Data Data Revamp Thread. Stage 3: Post Rulings for Moves!

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Frosty

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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:

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 Several moves have outdated descriptions, rulings are missing and ever other week someone find a new mechanic hidden on the DAT.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.
Seems easy to you? then get a pair of glasses, 'cause it isn't.

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 poor 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.

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)


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.



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.
 
Last edited:

Geodude6

Look at my shiny CT!
So I assume anyone can help?

Acrobatics, Accupressure, After You, Assist, Astonish, Baton Pass, Bide, Bind, Bounce, Bubble, Bug Bite, Bulldoze, Camouflage, Clamp, Confuse Ray, Confusion, Constrict, Conversion, Copycat, Curse, Defog,

Aeroblast, Air Slash

Acid:
- Removes the Steel-type's Poison immunity.

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.

Acid Spray:
- Removes the Steel-type's Poison immunity.

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.

Amnesia:
- Locks its changed stat for the round if used on the last action of a round.

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.

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.

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.

Bulk Up:
- Locks its changed stat for the round if its last use in the round is not action 1.

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.

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.

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.

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.


The letters A, B, and C are completely done.
 
Last edited:

Frosty

=_=
is a Forum Moderator Alumnusis a Community Contributor Alumnus
Great!

I implemented your data with the following (kinda subjective I'll admit) changes:

Acid Armor:
- 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.

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.

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].

Barrier:
- 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:
- This self-damage ignores normal damage caps that round on the user and for the next two rounds on the opponent. (k, I don't understand this >_<)

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?)

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)

Circle Throw:
- 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.

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.

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.

Defog:
- Defog also clears both sides of the field of any laid hazards
- and any weather affecting the field.
 
Brave soul reporting.

DEF
Discharge, Draco Meteor, Dragon Claw, Dragon Rage, Dragon Rush

Echoed Voice, Embargo, ExtremeSpeed

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
Destiny Bond
- Caps at 30 Damage
- Chills cannot be used after Destiny Bond in the round.

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.

Double team
- Creates up to four clones
- Attacks have an equal chance to hit a clone or target.

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%.

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.

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.

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 Pledge
- When used with either Grass Pledge or Water Pledge, the Base Attack Power doubles.
- When used the same action as Grass Pledge, Grass Pledge is ignored and Fire Pledge bursts out, covering the opposing field in burning leaves that deal 2 HP per action for six (6) actions.
- When used the same action as Water Pledge, Fire Pledge is ignored and a rainbow shimmers down on the user's side of arena, increasing the effect chance of any attacks used by 30% for six (6) actions (does not stack with Serene Grace).

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.

Frenzy Plant
- The Pokemon is more sluggish after using the attack.

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.

Fusion Bolt
- If used the same action as Fusion Flare, it increases Base Attack Power by five (5).

Fusion Flare
- If used the same action as Fusion Bolt, it increases Base Attack Power by five (5).
GHI
Gastro Acid, Giga Drain, Guard Swap, Gunk Shot, Gyro Ball

Head Charge, Head Smash, Headbutt, Heal Bell, Heal Block, Healing Wish, Heart Stamp, Heart Swap, Heat Crash, Heavy Slam, Hex, Hi Jump Kick, Hidden Power, Horn Attack, Horn Leech, Hydro Pump, Hyper Fang,

Ice Ball, Ice Beam, Ice Burn, Ice Fang, Ice Punch, Ice Shard, Icicle Crash, Inferno, Iron Head, Iron Tail
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.

Grass Pledge
- When used the same action as Water Pledge, Water Pledge is ignored and the arena underneath the opponent's side descends into a murky swamp, halving (x0.5) the speed of the opponents team for six (6) actions.
- When it used the same action as Fire Pledge, Grass Pledge is ignored and the move bursts out, covering the opposing field in burning leaves that deal 2 HP per action for six (6) actions.

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.

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].

Hail
- Increases Blizzard’s accuracy to 100% and lets it have an additional 30% chance to bypass Protect and Detect.

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 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.

Heat Wave
- This move targets up to three (3) adjacent opponents in a multi-battle.

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.

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.
- The attack has perfect accuracy during rain and a 30% chance to break through Protect and Detect.
- 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.
- The user is more sluggish after using this attack.

Hyper Beam
- Hyper Beam is so powerful it can destroy rocks and put dents in steel.
- After using Hyper Beam, the user is sluggish.

Hyper Voice
- This move targets up to three (3) adjacent opponents in a multi-battle.

Hypnosis
- Eye contact is required.

Icicle Spear
- It can disrupt an opponent’s move that takes a while to charge up.

Icy Wind
- This move targets up to three (3) adjacent opponents in a multi-battle.

Imprison
- Seals off up to three moves shared between the Pokemon and any of its foes.

Incinerate
- This move targets up to three (3) adjacent opponents in a multi-battle.

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.
JKLM
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

Mach Punch, Magic Coat, Magic Room, Magical Leaf, Magnet Bomb, 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
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.

Lunar Purge
- Energy restored by 25%.

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.

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.

Momento
- 2-stage Attack and Special Attack drop (Switch = OK: until the opponent switches out; Switch = KO: until the opponent faints).

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.

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.)

Mirror Coat
- This move can hit any single Pokemon on the field, regardless of position.

Mist
- Has 2 distict uses
- (Regular) 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.
- (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.
NOP
Night Shade, Night Slash

Octazooka, Odor Sleuth, Ominous Wind, Overheat

Paleo Wave, Payback, Poison Jab, Power Gem, Power Swap, Power Trick, Power Whip, Psybeam, Psych Up, Psycho Boost, Psycho Cut, Psycho Shift, Psyshock, Psystrike
Needle Arm
Poison Fang
Poison Gas
PoisonPowder
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.

