAP more than 12.
- If the target is being Bodyblocked and this Pokemon's Weight Class is more than (Bodyblocker's Weight Class + Target's Weight Class), Outrage hits both Pokemon at full BAP.
- When combined with any suitable move, the Pokemon is not forced to use Outrage after cooldown, and will be confused after executing the combo.
- The Pokemon must not be locked into a move to use this move in a combo.
Pain Split
- Cap of 25HP sapped on enemies.
- The user of Pain Split must have enough energy to use the attack or it will fail.
Pay Day
- Each use of Pay Day nets the trainer 1 CC. If the Pokemon has Amulet Coin attached, it gains two CC each use. A maximum of 3 CC can be gained this way in any given battle. The CC will only be awarded if the Pay Day user's team wins the battle.
Peck
- This move can hit any single Pokemon on the field, regardless of position.
- If combined with Fury Attack, all 5 hits will connect.
- If combined with Aerial Ace, Drill Peck, Drill Run, Horn Attack, Horn Drill, Megahorn, or Poison Jab, the combination will always score a critical hit.
Perish Song
- The haunting shriek can even echo through caves and other places.
- This effect also disables the effect of Shed Shell on the user and its allies.
- In Switch=KO battles, this effect, when inflicted by a Pokemon on itself or its ally cannot be removed by any means other than switching out, including moves that would switch the Pokemon out in a Switch=OK battle like U-turn, Volt-Switch, and Teleport
Petal Dance
- Can be disrupted by an attack with a BAP more than 12.
- If the target is being Bodyblocked and this Pokemon's Weight Class is more than (Bodyblocker's Weight Class + Target's Weight Class), Outrage hits both Pokemon at full BAP.
- When combined with any suitable move, the Pokemon is not forced to use Outrage after cooldown, and will be confused after executing the combo.
- The Pokemon must not be locked into a move to use this move in a combo.
Pin Missile
- It can disrupt an opponent's move that takes a while to charge up.
Pluck
- This move can hit any single Pokemon on the field, regardless of position.
Poison Sting
- A stinger may also be used to deliver for a more pinpoint contact attack, which will always score a critical hit.
- If combined with Fury Attack or Pin Missile, the attack will always hit 5 times.
- If combined with Horn Attack, Horn Drill, Megahorn, Poison Jab, or Twineedle, the power of the combining attack is increased by one and a half (1.5x) [e.g. 4 + (8 * 1.5) = 16] and always scores a critical hit (both hits of Twineedle).
Poison Tail
- If combined with another "Tail" move, the power of the combining move is increased by one and a half (1.5x), rounded up [e.g. Poison Tail + Iron Tail = 5 + (10 * 1.5, rounded up) = 20]
Pound
- If combined with a "Punch" attack (attacks that recieve a boost from Iron Fist), the Base Attack Power of the "Punch" attack is multiplied by one and a half (1.5x). [e.g. Pound + Fire Punch has a combination power of 4 + (8 *1.5) = 16.]
Powder Snow
- This move targets up to three (3) adjacent opponents in a multi-battle.
- If combined with Blizzard, the Base Attack Power of Blizzard increases by one and a half (1.5x) [e.g. Powder Snow + Blizzard = 4 + (12 * 1.5) = 22]
Power Split
- If the value of the summed whole is odd, the Pokemon with the higher initial attack keeps a higher value
Protect
- In a multi-battle, Protect may be shifted to an ally, but it then has zero (0) priority and uses the target's typing, defenses, and stage boosts for purposes of calculating extra energy cost.
- This move fails if used on successive actions or after Evasive Agility, Evasive Teleport, or the Dodge command.
Psychic
- Psychic can be used on targets with a Weight Class up to two (2) values greater than the user's Special Attack Rank.
Psywave
- Deals 10 points of damage regardless of modifiers.
Pursuit
- If used on an opposing Pokemon ordered to Bounce, Dig, Dive, Dodge, Double Team, Fly, Take Cover, Teleport, U-turn, Volt Change, Double Team, Minimize, or execute any other evasive action, Pursuit's Base Attack Power increases from four (4) to eight (8).
- The shock will eliminate all Double Team clones, as well as negate the self-hazing effect of U-turn and Volt Switch in Switch = KO battles.
Quash
- A Pokemon under the effect of Quash cannot synchronize attacks with an ally in a doubles or higher battle.
Quick Guard
- This move fails if used on successive actions or after Protect, Detect, Quick Guard, Evasive Agility, Evasive Teleport, or the Dodge command.
Quiver Dance
- Locks stats for the round in which it it used on any action other than the first. (I think, I may be wrong, description does not note yet similar moves do this.)
Rage Powder
- If a non-contact attack is redirected towards this Pokemon from another target, it will have half its usual Base Attack Power.
Rain Dance
- This move will fail if the arena is indoors.
Razor Wind
- The whirlwind can break any trapping moves, and deflect or nullify any attacks with 4 or less initial Base Attack Power (e.g. before ability effects).
- This move targets up to three (3) adjacent opponents in a multi-battle.
Recover
- Using this move uses up one of the user's available recovery moves in a battle.
Reflect
- If used to protect multiple Pokemon in Doubles / Triples battles, it instead reduces Base Power by 1/3.
- This move targets up to three (3) allied Pokemon in a multi-battle
- Maintains its effect on a Pokemon's position even if it is switched for another Pokemon.
Relic Song
- This move targets up to three (3) adjacent opponents in a multi-battle.
Rest
- Rest will cure any new status received on an action it is still resting.
- A strong blow (more than 18 final damage) can interrupt Rest, waking the user up.
- Using this move uses up one of the user's available recovery moves in a battle.
- Restores some health every action
Return
- The move's base attack power increases by two (2) if the target has less HP than the user.
Roar
- In Switch = KO, the shock of the attack resets all of the opponent's stat changes and snaps it out of temporary status as well as other effects like Disable, Taunt, and Torment. - - In Switch = OK, the trainer that commanded Roar must attack first.
Rock Blast
- It can disrupt attacks that take a while to charge.
Rock Climb
- Rock Climb allows a Pokemon to scale any arena trap and cross long distances where it otherwise couldn't.
Rock Polish
- If combined with another Rock-type Attack, it increases the Base Attack Power by four (4) and the accuracy by 25% (x1.25), while also granting the +2 Speed boost.
- This move locks its changed stat for the round if used on the last action of a round.
Rock Slide
- This move targets up to three (3) adjacent opponents in a multi-battle.
- This attack requires an external source of rocks to use.
Rock Smash
- If combined with a contact attack that can flinch, lower defense, or has a high critical-hit rate, it increases the Base Attack Power of the combining attack (e.g. Crabhammer from 9 BAP to 13.5 BAP) by one and a half (1.5x.)
- If combined with a move with "Bone," "Gear," "Rock," or "Whip" in it (e.g. Bone Rush, Gear Grind, Rock Slide, Vine Whip), the Base Attack Power of Rock Smash doubles (2x), the attack always lowers defense, and the attack retains the combining moves contact property.
- Combinations with multi-hit moves only lower defense once.
Rock Throw
- When combined with another Physical Rock Attack, the Base Attack Power of that attack is increased by one and a half (1.5x) [e.g Rock Throw + Rock Slide is 5 + 8 * 1.5 = 17 BAP].
- This attack requires an external source of rocks to use. (there is a typo here in DAT)
Rock Tomb
- This attack requires an external source of rocks to use.
Rollout
- Costs one (1) more energy each time.
Roost
- Using this move uses up one of the user's available recovery moves in a battle.
-loses all weaknesses, resistances, and immunities associated with the Levitate Trait (also not a trait anymore) for the remainder of that action
Round
- Additional attacks stay at the boosted power that action.
Safeguard
- This move targets up to three (3) allied Pokemon in a multi-battle
- Maintains its effect on a Pokemon's position even if it is switched for another Pokemon.
Sand Tomb
- During Sand Tomb, both Pokemon may still issue attacks; however, the Sand Tomb user must maintain their focus or the Sand Tomb will collapse.
Sand-Attack
- This move locks its changed stat for the round within which it was used.
Scary Face
- This move locks its changed stat for the round if used on the last action of a round.
Scratch
- If combined with a "Cut", "Cross", "Claw", "Scissor", "Scratch", "Swipe", or "Slash" move, the Base Attack Power of the move is increased by one and a half (1.5x), rounded up. [e.g. Scratch + Night Slash = 4 + (7 * 1.5 [up]) = 15.]
Screech
- This move will fail if the opponent cannot hear the screech.
- This move locks its changed stat for the round if used on the last action of a round.
Secret Power
- Missing "if on sand then it decreases accuracy"
Seed Bomb
- Non-Grass types require an external source of seeds or other grassy material or else the attack will fail.
Seismic Toss
- This attack always causes fixed damage based on the weight class of the target Pokemon, regardless of stats, typing, STAB, or any other effects.
- 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.
- Seismic Toss can be used against a target with a Weight Class up to three (3) values greater than the user.
Selfdestruct
- This move cannot be used unless the user has enough Energy to afford the resulting attack.
Sharpen
- If used in a combination, the attack will always result in a critical hit.
- This move locks its changed stat for the round within which it was used.
Sheer Cold
- 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.
- Has 25 BAP instead of OHKO.
Shell Smash
- The Pokemon's natural stages in those stats are adjusted by the boost amount.
- The Pokemon cannot use Shell Smash if the effect is already active.
Shift Gear
- Raises its natural Speed and Attack stages by the boost amount.
- After six (6) actions, the gears revert to their previous positions and both the stat boosts and the natural stage adjustments are lost.
- Repeated uses of this move will refresh the action counter for the effect and further boost the Pokemon's Speed stage and natural Speed stage by one (1).
Sing
- The move will calm down a Pokemon that is using rage-based moves like Outrage, Thrash, or Uproar, stopping their onslaught and preventing the resulting confusion.
Sketch
- 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.
Skill Swap
- If the Pokemon using Skill Swap has less than three (3) abilities in an All Abilities battle, it may instead steal abilities without an exchange until it has three (3).