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

Present
- Damage with 12 BAP: 10%
Damage with 8 BAP: 30%
Damage with 4 BAP: 40%
Heal with 6 BAP: 20%

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.

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.

Punishment
- The Base Attack Power of the Attack increases by 2 for each stage boost the opponent possesses.

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.
 
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Frosty

=_=
is a Forum Moderator Alumnusis a Community Contributor Alumnus
Dear Box,

You are adorable.

eeerrrmm

anyway.

I will check those later today and implement the moves. Regardless, just saying that people that contribute will get 1UC per 20 moves with extra mechanics checked.

 
Question, does the not check Attack and Accuracy means the changes won't be implemented, at least for now? because several important moves have had their power changed and I would think changing those would be a priority (it's not like there are too many but the ones that are are very important)

For reference here's a list of known changes:
http://www.serebii.net/xy/updatedattacks.shtml
 

Frosty

=_=
is a Forum Moderator Alumnusis a Community Contributor Alumnus
The changes in the elements given by the game (accuracy, power, normal effects etc) will be implemented on the 6th Gen Implementation program (see specific topic for that). This project is here to check and fix the specific ASB rulings and mechanics and identify which ones could use rewording;

All changes will be implemented at once, but different topics/different people will handle that.
 
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QRS
Quick Attack

Rapid Spin, Razor Shell, Reflect Type, Refresh, Retaliate, Revenge, Reversal, Role Play, Rolling Kick

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, Struggle Bug, Stun Spore, Sucker Punch, Super Fang, Superpower, Sweet Kiss, Switcheroo
Recycle
- Some items cannot be recycled. (Which?)

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.
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
- If the user is damaged by an attack the same action Rage is used (before or after), attack increases by one (1) stage.
- Multi-hit attacks increase Attack once for each hit.
- If the Pokemon's Attack is raised by Rage, Rage's Energy Cost goes up by two (2) for each stage boost gained this way.
- Rage's effect does not activate behind a Substitute unless there is spillover damage.

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
- During Rain Dance, Thunder and Hurricane have perfect accuracy and a 30% chance to bypass Protect and Detect.
- This move will fail if the arena is indoors.

Razor Leaf
- This move targets up to three (3) adjacent opponents in a multi-battle.

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.

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.

Roar of Time
- The effort required to create the time rift is so huge that afterward the user is sluggish.

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.

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.

Rock Wrecker
- The attack requires so much energy that the Pokemon is sluggish afterward.

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.

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.

Sandstorm
- Special attacks targeted at Rock-types during Sandstorm are reduced by two (2) Base Attack Power, as opposed to a SpD boost for Rock-types

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
- If the move is used indoors or a stadium, the move can paralyze.
- If the move is used in a forest or other grassy area, the scent of plants may put the opponent to sleep.
- If used in or around water, the corrosive salt may lower the opponent's attack by one (1) stage.
- If used in a marsh or bog, the sticky mud may stick to the opponent and lower its speed by one (1) stage.
- If used on a beach, cave, or mountain area, the heavy rocks may cause the opponent to flinch.
- If used in snow, the freezing ice and snow may freeze the target.

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.

Skull Bash
- Has no action-charge phase, instead Priority 1 Charge and Priority -1 Hit.

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.

Sky Uppercut
- As the attack is performed while jumping it can hit opponents that are flying or otherwise in the air.

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.

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
- Has no action-charge phase, instead Priority 1 Charge and Priority -1 Hit.
- If Sunny Day is active, the attack will occur at a normal priority level.
- If it is raining, hailing, sandstorming, foggy or if there is anything else obstructing direct sunlight, the base Attack Power of SolarBeam will be cut in half.
- If the Pokemon are inside a structure where no sun reaches at all, the attack cannot be used.

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 used within the last six (6) actions.
- The Energy Cost of that attack increases by four (4) for the next six (6) actions.
- Up to three of an opponents attacks may be affected by Spite at a time.

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).

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.

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.

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.

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.
TUV
Tackle, Take Down, Techno Blast, Teeter Dance, Thief, Thunder Fang, Thunder Wave, Thunderbolt, ThunderPunch, Toxic, Toxic Spikes, Tri Attack, Trick, Triple Kick, Twineedle,

Vacuum Wave, Venoshock, V-Create, Volt Tackle
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.

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.

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.

Trump Card
- Progressive damage: Trump Card's Base Attack Power increased by 3 each time it is used, up to a maximum Base Attack Power of 20 instead of based on PP/En.

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].
- The Base Attack Power will double again if used against a foe in the middle of Bounce, Fly, or Sky Drop.

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.

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.

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.
WXZY
Wake-Up Slap, Water Sport, Waterfall, Wide Guard, Wild Charge, Will-O-Wisp, Wonder Room, Wood Hammer, Worry Seed, Wring Out

X-Scissor

Zap Cannon, Zen Headbutt
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 Pledge
- When used with either Fire Pledge or Grass Pledge, the Base Attack Power doubles.
- When used the same action as Fire Pledge, Fire Pledge is ignored a Rainbow shimmers down on the user's side of the arena, increasing the effect chance of any attacks used by 30% for six (6) actions (does not stack with Serene Grace).
- When used the same action as Grass Pledge, Water Pledge is ignored and the arena underneath the opponent's side descends into a murky swamp, halving (0.5x) the speed of the opponents team for six (6) actions.

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.

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)
Done!
 
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Frosty

=_=
is a Forum Moderator Alumnusis a Community Contributor Alumnus
I have implemented your proposals with the following changes:

Doing it in pieces, as I really don't have much time. Once I am finished, I will award prizes and post the next step.

Destiny Bond:
-This move cannot be used unless the user has enough Energy to afford the resulting attack.

Dive:
- 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:
- Multi-target moves will target all clones and apply a single accuracy check.
- A Pokemon may have up to four clones at a time.