- A Pokemon with three (3) abilities must make an ability exchange when using Skill Swap, even if the target(s) have less than three (3) abilities.
- The Pokemon fires up to three beams of essence that connect with the target(s)
Sky Drop
- This move can hit any single Pokemon on the field, regardless of position.
- Sky Drop fails when used on a Substitute.
- Sky Drop can be used on targets with a Weight Class up to two (2) values higher than the user's.
- While in midair, the opponent can only use moves that either target itself, the user of Sky Drop, or the field
Slack Off
- Using this move uses up one of the user's available recovery moves in a battle.
Sleep Talk
- Selects 4 attack to choose from, each with an equal probability of proc-ing on Sleep Talk.
- Sleep Talk will incur a consecutive energy cost penalty either if it is used consecutively (even if summoning different potential attacks) or if one of the attacks it summoned is used consecutively.
- In game it also can't pick: charge moves (bounce, Dig, Dive, Fly, Shadow Force, Skull Bash, Sky Attack, Sky Drop, Solarbeam, Razor Wind) and Chatter
Sludge
- If combined with Sludge Bomb, Sludge Wave, or Gunk Shot, the Base Attack Power of the combining move is increased by one and a half, rounded up [e.g. Sludge + Gunk Shot = 7 + (12 * 1.5, rounded up) = 25.]
Smog
- Smog has 2 distinct uses.
- (Regular) If combined with Clear Smog, Poison Gas or Smokescreen, the power of the combination doubles [e.g. (4 + 5) * 2] and each opponent is always inflicted with Regular Poisoning (Toxic for Poison Gas).
- (Regular) If combined with Will-O-Wisp, the combination ignores the accuracy check and inflicts both Toxic and Burn.
- (Fog) The smog is much more pervasive and, while it does no direct damage, it blankets both sides of the field inflicting Toxic status on any Pokemon exposed to it for the next three (3) actions.
- The Smog also changes the weather to Fog for the next three (3) actions.
- Unlike regular Fog, however, Weather Ball becomes Poison-type when Fog is induced by this move.
SmokeScreen
- SmokeScreen has 2 distinct uses.
- (Regular) This move locks its changed stat for the round within which it was used.
- (Fog) The dark smoke spreads across the entire arena, changing the weather to Fog for the next six (6) actions.
Snarl
- This move targets up to three (3) adjacent opponents in a multi-battle.
Snatch
- The opponent still pays for the energy cost of the Snatched move, but does not receive the effect.
- If it would be impossible for the Snatcher to fulfill the requirements of the supportive move, Snatch will fail and suffer only its base EC cost.
- Snatch cannot steal moves used in combinations.
- If Snatch steals a Chill or a move classed as a recovery move, the move goes against the Snatcher's Chill/recovery count.
Snore
- Snore can be combined with Chatter, Echoed Voice, Hyper Voice, Metal Sound, Round, Screech, Snarl, Supersonic, and Uproar. When combined, the combination has 100% Accuracy and the BAP of Snore is doubled (x2).
- The Pokemon will remain asleep through the Cooldown of the combination, even if it would have been awakened by damage. (Typo Bee -> Been)
Softboiled
- Using this move uses up one of the user's available recovery moves in a battle.
SolarBeam
- If the Pokemon are inside a structure where no sun reaches at all, the attack cannot be used.
Sonicboom:
- 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. (also needs to be specified)
Spider Web
- A Pokemon stuck in the web will be unable to use moves that make contact for six (6) actions, though they are free to attempt to cut the web with an attack.
- Opposing Bug-type Pokemon are stuck in the web for only three (3) actions, while spider-like Pokemon can navigate across the web freely.
- Multiple webs can be strewn together. Requires rewording
- Fire-type attacks will burn down the webbing.
Spike Cannon
- Disrupts attacks that take a while to charge up.
Spite
- Places a spiteful curse on one of the attacks an opponent usedwithin the last six (6) actions.
- The Energy Cost of that attack increases by four (4) for the next six (6) actions.
- Up to three of an opponents attacks may be affected by Spite at a time.
Splash
- Splash can be used as form of propulsion. Splash can allow a Pokemon to jump quite high.
Steamroller
- The attack does more damage against smaller foes.
- If the opponent has used Minimize, the Base Attack Power increases by two (2).
Stockpile:
- that counter goes down naturally by one (1) every other round as the Stockpile is cycled back into the Pokemon's body
Stomp
- The attack does more damage against smaller foes.
- If the opponent has used Minimize, the Base Attack Power increases by two (2).
Storm Throw
- Storm Throw can be used against a target with a Weight Class up to two (2) values greater than the user.
Strength
- Can also be used to move around heavy objects on the field.
- If combined with a grappling or throw attack, weight restrictions will be ignored.
String Shot
- This move targets up to three (3) adjacent opponents in a multi-battle.
- This move locks its changed stat for the round within which it was used.
Struggle:
- Struggle can be ordered at any time; however, it tends to unnerve the Pokemon when used
Submission
- Submission can target Pokemon with a Weight Class up to two (2) values greater than the user's Attack Rank.
- If the target is being Bodyblocked and this Pokemon could use Submission on the Bodyblocker, the Bodyblocker takes damage as if it were the original target, and the Bodyblocker's Weight Class is added to Submission's BAP against the intended target.
- The user of Submission only takes recoil damage based on damage dealt to Pokemon that aren't Bodyblocked.
Substitute
- Choose between 15, 20 or 25HP Substitute.
Sunny Day
- In Moonlight the red beam greatly amplifies the moonlight's intensity, creating the same effect.
Supersonic
- Supersonic can drown out other sound attacks without an accuracy check.
Surf
- A water source such as a lake or ocean is necessary.
Sunny Day:
- This move will fail if the arena is indoors.
Swagger
- This move locks its changed stat for the round if used on the last action of a round.
Swallow
- Using this move uses up one of the user's available recovery moves in a battle.
Sweet Scent
- This move targets up to three (3) adjacent opponents in a multi-battle.
- This move locks its changed stat for the round within which it was used.
- This move does nothing if the opponent can not smell it.
Swift
- This move targets up to three (3) adjacent opponents in a multi-battle.
Swords Dance
- The spinning action can deflect some attacks, though some damage will still be taken.
- This move locks its changed stat for the round if used on the last action of a round.
Synchronoise
- If combined with Round, Echoed Voice, or Hyper Voice, increases the final power of the combo by 1.5x, rounded. (e.g. 7 + 6 = 13 * 1.5 = 19.5 = 20).
If combined with Screech or Supersonic, the power of the combination doubles (7 * 2 = 14) and has 100% Accuracy.
Synthesis
- Using this move uses up one of the user's available recovery moves in a battle.
Tail Glow
- This move locks its changed stat for the round if used on the last action of a round.
Tail Slap
- It can disrupt an opponent’s move that takes a while to charge up.
Tail Whip
- If Tail Whip is added to a combination, that combination will have 25% more Base Attack Power, but will only be able to affect one foe.
- This move targets up to three (3) adjacent opponents in a multi-battle.
- This move locks its changed stat for the round within which it was used.
Tailwind
- This move targets up to three (3) allied Pokemon in a multi-battle
- Maintains its effect on a Pokemon's position even if it is switched for another Pokemon.
Taunt
- If the Pokemon is unable to witness the Taunt, like if it is asleep, the move fails; a Pokemon being ordered to look away does not make it fail.
- If a combination used while Taunted includes a non-attacking move, it may be used so long as the combination does damage.
Telekinesis
- The target is lifted into the air, making it immune to Bulldoze, Earthquake, Fissure, and Magnitude.
- Earth Power's effectiveness is reduced by 3 BAP.
- Dig and Dive will also be avoided unless the user is above Size Class four (4), is 3.5m or longer, or has Levitate or the Flying type.
- Telekinesis also ensures all other moves, except for the high-powered OHKO moves, will hit the Pokemon affected by Telekinesis.
- Telekinesis must be maintained while attacking, if disrupted it will dissipate.
Teleport
- Teleport has 2 distinct uses.
- (Evasive) Teleport can be used as a +1 Priority evasive attack to evade any slower single target attack.
- (Switch) The trainer that commanded Teleport must attack first.
- (Switch) A Pokemon switched out with Teleport can switch without initiating a Switch Phase, but only Pokemon that used Teleport, U-turn or Volt Switch can be swapped out.
Thrash
- This lasts for 3 actions but can be disrupted by an attack with a BAP more than 12.
- Using Thrash does not incur the consecutive move energy cost penalty.
- If the target is being Bodyblocked and this Pokemon's Weight Class is more than (Bodyblocker's Weight Class + Target's Weight Class), Thrash hits both Pokemon at full BAP.
- When combined with any suitable move, the Pokemon is not forced to use Thrash after cooldown, and will be confused after executing the combo.
- The Pokemon must not be locked into a move to use this move in a combo.
Thunder
- 30% Chance to break Protect or Detect in Rain. (Not listed in description. Many moves such as this do not note synergy with other moves/effects in description, is one thing I noticed)
ThunderShock
- When combined with another Special Electric Attack, the Base Attack Power of that attack is increased by one and a half (1.5x) [e.g Thundershock + Thunderbolt is 4 + 10 * 1.5 = 19 BAP]. (This, for instance. Special moves such as this should be foregrounded in DAT)
Tickle
- This move locks its changed stat for the round if its last use in the round is not Action One.
Torment
- Prevents the opponent from using any move during any given round that it used in the round prior.
Transform
- In Switch=KO, Circle Throw, Dragon Tail, Roar, and Whirlwind can shock a transforming Pokemon back to its original form.
- Will always last for at least six (6) actions before it can be dissipated by the effects of an attack
- A Transformation from Imposter does not have the six (6) action immunity.
Trick Room
- Trick Room also reverses the effect of Spe Natures, lowering the Dodge (though not Accuracy boost) of +Spe Pokemon by the calculated accuracy value and increasing the Accuracy and Dodge of -Spe Pokemon by a flat 10 instead of lowering their Evasion and Dodge by a flat 10.
Twineedle: As far as I remember, Twineedle has 20% chance to poison per hit. The description says "attack" which may be considered as "the whole attack". I think it could use a rewriting.
Twister
- This move targets up to three (3) adjacent opponents in a multi-battle.
- If combined with Gust, Hail, Leaf Tornado, Rain Dance, Sandstorm, Sunny Day, or Whirlwind, the Base Attack Power of the entire combination doubles (combo 2x) [e.g. Twister + Gust = (4 + 4) * 2 = 16].
Uproar
- Uproar does not suffer from the consecutive attacks penalty.
- When combined with any suitable move, the Pokemon is not forced to use Uproar after the cooldown turn.
- The Pokemon must not be locked into a move in order to use this move in a combo.
- overpowering all other sound-based effects (am I the only one who think this is a very dangerous statement?)
U-turn
- In Switch = KO, the attack resets all of the Pokemon's stat changes and snaps it out of temporary status as well as other effects like Disable, Taunt, and Torment.
- In Switch = OK, the trainer that commanded U-turn must attack first.
- A Pokemon switched out with U-turn can switch without initiating a Switch Phase, but only Pokemon that used Teleport, U-turn, or Volt Switch can be swapped out.
ViceGrip
- ViceGrip can hold the opposing Pokemon in place for a short time.
- If combined with Crabhammer, the combination always scores a critical hit.
- If combined with Bite, "Fang" Moves, Crunch, Guillotine, or Sucker Punch, the target is unable to use contact attacks against the Pokemon from the time the attack hits through the cooldown phase.
- If combined with Bind, the damage per action of Bind doubles (x2).
Vine Whip
- If combined with Wrap or Bind, the damage per action of the partial trapping move is doubled.
- If combined with Grass Knot, Power Whip, or Wring Out, the Base Attack Power of combined move is increased by one and a half (1.5x) [E.g. Vine Whip + Power Whip = 4 + (12 * 1.5) = 22).
- If combined with Tickle, the opponent's Attack and Defense will each drop two (2) Stages instead of one.
Vital Throw
- Vital Throw can be used against target with a Weight Class up to four (4) values greater than the user.
- If the user moves last, then this attack is guaranteed to hit.
Volt Switch
- In Switch = KO, the attack resets all of the Pokemon's stat changes and snaps it out of temporary status as well as other effects like Disable, Taunt, and Torment.
- In Switch = OK, the trainer that commanded U-turn must attack first.
- A Pokemon switched out with U-turn can switch without initiating a Switch Phase, but only Pokemon that used Teleport, U-turn, or Volt Switch can be swapped out.
Water Gun
- Drenches for 3a
- When drenched, the opponent's weakness to electric attacks is calculated at the next weakness level (e.g. 0.5x-1x, 1x-2x).
- If combined with Hydro Pump, the Base Attack Power of Hydro Pump is increased by one and a half (1.5x) [e.g. Water Gun + Hydro Pump = 4 + (12 * 1.5) = 22]. The drenched effect will still occur.
Water Pulse
- This move can hit any single Pokemon on the field, regardless of position.
Water Spout
- This move targets up to three (3) adjacent opponents in a multi-battle.
Weather Ball
- Changes type and Double BAP in Fog
Whirlpool
- During Whirlpool, both trainers may still issue attacks; however, the whirlpool user must still maintain their focus or the whirlpool will collapse.
Whirlwind
- In Switch = KO, the shock of the attack resets all of the opponent's stat changes and snaps it out of temporary status as well as other effects like Disable, Taunt, and Torment.
- In Switch = OK, the trainer that commanded Whirlwind must attack first.
Wide Guard:
- This move targets all allied Pokemon in a multi-battle. (with us having more than 3 pokemon, I believe this counts as "extra", considering that it is the exception)
Wing Attack
- This move can hit any single Pokemon on the field, regardless of position.
- When combined with a different "Air", "Wing", or "Wind" move, the Base Attack Power of the combining move is increased by one and a half (1.5x), rounded up [e.g. Wing Attack + Air Slash = 6 + (7 * 1.5, rounded) = 17]
Wish
- Using this move uses up one of the user's available recovery moves in a battle.
Withdraw
- Reduces final damage from all incoming non-contact physical attacks by two (2) until this Pokemon uses a move other than Chill, Harden, Iron Defense, Rapid Spin, Withdraw, or a combination involving two of the aforementioned moves.
- This move locks its changed stat for the round within which it was used.
- Withdraw cannot be used if this Pokemon is under the effects of Shell Smash.
Work Up
- This move locks its changed stat for the round if its last use in the round is not Action One. (Not listed in Description, but it should.)
Wrap
- 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.
Yawn
- This move will fail if the opponent cannot hear the user. (IMO, Yawn spread is triggered on sight rather than on auditory cues)
Facade, Faint Attack, False Swipe, Feint, Fiery Dance, Fire Blast, Fire Fang, Fire Punch, Flail, Flame Charge, Flamethrower, Flash Cannon, Fling, Focus Blast, Focus Punch, Force Palm, Foresight, Foul Play, Freeze Shock, Frost Breath, Future Sight, Gastro Acid, Giga Drain, Grass Pledge, Gunk Shot, Gyro Ball, Hail, Heat Wave, Hyper Voice, Head Charge, Head Smash, Headbutt, Heal Bell, Heart Stamp, Heart Swap, Heat Crash, Heavy Slam, Hex, Hi Jump Kick, Horn Attack, Horn Leech, Hydro Pump, Hyper Fang, Icy Wind, Incinerate,
Ice Beam, Ice Burn, Ice Fang, Ice Punch, Ice Shard, Icicle Crash, Inferno, Iron Head, Iron Tail, Judgment, Jump Kick, Knock Off, Last Resort, Leaf Blade, Leaf Storm, Leaf Tornado, Leech Life, Leech Seed, Lock-On, Low Kick, Low Sweep, Luster Purge, Lunar Dance, Mach Punch, Magic Coat, Magic Room, Magical Leaf, Magnet Bomb, Memento, Metal Sound, Mirror Move, Me First, Mega Drain, Mega Kick, Mega Punch, Megahorn, Meteor Mash, Mind Reader, Miracle Eye, Mirror Move, Mirror Shot, Mist Ball, Mud Bomb, Mud Shot, Mud Sport, Night Shade, Night Slash, Octazooka, Odor Sleuth, Ominous Wind, Overheat, Paleo Wave, Payback, Poison Jab, Power Gem, Power Swap, Power Trick, Power Whip, Present, Psybeam, Psych Up, Psycho Boost, Psycho Cut, Psycho Shift, Psyshock, Psystrike, Punishment, Quick Attack, Rage, Razor Leaf, Roar of Time, Rock Wreaker, Rapid Spin, Razor Shell, Reflect Type, Refresh, Retaliate, Revenge, Reversal, Role Play, Rolling Kick, Sandstorm, Skull Bash, Sky Uppercut, Sunny Day, Sacred Fire, Sacred Sword, Scald, Searing Shot, Secret Sword, Seed Flare, Shadow Ball, Shadow Claw, Shadow Force, Shadow Punch, Shadow Sneak, ShadowStrike, Shock Wave, Signal Beam, Silver Wind, Simple Beam, Sky Attack, Slam, Slash, Sleep Powder, Sludge Bomb, Sludge Wave, Smellingsalt, Soak, Sonicboom, Spacial Rend, Spark, Spikes, Spit Up, Spore, Stealth Rock, Steel Wing, Stockpile, Stone Edge, Struggle Bug, Stun Spore, Sucker Punch, Super Fang, Superpower, Sweet Kiss, Switcheroo, Tackle, Take Down, Techno Blast, Teeter Dance, Thief, Thunder Fang, Thunder Wave, Thunderbolt, ThunderPunch, Trump Card, Toxic, Toxic Spikes, Tri Attack, Trick, Triple Kick, Vacuum Wave, Venoshock, V-Create, Volt Tackle, Wake-Up Slap, Water Sport, Water Pledge, Waterfall, Wild Charge, Will-O-Wisp, Wonder Room, Wood Hammer, Worry Seed, Wring Out, X-Scissor, Zap Cannon, Zen Headbutt : no extra mechanics
Assurance: requires rewording regarding which attacks double its power
Air Slash and Aeroblast:
- Blow away lighter opponents? (needs rewording for details)
Acid:
- Removes the Steel-type's Poison immunity.
- Refreshes counters if used on a corroded opponent
Acid Armor:
- Nullifies all physical attacks for that turn if the Pokemon's Defense stage was initially at 0 or lower.
- Locks its changed stat for the round if used on the last action of a round.
- While all Pokemon with Acid Armor can melt into water, any substance similar to their original body structure can also be used. If no external fluid source that a Pokemon is compatible with is available, the move fails.
- Refreshes counters if used on a corroded opponent
Acid Spray:
- Removes the Steel-type's Poison immunity.
- Refreshes counters if used on a corroded opponent
Acupressure:
- Subsequent uses of Acupressure will change the boosted stat. (I didn't find that mechanic on Bulbapedia or Veekun, but I may be wrong)
After You:
- A Pokemon under the effect of After You cannot synchronize attacks with an ally in a doubles or higher battle.
Agility:
- Can be used as a +1 Priority evasive move. If used in this way, the speed boost is negated. If evasive Agility is combined with a damaging attack, the evasive properties of the move are lost.
- This move locks its changed stat for the round if used on the last action of a round if not used evasively.
Amnesia:
- Locks its changed stat for the round if used on the last action of a round.
Assist:
- The Pokemon summons the aura of an ally, and selects three (3) of that ally's attacks. Emphasis on the "an" ally (aka ONE ally must be the source of all attacks).