Embargo:
- Declares a cessation to ALL use (read: all opponents) of items. Serebii and Veekun say that it only affects the targetted mon.

Endure:
- 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.

Fake Out:
- 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.

Flail:
- Consecutive uses increase the energy consumed. (is this really necessary?)

Fire Pledge: no extra mechanics

Fissure:
- It can only be used on hard earth.

Frenzy Plant: no extra effects

Fusion Crap: no extra effects

Guard Swap:
- Changes stats themselves instead of just stat changes

Glaciate: has no extra stuff

Grass Pledge: no extra mechanics

Gust: only combo stuff

Hail: no extra effects

Heal Block:
- Doesn't affect Heal Pulse (guessing it was a mistake)

Healing Wish:
- The pink orb infuses itself into the ally (in a doubles match?)

Heat Wave: no extra mechanics

Hidden Power:
- once Hidden Power’s type and power are chosen they can only be changed for a cost of 7 CC.

Hurricane: only jams out sound

Hydro Cannon: remove the sluggish part

Hyper Voice: no extra mechanic

Ice Ball:
-Ice Ball does not incur the normal consecutive attacks penalty.

Icy Wind: no extra stuff

Incinerate: no extra stuff

Lunar Dance: no extra stuff

Magnitude:
- 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.

Memento: no extra stuff

Metal Sound:
- This move locks its changed stat for the round if used on the last action of a round.

Minimize:
- The Pokemon cannot use Minimize if the effect is already active.

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: no extra stuff on regular mode

Muddy Water: no extra stuff

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)

Perish Song:
- 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

Poison Gas: Aside from "obscuring vision" needs rewording or some specifications, I need to check if it target-only or hit all adjacent mons..

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.

Protect: "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.
- This move fails if used on successive actions or after Evasive Agility, Evasive Teleport, or the Dodge command.

Punishment: no extra effects

Rage: no extra stuff

Rain Dance: only "This move will fail if the arena is indoors.", also maybe it would be useful to except weather stones from this explicitly?

Razor Leaf: no extra effects

Rest:
- Restores some health every action

Roar of Time: no extra effects

Rock Slide: only the need for external rock sources

Rock Smash:
- Combinations with multi-hit moves only lower defense once.
Also, "Sheer Force will remove the defense lowering effect and get the BAP boost" - is this really necessary?

Rock Wrecker: no extra stuff

Roost: 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" 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?

Sacred Sword: does it ignore evasion stats?

Sandstorm: no extra effects (I know that in theory reducing power and increasing SpD are different things, but here the effect is the same, so I will consider as such.)

Secret Power:
- Missing "if on sand then it decreases accuracy"

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.

Sheer Cold:
- The immense drop in temperature takes a long time to complete

Shell Smash: also, I don't get "The Pokemon's natural stages in those stats are adjusted by the same amount"

Shift Gear: I don't get "and raising its natural Speed and Attack stages by the same amount"

Skill Swap:
- The Pokemon fires up to three beams of essence that connect with the target(s)

Skull Bash: no extra mechanics

Sky Drop:
- While in midair, the opponent can only use moves that either target itself, the user of Sky Drop, or the field

Sky Uppercut: no extra mechanics

Sleep Talk: 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

Solarbeam: only "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)

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?

Stockpile:
- that counter goes down naturally by one (1) every other round as the Stockpile is cycled back into the Pokemon's body

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?

Struggle:
- Struggle can be ordered at any time; however, it tends to unnerve the Pokemon when used

Sunny Day:
- This move will fail if the arena is indoors.

Sweet Scent:
- This move does nothing if the opponent can not smell it.

Taunt:
- If a combination used while Taunted includes a non-attacking move, it may be used so long as the combination does damage.

Tranform:
- A Transformation from Imposter does not have the six (6) action immunity.

Trump Card: no extra effects as the current one is just an adaptation from in-game to suit our pp-less system.

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:The doubling BAP part against fly and co is already ingame.

Uproar:
- overpowering all other sound-based effects (am I the only one who think this is a very dangerous statement?)

Vital Throw:
- If the user moves last, then this attack is guaranteed to hit. (gotta check this)

Water Pledge: no extra stuff

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.

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)
 
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Regarding Embargo, Bulbapedia and Ultimate Pokemon Center also say it only affects one mon. If all four sites agree on this, then odds are that is how it is in-game.
 

Frosty

=_=
is a Forum Moderator Alumnusis a Community Contributor Alumnus
My rechecking is taking longer than I anticipated, so I will start the next step while I continue to check them.

The next step is still within the DAT, but now with abilities and items (EXCLUDING all kinda of signature items, evolutionary stones, rotom appliances and legendary items, since they were made from scratch by Deck and have the intended effects anyway).

The thing works the same way: if the item/ability has extra mechanics, write them in bullet points. If they don't, write "no extra mechanics" and if they need rewording, specify.

20 abilities/items = 1UC

go go go.
 
I have arrived.

Abilities

ABCDE
Adaptability, Air Lock, Analytic, Arena Trap, Battle Armor, Blaze, Chlorophyll, Clear Body, Compoundeyes, Cursed Body, Cute Charm, Damp, Defiant, Dry Skin
Aftermath
- If this Pokemon uses Selfdestruct or Explosion, the attack has ten (10) more Base Attack Power and five (5) more Energy Cost to execute.

Anger Point
- Attack will drop up to two (2) stages at the end of each round instead of one (1) stage until it reaches the Pokemon's natural Attack stage.
- Critical hits from self-targeting moves do not activate Anger Point.

Anticipation
- Reduces the Base Attack Power from super-effective attacks, Selfdestruct, and Explosion by two (2).

Bad Dreams
- Sleeping Pokemon lose two (2) energy per action when sleeping.

Big Pecks
- The rate its Defense stage drops after a boost is also halved from once every round to once every two (2) rounds.

Cloud Nine
- Pokemon with Cloud Nine will not suffer any negative effects of weather, but will benefit from all positive effects.
- Cloud Nine also has a command that can nullify weather on the field.

Color Change
- A Pokemon with this ability can change its type to that of any attack that has damaged it within the past three (3) actions.
- When this Pokemon uses Camouflage to change its type, its entire body changes color, giving it a one (1) stage boost in evasion.

Contrary
- At the end of the round, stat changes will still decay as normal.

Defeatist
- Once Defeatist is active, attacks cost two (2) less energy.
- If the Pokemon goes back above 50% of its maximum HP in battle, Defeatist's effects will disappear.

Download
- Increases natural Attack/Special Attack stage by one (1) accordingly.

Drizzle
- Expends 10 EN to activate.
- It can re-summon the effect mid-battle for 9 EN with a command.

Drought
- Expends 10 EN to activate.
- It can re-summon the effect mid-battle for 9 EN with a command.

Early Bird
- Sleep status is automatically reduced by one intensity level when inflicted on this Pokemon.
- When the Pokemon uses Rest they will gain 18 HP per action and only be asleep for two actions.

Effect Spore
- When toggled, the Pokemon is more adept at using Powder attacks, resulting in their accuracy being increased by 10%.
FGHIJ
Filter, Flame Body, Flare Boost, Friend Guard, Guts, Harvest, Healer, Hustle, Hydration, Hyper Cutter, Ice Body, Infiltrator, Iron Barbs, Iron Fist
Flash Fire
- Self-targeted attacks do not give the boost.

Flower Gift
- Increases the Base Attack Power of their physical attacks by two (2)
- Reduces the Base Attack Power of opponent's special attacks by two (2).

Forecast
- Reduces the Energy Cost of all weather changing moves to 6 and Weather Ball to 6.
- Grants the Pokemon immunity to Sandstorm and Fog's accuracy reduction.

Forewarn
- Pokemon gets a bonus move substitution that must have a condition in the format "If Pokemon X uses move Y", with no further qualifiers or additional clauses allowed.
- This bonus substitution may go anywhere in the list of substitutions the pokemon makes, but it must be indicated with "Bonus" or "Bonus Sub" or something similar in front of the bonus substitution.

Frisk
- Ignores any item-based increases in damage or status.
- The Pokemon will not be affected by Fling or Natural Gift.

Gluttony
- Regains two (2) HP per action when holding Leftovers.

Heatproof
- The damage inflicted by burns is also cut in half.

Heavy Metal
- Adds two (2) Base Attack Power to all Weight-Based Attacks.
- Adds Base Attack Power to Gyro Ball equal to half (0.5x) the Pokemon's Weight Class, rounded up.

Honey Gather
- This Pokemon emits a scent of sweet honey that lowers all foes' Evasion by one (1) Stage.

Huge Power
- Raises its Attack and its Base Rank Total by one Rank for each evolution level (Baby = 1, Basic = 2, Stage 1 = 3).
- If Skill Swapped, the swapped Pokemon's Attack and Base Rank Total is only raised by one Rank.

Illuminate
- When toggled, this Pokemon emits a continuous light that brightens the environment and makes it easier for all Pokemon to see.
- While this ability is active, any darkened or twilight state in the battle is negated and all moves used by any Pokemon (friend or foe, or itself) have their accuracy increased by 10% (flat).
- Boosts from multiple Illuminates do not stack.

Illusion
- Usage Note: PM the ref if you are sending out a Pokemon with Illusion with the info on said Pokemon and one of your squad members in a Switch=KO battle. You must use that squad member later in the battle though.

Immunity
- Toxic Poisoning will not do damage; however, it will continue to grow more severe.

Imposter
- Costs 10 EN
- Transformations from Imposter last a minimum of three (3) actions before they can be dispelled by a phazing move in Switch=KO battles.

Inner Focus
- If it has another ability that would be activated by flinching, that ability activates.

Insomnia
- Takes 1 less damage and energy/action from Ghost Curse.
- If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action.
- If a Pokemon with Insomnia also has Vital Spirit, its Accuracy and natural Accuracy stage are raised by one (1) when it is sent out.

Intimidate
- Activated with a Command.

Justified
- Natural Attack stage will increase by one (1).
- Self-targeted attacks do not increase the natural Attack stage.
KLMNO
Keen Eye, Leaf Guard, Limber, Liquid Ooze, Magic Bounce, Marvel Scale, Mold Breaker, Oblivious, Overgrow
Klutz
- The accuracy of its attacks is increased by 10% (flat).
- While engaging in this style it cannot use a hold item, though an item is necessary to pull it off.
- Toggleable

Levitate
- Earth Power will have three (3) less Base Attack Power.
- Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss.
- Ground moves can still hit, bar Bulldoze, Earthquake, Fissure and Magnitude.

Light Metal
- The Pokemon executes weak attacks much more effectively, adding +1 priority to all their attacks with 6 or less Base Attack Power (after other ability adjustments).
- Priority is applied to the summed Base Attack Power of a multi-hit move (e.g. Double Kick has priority at 6 BAP, Skill Link Bullet Seed doesn't at 15 BAP.)

Lightningrod
- Increases natural Special Attack stage by (1) as well.
- If a Pokemon has a type immunity to Electric attacks, Lightningrod will attract the attack but will not raise Special Attack or the natural Special Attack stage.

Magic Guard
- Toxic still increases in damage each round, although if Magic Guard is in effect the Pokemon will not suffer any damage.
- Life Orb recoil is not negated.

Magma Armor
- The armor also reduces the Base Attack Power of all incoming attacks by one (1).

Magnet Pull
- Has two commands: (Attract) and (Repulse)
- When attracted by Magnet Pull, Steel-types cannot move out of the immediate proximity without great difficulty, and can be pulled along by the Magnet Pull Pokemon.
- When repulsed, the Steel type is thrust violently away and contact attacks have immense difficulty striking the Magnet Pull Pokemon.
- The effect of both commands lasts for the following three (3) actions.