Astonish:
- If combined with Uproar, the Base Attack Power of Uproar is increased by one and a half (1.5x), rounded up [e.g. Astonish + Uproar = 4 + (9 * 1.5, rounded up) = 18] the attack cancels out any Yawn or Sleep status on the field, and the Pokemon can attack as normal after the cooldown phase. If combined with Sucker Punch, the Base Attack Power of Sucker Punch is increased by one and a half [e.g. 4 + 8 * 1.5 = 16]. If combined with Lick, the Base Attack Power of the entire combination doubles [e.g. (4 + 4) * 2 = 16].
Barrage:
- If combined with a "Bomb" move (Egg Bomb, Sludge Bomb, etc) the BAP of the other move is increased by 50% (e.g. 10*1.5=15)
- If combined with Bullet Seed, the resulting combination will always hit 5 times and each hit will be a guaranteed critical hit.
Barrier:
- Nullifies all physical attacks for that turn if the Pokemon's Defense stage was initially at 0 or lower.
- Other effects of moves blocked in this way still happen.
- The barrier also increases the Pokemon's Defense by two (2) stages. This move locks its changed stat for the round if used on the last action of a round.
Baton Pass:
- Needs rewording (what is "temporary ailments"? Curse is permanent but is passed. Attraction works like Curse but isn't according to Bulba, maybe we should specify).
- On Doubles The user can pass on all its temporary status changes (Such as stat boosts/drops, confusion, etc.) to an active teammate. The teammate will gain all temporary status changes that the user had, and all temporary status changes the user had are removed.
Belly Drum:
- Makes all non-damaging moves used by the Pokemon fail for 6 actions.
- The user cannot be confued or put to sleep for 6 actions.
- This self-damage ignores normal damage caps that round on the user and for the next two rounds on the opponent. (Dogfish explained to me that there were a possibility of adding caps for the damage a pokemon can receive per round, hence that piece. Which means that this piece probably should be removed, me thinks)
Block:
- When used against an enemy's non-damaging evasive action (e.g. Teleport) the move is nullified and the user of the evasive action will be dealt damage based upon the Block user's weight.
Bounce:
- Whirlwind cannot miss against an opponent in the semi-invulnerable stage of Bounce. (didn't find that on veekun or bulbapedia)
Bubble:
If combined with Bubblebeam, Bubblebeam's power increases by one and a half (1.5x), rounded up [e.g 4 + (7 * 1.5) (rounded up) = 15] and the combination will always lower the opponent's Speed one (1) Stage.
Bug Bite:
Needs Rewording (The description says that the mon chomps down an opponent for starters. But then it says that it can consume berries from the field....does it do both at once or do you get to choose the target?)
Bulk Up:
- Locks its changed stat for the round if its last use in the round is not action 1.
Bulldoze:
Needs Rewording (Does the user has to specify if bulldoze is synchro'd or not? By the wording it seems that it needs to specify as it "can" synchronize and not "will" synchronize)
Calm Mind:
- Locks its changed stat for the round if its last use in the round is not action 1.
Captivate:
- Locks its changed stat for the round if used on the last action of a round.
Charm:
- Locks its changed stat for the round if used on the last action of a round.
Circle Throw:
- In Switch = KO, unless the Pokemon has a Substitute active, the shock of the attack resets all of the opponent's stat changes and snaps it out of temporary status as well as other effects like Disable, Magnet Rise, etc.
- the trainer that commanded Circle Throw must attack first
- Circle Throw can be used against targets with a Weight Class up to three (3) values greater than the user.
Clear Smog:
- Can be used as a move to induce Fog weather.
Coil:
- Locks its changed stat for the round if its last use in the round is not action 1.
Confuse Ray:
- The light can be spread out, but this will decrease its range.
Confusion:
- If combined with Psychic, Special Attack Rank restrictions are ignored, and the opponent's Special Defense always drops one (1) stage. The confusion chance is boosted to 30%.
Constrict:
- If combined with Wrap or Bind, the damage per action of the partial trapping move is doubled. If combined with Wring Out, the Base Attack Power of combined move is doubled (2x) [E.g. Constrict + Wring Out= 4 + (12 * 2) = 28). If combined with Tickle, the opponent's Attack, Defense and Speed will each drop two (2) Stages instead of one.
Cosmic Power:
- Locks its changed stat for the round if its last use in the round is not action 1.
Cotton Guard:
- Locks its changed stat for the round if its last use in the round is not action 1.
Cotton Spore:
- Locks its changed stat for the round if its last use in the round is not action 1.
Curse:
- Pokemon afflicted with Ghost Curse take five (5) damage per action, and Chill and Rest only restore half as much energy/HP as normal. Such Pokemon also take an extra two (2) damage per action and lose one (1) more energy per action when affected by Nightmare.
- The Ghost version of Curse cannot be used unless the Pokemon is above 1/2 of its maximum HP.
Cut:
- If combined with a "Cross", "Claw", "Scissor", "Scratch", "Swipe", or "Slash" move, the move will always score a critical hit.
Defend Order:
- Locks its changed stat for the round if its last use in the round is not action 1.
Defense Curl:
- This move locks its changed stat for the round within which it was used.
Defog:
- Defog also clears both sides of the field of any laid hazards
- and any weather affecting the field.
Destiny Bond
- Caps at 30 Damage
- Chills cannot be used after Destiny Bond in the round.
-This move cannot be used unless the user has enough Energy to afford the resulting attack.
Detect
- If used in a combination attack, Detect will still be active on the cooldown action, but will have one and a half (1.5x) the Damage Evaded energy cost that action.
Dig
- Can stay underground at additional 6 En/action
- If the user Size Class Greater than 4, a Height of 3.5m or more, has the Levitate trait, or is a Flying-type, it can hit a Levitating opponent or an opponent using Magnet Rise.
- If a Pokémon is underground at the end of the round, it may not be switched out.
- Other attacks can hit if aimed properly.
Disable
- Disables a single move used by opponent in last three actions.
Dive
- Can stay underground at additional 6 En/action
- If the user Size Class Greater than 4, a Height of 3.5m or more, has the Levitate trait, or is a Flying-type, it can hit a Levitating opponent or an opponent using Magnet Rise.
- If a Pokémon is underground at the end of the round, it may not be switched out.
- If two opposing Pokemon are both in the Dive state, they will attack each other normally, but will still incur an additional energy cost.
Double team
- Creates up to four clones
- Attacks have an equal chance to hit a clone or target.
- Multi-target moves will target all clones and apply a single accuracy check.
- A Pokemon may have up to four clones at a time.
Dragon Dance
- This move locks its changed stat for the round if its last use in the round is not Action One.
Dragon Tail
- In Switch = KO, unless the Pokemon has a Substitute active, the shock of the attack resets all of the opponent's stat changes and snaps it out of temporary status as well as other effects like Disable, Taunt, and Torment.
- In Switch = OK, unless the Pokemon has a Substitute active, it is sent back to its trainer's Poke Ball at the end of the round.
- The trainer that commanded Dragon Tail must attack first.
Dream Eater
- If used in combination with Hypnosis, the damage done will not trigger any sleep reduction.
Earthquake
- If allied Pokemon can attack in sequence uninterrupted by an enemy attack, they can synchronize their Earthquake and avoid damaging each other in a multi-battle.
Egg Bomb
- The user lays an explosive trap that detonates at the end of the first action of the next round.
- This version has perfect accuracy instead of 75%.
Embargo:
- Declares a cessation to ALL use (read: all opponents) of items. Serebii and Veekun say that it only affects the targetted mon.
Ember
- When combined with another Special Fire Attack, the Base Attack Power of that attack is increased by one and a half (1.5x) [e.g Ember + Flamethrower is 4 + 10 * 1.5 = 19 BAP].
Encore
- The afflicted Pokemon will not expend extra energy from consecutive attacks while Encore is in effect.
- Encore fails when used on a target whose Encore ended on the previous action or whose last successful action was Bodyblock, Chill, Dodge, Encore, Mimic, Mirror Move, Shift, Sketch, Take Cover, Transform, a combo or a cooldown.
Endeavor
- Endeavor can only be used once if Endure was used that round.
- This move cannot be used unless the user has enough Energy to afford the resulting attack.
Endure
- The Pokemon will not be KOed by any direct attack, physical or special, for that round.
- Pokemon will also not faint due to energy exhaustion by attacks used during the round Endure was used in.
- The Pokemon must still have enough Energy to use Endure, or it will fail.
- A Pokemon under the effects of Endure may not use a Combination attack.
- All effects that are based on the damage an enemy deals (ex. Bide, Iron Barbs) to the Pokemon act as though the opponent did full damage, even though the user of Endure won't faint.
Energy Ball
- The Pokemon will have trouble accumulating this energy in an artificial environment, reducing the Attack Power by two (2).
Explosion
- This move cannot be used unless the user has enough Energy to afford the resulting attack.
Fake Out
- In Switch=KO, Fake Out only flinches on the Pokémon's first use of the move, even if resetting effects like Circle Throw, Dragon Tail, Roar, U-turn, Teleport, Volt Switch, or Whirlwind used by it or against it.
Fake Tears
- This move locks its changed stat for the round if used on the last action of a round.
- Fake Out may only flinch if the Pokémon using the move hasn't used it since it was last sent out.
- Fake Out can still damage opponents after its first use since the Pokémon was sent out; it simply cannot flinch them.
Featherdance
- This move locks its changed stat for the round if used on the last action of a round.
Final Gambit
- Caps at 30 Damage
Fire Spin
- 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.
Fissure
- 25 BAP instead of OHKO
- Alters the battlefield, allowing either Pokemon to be pushed into the chasm later.
- It can only be used on hard earth.
Flame Burst
- It also damages any opponents nearby the target with a fixed six (6) damage.
- In combinations, any effects on the main attack will also be present in the splash damage as well.
Flame Wheel
- It will thaw itself out of ice or melt the ice of a frozen opponent.
Flare Blitz
- It will thaw a frozen opponent.
Flash
- The attack also illuminates dark arenas for three (3) rounds.
- This move locks its changed stat for the round within which it was used.
Flatter
- This move locks its changed stat for the round within which it was used.
Fly
- Can remain airborne, delaying the strike of the attack at the cost of six (6) energy per action.