Minus
- If this Pokemon has both Plus and Minus, the boosts stack to a maximum Base Attack Power increase of four (4).

Moody
- This Pokemon's feelings are always fluctuating, and its mood at any given time greatly influences how it can act from one round to the next.
- In addition to its general nature, this Pokemon displays a burst of emotional power each round that shares characteristics with other natures, affecting the Pokemon's Ranks directly.
- At the end of each round the Pokemon changes its Moody nature (roll out of 25 R1 and out of 24 in subsequent rounds), a nature that has the regular drawbacks of a nature but enhances that nature's strengths.

Motor Drive
- Self-targeted attacks do not increase the natural Speed stage.

Mountaineer
- Avoids damage from all Rock-type attacks the round it switches in.

Moxie
- Increases its Attack and natural Attack stage by one (1) after KOing.

Multiscale
- If this Pokemon is at their maximum HP when a round starts, all damage done to this Pokemon by attacks with BAP during the round will be halved.

Multitype
- It increases HP by 10 and each Rank by one (1).

Mummy
- Changes all abilities to Mummy for 6a

Natural Cure
- This Pokemon’s body has the ability to heal itself of status afflictions over time, it goes into effect six (6) actions after being inflicted with a status.

No Guard
- No effect on OHKO moves.

Normalize
- The Pokemon's Normal-type attacks will have four (4) more Base Attack Power.

Overcoat
- If the Pokemon is already immune to at least one (1) kind of weather by typing or a different ability, Overcoat reduces the Base Attack Power of all oncoming attacks by one (1).

Own Tempo
- If the Pokemon also has Tangled Feet, its Accuracy and natural Accuracy stage increase by one (1) when it is sent out.
PQRST
Prankster, Pressure, Quick Feet, Rain Dish, Rivalry, Rock Head, Rough Skin, Sand Force, Sand Rush, Sand Veil, Scrappy, Serene Grace, Shed Skin, Shell Armor, Shield Dust, Simple, Slow Start, Snow Cloak, Solar Power, Solid Rock, Static, Stench, Sticky Hold, Suction Cups, Super Luck, Swarm, Swift Swim, Telepathy, Teravolt, Thick Fat, Tinted Lens, Torrent, Toxic Boost, Turboblaze
Persistent
- Moves affected are Gravity, Heal Block, Lucky Chant, Magic Room, Safeguard, Trick Room, Tailwind, and Wonder Room by an additional one (1) round or three (3) actions depending on the move.

Pickpocket
- Pokemon with Pickpocket can be commanded to swap items with an ally, and only they will need to expend an action to do so because of their swifter sleight of hand.

Pickup
- Whenever a hold item (its own or an opponents) is thrown away with a move like Fling, or knocked onto the ground with a move like Knock Off, this Pokemon will immediately pick up that item without using an action.
- It can also grab dropped or naturally occurring hold items in arenas.

Plus
- If this Pokemon has both Plus and Minus, the boosts stack to a maximum Base Attack Power increase of four (4).

Poison Heal
- When a Pokemon with Poison Heal inflicts Poison on themselves with an attack, it uses up one of their Recovery Moves.
- If Toxic'd, the Toxic counter will still go up each round and Toxic will do the relevant damage for that round should their ability be disabled.

Poison Point
- When toggled, this Pokemon's natural toxins are more potent. As a result, all of this Pokemon's attacks that inflict regular poison will inflict Toxic poison instead (with the same chance of effect).

Poison Touch
- When toggled, this Pokemon's natural toxins are more potent. As a result, all of this Pokemon's attacks that inflict regular poison will inflict Toxic poison instead (with the same chance of effect).

Pure Power
- Raises its Attack and its Base Rank Total by one Rank for each evolution level (Baby = 1, Basic = 2, Stage 1 = 3).
- If Skill Swapped, the swapped Pokemon's Attack and Base Rank Total is only raised by one Rank.

Rattled
- Self-targeted attacks do not increase the natural Speed stage.

Rebound
- Able to bounce one layer of an entry hazard back from their side of the field to the other side with their immense strength and intuition.
- Requires a command.

Reckless
- Recoil percentage is unaffected.

Regenerator
- When this Pokemon Chills, it restores six (6) HP in addition to its 12 Energy.

Run Away
- This Pokemon is quick on its feet and will evade any field traps and hazards that would harm it (Spikes, Stealth Rock, Toxic Spikes) in an arena.
- A Pokemon can still absorb Toxic Spikes if it has Run Away and is Poison-typed.
- Run Away does not allow the Pokemon to switch out of trapping moves or abilities, however it can escape other situational trapping strategies in battle.

Sandstream
- Expends 10 EN to activate
- It can re-summon the effect mid-battle for 9 EN with a command.

Sap Sipper
- Also boosts natural Attack stage by one (1).
- Self-targeted attacks do not increase the natural Attack stage.

Shadow Tag
- Forces opposing Pokemon to stay within 10 meters of this Pokemon.
- Does not affect opposing Pokemon with Shadow Tag

Sheer Force
- Toggleable

Skill Link
- The Energy Cost of multi-hit attacks is increased by three (3).

Sniper
- Increases its critical hit bonus from +3 to +5 on single attacks, +2 to +3 on two-hit attacks, and +1 to +2 on multi-hit attacks.

Snow Warning
- Expends 10 EN to activate.
- It can re-summon the effect mid-battle for 9 EN with a command.

Soundproof
- Can be affected by an ally's or their own Heal Bell

Speed Boost
- Costs 2% of EN
- Prevents Speed stage from decaying under any circumstances.

Stall
- Can be ordered to attack last on any action regardless of ordinary attack priority.
- If an opponent orders their Pokemon to attack after this Pokemon, the opponent's attack will fail.
- Against another Pokemon with Stall, the trainer who issues attacks first has precedence and the opponent's attack will fail.

Steadfast
- Also increases natural Speed stage by one (1).

Storm Drain
- Also increases natural Special Attack stage by one (1).
- Self-targeted attacks do not increase the natural Special Attack stage.

Sturdy
- Reduces the Base Attack Power from an opponents incoming attacks by one (1).
- The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.

Synchronize
- Poison-types cannot be poisoned and Fire-types cannot be burned in this manner.

Tangled Feet
- Also increases natural Evasion stage by one (1).
- This boost is removed once the Pokemon snaps out of confusion.
- The Pokemon will never damage itself in confusion.
- If the Pokemon also has Own Tempo, the duration of confusion doubles.

Technician
- Each hit in a multi-hit move is boosted by one (1) Base Attack Power, and the Energy Cost for multi-hit attacks is increased by two (2).

Trace
- Expends 6 EN to activate on switch.
- Can be re-activated with an action later in battle for 5 EN.

Truant
- Becomes Sluggish after every normal action.
- If this Pokemon uses a move that would inflict Sluggish, it instead becomes Exhausted for the next action.
- Truant can be altered or shifted by Skill Swap, Role Play, Gastro Acid, or Mummy, but is not changed by Entrainment, Simple Beam, or Worry Seed.
U, V, W and Z
Unnerve, Victory Star, Water Veil, Wonder Skin
Unaware
- Nullifies all stat boosts or reductions other than Speed, it remains while this Pokemon is active.

Unburden
- This ability only activates on the first use of a consumable item - subsequent uses of the same item do not activate Unburden, even if the Pokemon switches out between uses.

Vital Spirit
- Its normal state of sleeplessness makes it take 1 less damage and energy/action from Ghost Curse.
- If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action.
- If a Pokemon with Vital Spirit also has Insomnia, its Evasion and natural Evasion stage are raised by one (1) when it is sent out.

Volt Absorb
- A Pokemon that attacks itself with electricity to heal only recieves 25% of the damage that attack would do to itself.
- Thunder Wave has no effect on the Pokemon.

Water Absorb
- A Pokemon that attacks itself with water to heal only recieves 25% of the damage that attack would do to itself.

Weak Armor
- Also reduces Pokemon's natural Defense stage by one (1) and increases natural Speed stage by (1).
- Triggers on each hit of a multi-hit contact move.

White Smoke
- Immune to Fog and lingering smoke-based effects

Wonder Guard
- Cannot be removed or copied by any means

Zen Mode
- Toggleable
Items

Berries
Oran, Lum
All Berries
- May be used with Natural Gift up to eight (8) times in a match before the berry is entirely consumed, bar exceptions reflected below.
- Berries are purchased in multiples of five (5).

Cheri, Chesto, Pecha, Rawst, Aspear and Persim
- Two activations when hit by corresponding status

Leppa
- Restores 10 Energy, at <=25% energy.

Sitrus
- Restores five (5) HP initially, then five (5) HP at the end of each round for the next four (4) rounds, starting the round after initial activation.

Figy
- Confuses Pokémon that are not Adamant, Brave, Naughty, or Lonely natured.
- If confused, the effect lasts until the end of the next round.
- Can't be Recycled.

Wiki
- Confuses Pokémon that are not Mild, Modest, Rash, or Quiet natured.
- If confused, the effect lasts until the end of the next round.
- Can't be Recycled.

Mago
- Confuses Pokémon that are not Hasty, Jolly, Naive, or Timid natured.
- If confused, the effect lasts until the end of the next round.
- Can't be Recycled.

Aguav
- Confuses Pokémon that are not Calm, Careful, Gentle, or Sassy natured.
- If confused, the effect lasts until the end of the next round.
- Can't be Recycled.

Iapapa
- Confuses Pokémon that are not Bold, Impish, Lax, or Relaxed natured.
- If confused, the effect lasts until the end of the next round.
- Can't be Recycled.

Razz
- Restores five (5) HP and five (5) percent energy.

Bluk, Nanab, Wepear, Pinap, Pomeg, Cornn, Magost, Rabuta, Nomel, Spelon, Pamtre
- Increases Natural Gift Base Attack Power by 3.
- Five activations on Natural Gift use.

Kelpsy
- Negates Attack Drops
- Three activations on drop.

Qualot
- Negates Defense Drops
- Three activations on drop.

Hondew
- Negates Special Attack Drops
- Three activations on drop.

Grepa
- Negates Special Defense Drops
- Three activations on drop.

Tamato
- Negates Speed Drops
- Three activations on drop.

Watmel
- Increases final damage done by Fire-type attacks by four (4) damage.
- Four activations on appropriate-type attack use.

Durin
- Increases final damage done by Water-type attacks by four (4) damage.
- Four activations on corresponding-type attack use.

Belue
- Increases final damage done by Electric-type attacks by four (4) damage.
- Four activations on corresponding-type attack use.

Occa
- Also cures any burn status resulting from the attack.
- Three activations when hit by corresponding-type attack.

Wacan
- Also cures any paralysis status resulting from the attack.
- Three activations when hit by corresponding-type attack.

Yache
- Also cures any freeze status resulting from the attack.
- Three activations when hit by corresponding-type attack.

Kebia
- Also cures any poison status resulting from the attack.
- Three activations when hit by corresponding-type attack.

Passho, Rindo, Chople, Shuca, Coba, Payapa, Tanga, Charti, Kasib, Haban, Colbur, Babiri, Chilan
- Three activations when hit by corresponding-type attack.

Liechi, Ganlon, Salac, Petaya, Apicot, Lansat, Starf, Micle
- The effect lasts for the duration of the match.

Enigma
- Two activations when hit by SE attack.