- This move can hit any single Pokemon on the field, regardless of position.
- When used during the semi-invulnerable stage of Fly, Smack Down and Gravity will cause the Pokemon to crash to the ground, canceling Fly and making it take 50% of the damage it would've dealt as recoil.
- Gust, Twister, and Whirlwind will cause also Fly to always miss when used during the semi-invulnerable stage.
- If a Pokémon is in the air at the end of the round, it may not be switched out.
Focus Energy
- Guarantees a critical hit on each attack for the next six (6) actions.
Follow Me
- If a contact attack is redirected towards this Pokemon from another target, it will have half its usual Base Attack Power.
Frustration
- Its Base Attack Power rises by two (2) if the target has more HP than the user.
Fury Attack
- It can disrupt an opponent’s move that takes a while to charge up.
Fury Cutter
- Caps at 22 BAP
- Fury Cutter does not incur the normal Consecutive Attacks penalty.
Fury Swipes
- It can disrupt an opponent’s move that takes a while to charge up.
Gear Grind
- Energy cost is decreased to six (6) if Shift Gear is in effect.
Giga Impact
- The impact may send lighter Pokemon flying.
- The Pokemon will be more sluggish if it attempts to attack on its next action.
Glaciate
- This move targets up to three (3) adjacent opponents in a multi-battle.
Glare
- The effects of this move can be avoided if the victim makes a deliberate attempt to look away or close their eyes.
Grass Knot
- A Grass-type Pokemon may use their own vine, root, or leafy appendage to use this move, but any other type will have to rely on any available plant-life. If there is none available, this move is unusable.
GrassWhistle
- Even if the music does not put the target to sleep, the move will calm down a Pokemon that is using rage-based moves like Outrage, Thrash, or Uproar, stopping their onslaught and preventing the resulting confusion.
Gravity
- All Pokemon move with much greater difficulty, though their relative speeds remain consistent.
- All Pokemon suffer an Evasion drop, increasing the relative accuracy of attacks by 67% (x1.67).
Growl
- This move locks its changed stat for the round within which it was used.
Growth
- This move locks its changed stat for the round if its last use in the round is not Action One.
- If a Grass-type uses this move in intense sunlight, both stats will be boosted by two (2) stages, and Energy Cost will be increased by 2, and this move instead locks its changed stat for the round if used on the last action of a round.
Grudge
- All Moves that fit the same category (e.g. Damaging Dark Moves, Status Moves if KO'd by a burn or toxic damage, etc.) 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.
Guard Split
- Any changes that result in ties will bias the split to the Pokemon with the higher original stat.
Guard Swap:
- Changes stats themselves instead of just stat changes
Guillotine
- 25 BAP instead of OHKO
Gust
- If Gust is used against a Pokemon in the first stage of Fly, Bounce, or Sky Drop, Gust's Base Attack Power increases from 4 to 8.
- This move can hit any single Pokemon on the field, regardless of position.
- If combined with Air Cutter, Defog, Leaf Tornado, Ominous Wind, Razor Wind, Silver Wind, Twister, or Whirlwind, the Base Attack Power of the entire combination doubles (combo 2x) [e.g. Gust + Twister = (4 + 4) * 2 = 16].
Hammer Arm
- 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.
Harden
- If Harden is used first it causes 10% recoil damage on an opponent that strikes it with a contact attack that action.
- This move locks its changed stat for the round within which it was used.
- Harden can also renew the skin of Rock and Steel type Pokemon
- Can flush out impurities and external burns if the Pokemon is in water.
Haze
- The Pokemon may opt to release a more persistent cloud by specifying Haze (Fog). This will cause its usual effect to happen on the action it is used and then change the weather to Fog for the next three (3) actions.
Heal Block:
- Doesn't affect Heal Pulse (guessing it was a mistake)
Heal Order
- Using this move uses up one of the user's available recovery moves in a battle.
Heal Pulse
- This move can hit any single Pokemon on the field, regardless of position.
- Using this move uses up one of the user's available recovery moves in a battle.
Healing Wish:
- The pink orb infuses itself into the ally (in a doubles match?)
Helping Hand
- The doubling occurs before the 75% Base Attack Power reduction on a spread attack.
- The minimum increase in Base Attack Power that can be offered by this move is six (6). - - This move cannot be used unless the user has enough Energy to afford the resulting attack.
Hidden Power:
- once Hidden Power’s type and power are chosen they can only be changed for a cost of 7 CC.
Hone Claws
- This move locks its changed stat for the round if its last use in the round is not Action One.
Horn Drill
- 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.
Howl
- If Howl is used in a combination, any stat-changes affected by the combination double.
- This move locks its changed stat for the round within which it was used.
Hurricane
- Jams out sound.
- This move can hit any single Pokemon on the field, regardless of position.
Hydro Cannon
- These orbs are powerful to destroy rocks and create indents in steel.
Hyper Beam
- Hyper Beam is so powerful it can destroy rocks and put dents in steel.
- After using Hyper Beam, the user is sluggish.
Hypnosis
- Eye contact is required.
Ice Ball:
-Ice Ball does not incur the normal consecutive attacks penalty.
Icicle Spear
- It can disrupt an opponent’s move that takes a while to charge up.
Imprison
- Seals off up to three moves shared between the Pokemon and any of its foes.
Ingrain
- Using this move uses up one of the user's available recovery moves in a battle.
Iron Defense
- If Iron Defense is used first and an opponent strikes with a contact attack that action, they will receive 25% recoil damage.
- Iron Defense will remove the corrosive effects of Acid and Acid Spray on Steel-types.
- Iron Defense can renew the skin of both Rock and Steel type Pokemon.
- Can flush out impurities and external burns if the Pokemon is in water.
- This move locks its changed stat for the round if used on the last action of a round.
Karate Chop
- If combined with Cross Chop, the move always scores a critical hit.
- If combined with Rock Smash, the opponent's Defense is always lowered, and the attack always lands a critical hit.
Kinesis
- This move locks its changed stat for the round within which it was used.
Lava Plume
- Blinds all affected Pokemon
Leer
- If Leer is used in a combination, and stat-changes affected by the combination double, but the combination can only hit one foe.
- This move targets up to three (3) adjacent opponents in a multi-battle.
- This move locks its changed stat for the round within which it was used.
Lick
- If combined with Astonish, the Base Attack Power of the entire combination doubles [e.g. (4 + 4) * 2 = 16].
- If combined with Wrap or Bind, the damage per action while the opponent is trapped is doubled.
- If combined with Torment, the opponent is always paralyzed (20%) by the combination.
Light Screen
- If used to protect multiple Pokemon in Doubles / Triples battles, it instead reduces Base Power by 1/3.
- This move targets up to three (3) allied Pokemon in a multi-battle and maintains its effect on a Pokemon's position even if it is switched for another Pokemon.
Lovely Kiss
- The accuracy for this move is increased to 90% if Attract or Sweet Kiss was used previously.
Lucky Chant
- This move targets up to three (3) allied Pokemon in a multi-battle and maintains its effect on a Pokemon's position even if it is switched for another Pokemon.
Magma Storm
- 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.
Magnet Rise
- Earth Power's effectiveness is reduced by 3 BAP.
- Dig and Dive will also be avoided unless the user is above Size Class four (4), is 3.5m or longer, or has Levitate or the Flying type.
Magnitude
- If combined with Bulldoze, Each target's speed is lowered by two (2) stages.
- If combined with Earthquake, Magnitude selects between 25% 7 BAP, 50% 9 BAP, and 25% 11 BAP.
- If allied Pokemon can attack in sequence uninterrupted by an enemy attack, they can synchronize their Magnitude and avoid damaging each other in a multi-battle.
Mean Look
- If combined with Hypnosis, the move will always hit and the opponent will be inflicted with 2 action Sleep.
- If combined with Leer, the foe's Defense will fall two (2) stages.
- If combined with Glare, the foe will suffer from full paralysis next action, and paralysis will remain at 25%.
Meditate
- Meditate can be combined with mental and ki-based attacks, and if combined will ensure the effect of the attack takes place.
- This move locks its changed stat for the round within which it was used.
Metal Burst
- This move can hit any single Pokemon on the field, regardless of position.
Metal Claw
- If combined with a "Cut", "Cross", "Claw", "Scissor", "Scratch", "Swipe", or "Slash" move, the Base Attack Power of the selected combination move is increased by one and a half (1.5x), rounded up [e.g. Metal Claw + Night Slash = 5 + (7 * 1.5, rounded up) = 16,] and the user's Attack is raised by one (1) level.
Metal Sound:
- This move locks its changed stat for the round if used on the last action of a round.
Metronome
- The User selects 10 moves, each of which has a 10% chance of occurring.
- Metronome cannot select a move the user already knows.
- Metronome will incur a consecutive energy cost penalty either if it is used consecutively (even if summoning different potential attacks) or if one of the attacks it summoned is used consecutively.
Milk Drink
- Using this move uses up one of the user's available recovery moves in a battle.
Mimic
- Copies a single move of choice from the last three (3) moves used by the target.
Minimize
- Compresses its body to reduce its size, lowering its Size Class to 1
- Permanently boosts evasion by one (1) Stage
- Prevents Evasion from being lowered (Foresight, Miracle Eye, and Odor Sleuth will still work for the user, reducing this Pokemon's Evasion to its +0 state while the move is in effect.)
- The Pokemon cannot use Minimize if the effect is already active.
Mirror Coat
- This move can hit any single Pokemon on the field, regardless of position.
Mirror Move: According to Veekun, the list of moves not affected differs from ingame to asb. Ingame has acuppressure, Chatter, Curse, Doom Desire, Future Sight, Role Play, Spit Up in addition to the moves listed on DAT. Veekun may be wrong though.
Mist
- Has 2 distict uses
- (Fog) Sets the weather on the field to Fog.
Moonlight
- Restores 35 HP in strong moonlight, 25 HP in normal weather, and 15 HP in other weather or a poorly lit indoors arena.
- Using this move uses up one of the user's available recovery moves in a battle.