Custap
- Lasts 3 actions after activation.

Jaboca
- Three activations on being hit by a physical attack.

Rowap
- Three activations on being hit by a special attack.
Herbs
None
All Herbs
- Bought in mutiples of five (5).

Mental Herb
- Three activations on being hit by Attract, Disable, Encore, Taunt or Torment.

Power Herb
- Five activations on use of a charging attack.

White Herb
- Three activations on any stat drop group.
Battle Items (20CC)
Binding Band, Eviolite, Expert Belt, Grip Claw, Rocky Helmet, Shell Bell
Big Root
- Increases the Energy Cost of Drain attacks by 50% (1.5x).

Black Sludge
- Heals Poison-type Pokemon and Pokemon with Poison Heal, Poison Point, or Poison Touch one (1) HP at the end of every one of the Pokemon's actions.
- Pokemon with the ability Liquid Ooze or Toxic Boost have two (2) HP restored per action instead.
- All other Pokemon are dealt two (2) damage at the end of each of each action.

Choice Band
- Allow new move to be chosen at the beginning of every round.
- Incurs half the normal repeated move energy cost.
- No attack used by the opponent can prevent it from using the chosen attack in that round.
- Choice-locked Pokemon are immune to the effects of Encore.

Choice Scarf
- Increases base move accuracy by twenty-five (25).
- Allow new move to be chosen at the beginning of every round.
- Incurs half the normal repeated move energy cost.
- No attack used by the opponent can prevent it from using the chosen attack in that round.
- Choice-locked Pokemon are immune to the effects of Encore.

Choice Specs
- Allow new move to be chosen at the beginning of every round.
- Incurs half the normal repeated move energy cost.
- No attack used by the opponent can prevent it from using the chosen attack in that round.
- Choice-locked Pokemon are immune to the effects of Encore.

Cleanse Tag
- Halves the rate of damage increase on Toxic, rounded up.
- Increases the rate of decay on Freeze, Sleep and Paralysis by one step each.
- Reduces the damage of Poison and Burn to one (1) DPA.

Destiny Knot
- Whenever the Pokemon inflicts attraction successfully upon an opponent, the effect lasts for the duration of the battle.
- Does knot not cause Attraction to opponent if user is Attracted.

Float Stone
- All attacks used by the Pokemon with six (6) or less Base Power after ability adjustments have +1 priority.
- Priority is applied to the summed Base Power of a multi-hit move.

Focus Band
- Reduces the Base Attack Power of attacks used against the Pokemon by two (2) while below 50% of its maximum HP.
- The effect is amplified on OHKO Moves, which are reduced by fifteen (15) Base Attack Power instead.

Focus Sash
- Reduces the Base Attack Power of attacks used against the Pokemon by two (2) while above 50% of its maximum HP.
- The effect is amplified on OHKO Moves, which are reduced by fifteen (15) Base Attack Power instead.

King's Rock
- If held by Poliwhirl, Politoed, Slowpoke or Slowking, it increases the Pokemon's Special Attack by one (1) rank.

Lagging Tail
- The Pokemon's attacks will never miss an opponent and opponents' attacks will never miss the Pokemon.
- OHKO moves have normal accuracy when used with or against a Pokemon with this item.

Leftovers
- Pokemon with the ability Gluttony have two (2) HP restored per action instead.

Life Orb
- The recoil is only one (1) damage if the attack is a single-hit move with four (4) Base Attack Power after ability adjustments.

Metronome
- Attacks used consecutively incur only half (0.5x) the consecutive move use energy cost.

Razor Claw
- Base Attack Power of moves containing the words "Cut", "Cross", "Claw", "Scissor", "Scratch", "Swipe", or "Slash" is increased by three (3).
- If held by Sneasel or Weavile, it increases the Pokemon's Attack by one (1) rank.

Razor Fang
- Base Attack Power of moves containing the words "Fang", "Crunch", "Razor", "Bite", "Blade", or "Sword" is increased by three (3).
- If held by Gligar or Gliscor, it increases the Pokemon's Attack by one (1) rank.

Shed Shell
- Prevents residual damage from partial trapping moves and renders the Pokemon immune to entry hazards.

Smoke Ball
- The Pokemon negates all of its own accuracy drops, all of its opponent's evasion boosts, and the effects of an opponent's Double Team.
- Actions used evasively always fail against the Pokemon.
- If the opponent uses Dig, Bounce, or similar moves, the carrier of Smoke Ball always strikes just before the opponent can take evasive action, even if it would normally be slower.

Zoom Lens
- Raises the critical hit stage of the Pokemon by one (1).
- Both effects only apply if the Pokemon moves after the opposing Pokemon.
Battle Items (10CC)
Brightpowder, Muscle Band, Scope Lens, Wide Lens, Wise Glasses, Black Belt, BlackGlasses, Charcoal, Dragon Fang, Hard Stone, Magnet, Metal Coat, Miracle Seed, Mystic Water, NeverMeltIce, Poison Barb, Sharp Beak, Silk Scarf, SilverPowder, Soft Sand, Spell Tag, Twisted Spoon, Flame Orb, Toxic Orb, Sticky Barb
Macho Brace
- Increases the stage-boost of all boosting moves by one (1).
- Increases the Pokemon's final Weight Class by one (1).

Power Weight
- Increases the HP gain and energy cost of recovery moves by 50% (x1.5).
- Increases the Pokemon's final Weight Class by one (1).

Power Bracer
- Doubles (x2) the stage-boost of Attack-boosting moves.
- Increases the Pokemon's final Weight Class by one (1).

Power Belt
- Doubles (x2) the stage-boost of Defense-boosting moves.
- Increases the Pokemon's final Weight Class by one (1).

Power Lens
- Doubles (x2) the stage-boost of Special Attack-boosting moves.
-Increases the Pokemon's final Weight Class by one (1).

Power Band
- Doubles (x2) the stage-boost of Special Defense-boosting moves.
- Increases the Pokemon's final Weight Class by one (1).

Power Anklet
- Doubles (x2) the stage-boost of Speed-boosting moves.
- Increases the Pokemon's final Weight Class by one (1).

Quick Claw
- Raises the critical hit stage of the Pokemon by one (1).

Iron Ball
- The attacks Fly, Sky Attack, Bounce, and Sky Drop will fail when used by the Pokemon.
- Circle Throw, Seismic Toss, Sky Drop, Storm Throw, and Vital Throw are impossible against a Pokemon with Iron Ball unless used by a Fighting-type Pokemon.
- Increases the Pokemon's final Weight Class by three (3).

Sticky Barb
- If the Pokemon makes contact with an attack, adds two (2) final damage to the attack (after all other damage is calculated).
- If the Pokemon does not make contact with an attack, The Pokemon receives two (2) damage at the end of each action.

Ring Target
- Transfers to opponents with no item when contact is made.
Battle Items (6CC)
None
Amulet Coin
- Owner gains one (1) additional Currency Counter for each battle the Pokemon participates in.

Exp. Share
- The Pokemon gains one (1) additional Move Counter for each battle it participates in.

Lucky Egg
- The Pokemon gains one (1) additional Evolution or Dream Counter of the owner's choosing for each battle it participates in.

Damp Rock
- Causes Drizzle to cost no energy to activate.
- Enables rain to be used in all arenas where it might otherwise be disallowed.

Heat Rock
- Causes Drought to cost no energy to activate.
- Enables sun to be used in all arenas where it might otherwise be disallowed.

Icy Rock
- Causes Snow Warning to cost no energy to activate.
- Enables hail to be used in all arenas where it might otherwise be disallowed.

Smooth Rock
- Causes Sand Stream to cost no energy to activate.
- Enables sandstorm to be used in all arenas where it might otherwise be disallowed.

Light Clay
- Extends the duration of Safeguard to six (6) rounds.
- Increases the Defense boost of Barrier to +3.
Battle Items (3CC)
Absorb Bulb
- Special Attack Boost lasts nine (9) actions or until switched out

Cell Battery
- Attack Boost lasts nine (9) actions or until switched out

Air Balloon
- Earth Power will have three (3) less Base Attack Power.
- All other Ground moves can still hit.
- This item does not interfere with the Pokemon using any of its attacks and is consumed when the Pokemon takes twenty-five (25) damage.

Escape Button
When activated, this item is consumed and the activating Pokemon may do any one of the following:
- Be guaranteed a successful dodge against the opposing Pokemon's next action
- Switch out at the end of the round to another of the player's Pokemon of their choosing (Cannot be chosen if Switch=KO or the player has no other available Pokemon)

Red Card
When activated, this item is consumed and the activating Pokemon may do any one of the following:
- Guarantee that the opposing Pokemon cannot dodge the Pokemon's next action
- Force the opposing Pokemon to switch out at the end of the round to another of the opposing player's Pokemon at random (Cannot be chosen if Switch=KO or the opposing player has no other available Pokemon)

RageCandyBar
- This may be activated whenever by the player without using an action.
- When activated, this item is consumed and the Pokemon gains a one (1) rank bonus to Attack, Defense, Special Attack, and Special Defense and a 25% (x1.25) bonus to Speed, rounded up, for three (3) actions or until switched out.

Berserk Gene
- This item can only be activated when the Pokemon is sent out and may be activated by the player without using an action.
- When activated, the item is consumed, the Pokemon is confused for four (4) actions, and has its Attack and Special Attack boosted by two (2) stages for nine (9) actions or until switched out.

Fire Gem, Water Gem, Electric Gem, Grass Gem, Ice Gem, Fighting Gem, Poison Gem, Ground Gem, Flying Gem, Psychic Gem, Bug Gem, Rock Gem, Ghost Gem, Dragon Gem, Dark Gem, Steel Gem, Normal Gem
- Five activations on corresponding-type Attack use.


...aaaand solo'd. :mad:
 
Last edited:

Frosty

=_=
is a Forum Moderator Alumnusis a Community Contributor Alumnus
huh?

This thread is to check which mechanics should be included/excluded from the DAT and other threads. We won't make the new DAT but only determine what will be on it. The "needs rewrite" stuff is here merely as a suggestion for whoever writes or rewrites the DAT (which I assume will be you?).

I was under the impression that both projects (rewriting the data threads and revamping the data itself) were different from one another. At least I was told that on several occasions and it is what the "future of asb" thread implies.

In other words, neither project excludes the other from what I gather.

Drop me a PM if you want to discuss this.
 

LouisCyphre

heralds disaster.
is a Forum Moderatoris a Community Contributor
Moderator
Frosty: Okay Texas explained to me what's going on; I was simply confused by the wording.

SPEAKING OF WORDING:

I've most moves up to midway through the letter "S" here. Feel free to leave Doc Comments on moves that this thread has classified as "needs rewording". I'll be doing the same before making any further changes.
 

Frosty

=_=
is a Forum Moderator Alumnusis a Community Contributor Alumnus
I must say: rechecking this is a real drag.

I finished the moves, which means that the following counters can be claimed:

Geodude6 : 1UC
Box : 12UC


While I recheck the Abilities/Items, I would like to START STAGE 3: COLLECT MOVE RULINGS.

This Phase is simple: Check the extra mechanics listed on the OP and point out which rulings aren't there but should be. Do note that I am NOT asking for buffs. I am asking for rulings that were given constantly before and was supposed to be on the move description, but isn't. New stuff without precedent will be axed by me.

I would to hear mostly from Dogfish44 , Objection and Its_A_Random as I think they keep rulings lists around. But everyone can feel free to pitch in.





 
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