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.
- Using this move uses up one of the user's available recovery moves in a battle.
Muddy Water
- This move targets up to three (3) adjacent opponents in a multi-battle.
Mud-Slap
- The added energy cost (1) for each locked-in stage only occurs when the stage boost for accuracy on the struck foe is negative.
Nasty Plot
- The move will always fail if the user is infatuated with their opponent.
Natural Gift
- Natural Gift may be used eight (8) times before the Pokemon's Berry is entirely consumed.
Nature Power
- 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.
Night Daze
- The chance for the lower accuracy is doubled if the user is in a dark shadowy area or if the lighting is already poor.
Nightmare
- It increases sleep duration by one action
- Once in effect, Nightmare can only be used if the Pokemon was put to sleep in a previous action, and cannot be used again until the opponent wakes up and is put back to sleep.
- Because of the intense nature of the dreams, a Pokemon experiencing Nightmare will have the Base Attack Power of its Snore doubled.
- If combined with a Sleep-inducing attack, the sleep will last for one additional action.
Outrage
- Can be disrupted by an attack with a BAP more than 12.
- If the target is being Bodyblocked and this Pokemon's Weight Class is more than (Bodyblocker's Weight Class + Target's Weight Class), Outrage hits both Pokemon at full BAP.
- When combined with any suitable move, the Pokemon is not forced to use Outrage after cooldown, and will be confused after executing the combo.
- The Pokemon must not be locked into a move to use this move in a combo.
Pain Split
- Cap of 25HP sapped on enemies.
- The user of Pain Split must have enough energy to use the attack or it will fail.
Pay Day
- Each use of Pay Day nets the trainer 1 CC. If the Pokemon has Amulet Coin attached, it gains two CC each use. A maximum of 3 CC can be gained this way in any given battle. The CC will only be awarded if the Pay Day user's team wins the battle.
Peck
- This move can hit any single Pokemon on the field, regardless of position.
- If combined with Fury Attack, all 5 hits will connect.
- If combined with Aerial Ace, Drill Peck, Drill Run, Horn Attack, Horn Drill, Megahorn, or Poison Jab, the combination will always score a critical hit.
Perish Song
- The haunting shriek can even echo through caves and other places.
- This effect also disables the effect of Shed Shell on the user and its allies.
- In Switch=KO battles, this effect, when inflicted by a Pokemon on itself or its ally cannot be removed by any means other than switching out, including moves that would switch the Pokemon out in a Switch=OK battle like U-turn, Volt-Switch, and Teleport
Petal Dance
- Can be disrupted by an attack with a BAP more than 12.
- If the target is being Bodyblocked and this Pokemon's Weight Class is more than (Bodyblocker's Weight Class + Target's Weight Class), Outrage hits both Pokemon at full BAP.
- When combined with any suitable move, the Pokemon is not forced to use Outrage after cooldown, and will be confused after executing the combo.
- The Pokemon must not be locked into a move to use this move in a combo.
Pin Missile
- It can disrupt an opponent's move that takes a while to charge up.
Pluck
- This move can hit any single Pokemon on the field, regardless of position.
Poison Sting
- A stinger may also be used to deliver for a more pinpoint contact attack, which will always score a critical hit.
- If combined with Fury Attack or Pin Missile, the attack will always hit 5 times.
- If combined with Horn Attack, Horn Drill, Megahorn, Poison Jab, or Twineedle, the power of the combining attack is increased by one and a half (1.5x) [e.g. 4 + (8 * 1.5) = 16] and always scores a critical hit (both hits of Twineedle).
Poison Tail
- If combined with another "Tail" move, the power of the combining move is increased by one and a half (1.5x), rounded up [e.g. Poison Tail + Iron Tail = 5 + (10 * 1.5, rounded up) = 20]
Pound
- If combined with a "Punch" attack (attacks that recieve a boost from Iron Fist), the Base Attack Power of the "Punch" attack is multiplied by one and a half (1.5x). [e.g. Pound + Fire Punch has a combination power of 4 + (8 *1.5) = 16.]
Powder Snow
- This move targets up to three (3) adjacent opponents in a multi-battle.
- If combined with Blizzard, the Base Attack Power of Blizzard increases by one and a half (1.5x) [e.g. Powder Snow + Blizzard = 4 + (12 * 1.5) = 22]
Power Split
- If the value of the summed whole is odd, the Pokemon with the higher initial attack keeps a higher value
Protect
- In a multi-battle, Protect may be shifted to an ally, but it then has zero (0) priority and uses the target's typing, defenses, and stage boosts for purposes of calculating extra energy cost.
- This move fails if used on successive actions or after Evasive Agility, Evasive Teleport, or the Dodge command.
Psychic
- Psychic can be used on targets with a Weight Class up to two (2) values greater than the user's Special Attack Rank.
Psywave
- Deals 10 points of damage regardless of modifiers.
Pursuit
- If used on an opposing Pokemon ordered to Bounce, Dig, Dive, Dodge, Double Team, Fly, Take Cover, Teleport, U-turn, Volt Change, Double Team, Minimize, or execute any other evasive action, Pursuit's Base Attack Power increases from four (4) to eight (8).
- The shock will eliminate all Double Team clones, as well as negate the self-hazing effect of U-turn and Volt Switch in Switch = KO battles.
Quash
- A Pokemon under the effect of Quash cannot synchronize attacks with an ally in a doubles or higher battle.
Quick Guard
- This move fails if used on successive actions or after Protect, Detect, Quick Guard, Evasive Agility, Evasive Teleport, or the Dodge command.
Quiver Dance
- Locks stats for the round in which it it used on any action other than the first. (I think, I may be wrong, description does not note yet similar moves do this.)
Rage Powder
- If a non-contact attack is redirected towards this Pokemon from another target, it will have half its usual Base Attack Power.
Rain Dance
- This move will fail if the arena is indoors.
Razor Wind
- The whirlwind can break any trapping moves, and deflect or nullify any attacks with 4 or less initial Base Attack Power (e.g. before ability effects).
- This move targets up to three (3) adjacent opponents in a multi-battle.
Recover
- Using this move uses up one of the user's available recovery moves in a battle.
Reflect
- If used to protect multiple Pokemon in Doubles / Triples battles, it instead reduces Base Power by 1/3.
- This move targets up to three (3) allied Pokemon in a multi-battle
- Maintains its effect on a Pokemon's position even if it is switched for another Pokemon.
Relic Song
- This move targets up to three (3) adjacent opponents in a multi-battle.
Rest
- Rest will cure any new status received on an action it is still resting.
- A strong blow (more than 18 final damage) can interrupt Rest, waking the user up.
- Using this move uses up one of the user's available recovery moves in a battle.
- Restores some health every action
Return
- The move's base attack power increases by two (2) if the target has less HP than the user.
Roar
- In Switch = KO, the shock of the attack resets all of the opponent's stat changes and snaps it out of temporary status as well as other effects like Disable, Taunt, and Torment. - - In Switch = OK, the trainer that commanded Roar must attack first.
Rock Blast
- It can disrupt attacks that take a while to charge.
Rock Climb
- Rock Climb allows a Pokemon to scale any arena trap and cross long distances where it otherwise couldn't.
Rock Polish
- If combined with another Rock-type Attack, it increases the Base Attack Power by four (4) and the accuracy by 25% (x1.25), while also granting the +2 Speed boost.
- This move locks its changed stat for the round if used on the last action of a round.
Rock Slide
- This move targets up to three (3) adjacent opponents in a multi-battle.
- This attack requires an external source of rocks to use.
Rock Smash
- If combined with a contact attack that can flinch, lower defense, or has a high critical-hit rate, it increases the Base Attack Power of the combining attack (e.g. Crabhammer from 9 BAP to 13.5 BAP) by one and a half (1.5x.)
- If combined with a move with "Bone," "Gear," "Rock," or "Whip" in it (e.g. Bone Rush, Gear Grind, Rock Slide, Vine Whip), the Base Attack Power of Rock Smash doubles (2x), the attack always lowers defense, and the attack retains the combining moves contact property.
- Combinations with multi-hit moves only lower defense once.
Rock Throw
- When combined with another Physical Rock Attack, the Base Attack Power of that attack is increased by one and a half (1.5x) [e.g Rock Throw + Rock Slide is 5 + 8 * 1.5 = 17 BAP].
- This attack requires an external source of rocks to use. (there is a typo here in DAT)
Rock Tomb
- This attack requires an external source of rocks to use.
Rollout
- Costs one (1) more energy each time.
Roost
- Using this move uses up one of the user's available recovery moves in a battle.
-loses all weaknesses, resistances, and immunities associated with the Levitate Trait (also not a trait anymore) for the remainder of that action
Round
- Additional attacks stay at the boosted power that action.
Safeguard
- This move targets up to three (3) allied Pokemon in a multi-battle
- Maintains its effect on a Pokemon's position even if it is switched for another Pokemon.
Sand Tomb
- During Sand Tomb, both Pokemon may still issue attacks; however, the Sand Tomb user must maintain their focus or the Sand Tomb will collapse.
Sand-Attack
- This move locks its changed stat for the round within which it was used.
Scary Face
- This move locks its changed stat for the round if used on the last action of a round.
Scratch
- If combined with a "Cut", "Cross", "Claw", "Scissor", "Scratch", "Swipe", or "Slash" move, the Base Attack Power of the move is increased by one and a half (1.5x), rounded up. [e.g. Scratch + Night Slash = 4 + (7 * 1.5 [up]) = 15.]
Screech
- This move will fail if the opponent cannot hear the screech.
- This move locks its changed stat for the round if used on the last action of a round.
Secret Power
- Missing "if on sand then it decreases accuracy"
Seed Bomb
- Non-Grass types require an external source of seeds or other grassy material or else the attack will fail.
Seismic Toss
- This attack always causes fixed damage based on the weight class of the target Pokemon, regardless of stats, typing, STAB, or any other effects.
- 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.
- Seismic Toss can be used against a target with a Weight Class up to three (3) values greater than the user.
Selfdestruct
- This move cannot be used unless the user has enough Energy to afford the resulting attack.
Sharpen
- If used in a combination, the attack will always result in a critical hit.
- This move locks its changed stat for the round within which it was used.
Sheer Cold
- 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.
- Has 25 BAP instead of OHKO.
Shell Smash
- The Pokemon's natural stages in those stats are adjusted by the boost amount.
- The Pokemon cannot use Shell Smash if the effect is already active.
Shift Gear
- Raises its natural Speed and Attack stages by the boost amount.
- After six (6) actions, the gears revert to their previous positions and both the stat boosts and the natural stage adjustments are lost.
- Repeated uses of this move will refresh the action counter for the effect and further boost the Pokemon's Speed stage and natural Speed stage by one (1).
Sing
- The move will calm down a Pokemon that is using rage-based moves like Outrage, Thrash, or Uproar, stopping their onslaught and preventing the resulting confusion.
Sketch
- 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.
Skill Swap
- If the Pokemon using Skill Swap has less than three (3) abilities in an All Abilities battle, it may instead steal abilities without an exchange until it has three (3).
- A Pokemon with three (3) abilities must make an ability exchange when using Skill Swap, even if the target(s) have less than three (3) abilities.
- The Pokemon fires up to three beams of essence that connect with the target(s)
Sky Drop
- This move can hit any single Pokemon on the field, regardless of position.
- Sky Drop fails when used on a Substitute.
- Sky Drop can be used on targets with a Weight Class up to two (2) values higher than the user's.
- While in midair, the opponent can only use moves that either target itself, the user of Sky Drop, or the field
Slack Off
- Using this move uses up one of the user's available recovery moves in a battle.
Sleep Talk
- Selects 4 attack to choose from, each with an equal probability of proc-ing on Sleep Talk.
- Sleep Talk will incur a consecutive energy cost penalty either if it is used consecutively (even if summoning different potential attacks) or if one of the attacks it summoned is used consecutively.
- In game it also can't pick: charge moves (bounce, Dig, Dive, Fly, Shadow Force, Skull Bash, Sky Attack, Sky Drop, Solarbeam, Razor Wind) and Chatter
Sludge
- If combined with Sludge Bomb, Sludge Wave, or Gunk Shot, the Base Attack Power of the combining move is increased by one and a half, rounded up [e.g. Sludge + Gunk Shot = 7 + (12 * 1.5, rounded up) = 25.]
Smog
- Smog has 2 distinct uses.
- (Regular) If combined with Clear Smog, Poison Gas or Smokescreen, the power of the combination doubles [e.g. (4 + 5) * 2] and each opponent is always inflicted with Regular Poisoning (Toxic for Poison Gas).
- (Regular) If combined with Will-O-Wisp, the combination ignores the accuracy check and inflicts both Toxic and Burn.
- (Fog) The smog is much more pervasive and, while it does no direct damage, it blankets both sides of the field inflicting Toxic status on any Pokemon exposed to it for the next three (3) actions.
- The Smog also changes the weather to Fog for the next three (3) actions.
- Unlike regular Fog, however, Weather Ball becomes Poison-type when Fog is induced by this move.
SmokeScreen
- SmokeScreen has 2 distinct uses.
- (Regular) This move locks its changed stat for the round within which it was used.
- (Fog) The dark smoke spreads across the entire arena, changing the weather to Fog for the next six (6) actions.
Snarl
- This move targets up to three (3) adjacent opponents in a multi-battle.
Snatch
- The opponent still pays for the energy cost of the Snatched move, but does not receive the effect.
- If it would be impossible for the Snatcher to fulfill the requirements of the supportive move, Snatch will fail and suffer only its base EC cost.
- Snatch cannot steal moves used in combinations.
- If Snatch steals a Chill or a move classed as a recovery move, the move goes against the Snatcher's Chill/recovery count.
Snore
- Snore can be combined with Chatter, Echoed Voice, Hyper Voice, Metal Sound, Round, Screech, Snarl, Supersonic, and Uproar. When combined, the combination has 100% Accuracy and the BAP of Snore is doubled (x2).
- The Pokemon will remain asleep through the Cooldown of the combination, even if it would have been awakened by damage. (Typo Bee -> Been)
Softboiled
- Using this move uses up one of the user's available recovery moves in a battle.
SolarBeam
- If the Pokemon are inside a structure where no sun reaches at all, the attack cannot be used.
Sonicboom:
- 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. (also needs to be specified)
Spider Web
- A Pokemon stuck in the web will be unable to use moves that make contact for six (6) actions, though they are free to attempt to cut the web with an attack.
- Opposing Bug-type Pokemon are stuck in the web for only three (3) actions, while spider-like Pokemon can navigate across the web freely.
- Multiple webs can be strewn together. Requires rewording
- Fire-type attacks will burn down the webbing.
Spike Cannon
- Disrupts attacks that take a while to charge up.
Spite
- Places a spiteful curse on one of the attacks an opponent usedwithin the last six (6) actions.
- The Energy Cost of that attack increases by four (4) for the next six (6) actions.
- Up to three of an opponents attacks may be affected by Spite at a time.
Splash
- Splash can be used as form of propulsion. Splash can allow a Pokemon to jump quite high.
Steamroller
- The attack does more damage against smaller foes.
- If the opponent has used Minimize, the Base Attack Power increases by two (2).
Stockpile:
- that counter goes down naturally by one (1) every other round as the Stockpile is cycled back into the Pokemon's body
Stomp
- The attack does more damage against smaller foes.
- If the opponent has used Minimize, the Base Attack Power increases by two (2).
Storm Throw
- Storm Throw can be used against a target with a Weight Class up to two (2) values greater than the user.
Strength
- Can also be used to move around heavy objects on the field.
- If combined with a grappling or throw attack, weight restrictions will be ignored.
String Shot
- This move targets up to three (3) adjacent opponents in a multi-battle.
- This move locks its changed stat for the round within which it was used.
Struggle:
- Struggle can be ordered at any time; however, it tends to unnerve the Pokemon when used
Submission
- Submission can target Pokemon with a Weight Class up to two (2) values greater than the user's Attack Rank.
- If the target is being Bodyblocked and this Pokemon could use Submission on the Bodyblocker, the Bodyblocker takes damage as if it were the original target, and the Bodyblocker's Weight Class is added to Submission's BAP against the intended target.
- The user of Submission only takes recoil damage based on damage dealt to Pokemon that aren't Bodyblocked.
Substitute
- Choose between 15, 20 or 25HP Substitute.
Sunny Day
- In Moonlight the red beam greatly amplifies the moonlight's intensity, creating the same effect.
Supersonic
- Supersonic can drown out other sound attacks without an accuracy check.
Surf
- A water source such as a lake or ocean is necessary.
Sunny Day:
- This move will fail if the arena is indoors.
Swagger
- This move locks its changed stat for the round if used on the last action of a round.
Swallow
- Using this move uses up one of the user's available recovery moves in a battle.
Sweet Scent
- This move targets up to three (3) adjacent opponents in a multi-battle.
- This move locks its changed stat for the round within which it was used.
- This move does nothing if the opponent can not smell it.
Swift
- This move targets up to three (3) adjacent opponents in a multi-battle.
Swords Dance
- The spinning action can deflect some attacks, though some damage will still be taken.
- This move locks its changed stat for the round if used on the last action of a round.
Synchronoise
- If combined with Round, Echoed Voice, or Hyper Voice, increases the final power of the combo by 1.5x, rounded. (e.g. 7 + 6 = 13 * 1.5 = 19.5 = 20).
If combined with Screech or Supersonic, the power of the combination doubles (7 * 2 = 14) and has 100% Accuracy.
Synthesis
- Using this move uses up one of the user's available recovery moves in a battle.
Tail Glow
- This move locks its changed stat for the round if used on the last action of a round.
Tail Slap
- It can disrupt an opponent’s move that takes a while to charge up.
Tail Whip
- If Tail Whip is added to a combination, that combination will have 25% more Base Attack Power, but will only be able to affect one foe.
- This move targets up to three (3) adjacent opponents in a multi-battle.
- This move locks its changed stat for the round within which it was used.
Tailwind
- This move targets up to three (3) allied Pokemon in a multi-battle
- Maintains its effect on a Pokemon's position even if it is switched for another Pokemon.
Taunt
- If the Pokemon is unable to witness the Taunt, like if it is asleep, the move fails; a Pokemon being ordered to look away does not make it fail.
- If a combination used while Taunted includes a non-attacking move, it may be used so long as the combination does damage.
Telekinesis
- The target is lifted into the air, making it immune to Bulldoze, Earthquake, Fissure, and Magnitude.
- Earth Power's effectiveness is reduced by 3 BAP.
- Dig and Dive will also be avoided unless the user is above Size Class four (4), is 3.5m or longer, or has Levitate or the Flying type.
- Telekinesis also ensures all other moves, except for the high-powered OHKO moves, will hit the Pokemon affected by Telekinesis.
- Telekinesis must be maintained while attacking, if disrupted it will dissipate.
Teleport
- Teleport has 2 distinct uses.
- (Evasive) Teleport can be used as a +1 Priority evasive attack to evade any slower single target attack.
- (Switch) The trainer that commanded Teleport must attack first.
- (Switch) A Pokemon switched out with Teleport can switch without initiating a Switch Phase, but only Pokemon that used Teleport, U-turn or Volt Switch can be swapped out.
Thrash
- This lasts for 3 actions but can be disrupted by an attack with a BAP more than 12.
- Using Thrash does not incur the consecutive move energy cost penalty.
- If the target is being Bodyblocked and this Pokemon's Weight Class is more than (Bodyblocker's Weight Class + Target's Weight Class), Thrash hits both Pokemon at full BAP.
- When combined with any suitable move, the Pokemon is not forced to use Thrash after cooldown, and will be confused after executing the combo.
- The Pokemon must not be locked into a move to use this move in a combo.
Thunder
- 30% Chance to break Protect or Detect in Rain. (Not listed in description. Many moves such as this do not note synergy with other moves/effects in description, is one thing I noticed)
ThunderShock
- When combined with another Special Electric Attack, the Base Attack Power of that attack is increased by one and a half (1.5x) [e.g Thundershock + Thunderbolt is 4 + 10 * 1.5 = 19 BAP]. (This, for instance. Special moves such as this should be foregrounded in DAT)
Tickle
- This move locks its changed stat for the round if its last use in the round is not Action One.
Torment
- Prevents the opponent from using any move during any given round that it used in the round prior.
Transform
- In Switch=KO, Circle Throw, Dragon Tail, Roar, and Whirlwind can shock a transforming Pokemon back to its original form.
- Will always last for at least six (6) actions before it can be dissipated by the effects of an attack
- A Transformation from Imposter does not have the six (6) action immunity.
Trick Room
- Trick Room also reverses the effect of Spe Natures, lowering the Dodge (though not Accuracy boost) of +Spe Pokemon by the calculated accuracy value and increasing the Accuracy and Dodge of -Spe Pokemon by a flat 10 instead of lowering their Evasion and Dodge by a flat 10.
Twineedle: As far as I remember, Twineedle has 20% chance to poison per hit. The description says "attack" which may be considered as "the whole attack". I think it could use a rewriting.
Twister
- This move targets up to three (3) adjacent opponents in a multi-battle.
- If combined with Gust, Hail, Leaf Tornado, Rain Dance, Sandstorm, Sunny Day, or Whirlwind, the Base Attack Power of the entire combination doubles (combo 2x) [e.g. Twister + Gust = (4 + 4) * 2 = 16].
Uproar
- Uproar does not suffer from the consecutive attacks penalty.
- When combined with any suitable move, the Pokemon is not forced to use Uproar after the cooldown turn.
- The Pokemon must not be locked into a move in order to use this move in a combo.
- overpowering all other sound-based effects (am I the only one who think this is a very dangerous statement?)
U-turn
- In Switch = KO, the attack resets all of the Pokemon's stat changes and snaps it out of temporary status as well as other effects like Disable, Taunt, and Torment.
- In Switch = OK, the trainer that commanded U-turn must attack first.
- A Pokemon switched out with U-turn can switch without initiating a Switch Phase, but only Pokemon that used Teleport, U-turn, or Volt Switch can be swapped out.
ViceGrip
- ViceGrip can hold the opposing Pokemon in place for a short time.
- If combined with Crabhammer, the combination always scores a critical hit.
- If combined with Bite, "Fang" Moves, Crunch, Guillotine, or Sucker Punch, the target is unable to use contact attacks against the Pokemon from the time the attack hits through the cooldown phase.
- If combined with Bind, the damage per action of Bind doubles (x2).
Vine Whip
- If combined with Wrap or Bind, the damage per action of the partial trapping move is doubled.
- If combined with Grass Knot, Power Whip, or Wring Out, the Base Attack Power of combined move is increased by one and a half (1.5x) [E.g. Vine Whip + Power Whip = 4 + (12 * 1.5) = 22).
- If combined with Tickle, the opponent's Attack and Defense will each drop two (2) Stages instead of one.
Vital Throw
- Vital Throw can be used against target with a Weight Class up to four (4) values greater than the user.
- If the user moves last, then this attack is guaranteed to hit.
Volt Switch
- In Switch = KO, the attack resets all of the Pokemon's stat changes and snaps it out of temporary status as well as other effects like Disable, Taunt, and Torment.
- In Switch = OK, the trainer that commanded U-turn must attack first.
- A Pokemon switched out with U-turn can switch without initiating a Switch Phase, but only Pokemon that used Teleport, U-turn, or Volt Switch can be swapped out.
Water Gun
- Drenches for 3a
- When drenched, the opponent's weakness to electric attacks is calculated at the next weakness level (e.g. 0.5x-1x, 1x-2x).
- If combined with Hydro Pump, the Base Attack Power of Hydro Pump is increased by one and a half (1.5x) [e.g. Water Gun + Hydro Pump = 4 + (12 * 1.5) = 22]. The drenched effect will still occur.
Water Pulse
- This move can hit any single Pokemon on the field, regardless of position.
Water Spout
- This move targets up to three (3) adjacent opponents in a multi-battle.
Weather Ball
- Changes type and Double BAP in Fog
Whirlpool
- During Whirlpool, both trainers may still issue attacks; however, the whirlpool user must still maintain their focus or the whirlpool will collapse.
Whirlwind
- In Switch = KO, the shock of the attack resets all of the opponent's stat changes and snaps it out of temporary status as well as other effects like Disable, Taunt, and Torment.
- In Switch = OK, the trainer that commanded Whirlwind must attack first.
Wide Guard:
- This move targets all allied Pokemon in a multi-battle. (with us having more than 3 pokemon, I believe this counts as "extra", considering that it is the exception)
Wing Attack
- This move can hit any single Pokemon on the field, regardless of position.
- When combined with a different "Air", "Wing", or "Wind" move, the Base Attack Power of the combining move is increased by one and a half (1.5x), rounded up [e.g. Wing Attack + Air Slash = 6 + (7 * 1.5, rounded) = 17]
Wish
- Using this move uses up one of the user's available recovery moves in a battle.
Withdraw
- Reduces final damage from all incoming non-contact physical attacks by two (2) until this Pokemon uses a move other than Chill, Harden, Iron Defense, Rapid Spin, Withdraw, or a combination involving two of the aforementioned moves.
- This move locks its changed stat for the round within which it was used.
- Withdraw cannot be used if this Pokemon is under the effects of Shell Smash.
Work Up
- This move locks its changed stat for the round if its last use in the round is not Action One. (Not listed in Description, but it should.)
Wrap
- 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.
Yawn
- This move will fail if the opponent cannot hear the user. (IMO, Yawn spread is triggered on sight rather than on auditory cues)
Flail:
- Consecutive uses increase the energy consumed. (is this really necessary?)v
Needle Arm
Nightmare: Needs rewording on this: Nightmare can only be used if the Pokemon was put to sleep in a previous action (so it can't by combined with hypnosis? in theory if the pokemon has to be put to sleep on a previous action, then Nightmare can be used on the same action as the sleep move, IMO...at least that is how I read it)
Poison Fang
Poison Gas (Obscure vision?)
PoisonPowder (Poisonpowder: I don't think it has a AoE ingame... if it doesn't then yeah it needs to be reworded to reflect on that.)
"Attacks do not fail when used on the Pokemon" which pokemon? the user of protect of the user of the attacking move? maybe some rewording is needed.
Recycle
- Some items cannot be recycled. (Which?)
Rock Smash: "Sheer Force will remove the defense lowering effect and get the BAP boost" - is this really necessary?
Round: "Additional attacks stay at the boosted power that action" may nees rewording, as it already boosts rounds used on the same action in virtue of the first part of the description. Maybe it meant round instead of action?
Shadow Punch: "If the initial strike misses the opponent, the shadows will track them back for a few seconds", I am not sure if that is the best way to say it doesn't miss. IMO, it may be misinterpreted.
Smack Down
- With some effort affected Pokemon can use electromagnetic or ballast capabilities to hover and move; however, they will be stuck low enough to the ground to be effected until Smack Down's effect wears off.
Sheer Cold:
- The immense drop in temperature takes a long time to complete (eh?)
Shell Smash and Shift Gear: also, I don't get "The Pokemon's natural stages in those stats are adjusted by the same amount"
Spikes: Levitate isn't a trait anymore -_-''
Spore: "releases a burst of potent spores into the air" so any mon that breathes it goes asleep? Isn't it a bit too much?
Stomp: 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. Then what happens if the user is bigger?
Weather Ball: perhaps it would be best to simply say it explicitly that Fog's STAB is normal and that it may be Poison if caused by Smog. Right now it is implied and we know how dangerous that can be.
- Consecutive uses increase the energy consumed. (is this really necessary?)v
Needle Arm
Nightmare: Needs rewording on this: Nightmare can only be used if the Pokemon was put to sleep in a previous action (so it can't by combined with hypnosis? in theory if the pokemon has to be put to sleep on a previous action, then Nightmare can be used on the same action as the sleep move, IMO...at least that is how I read it)
Poison Fang
Poison Gas (Obscure vision?)
PoisonPowder (Poisonpowder: I don't think it has a AoE ingame... if it doesn't then yeah it needs to be reworded to reflect on that.)
"Attacks do not fail when used on the Pokemon" which pokemon? the user of protect of the user of the attacking move? maybe some rewording is needed.
Recycle
- Some items cannot be recycled. (Which?)
Rock Smash: "Sheer Force will remove the defense lowering effect and get the BAP boost" - is this really necessary?
Round: "Additional attacks stay at the boosted power that action" may nees rewording, as it already boosts rounds used on the same action in virtue of the first part of the description. Maybe it meant round instead of action?
Shadow Punch: "If the initial strike misses the opponent, the shadows will track them back for a few seconds", I am not sure if that is the best way to say it doesn't miss. IMO, it may be misinterpreted.
Smack Down
- With some effort affected Pokemon can use electromagnetic or ballast capabilities to hover and move; however, they will be stuck low enough to the ground to be effected until Smack Down's effect wears off.
Sheer Cold:
- The immense drop in temperature takes a long time to complete (eh?)
Shell Smash and Shift Gear: also, I don't get "The Pokemon's natural stages in those stats are adjusted by the same amount"
Spikes: Levitate isn't a trait anymore -_-''
Spore: "releases a burst of potent spores into the air" so any mon that breathes it goes asleep? Isn't it a bit too much?
Stomp: 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. Then what happens if the user is bigger?
Weather Ball: perhaps it would be best to simply say it explicitly that Fog's STAB is normal and that it may be Poison if caused by Smog. Right now it is implied and we know how dangerous that can be.
Also, if anyone (especially councilmen and mods) have suggestion as far as the process goes, please tell. But tell via PM, so this thread isn't clogged, k? thanks.
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